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Wekono's Wake Hotfix 1Feb 3, 2025 - Community AnnouncementsEvent Pass 2024 chest is now available for purchase! Fixed an issue where translations for new content were not available in several languages. Fixed an issue where some font files had corrupted and did not display correct values. Wekono's Wake Update NotesJan 29, 2025 - Community AnnouncementsGreetings Champions, and welcome to Year 8 of Paladins! We wanted to take a moment before we dive into our first update of the year, Wekono's Wake, to talk about where we are and our direction moving forward. Over the course of Year 7, we focused our small team's efforts more and more on improving the systems and features that make Paladins a standout in the genre: an emphasis on customization through Items, Talents and Cards, updating and deepening Champion kits, and bringing together older concepts and new features to enrich our Realm. Headed into 2025, we plan to continue these types of efforts while also aiming to shift to smaller, more frequent updates and hotfixes to further improve our ability to adapt development to player feedback while ensuring our team can stay nimble. This will be most evident in our shift in cosmetic additions and a larger effort towards the aforementioned customization and gameplay focus. Without further ado, let's dive into our first update of Year 8: Wekono's Wake! General Updates Experimental Queue: Subclasses Throughout the year, we want to test out various ideas we’ve had that are more drastic gameplay shifts than we usually release. These features are meant to be explorations of directions to take Paladins that could lead to new modes or enrichening existing experiences. The first of these we plan to tackle is Subclasses, a role within your class that provides a powerful effect to a specific aspect of your gameplay. You select these prior to selecting your Talent, and their effects stack with other customization options. We’ll be testing these in their own Siege queue for players to compare to normal Siege, as well as considering them for alternative modes like Arcade or Wave Defense. Here’s the list of Subclasses releasing this update: Damage Predator On earning an Elimination, reduce the cooldown of your Movement ability by 40%. Imani, Saati, and Strix gain 20 of their resources. Shock Trooper While on the Objective, gain 10% Damage Reduction. Triage On earning an Elimination, drop a healing deployable at your current location. Note: Octavia does not select a Subclass, instead opting for her own Commander options. Flank Duelist Gain 10% Crowd Control resistance for 3s after dealing 1500 damage. Rallyman On earning an Elimination, regenerate involved allies ammo by 10%. Skirmisher Heal for 4% every second while on the Objective. Frontline Fireteam Leader After using your Q ability, provide allies within 50 units 30% Slow resistance and 20% Movement Speed for 2s. Dug In While on the Objective, gain 15% Crowd Control resistance. Wanderer You exit combat 1.5s faster and have 15% Movement Speed while out of combat. Support Rabid For every 2,000 damage you deal, gain 30% Reload Speed and 10% faster cooldowns for 3s. Skulker You exit combat 1.5s faster and your Cooldowns are 10% faster while out of combat. Spotter You can no longer apply Anti-Heal, but damaged enemies take 20% more Headshot damage for 1.5s. {STEAM_...Wekono's Wake Post-PTS AdjustmentsJan 21, 2025 - Community AnnouncementsGreetings, Champions! First off, we want to thank everyone who played or watched the PTS and gave us feedback on the upcoming Wekono's Wake update. It's been a wild rush to get to the start of Year 8 and hearing everyone's excitement and concerns gave us even more motivation to deliver it all to you all best we can. However, we have a set of adjustments and reversions we'd like to share ahead of the update's release next week, starting with Serpent Beach & Serpent Beach (Classic). Serpent Beach Reverted baseability change to waterfall-side high ground near objective to prevent new, excessive sightlines Restored missing rock on Taskforce 2 payload path Restored baseability on rocks in the water to maintain parity to Serpent Beach Classic Updated several collision volumes to fix an issue with heavy walls. The walls outside of the double door side of both spawn rooms. The walls on the Jag Falls side of the map as you drop down from high ground moving towards the wood ramp on either side. Filled some visible seams outside of playable game space when looking through scaffolding on the Jag Falls side of map. Blocked off a baseable spot on the back of both spawn rooms that let players see into mid. Investigating collision around mid to prevent players from clipping their heads through it. This issue is also present in some areas on Serpent Beach (Classic). As a part of these improvements and our dedication into ensuring Serpent Beach's refresh is the best it can be, Serpent Beach (Classic) will be the only version of the map within Ranked in Split 1. Serpent Beach in its new form will still be available in all other Siege queues! Serpent Beach (Classic) Updated several collision volumes to fix an issue with heavy walls. The walls outside of the double door side of both spawn rooms. The walls on the Jag Falls side of the map as you drop down from high ground moving towards the wood ramp either side. We're continuing to look into other reports and potential improvement areas on the map, but these are what we are confident will be reflected in the version going live in Wekono's Wake. We also are planning in future hotfixes and updates to revisit the map as needed. Now, let's dive into balance! Balance Items Deft Hands Removed reload speed cap changes at Level 3 Decreased price from 225|450|675 ➡️ 200|400|600 This concept proved a bit too overwhelming in testing, so instead we want to make Deft