Paladins Closed Beta Version 0.27.1089

## See also

← 0.26  •  **0.27**  •  0.28 →

All Patch Notes

## New Champion - Bomb King, His Majesty

###  Weapon - Sticky Bombs

Throw sticky bombs that stick to any surface for 60s and can be remotely detonated, dealing damage in an area.
###  Ability 1 - Grumpy Bomb

Throw a massive bomb that grows angrier the longer it sits still, exploding after 3s dealing damage and stunning all targets in an area.
###  Ability 2 - Poppy Bomb

Throw an unstable bomb that sticks to any surface for 60s and can be remotely detonated, dealing a small amount of damage and knocking enemies and Bomb King away from the blast.
###  Secondary Fire - Detonate

Detonate all active Sticky Bombs, causing them to explode.
###  Ultimate - King Bomb

Roll into the king of all bombs, traveling forward and exploding dealing massive damage in an area.
### Cards

* **Doomsday**
	+ [Grumpy Bomb] Grumpy Bomb deals {100/200/300/400}% more damage to shields.
* **Shell Shock**
	+ [Grumpy Bomb] Grumpy Bomb slows targets hit by {10/20/30/40}% for 4s.
* **Air Blast**
	+ [Poppy Bomb] You have {15/30/45/60}% more air control while airborne after hitting yourself with Poppy Bomb.
* **Bomb Shelter**
	+ [Sticky Bomb] Reduce the self damage you receive from Sticky Bombs by {25/50/75/100}%.
* **Backdraft**
	+ [Poppy Bomb] Lower the Cooldown of Poppy Bomb by {1/2/3/4}s if you only hit yourself with it.
* **Shock and Awe**
	+ [Poppy Bomb] After Poppy Bomb explodes, gain {15/30/45/60}% Movement Speed for 3s.
* **Countdown**
	+ [Grumpy Bomb] Reduce the cooldown of Grumpy Bomb by {1/2/3/4}s.
* **Trip Wire**
	+ [Grumpy Bomb] If Grumpy Bomb hits three or more enemy champions, lower the Cooldown of Poppy Bomb by {2/4/6/8}s.
* **Accelerant**
	+ [Poppy Bomb] Increase the self knock back of poppy bomb by {10/20/30/40}%.
* **Flare**
	+ [Weapon] Detonating sticky bombs reveals affected enemies for {2/4/6/8}s.
* **Jolt**
	+ [Poppy Bomb] Poppy Bomb explodes on contact and has a {10/20/30/40}% increased knockback against enemies.
* **Fallout**
	+ [Grumpy Bomb] When Grumpy Bomb explodes he spawns an HP drop that heals for {100/200/300/400}.