Hands more enticing as an Item by dropping its price a bit to allow earlier purchasing in conjunction with other Items. Rejuvenate Reverting to Live version There was a lot of interesting discussion around Overhealing as a concept and we may find ways to revisit the design in the future, however the consensus has landed on current Rejuvenate being healthier and closer to the ideal solution. We still hold some concerns for Support Itemization but will take more time to gather feedback and try other paths to resolve the pain point. Sentinel Reverting to close-to-Live v...Year 8 of Paladins Begins!Jan 17, 2025 - Community AnnouncementsGreetings Champions, and welcome to Year 8 of Paladins! We wanted to take a moment before we dive into our first update of the year, Wekono's Wake, to talk about where we are and our direction moving forward. Over the course of Year 7, we focused our small team's efforts more and more on improving the systems and features that make Paladins a standout in the genre: an emphasis on customization through Items, Talents and Cards, updating and deepening Champion kits, and bringing together older concepts and new features to enrich our Realm. Headed into 2025, we plan to continue these types of efforts while also aiming to shift to smaller, more frequent updates and hotfixes to further improve our ability to adapt development to player feedback while ensuring our team can stay nimble. This will be most evident in our shift in cosmetic additions and a larger effort towards the aforementioned customization and gameplay focus. Without further ado, let's dive into our first update of Year 8: Wekono's Wake, launching January 29th and live on PTS later today! General Updates Experimental Queue: Subclasses Throughout the year, we want to test out various ideas we’ve had that are more drastic gameplay shifts than we usually release. These features are meant to be explorations of directions to take Paladins that could lead to new modes or enrichening existing experiences. The first of these we plan to tackle is Subclasses, a role within your class that provides a powerful effect to a specific aspect of your gameplay. You select these prior to selecting your Talent, and their effects stack with other customization options. We’ll be testing these in their own Siege queue for players to compare to normal Siege, as well as considering them for alternative modes like Arcade or Wave Defense. Here’s the list of Subclasses releasing this update: Damage Predator On earning an Elimination, reduce the cooldown of your Movement ability by 40%. Imani, Saati, and Strix gain 20 of their resources. Shock Trooper While on the Objective, gain 10% Damage Reduction. Triage On earning an Elimination, drop a healing deployable at your current location. Note: Octavia does not select a Subclass, instead opting for her own Commander options. Flank Duelist Gain 10% Crowd Control resistance for 3s after dealing 1500 damage. Rallyman On earning an Elimination, regenerate involved allies ammo by 10%. Skirmisher Heal for 4% every second while on the Objective. Frontline Fireteam Leader After using your Q ability, provide allies within 50 units 30% Slow resistance and 20% Movement Speed for 2s. Dug In While on the Objective, gain 15% Crowd Control resistance. Wanderer You exit combat 1.5s faster and have 15% Movement Speed while out of combat. Support Rabid For every 2,000 damage you deal, gain 30% Reload Speed and 10% faster cooldowns for 3s. Skulker You exit combat 1.5s faster and your Cooldowns are 10% faster while out of combat. Spotter You can no longer apply Anti-Heal, but damaged ene...End of Year Crystal SaleDec 20, 2024 - Community AnnouncementsEnjoy up to 20% Crystals for the holidays! This sale is ongoing until January 3rd, 2025.Ska'drin Celebration Hotfix NotesDec 17, 2024 - Community AnnouncementsGeneral Fixed an issue where the new Title for Trials of the Realm wasn't visible or available. Fixed an issue where the new Titles from the Flashback Pass weren't equippable. Fixed an issue where the Street Style World Tour Event Pass Buy All wasn't providing all of the levels of the pass. It is now back available for purchase! Champions Fixed an issue where Grover's passive Blossom aura wasn't providing healing on Ferocity or Deep Roots. These Talents are now re-enabled. Fixed an issue where Kinessa's Crystalline Battery erroneously stated it could target enemies. We're actively working on a buff or rework for this Talent in the near future. Ska'drin Celebration Update NotesDec 11, 2024 - Community AnnouncementsGeneral Updates Ska’Drin Celebration Event Pass For our final Event Pass of this year, we've commissioned community artists for our 2D cosmetics as well as created 5 recolors in the Event Pass that bring some Limited Skins forward with new looks! Makilla Makoa (Volcanic) Shaman Grohk (Chieftan) Exhortation Fernando (Ultimatum) Infernal Lord Drogoz (Abyssal Lord) Coastline Cony Rei (Beach Bunny) In addition to these skins, there is another recolor of Volcanic Makoa available for Direct Purchase, called Shikoa! In total, there are 6 new skins players can get their hands on right away as a present from us to the community! As for the 2D cosmetics, there are 6 in total you can earn as part of Ska'drin celebration from 4 different artists from the community! Into the Cosmos Spray by Paulo Munir {STEAM_CLAN_IMAGE}/26305398/ca31c89de87f7d04cac264022bc4018d89a2c158.png Rallying Cry, Stoic Shield, and Lifting Off by DanTheBros {STEAM_CLAN_IMAGE}/26305398/6adffb5191ea4fa4554934478562222cb0e13587.png {STEAM_CLAN_IMAGE}/26305398/aaa60c4339cab66808ac76e6442dffa850c930c3.png {STEAM_CLAN_IMAGE}/26305398/68d6ab9cfdf0c8fd24fa0a1c1ce4e6f8bf33d138.png Stary Stare by Sailie {STEAM_CLAN_IMAGE}/26305398/3aa5b28739b480de18d96b1473b0abda3a4b2dbb.jpg Tigron's Might by PangoBoy {STEAM_CLAN_IMAGE}/26305398/e5ac4a235f59a83402dd078c88941dedc76458fd.png