## General

* Updated the login screen.
* Updated the Settings menu with a new option to always display enemy Health bars.
* Updated Match Lobby UI and added class definitions.
* Updated loading screen when a match has launched to show account level, mastery level, along with new presentations for each champion.
* Disabled the "Set as Default" button the loadout screen when the loadout is already set to default.
* Added feedback for confirming default loadout selection.
* Overhauled the Burn Card menu to improve the process of purchasing Burn Cards.
* Updated the skill screen for each Champion.
* Added new game tips to all modes.
* Updated the presentation for game tips.
* Fixed an issue where offline friends could not be removed until they came back online.
* Fixed an issue where a temporary ban message did not properly show hours and minutes remaining.
* The end of round experience has been updated.
	+ Added a sound that plays at the end of the round to signify the end of combat.
	+ At the end of the round, time will slow to a crawl and the screen will fade out to grey.
	+ Any players in death cam when a round's objectives are completed will be forced out of killcam.
* Implemented a new aspect ratio / FOV method to better support widescreen resolutions. 16x9 and 16x10 aspect ratios are natively supported. While non-widescreen resolutions are still usable, those resolutions are now letterboxed to the desired aspect ratio.
	+ You may need to adjust FOV in the Video Settings menu to calibrate the game's camera to your preferred view angle.
* The end of match accolades have been updated to include Gold, Silver, and Bronze representing first, second, and third best in each category.
* Initial translations are now available for French, German, Polish, Portuguese, and Russian. Note that these are beta translation and are not expected to be perfect at this time. Please use the bug reporting section of the forums to report translation issues.
* Updated the successful hit marker from white to red.
* Killing an enemy player will now play visual effects at their location of death.
* Added Ultimate charge bonuses for killing players that are on killstreaks. For every kill beyond five that an enemy player reaches, that player will award 10% bonus Ultimate charge to the killer and 5% bonus Ultimate charge to each assisting player.
* Added new music scores for the Survival game mode.
* Fixed Payload music not playing when reaching checkpoints and at end of match.
* Addressed an issue where your champion's introduction would play some time after loading into the match.
* Updated the home screen with two additional panels and new information.
* Added more spawn points to Temple Ruins and Enchanted Forest.
* Updated the Champion portraits.
* Improved interaction with the Payload cart, allowing players to ride it.
* Practice vs AI
	+ Now has three game modes to choose from: Siege, Payload and Survival.
* Updated the names of bots in Practice queues.
* Bots will now use the VGS system.
* Bots will now have a lot more fun in the spawn room before a round begins.
* Bots will now purchase burn cards.
* Increased the starting credit value at the start of a match from 200 ➞ 300.
* Updated player outlines and targeting reticle, enemies will now appear in red when in range and orange when out of range.
* Players will now respawn already on their mount.
* Fixed an issue where the Confuse debuff would not properly hide all names and Health bars.
* Removed the forced movement portion of the Daze debuff.
* Updated all Stuns to only trigger diminishing returns off of other Stuns.
* The sequence of choosing which objective becomes active in the Siege game mode will now ensure that all three points get played before it randomizes again.

## Spectator

* Spectator will now show all players' Kill / Death / Assist ratio on the scoreboard.
* Spectator will now show all players' current Ultimate charge percentage on the scoreboard.
* Spectator will now show multi-kill messages.
* Fixed an issue where the spectator would not be able to access the ESC menu.
* Fixed an issue where the spectator would crash when using the Rewind / Fast Forward features.

## Skins

* Updated the pricing structure and acquisition of all Champion skins and weapon skins in the game. All non-exclusive skins can now be directly acquired without needing chest rolls.
* The pricing goes as follows:
	+ Champion Skins
		- Common - 9500 Gold, 100 Crystals, or Global Treasure Roll.
		- Rare - 250 Crystals.
		- Epic - 400 Crystals.
		- Legendary - 600 Crystals.
	+ Weapon Skins
		- Common - 9500 Gold, 100 Crystals, or Global Treasure Roll.
		- Rare - 250 Crystals.
		- Epic - 400 Crystals.
		- Legendary - 600 Crystals.
* Cassie's Tinder skin has been renamed to Timber.
* Fernando's Shatter weapon skin has been renamed to Blaze.
* Skye's Chrome weapon skin renamed to Shadow Razor.
* New skins:
	+ Raider Pip - Rare - Event Exclusive
	+ Viking Kinessa - Rare
	+ Cutthroat Kinessa - Rare

## Maps

* Payload
	+ New Payload Map: Frostbite Caverns
	+ Added new music when reaching checkpoints and at match end.
	+ Disabled Burn Card purchasing in Payload.
	+ Added Payload specific announcer lines.
* Siege
	+ Added more spawn points and forward spawn fixes for Temple Ruins and Enchanted Forest.
* Glacier Keep
	+ Added new visuals.