Merry Mayhem Returns! The Ska’Drin aren’t the only ones celebrating! Merry Mayhem returns as a Special questline for the holidays, allowing players to earn some exclusive rewards as well as Chests and Gold. Here’s the order of things you’ll be asked to complete and the rewards: Play 1 Match “Happy Holidays!” Title Capture 2 Siege Objectives 750 Gold Deal 50,000 Damage in A Match 750 Gold Play 3 Arcade Matches 1500 Gold Heal for 30,000 Health in A Match 2500 Gold Win 2 Matches 50 Crystals Earn 20,000 Credits Flair & Style Chest Earn 100 Eliminations Golden Cache Play 25 Matches Festive Presents Chest Limited “has saved Realm-mas!” Title Crowd Control, Debuff, and Status Conveyance Across the game, we’ve added highlights and callouts to various effects and unified how we describe them across all Champions. There are a few new examples as well as changes to existing effects: Zhin’s new version of Yomi (spoilers) uses the word Ignite instead of Burn. This is to indicate that the flames he attaches to a target deal no damage & instead act as a damage amp for him. {STEAM_CLAN_IMAGE}/26305398/0755cc7e049b9dca5852998025f2be9d237b0d48.png Displacement effects have been broken up into the following subcategories: Knockback, Knockup, Push, Pull, and Lift. Knock and Push effects are currently countered by Sentinel and Pull and Lift effects by Unbound. {STEAM_CLAN_IMAGE}/26305398/589de3a47465ce082249c2085b448ed1a16b3384.png Older instances of phrases that mean the same as an Effect have been replaced by that Effect (e.g “reduces Movement Speed” have been replaced with Slows) for clarity. {STEAM_CLAN_IMAGE}/26305398/2451a8d46b1dedb4c667dc6a...Developer Insights: Ska'drin Celebration PTS ChangesDec 9, 2024 - Community AnnouncementsGreetings Champions! Ahead of Wednesday’s release of the Ska’drin Celebration Update, we wanted to sit down and talk about some of the feedback we received during the recent PTS cycle and what we’ve adjusted based on the testing you all took part in! Let’s hop right in: Hoard Cost at Level 3 reduced from 2000 ➡️ 1750 Passive earn amount reduced from 15 ➡️ 10 The ideas we’re exploring with this update to Hoard seemed to be something a majority of PTS players were intrigued by, but the balance state wasn’t in a place where the value of the Item would be worth the wait. To help ease this, we have brought down the final tier price to be a bit earlier in the match at the cost of the passive earn buff we were going to do. This is to incentivize a very conscious playstyle with Hoard: you’re behind on Items compared to your foes but with aggressive play will be rewarded. This type of asymmetrical Item design is a brand new idea and one we will be watching quite closely to see if it has a place in Paladins! Barik Nothing new…yet We’ve heard loud and clear that people want QoL buffs for our beloved dwarf! He’s been slowly slipping from his staple safe meta status and his painpoints are becoming more prevalent with age, so we plan to take a look at the various Cards and other buff areas suggested to us in Discord and across socials. However, this update was already quite heavy on balance and with our time before the holidays, we wanted to focus on improvements to existing PTS changes. We will come back early next year with him at the top of our list! Grover Chopper scaling increased from 80 ➡️ 100 We know, we know. This Card sees near nonexistent play and wouldn’t be on most player’s radar for a buff. However, we’ve been making it a slow and steady goal to revisit unimpactful Cards across the game and give them a bit more oomph. This one was an old nerf that in the modern game makes little sense to preserve and perhaps can be an interesting filler in a few loadouts. Io Improved Begone collision changes to restore floor grind tech For those worried we’d be taking away a very niche yet beloved aspect of Begone, no worries! After PTS we went back into the changes we were making and adjusted the threshold that her Ultimate would break to allow her to floor grind once more. For those out of the loop, Begone has a unique interaction when aimed directly at the ground, where its speed is significantly slower and it travels less distance. This is something we slot into the Vine Tech category of “original unintentional, but now adopted into design” so enjoy it! Just know Begone will always self-detonate after 4s. Kasumi Yokai Doll now has damage falloff, starting at 80 units linear until 120 units at 40% DMG Reworked Essence Drain to instead provide 6|6 Movement Speed for 3s after Savage Tear We’ve accelerated some of our work on Kasumi’ Yokai Doll based on continued feedback around her weapon. We want to directly address the common point around making her weapon a h...Ska'drin Celebration PTS NotesNov 27, 2024 - Community AnnouncementsGeneral Updates Ska’Drin Celebration Event Pass For our final Event Pass of this year, we've commissioned community artists for our 2D cosmetics as well as created 5 recolors in the Event Pass that bring some Limited Skins forward with new looks! Makilla Makoa (Volcanic) Shaman Grohk (Chieftan) Exhortation Fernando (Ultimatum) Infernal Lord Drogoz (Abyssal Lord) Coastline Cony Rei (Beach Bunny) In addition to these skins, there is another recolor of Volcanic Makoa available for Direct Purchase, called Shikoa! In total, there are 6 new skins players can get their hands on right away as a present from us to the community! NOTE: Their final look is not set in stone on PTS, with 2D cosmetics and certain skins actively in progress. Merry Mayhem Returns! The Ska’Drin aren’t the only ones celebrating! Merry Mayhem returns as a Special questline for the holidays, allowing players to earn some exclusive rewards as well as Chests and Gold. Here’s the order of things you’ll be asked to complete and the rewards: Play 1 Match Limited “Happy Holidays!” Title Capture 