## Champions - Balance/Updates/Fixes

### General

* Specialty cards have been removed and the most popular components have been rolled into each Champion's base abilities as Bonus Damage.
	+ *While Specialty Cards did provide interesting choices, we feel that applying the most popular benefits to each Champion's abilities will cause Champions to play more consistently and allow for more customization in deckbuilding. This change also allows us to give Champions some of their most powerful and exciting effects back without creating a must-have card. Our goal is to have each Champion to fill a role while having a unique playstyle, and we think this change will be a big step in that direction.*"
	+ Damage numbers from bonus damage have a different treatment.
	+ All cards that were Specialty cards have been reworked into standard cards, no cards were removed.
	+ All champions have had their pre-built loadouts reworked.

###  Androxus

* **Bonus Damage**
	+ *We want Androxus to be a mobile yet short-ranged character. A bonus for hitting all three shots of Defiance rewards close-quarters precision, and increased attack speed with Defiance after using Nether Step incentivizes mobility.*"
	+ Hitting all three shots of Defiance does an additional 300 damage to the target.
	+ After using Nether Step, gain 20% Attack Speed with Defiance.
* **General**
	+ Reduced Movement Speed from 370 ➞ 365.
	+ Fixed a bug where Androxus would freeze in the air if firing while drifting.
	+ Revolver now has dynamic damage fall off.
* **Drift**
	+ Updates to first person animation where he brings up his left hand as further indication that he's in Drift.
* **Reversal**
	+ Increased projectile speed from 350 ➞ 500 units/s.
	+ Increased projectile size from 2 ➞ 2.4 units.
* **Nether Step**
	+ Now can be used three times before incurring a Cooldown.
* **Cards**
	+ **Heads Will Roll**
		- Headshots Daze enemies for {1.5/3/4.5/6}s.
	+ **Vengeance**
		- After hitting a target with Reversal, you gain {10/20/30/40}% lifesteal against them for 5s.
	+ **Quick Draw**
		- For 5s after Nether Step your reload is {10/20/30/40}% faster.

###  Barik

* **Bonus Damage**
	+ *Barik is meant to be at his best when all his deployables are set up. If you have two Turrets and are protected behind your Barricade, this bonus damage should help you defend your position.*"
	+ Turret shots now mark enemy players for 3s. Targets can be marked once per Turret.
	+ Enemy players that pass through your Barricade are marked for 3s.
	+ Hitting a marked target with your Blunderbuss consumes all marks and causes your shots to deal 20% more damage per mark.
* **General**
	+ Reduced Movement Speed from 400 ➞ 365.
	+ Increased Health from 2050 ➞ 2150.
* **Rifle**
	+ *With Barik's new role as a Protector he has an emphasis on defending locations. We felt that with a Rifle he was too much of a long-range threat. The change to make his weapon into a Blunderbuss allows him to still have a powerful weapon to hold a point, but he will have more trouble when attacked from outside his range.*"
	+ Renamed to Blunderbuss.
	+ Now shoots 13 pellets instead of one projectile.
	+ Reduced damage from 350 ➞ 32 per pellet.
	+ Reduced accuracy to 75%.
* **Turret**
	+ Improved the presentation when a Turret is destroyed.
	+ Reduced damage from 200 ➞ 125 per hit.
	+ Barik may now have two turrets out maximum.
	+ Reduced Cooldown from 30 ➞ 24s.
	+ Reduced Health from 900 ➞ 700.
* **Barricade**
	+ Shield Health reduced from 5000 ➞ 3000.
* **Lockdown**
	+ Fixed issues with not being able to place in some areas of maps.
* **Cards**
	+ **Double Time**
		- Rocket Boots moves {10/20/30/40}% faster.
	+ **Inflame**
		- Renamed to Failsafe.
		- Upon reaching low Health, the Cooldown of Rocket Boots is reduced by {25/50/75/100}%.
	+ **Bunker**
		- Shield Health increase reduced from {1000/2000/3000/4000} to {250/500/750/1000}.
		- No longer reduces the cooldown of Barricade.
	+ **Foundation**
		- Duration reduced from {2/4/6/8}s ➞ {1/2/3/4}s.