2 Siege Objectives 750 Gold Deal 50,000 Damage in A Match 750 Gold Play 3 Arcade Matches 1500 Gold Heal for 30,000 Health in A Match 2500 Gold Win 2 Matches 50 Crystals Earn 20,000 Credits Flair & Style Chest Earn 100 Eliminations Golden Cache Play 25 Matches Festive Presents Chest Limited “has saved Realm-mas!” Title Crowd Control, Debuff, and Status Conveyance Across the game, we’ve added highlights and callouts to various effects and unified how we describe them across all Champions. There are a few new examples as well as changes to existing effects: Zhin’s new version of Yomi (spoilers) uses the word Ignite instead of Burn. This is to indicate that the flames he attaches to a target deal no damage & instead act as a damage amp for him. {STEAM_CLAN_IMAGE}/26305398/0755cc7e049b9dca5852998025f2be9d237b0d48.png Displacement effects have been broken up into the following subcategories: Knockback, Knockup, Push, Pull, and Lift. Knock and Push effects are currently countered by Sentinel and Pull and Lift effects by Unbound. {STEAM_CLAN_IMAGE}/26305398/589de3a47465ce082249c2085b448ed1a16b3384.png Older instances of phrases that mean the same as an Effect have been replaced by that Effect (e.g “reduces Movement Speed” have been replaced with Slows) for clarity. {STEAM_CLAN_IMAGE}/26305398/2451a8d46b1dedb4c667dc6a87ce7c18f0c6701f.png Crowd Control is a very core part of the Paladins experience, from fueling part of the ability loop to a major frustration point as the tension of between the amount and severity of CC effects evolved over time. This is the first step in a series of changes we hope to make to communicate Crowd Control more clearly, eventually with the goal of updating and improving Crowd Control to be both more robust and less frustrating. This starts with calling out similar effects that players can reliably expect to behave the same and also highlighting specific effects that can act diff...Street Style: World Tour Hotfix NotesNov 21, 2024 - Community AnnouncementsBalance Vora Cards Unified in Purpose Reduced scaling from 6|6 ➡️ 5|5 What May Come Now has an ICD of 6s Yagorath Ultimate Devour Reduced pull speed from 390 ➡️ 370 Bug Fixes General Fixed an issue where the World Tour Event Pass timer was not properly displaying its end date. Fixed an issue where the Event Pass panel in the store did not have updated art. Fixed an issue where the Leiporian Rhapsody title lacked a space. Fixed an issue where Octavia's card Forward Operating Base was misspelled. Fixed an issue where Moji's Spit descriptions did not mention her healing. Balance Fixed an issue where the Astral Cycle card for Jenos overrode other movement speed increases. Cosmetics Fixed an issue where Street Style Seris lacked proper 1P textures. Fixed an issue where the recolors of Default Seris were unavailable to direct purchase. Modes Fixed an issue where Wave Defense lacked the ability to matchmake players. Fixed an issue where Wave Defense: Champion Difficulty did not progress its quest. Wave Defense: Champion Difficulty is now active early as this weekend's LTM! Future Fixes Under Investigation Grover's Wisps of Sylvanus Talent is only providing the speed bonus to himself. Dawnforge does not play gamemode-specific music. Defragged Inara's weapon isn't using the correct death effects. Wave Defense becomes unstable later in a match, especially on PC. Various 2024 skins have overly loud or disruptive audio. Street Style: World Tour Update NotesOct 30, 2024 - Community AnnouncementsOG Street Style & Street Style: World Tour Event Passes For the special occasion of Street Style as a theme returning, we’re excited to offer 2 Event Passes this update! The first is OG Street Style, a remake of the original Street Style Event including all the cosmetics earnable from it back in the day. Ying, Maeve, Skye, and Ash have joined back together for a reunion tour to celebrate their impact on the Realm! The second is Street Style: World Tour, a brand new Event Pass featuring Tyra & Seris! Both Champions are getting a classic Street Style look, but also have recolors giving nods to more modern genres of music and influencers. Fashion is still at the heart of Street Style, so there’s plenty of 2D cosmetics to collect as well! {STEAM_CLAN_IMAGE}/26305398/59f808a12d88283d45ec2c2cf38f5707b43fb744.png We’ve also added tech that allows you to preview rewards from the Event Pass in the menu, restoring the ability for people to see all the earnable content in one place. NOTE: Event Pass Chests now expire when a new Event Pass replaces it, with a timer on the chests indicating when that will occur. OG Street Style will run until late this year, and Street Style: World Tour will continue on into early 2025! General Updates Arcade 2.0 & Mode Updates We wrote a Developer Insights blog detailing all of the changes coming to Arcade and Game Modes! To fit all the balance changes in these notes, we ask you read on those changes here: Arcade & Game Mode Adjustments Quality of Life Updates New VGS Option: Legacy (Controller) For a long time, players have requested a console/controller version of what PC KBM players have through the Legacy VGS: access to all the voice lines we used to utilize (and still record for most skins) on a controller. This never was an option, even back in VGS 1.0 as the sheer number of button inputs would be quite absurd and difficult to make intuitive. So that’s exactly what we’ve done! Legacy (Controller) will be available on both PC and Console for controller players to have access to a suite of lines comparable to Legacy on KBM. This is because in order to make it possible, we had to break some conventions and muscle memory for VGS on controller. It will take some learning, but power users should be able to find this version offers them more communication tools should they master it. A few lines (~3) are still missing due to