###  Buck

* **Bonus Damage**
	+ *We've always liked dealing damage when jumping on people, but as a specialty card it was difficult to balance when compared to increased weapon damage. Now Buck can have his cake and eat it too, as jumping on players and netting them are both core components of his damage output.*"
	+ Heroic Leap now deals 300 damage to targets nearby when you land.
	+ Hitting a target that is affected by Net Shot deals 30% additional damage.
* **General**
	+ Changed Buck's reticle to a circle.
	+ Reduced Movement Speed from 385 ➞ 365.
* **Shrapnel Cannon**
	+ Increased hits per shot from 8 ➞ 15.
	+ Reduced damage per hit from 53 ➞ 31.
	+ Increased range from 50 ➞ 150.
	+ Shrapnel Cannon now has dynamic damage fall off.
* **Net Shot**
	+ Increased duration from 1s ➞ 2s.
	+ Reduced post-fire from 1s ➞ 0.7s.
	+ Now deals 150 damage to enemies hit.
* **Heroic Leap**
	+ Reduced Cooldown from 15s ➞ 12s.
* **Cards**
	+ **Concussion**
		- Landing next to an enemy with Heroic Leap grants you a {150/300/450/600} point Shield for 4s.
	+ **Gotcha**
		- Gain {10/20/30/40}% movement speed for 3s after using Net Shot.
	+ **Reconstruction**
		- Reduce the cooldown of Recovery by {1/2/3/4}s.

###  Cassie

* **Bonus Damage**
	+ *Cassie is a character based around precision. With increased damage after hitting a target with Disengage rewards accuracy against moving targets. Bonus damage after Dodge Roll rewards precision while on the move. Combining both these techniques can result in a lot of burst for a big payoff.*"
	+ Targets hit by Disengage are marked for 3s, hitting a marked target with your Shortbow deals 50% more damage and consumes the mark. Targets lose their Disengage mark if they land on the ground or touch a wall.
	+ Your first shot after using Dodge Roll deals 50% more damage if it hits an enemy champion.
* **General**
	+ Updated Cassie's base look to a yellow/orange color scheme.
		- Players who owned Cassie's Tinder skin will now own her Timber skin.
	+ New ability icons.
	+ Increased Health from 1750 ➞ 1950.
	+ Reduced Movement Speed from 395 ➞ 365.
* **Cards**
	+ **Blast Shower**
		- For every enemy Champion you hit with Blast Shot, its Cooldown is reduced by {.5/1/1.5/2}s.
	+ **Exaction**
		- Renamed to Onslaught.
		- Your first shot after exiting Dodge Roll gains {15/30/45/60}% Lifesteal.
	+ **Big Game**
		- Renamed to Sky Warden.
		- Hitting a target in the air reduces the cooldown of Disengage by {1/2/3/4}s.
	+ **Kill to Heal**
		- Now a burn card.

###  Drogoz

* **Bonus Damage**
	+ *Drogoz already had an explosive interaction in his kit which we felt worked well and have changed the treatment to match. However, we also wanted to incentivize clever use of thrust. Combining the two can result in impressive displays of destructive power.*"
	+ Detonating Fire Spit now is classified as Bonus Damage and its damage numbers have been updated to match.
	+ For 4s after using Thrust, your Rocket Launcher shots deal 20% additional damage.
* **General**
	+ Reduced Movement Speed from 410 ➞ 365.
* **Rocket Launcher**
	+ Damage per shot reduced from 445 ➞ 420.
	+ Fire Rate reduced from 1s ➞ 0.85s.
	+ Range increased from 190 ➞ 275.
	+ Rockets will now automatically explode when they reach max distance.
	+ Updated muzzle fire visual effects when firing.
* **Salvo**
	+ Fixed an issue where Thrust would interrupt Salvo.
* **Expectorate**
	+ Renamed to Fire Spit.
	+ Increased the post fire on Fire Spit.
	+ Increased Range by 60%.
	+ Increased the default Knockback of firespit.
	+ Now deals 150 damage to targets hit (undetonated).
* **Cards**
	+ **Masterful**
		- The Cooldown of Fire Spit is reduced by {1/2/3/4}s for each enemy Champion hit by its explosion.
	+ **Rain of Fire**
		- For 5s after using Thrust, Booster consumes {10/20/30/40}% less fuel.
	+ **Decimate**
		- Salvo shots Daze enemies for {2/4/6/8}s.