redundancy’s sake and to prevent 5-string inputs. As one would say in this new VGS, Good Luck! Event Pass Experience With us continuing the 2 Event Pass system forward, we’re going to adjust how Event Pass XP works. Each level of an Event Pass will now require 1,000,000 XP, meaning that it’ll be quicker to work your way through the tiers than it has been the past several passes and be an easier amount of XP for you to keep track of as you complete Quests to earn the latest rewards. This applies to both passes available in Street Style: World Tour, so during this patch you can level each pass side by side ...Street Style: World Tour PTS Flash Test Changelog | October 23rd, 2024Oct 23, 2024 - Community AnnouncementsGeneral Reverted changes to Gyro Aim Sensitivity. Fixed an issue where the Street Style: World Tour Event Pass is using the wrong backer. Fixed an issue where Vora & VII's new Talents were not available in instance. Fixed an issue where the Login and Main Lobby menus were swapped. Fixed an issue where Dawnforge's staircases railings had improper collision and were not lit. Balance Azaan Eternal reverted to current Live balance state. Caspian Fixed an issue where Everywhere At Once was not providing the proper cooldown reduction. It's Got Some Heft functionality and description restored to pre-Wild Hoard state. Increases War's damage by 50 Increases War's range by 20% Decreases War's firerate by 20% Deals 20% more damage per target hit by same attack. Corvus Fixed an issue where Corvus wasn't being healed by his Entropic Breach. Grover Increased Blossom's activated heal from 600 ➡️ 700 Kasumi Reduced Essense Drain's scaling from 2|2% ➡️ 1|1% In a future update, we plan to remove/rework Cards that amount to a damage amp. This nerf is meant to allow Kasumi more flexibility in buildcrafting until then, while preserving her upcoming buffs. Koga Increased scaling of Swift Hands from 3|3% ➡️ 4|4% Decreased bonus from Bullet Time from 20% ➡️ 15% Nyx Fixed an issue where Royal Prescence wasn't doing Poison damage while enemies were within. Vora Parasitic Pull now provides double Vora's Tendril Card effects. Developer Insights: PTS Process & FeedbackOct 22, 2024 - Community AnnouncementsGreetings Champions! This Developer Insights blog aims to shed light on how our PTS process works, from the version that we use internally to the final version that becomes the Live build and everything in between. In the past, Evil Mojo has discussed PTS and veteran players may know a lot of this info, however, we felt it was time for an updated rundown of how we utilize this for the modern team using Street Style: World Tour as an example. Internal Testing As many players know, we start to work on an update in a development build designed for rapid iteration and implementing things into Paladins on our own timescale. Often, smaller changes in Dev are intended to go out the following update while larger changes tend to exist in Dev multiple updates prior to release. For example, Wave Defense was in Dev for 11 months before it entered Beta in July and we already have some changes aimed for next year in our Dev build. However, whenever we’re ready to move all those smaller changes over to PTS, we go through a process called branch. Basically, this is when we move over all the files and changes in Dev to be reflected in the PTS client & servers. This process can sometimes be quick, or occasionally take days depending on what we’re moving over, any issues or concerns we have during the process, and the current timeline. Generally, we try to branch a month out from the planned release date to allow us 2 weeks before public PTS. Private PTS & Partner Playtests Once we’ve branched, our testing and changes are entirely focused on the PTS version of the game. This usually means refining our existing changes as well as resolving bugs players may be unable to playtest through. As an example of the state changes that tend to be in during this early PTS testing, look no further than the first blog of this series on Talent Design. Those Talent designs are the Dev versions we pulled to PTS, with test values and rougher designs than you all saw during public PTS. The reason we released that blog – and the reason we always do private PTS testing for a bit – is to be able to iterate on designs, balance, and new content in the exact environment that players will playtest in. Once we’ve gotten PTS in a state we’re beginning to feel comfortable with, we then start Partner Playtests. This is a fairly new addition to the process that started in the Anniversary Update (June 2023) and has evolved to replace AoC previews from 2022 and prior. The current iteration allows a select group of creators & community members to playtest on the PTS build alongside us about a week before it’s made public, giving us early feedback to start trending towards before we reveal the changes publicly. This group has been super helpful in allowing us more time to make larger changes to match community expectations as well as have a wider gamut of skill levels interacting with all the adjustments. Once we’ve held a few Partner Playtests, it’s time for the public! Public PTS & Feedback Once w...Street Style: World Tour PTS NotesOct 18, 2024 - Community AnnouncementsOG Street Style & Street Style: World Tour Event Passes For the special occasion of Street Style as a theme returning, we’re excited to offer 2 Event Passes this update! The first is OG Street Style, a remake of the original Street Style Event including all the cosmetics earnable from it back in the day. Ying, Maeve, Skye, and Ash have joined back together for a reunion tour to celebrate their impact on the Realm! The second is Street Style: World Tour, a brand new Event Pass featuring Tyra & Seris! Both Champions are getting a classic Street Style look, but also have recolors giving nods to more modern genres of music and influencers. Fashion is still at the heart of Street Style, so there’s plenty of 2D cosmetics to collect as well! {STEAM_CLAN_IMAGE}/26305398/59f808a12d88283d45ec2c2cf38f5707b43fb744.png We’ve also added tech that allows you to preview rewards from the Event Pass in the menu, restoring the ability for people to see all the earnable content in one place. OG Street Style will run until late this year, and Street Style: World Tour will continue on into early 2025! General Updates Arcade 2.0 & Mode Updates We wrote a Developer Insights blog detailing all of the changes coming to Arcade and Game Modes! To fit all the balance changes in these notes, we ask you read on those changes here: Arcade & Game Mode Adjustments Quality of Life Updates New VGS Option: Legacy (Controller) For a long time, players have requested a console/controller version of what PC KBM players have through the Legacy VGS: access to all the voice lines we used to utilize (and still record for most skins) on a controller. This never was an option, even back in VGS 1.0 as the sheer number of button inputs would be quite absurd and difficult to make intuitive. So that’s exactly what we’ve done! Legacy (Controller) will be available on both PC and Console for controller players to have access to a suite of lines comparable to Legacy on KBM. This is because in order to make it possible, we had to break some conventions and muscle memory for VGS on controller. It will take some learning, but power users should be able to find this version offers them more communication tools should they master it. A few lines (~3) are still missing due to redundancy’s sake and to prevent 5-string inputs. As one would say in this new VGS, Good Luck! Event Pass Experience With us continuing the 2 Event Pass system forward, we’re going to adjust how Event Pass XP works. Each level of an Event Pass will now require 1,000,000 XP, meaning that it’ll be quicker to work your way through the tiers than it has been the past several passes and be an easier amount of XP for you to keep track of as you complete Quests to earn the latest rewards. This applies to both passes available in Street Style: World Tour, so during this patch you can level each pass side by side at the same rate! Account Level Experience Starting this update, Quests will award Account XP alongside Event Pass XP! This will a...Developer Insights: Arcade & Gamemode AdjustmentsOct 17, 2024 - Community AnnouncementsGreetings Champions! In this Developer Insights blog, we're going to be sharing some larger changes coming to various game modes in the Street Style: World Tour update! Oh yeah, if you missed our announcement, Street Style returns with all new skins for Tyra & Seris, adding a few more popular Champions to the Realm's fashion pop group. We also are sharing PTS Notes tomorrow, including a lot of changes to the previously revealed Talents of last Insights blog. All that aside, let's hop into the content of this blog! Arcade 2.0 Over the past year, we’ve had a difficult time balancing offering all the game modes we’ve wanted to while preserving quick queue times and pushing for improved matchmaking, usually solved by rotating modes in and out of the Core rotation to accommodate all players. In an ideal Realm, we’d be able to offer all of our Core modes in their own queues and allow players to Multi-Queue into whichever they want to most. However, Multi-Queue has a lot of flaws that make this increasingly hard as time has gone on. All non-Siege modes struggle to ever appear if in a Multi-Queue with the mode, leading to most uses of the Mutli-Queue system being “anything but Siege”. This still however leads to issues with splitting players into multiple matchmaking buckets (as each queue still uses its own when in Multi-Queue) and Onslaught often still overpowering the other modes. After running several data tests, we feel the best path forward is making Arcade a permanent queue. How will it work? Arcade will feature all of the non-Siege modes that have ever been in our Core Rotation. This includes Onslaught, Team Deathmatch, Payload, King of the Hill, and Survival. We’ve curated the starting Map Pool in order to try and provide the best experiences in each of these modes as well as make it easy for players to not get confused by which mode they are playing on a map. Here’s the starting lineup: Onslaught - 30% Odds Foreman’s Rise Magistrate’s Archives Team Deathmatch - 25% Odds Abyss Dragon Arena Payload - 20% Odds Hidden Temple Frostbite Cavern King of the Hill - 15% Odds Marauder’s Port Trade District Survival - 10% Odds Primal Court Snowfall Junction While we’re testing Arcade with a larger audience, the Onslaught queue will remain available as well! Team Deathmatch will be on hiatus as we want to have the largest number of people possible test out Arcade. Your feedback will help us shape this queue in the future and we want to ensure any changes to the queue brings the benefits players want in matchmaking and queue speed. What about Quests and rewards? Starting in this update, Arcade will be compatible with all quests and rewards normally associated with a casual queue! This includes Daily Queue Bonus, Trials of the Realm, and any other places we call out certain game modes other than Siege! Will modes within Arcade still see improvements? Yes, our goal with Arcade is to better support and improve all the modes within based on the fact that they wi...Developer Insights: Talent Design & PhilosophyOct 9, 2024 - Community AnnouncementsGreetings Champions, and welcome back to another series of Developer Insight blogs! In this series, we’ll explore various aspects of the October Update, including adjustments and additions to features and maps and several sandbox changes. To kick off this update, we wanted to sit down and chat about several of the new Talents coming when we