###  Evie

* **Bonus Damage**
	+ *Evie's core focus is clever use of mobility and survivability. With increased damage after using Blink, Evie is rewarded for repositioning. The addition to Ice Block allows Evie to have a stun which she can use to lock down and set up her enemies. Evie will have to plan ahead to use her stun, and since it's a part of her basic kit opponents will know that this is something Evie is always capable of.*"
	+ For 4s after using Blink, your Ice Staff attacks deal 20% additional damage.
	+ Upon activating Ice Block, a growing field radiates out from you. When Ice Block ends or is cancelled, any targets inside the field are Stunned for up to 1.5s and marked for 4s.
	+ Hitting a marked target with your Ice Staff causes your shots to deal 30% additional damage.
* **General**
	+ Reduced Movement Speed from 380 ➞ 365.
* **Ice Staff**
	+ Increased damage from 510 ➞ 525.
* **Cards**
	+ **Stand Still**
		- Direct Hits with your Weapon slow targets by {15/30/45/60}% for 1.5s.
	+ **Frigid Field**
		- Ice Block slows nearby enemies by {15/30/45/60} for as long as you're in Ice Block.
	+ **Impact**
		- Your Weapon shots deal {10/20/30/40}% increased damage to Shields.

###  Fernando

* **Bonus Damage**
	+ *Fernando has a lot of defensive strengths but one of his biggest weaknesses is an inability to deal with groups of enemies. Now he's rewarded for hitting clumps of enemies with fireball, which can be very dangerous.*"
	+ Fireball deals 100% more base damage for each consecutive enemy champion it hits after the first, with the fifth enemy champion taking 400% damage.
* **General**
	+ Reduced Movement Speed from 400 ➞ 365.
* **Fireball**
	+ Cooldown reduced to 12s.
* **Shield**
	+ Shield Health reduced from 5000 ➞ 4000.
	+ Reduced Cooldown from 26 ➞ 15s.
* **Cards**
	+ **Towering Barrier**
		- Reduced Shield Health bonus from {1000/2000/3000/4000} to {250/500/750/1000}.
		- No longer makes Fernando's Shield larger.
	+ **Heat Transfer**
		- Now affects Charge instead of Fireball.
	+ **Evolve**
		- Changed Health Increase from {15/30/45/60}% ➞ {125/250/375/500}.
	+ **Incinerate**
		- Reduces the Cooldown of Fireball by {1/2/3/4}s.

###  Grohk

* **Bonus Damage**
	+ *The most unique thing about Grohk as a protector is his ability to deal damage to multiple enemies with Chain Lightning. We wanted to enhance that ability, so when hitting three or more targets with Chain Lightning, Grohk will deal double damage.*"
	+ If you hit three targets with chain lightning on one tick, the next tick will deal double damage.
* **General**
	+ Reduced Movement Speed from 410 ➞ 365.
* **Lightning Staff**
	+ Lightning Staff is now perfectly accurate all the time.
	+ Increased damage from 34 ➞ 40.
	+ Lightning Staff now has dynamic damage fall off.
	+ Now shows its overheat state visually with glowing heat at the end of the staff.
* **Totemic Ward**
	+ Shield Health reduced from 2000 ➞ 1500.
	+ Reduced Cooldown from 26s ➞ 19s.
	+ Now heals targets inside for 75 Health each second.
	+ Reduced Totem health from 700 ➞ 400.
* **Cards**
	+ **Lightning Rod**
		- Chain Lightning deals {25/50/75/100}% additional damage to deployables.
	+ **Healing Rain**
		- Health per second reduced from {1.5/3/4.5/6}% ➞ {1/2/3/4}%.
	+ **Crackle**
		- Increase the Health of Totemic Ward's Shield by {250/500/750/1000}.
	+ **Arc Lightning**
		- The bounce range of Chain Lightning is increased by {10/20/30/40}%.

###  Grover

* **Bonus Damage**
	+ *Grover needs to get in close, so we're rewarding players for direct hits with Vine. However, should your target escape, you can eliminate them with Axe Throw.*"
	+ Hitting a target with Vine marks them for 3s. Hitting a marked target with your melee attacks deals 25% more damage. Weapon attacks do not consume the mark.
	+ Axe Throw deals up to 100% more damage based on distance it traveled.
* **General**
	+ Reduced Movement Speed from 385 ➞ 365.
* **Cards**
	+ **Fatalis**
		- Hitting an enemy with Axe Throw increases your movement speed by {10/20/30/40}% for 2s.
	+ **Pick Up**
		- The cooldown of Axe Throw is reduced by {25/50/75/100}% when you get a kill.
	+ **Heavenly Agility**
		- Movespeed reduced from {15/30/45/60}% ➞ {5/10/15/20}%.
		- No longer increase healing taken.

###  Kinessa

* **Bonus Damage**
	+ *Kinessa is all about accuracy and big hits, so we wanted to reward players for landing consecutive direct shots. A stacking bonus means that if Kinessa is left alone she can wreak havoc.*"
	+ Hitting a target with a fully charged shot increases the damage of your next fully charged shot to any target by 10%. Has five stacks and lasts 5 seconds. Resets on a miss.
* **General**
	+ Reduced Movement Speed from 400 ➞ 365.
* **Carbine**
	+ *We weren't pleased with how this weapon felt. Although the Carbine mode is not Kinessa's focus, these changes should make the weapon feel better to use.*"
	+ Increased attack speed from .2 ➞ .15.
	+ Reduced Damage from 70 ➞ 65.
	+ Now has accuracy bloom from firing.
	+ Now has dynamic damage fall off.
	+ Updated reload animation.
	+ Reduced size of ground decals when hitting a surface.
	+ Reduced time that tracer shots linger after firing.
	+ Updated muzzle fire visual effects.
	+ Updated crosshair to circle.
* **Oppressor Mine**
	+ Now deal 4 damage every 0.2s while channeling on a target per mine.
	+ Slowing beams now correctly come from the top of the mine.
	+ Updated visual presentation of the slowing beams to be easier to identify at a distance.
* **Sniper Mode**
	+ Fixed an issue where kinessa could hit players outside of her sight range.
	+ Removed motion from the Sniper Mode tracer shot to make it more distinguishable from a distance.
	+ Sniper Mode tracer is now at its brightest instantly, and then fades to improve clarity.
* **Transporter**
	+ Fixed an issue where the teleport visual effects would not stick with Kinessa before the teleport takes place.
	+ Updated visual effects trail on the Transporter projectile to make it more noticeable during flight.
	+ The end portal visual effects now start playing immediately upon the Transporter locating a teleport location.
* **Headhunter**
	+ The audio trigger for Headhunter now travels further and is more noticeable.
	+ Headhunter now causes Sniper Mode to charge 50% faster for its duration.
* **Cards**
	+ **Well Stocked**
		- Increase your maximum deployed mine count by {1/2/3/4}.
	+ **Generator**
		- Mines Generate {1.5/3/4.5/6}s faster.
	+ **Critical Hits**
		- Hitting an enemy in the upper third of their body dazes them for {1.5/3/4.5/6}s. 5s Cooldown.