release this patch and share our general philosophy for creating new playstyles in 2024. Without further ado, let’s dive right in! NOTE: All the values shown below are test values from Dev. The exact effects and numerical choices will change based on testing and feedback from players. Azaan Azaan as of late has been struggling - consistently in the bottom two of Frontlines - while our other Frontlines are performing quite well. To help him rise above again we’re giving him some general buffs, but we also wanted to take the opportunity to spice up his Persistence Talent. Persistence in of itself isn’t a bad Talent, it has a fairly healthy win rate with an above-average pick rate, but we felt it lacked the “oomph” that Talents can bring to a Champion and spice up their gameplay. {STEAM_CLAN_IMAGE}/26305398/254a0763b8ff205f0e3ee08902b7060113de5703.png In essence, it behaves similarly to old Persistence, giving Azaan health sustain throughout the match, but it additionally now Cleanses him after he takes enough damage. This provides the Talent with more late-game power and lets Azaan play around the trigger to facilitate daring escapes or aggressive dives. It remains a solid selfish Talent, but we’re excited for everyone to try this change out and see the combos that can be done with your team when this Talent triggers! Caspian Never one to miss a party, but seemingly one to miss out on good Talents, Caspian has been struggling with his Talents as of late. All of his Talents have below-average or mediocre win rates, and all but Measured Cadence have horrendous pick rates - with It’s Got Some Heft even being a single digit! We wanted to give Caspian more variety in his playstyle, so we took two of his Talents back to the lab and concocted some more, let's say devious, abilities. {STEAM_CLAN_IMAGE}/26305398/ed4f73254c6cf209538236495328e7b9142010e9.png While Everywhere At Once has remained mainly the same, it has received some buffs to make it more utilitarian. We’ll let you think on what those possibilities could be as we go into It’s Got Some Heft, since its new form is the first iteration of its ability in Paladins. Choosing this Talent now gives Caspian flat bonus damage when backstabbing an opponent (triggering within a roughly 120-degree cone) with either of his weapons, while most importantly draining 2% of their Ultimate charge! This gives Caspian a really unique and powerful reward while flanking, potentially turning off key Ultimates in important team fights. We wanted to facilitate a play style for Caspian where he sticks to the shadows and steals what his opponents value most, leaning into his thief origi...Weekend LTM: Cards to the Max & 2X Event Pass XPOct 4, 2024 - Community AnnouncementsStreet Style Maeve has surprised the Realm with a block party! 😼 Cards to the Max is active as this weekend's LTM, raising the roof on everyone's Card levels. In addition, Event Pass XP is doubled this weekend as the party gets started! Reality Warp Hotfix | September 16th, 2024Sep 16, 2024 - Community AnnouncementsBalance Io Talents Sacrifice When activated, the 50% Health back Io receives is now True Healing. This was something that has felt true for a while due to how the Talent functions, but recent Anti-Heal changes showed that Io can indeed get hit during this transition. We've made this now a proper True Heal so the Talent's text remains accurate. Seris Cards Spirit Leech Increased scaling from 2|2 ➡️ 6|6 We were overly cautious in how the transition in functionality would benefit Seris, leading to this card becoming too weak for lower-level use case. We're buffing it back to a place where it functions very similar to the previous version of the Card, providing 2|2 Ammo every .5s over the 1.5s period. Yagorath General Yagorath's Tail Crit Spot is now only active during her Ultimate. Abilities Acceleration Adjusted speed curve, starts at 100% speed instantly then waits .5s to reach 200%. Yagorath's changes mostly put her in a spot we and the community were happy with, except for some pain point areas. Her Crit Spots made her more vulnerable than expected and led to her struggling to stay alive even in situations she deserved to, so we've now limited them to only being available during her Ultimate. This keeps the design fantasy (and helps counter her pull speed buff) while not impacting her neutral game nearly as much. As for Acceleration, players noticed an issue where Yagorath would slow slightly during the launch if she was already in movement. We've removed that so now she can continue to make jumps and feel fluid when using the ability, while still preserving a window for counterplay. Bug Fixes Fixed an issue where Dredge would crash player clients when selected. Dredge is reenabled across the game. Fixed an issue where Unauthorized Use wasn't applying a damage bonus & was still Revealing targets. Fixed an issue where Jubilation was not applying its bonus damage to marked targets. Fixed an issue where various added text was not translated into supported languages. Fixed an issue where the Trials reset Timer was incorrect. Fixed an issue where the shiver me timbers Title was not visible & unequippable. Fixed an issue where Octavia's Maverick Rifle was unequippable. Fixed an issue where Reality Warp was not showing up in Match History. Fixed an issue where the Damage Chest was giving Aki Oni Tiberius instead of Aoi Oni Tiberius. Fixed an issue where the Support Chest was giving Pirate's Treasure Io instead of Eight Oceans Io. Fixed an issue where bot Maeve would not select a Talent. Fixed an issue where Wave Defense Private Beta wasn't always available to players. This Week in the Realm | September 10th, 2024Sep 10, 2024 - Community AnnouncementsGreetings Champions! It's been a while. Now that Reality Warp is released, let's get a bit back on track! Here's what happening in the Realm this week: Hotfixing Reality Later this week, we plan on releasing a hotfix focused on resolving issues and quick changes to balance from Reality Warp. Major bug fixes include reenabling Dredge for play, Strix's Unauthorized Use having its damage buff and not Revealing, and Moji's Jubilation now functioning as expected. We also have a short list of balance changes coming in the hotfix: Io Talents Sacrifice When activated, the 50% Health back Io receives is now True Healing. This was something that has felt true for a while due to how the Talent functions, but recent Anti-Heal changes showed that Io can indeed get hit during this transition. We've made this now a proper True Heal so the Talent's text remains accurate. Seris Cards Spirit Leech Increased scaling from 2|2 ➡️ 6|6 We were overly cautious in how the transition in functionality would benefit Seris, leading to this card becoming too weak for lower-level use case. We're buffing it back to a place where it functions very similar to the previous version of the Card, providing 2|2 Ammo every .5s over the 1.5s period. Yagorath General Yagorath's Tail Crit Spot is now only active during her Ultimate. Abilities Acceleration Adjusted speed curve, starts at 100% speed instantly then waits .5s to reach 200%. Yagorath's changes mostly put her in a spot we and the community were happy with, except for some pain point areas. Her Crit Spots made her more vulnerable than expected and led to her struggling to stay alive even in situations she deserved to, so we've now limited them to only being available during her Ultimate. This keeps the design fantasy (and helps counter her pull speed buff) while not impacting her neutral game nearly as much. As for Acceleration, players noticed an issue where Yagorath would slow slightly during the launch if she was already in movement. We've removed that so now she can continue to make jumps and feel fluid when using the ability, while still preserving a window for counterplay. The full hotfix notes will be published when we are able to release it to players, so stay tuned! We appreciate players patience as we tackled the launch issues as well as take time to prepare further changes to balance, both new and retouching these in the October update. This Week's Community Creations School's Back In Artist: Mashtyx {STEAM_CLAN_IMAGE}/26305398/018baa25aef0f53c37c9beaebb9cd140627891f8.jpg Shadow of Himself Artist: H_LILAS415 {STEAM_CLAN_IMAGE}/26305398/e4db6e9dd6428e3c16be3e3241f149a62ac010d7.jpg Please...She's a Support Artist: Paulo Munir Uequed {STEAM_CLAN_IMAGE}/26305398/a603fc7cb85dff85b2d35930f4eabd252d541198.jpg Weekend LTM: Dark Tides: Champion Difficulty Wave Defense returns, with a sharp increase in difficulty! Fight against the Abyss once more at Marauder's Port and stay vigilant: All enemies have increased health and damag...Reality Warp Update NotesSep 3, 2024 - Community AnnouncementsGeneral Updates Special Quests For the duration of 7.5, you can play one match to unlock the Coldsnap Furia skin previously given away during Hi-Rez promotions. Players that already own Furia will instead receive crystals. In addition, playing 10 non-practice games of Siege, Team Deathmatch, or Onslaught will grant players an Anniversary Token to purchase a Limited Skin from the Anniversary Store. New Chest: Voices of the Realm We’ve added 22 announcer packs to this new chest to make it easier than ever for players to acquire their favorites. MVP Sale We’ve made MVPs available for direct purchase! Legendary MVPs will cost 100 crystals All other MVPs will cost 75 crystals To celebrate this change, we’re also putting them on sale for 25 less than their new full price for the first 2 weeks of this patch, so from 09/04/24 - 09/18/24, so go ahead and grab your favorites now!: Legendaries will cost 75 crystals All other MVPs will cost 50 crystals Event Pass Changes We’ve heard player complaints about our inaccurate in-game messaging about the Feudal Fables deadline, as well as the initial issues with the Buried Treasure Flashback Pass. These issues were uniquely severe for an Event Pass, and we apologize for their impact on players. As a one-time make-good, we’re doing the following: We’ve brought back the Feudal Fables Pass for a limited time so players have the chance to complete it. We’ve extended the Buried Treasure Pass by 6 levels, including the following new rewards: 1 additional Avatar 1 additional Death Stamp 1 additional Spray 5 Skin Boosters 40K Gold 1 Paladin’s Accord Chest - this contains the items from the Abyss’s Destruction, Magistrate’s Resolve, & Resistance’s Daring Chests, as well as the following: Screech Androxus Dasher's Antlers Androxus Cangaceiro Androxus Old Glory Fernando Tough Cookie Fernando Parasite Seris Frosty Foliage Grover Ghoulish Goalie Jenos Resplendent Jenos New Trials Rewards With another Trials reset, we're bringing back some rewards locked behind older Trials sets featured in the Tidal Surge's Flashback themes. Here's what players can look forward to earning: New "Shiver Me Timber" Limited Title Sunset Avatar Fearless Leader Spray Pirateer Avatar First Mate Announcer Event Mode: Reality Warp Inspired by Siege Remixed & Truly Talented, Reality Warp is an Event Mode where Seris has combined Paladins' past and present into a single timeline, bringing back infamous builds and nostalgic sights. This sandbox is designed specifically to harken back to an era where Champions were overall stronger & there was a heavier emphasis on power plays. Consider it a love letter from us at Evil Mojo not only to the community who has stuck by our side, but also paying respect to all the players and developers who have been involved with Paladins over the years. Basically: we’re playing the hits. Rules All Card Levels are set to 5 This LTM has a Talent pool mixing the current sandbox with select fan favorite (or infamous) options fro...