###  Pip

* **Bonus Damage**
	+ *Pip is a strong and versatile character, however as a Blaster we wanted to push him to focus a little more on area denial and clearing out points. Since the Potion Launcher now deals increased damage over range, you can control more space. If you're able to land a long range direct hit you can deal a ton of damage.*"
	+ Potion Launcher deals 1% additional damage for every three units the projectile travels.
* **General**
	+ Reduced Movement Speed from 375 ➞ 365.
* **Weightless**
	+ Weightless now jumps immediately upon activation.
	+ Pip can now always fire during Weightless.
* **Evil Mojo**
	+ Now deals 200 damage to targets hit.
* **Cards**
	+ **From Above**
		- Reduces the cooldown of weightless by {1/2/3/4}s.
	+ **Malady**
		- Explosive Flask reduces healing by {25/50/75/100}% for 3s.
	+ **Medicinal Excellence**
		- Increase the radius of your healing potion by {10/20/30/40}%.

###  Ruckus

* **Bonus Damage**
	+ *Ruckus is a character that constantly needs to balance damage output with survivability and we wanted to bring that decision into his kit. If you want to attack from longer range with your primary fire you'll be harder to kill. If you want to get close up and eliminate targets with your dual fire you'll deal more damage. Emitter will stop these stacks from falling off allowing you to get the best of both worlds.*"
	+ Hitting enemy players with your Minigun stacks damage reduction by 1% up to 20% at 20 stacks. Stacks last 1.5s.
	+ Hitting enemy players with your Dual Fire stacks bonus damage by 1% up to 20% at 20 stacks. Stacks last 1.5s.
	+ Activating Emitter freezes the duration of all stacks (Minigun and Dual Fire stacks) so they cannot fall off for the duration of the shield.
* **General**
	+ Reduced Movement Speed from 410 ➞ 365.
* **Minigun**
	+ Minigun now has dynamic damage fall off.
* **Cards**
	+ **Heat Diffuser**
		- Reduced Emitter Cooldown from {2/4/6/8} ➞ {1/2/3/4}.
	+ **Warden**
		- Increases the duration of Emitter by {1/2/3/4}s.
	+ **Proximity**
		- You gain {2/4/6/8}% Damage Reduction for every enemy Champion near you when you activate Hover.
	+ **Fuel Reserves**
		- Increase the duration of Hover by {10/20/30/40}%.

###  Skye

* **Bonus Damage**
	+ *Exiting stealth to surprise enemies with damage is a big part of Skye's playstyle so we baked Surprise Attack into her kit. With the new direction of her Wrist Crossbow we wanted to reward close quarters precision, so as Skye hits more shots she deals more damage. Coming out of Hidden with Poison Bolts and then not missing any shots from Wrist Crossbow can deal a ton of damage.*"
	+ Your first shot out of stealth deals 200 additional damage to the target.
	+ After exiting Hidden, your Wrist Crossbow (LMB) attacks deal 3% stacking damage for each consecutive hit, losing all bonus on the first missed shot. Skye has 3s after exiting Hidden to fire her first LMB attack.
* **General**
	+ Updated skin icon.
* **Wrist Crossbow**
	+ *We weren't happy with the way that Skye's weapon shots would disappear mid-air after a certain range. We have adjusted her Wrist Crossbow to still be less of a threat at longer ranges but also allow Skye to at least throw back some damage. Skye's weapon should now feel best in close quarters, but with accuracy control it can deal some damage at medium range.*"
	+ Increased Attack Speed from .22 ➞ .1.
	+ Increased ammo count from 15 ➞ 25.
	+ Reduced Damage from 110 ➞ 70.
	+ Wrist Crossbow now has accuracy bloom from firing.
	+ Wrist Crossbow now has dynamic damage fall off.
* **Poison Bolts**
	+ *Previous version of this ability have consistently had the problem of either being a better version of Skye's primary fire, or a worse one. With this change, Poison Bolts should have a clear use for Skye that feels different from her primary fire.*"
	+ Reworked.
	+ Poison Bolts now fires three projectile bolts in succession, each dealing 100 damage and marking the target increasing the damage they receive from Skye by 5% per bolt. If you hit with all three projectiles you will deal extra 15% damage.
	+ 12s Cooldown.
* **Hidden**
	+ Now removes Skye from combat.
* **Cards**
	+ **Corrode**
		- Renamed to Weakening Poison.
		- Shots from your Poison Bolts apply a stacking Slow of {4/8/12/16}% for 3s.
	+ **Victory Rush**
		- Gain {15/30/45/60}% movement speed for 12s after getting a kill.
	+ **Surprise Attack**
		- Your first shot after leaving stealth Confuses enemies for {2/4/6/8}s.
	+ **Cloak**
		- No longer removes Skye from combat.

###  Ying

* **Bonus Damage**
	+ *Clever use of Illusions and Shatter is a core of Ying's play, as is using her unique weapon. We want to reward both aspects of her playstyle, so hitting all your shots on a target that's taken damage from Shatter can dish out some serious burst.*"
	+ After Shatter hits a target, that target is marked for 3s. If you hit that target with all five hits of your Illusory Mirror you deal 200 bonus damage, consuming the mark. Each Shattered Illusion can mark a target once.
* **General**
	+ Reduced Movement Speed from 385 ➞ 365.
* **Illusory Rift**
	+ Now deals 150 damage over .5s every 1s to enemy players.
	+ Reduced Prism Health from 1000 ➞ 500.
* **Cards**
	+ **Spring Bloom**
		- HP Drop value reduced from {100/200/300/400} ➞ {50/100/150/200}.
	+ **Fracture**
		- Hitting an enemy with Shatter Dazes them for {1.5/3/4.5/6}s.
	+ **Efficiency**
		- Reduce the Cooldown of Dimensional link by {1/2/3/4}s.
	+ **Shuffle**
		- Every Swap during Dimensional Link reduces the Cooldown of Shatter by {.5/1/1.5/2}s.

## Card Art

* The following Burn Cards have had their card art updated:
	+ Kill to Heal.
* The following Cards have had their card art updated:
	+ Chopper.

## Burn Cards - Balance/Updates/Fixes

### General

* Brand new interface and layout.
* Players now have the option to automatically purchase Burn Cards when they have enough Credits.
* The Damage category has been renamed to Attack.

### Blast Shields

* Increased Credit cost from 150 ➞ 300.
* Damage Reduction from big hits reduced from 25% ➞ 15%.
* Now reduces the damage taken from Area of Attack attacks.

### Bulldozer

* Increased Credit cost from 200 ➞ 300.
* Reduced damage against pets and deployables from 100% ➞ 75%.

### Cauterize

* Increased Credit cost from 100 ➞ 300.
* Healing Reduction reduced from 100% ➞ 60%.
* Removed from Healing category and placed into Attack.

### Chronos

* Cooldown Reduction reduced from 25% ➞ 15%.

### Deft Hands

* Increased Credit cost from 300 ➞ 500.
* Reload Speed reduced from 50% ➞ 35% faster.

### Gather

* Increased Credit cost from 100 ➞ 300.
* Reduced Health gained from picking up an HP drop from 30 ➞ 15% of your maximum Health.

### Haven

* Increased Credit cost from 150 ➞ 300.
* Damage Reduction from fast hits reduced from 25% ➞ 15%.
* Now reduces the damage taken from direct attacks.

### Kill to Heal

* Heal for 25% of your maximum Health when you get a killing blow on an enemy player.
* Costs 300 Credits.

### Life Rip

* Increased Credit cost from 300 ➞ 400.
* Lifesteal reduced from 25% ➞ 15%.

### Nimble

* Increased Credit cost from 200 ➞ 300.
* Movement Speed reduced from 30% ➞ 15%.

### Resilience

* Crowd Control reduction brought down from 100% ➞ 50%.

### Veteran

* Reduced healing from 6% ➞ 4% of your maximum Health.

### Wrecker

* Increased Credit cost from 200 ➞ 300.

Source