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Paladins — Feudal Fables Update Notes

Feudal Fables Update Notes

Champion Rework: Moji
Lore

While the rest of her kind have fled into the Burrows under the Enchanted Forest to avoid the war raging across the Realm, Moji took it upon herself to use her Leipori magic to fight for the world’s chance to recover. However, after Yagorath threatened the heart of her home, Moji realized she couldn’t wait for the healing process when her friends were in danger. Channeling all her energy into this new purpose, she returned to battle to support those in need. Riding atop her trusty familiar, Po-Li, she unleashes a befuddling mix of brilliant healing on her friends and a glimmering maelstrom on everyone else.

Role: Support
Health : 2400

Weapon: Spit

Po spits out a magical projectile, dealing 450 damage every 0.7s that explodes in an 8-unit area on impact with an enemy. Fully effective up to 300 units, and the explosion up to 5. Pierces Allies.

Alt-Fire: Sparkle

Li rapidly sprays magical energy up to 75 units away, dealing 20 damage every 0.08s to enemies while healing allies for 75 every 0.08s. Sparkle acts as weapon shots and apply Anti-Healing. Consumes 5 Sparkle every 0.08s, with a maximum Sparkle of 250, which recharges at a rate of 85 a second. While firing, your movement speed is reduced by 20%.

Passive: Magic Mark

Hitting allies with Sparkle applies a stack of Magic Mark, up to 10, while hitting an ally with Spit detonates it. Detonating a Magic Mark Heals allies within 75 units of the target for up to 500 Health based on the amount of stacks consumed. At 10 stacks consumed, Heals allies for an additional 450 Health over 4s.

Ability 1: Magic Shield

Channel for 2s and apply a 1000 Shield to yourself and a 500 Shield to allies within 55 units, with 600 applied instantly to yourself and 100 to allies, then 400 over 2s. Refire to cancel after 0.5s.

Ability 2: Scamper

Scamper forward indefinitely, increasing your Movement Speed by 100% but reducing your turning ability. Can be refired to cancel after 0.5s. After the ability ends, timing jumps allows you to carry momentum forward.

Ultimate: Bon Appetit

Cast an arcane spell that Transforms a single victim into a treat for 4s. Coming into contact with your Polymorphed victim Executes them and prevents ability-based Revival, while healing you for 50% of you maximum Health and ignoring Anti-Healing. The Transform has a 2s minimum duration. Effective up to 500 units.

Talents

Default: Spit Shine

Spit now heals them for 350 and increases their Movement Speed by 20% for 2s.

Level 2: Jubilation

Magic Marks are now instead applied to enemies. Detonating at least 7 stacks of Magic Mark deals bonus damage, up to a total of 800.

Level 8: Realm Runner

When entering Scamper, leave a magical dust cloud behind that applies a lingering heal for 600 over 3s. Dust cloud lasts 4s.

Cards
Weapons/Armor

Fluffy

  • Increase your maximum Health by {50|50}.

Peppy

  • Generate {0.4|0.4}% Ultimate Charge when triggering a max stack Magic Mark.

Symbiotic

  • Increase your Sparkle capacity by {6|6}%.

Will-o-the-Wisp

  • Increase your Movement Speed by {5|5}% for 4s after getting an Elimination.
Sparkle

Dense Woods

  • Increase the duration of your Magic Marks by {0.8|0.8}s.

Greater Good

  • When an ally receives max Magic Marks, they gain a {20|20} Health Shield while marked.

Morning Breath

  • Decrease self slow of Sparkle by {20|20}%

Nature’s Blessing

  • Allies gain {5|5}% Movement Speed for 3s after being hit by Familiar Spray.
Magic Shield

Cozy

  • Magic Shield Heals allies for {6|6} every 0.25s while its being channeled.

Glimmer

  • Reduce Magic Shield’s Cooldown by {0.1|0.1}s when detonating a max stack Magic Mark.

Harmonious

  • Regenerate {3|1}% Sparkle and Ammo for affected allies every 0.25s while channeling Magic Barrier.

Shimmering

  • Allies affected by Magic Barrier gain {3|3}% Crowd Control resistance for 4s.
Scamper

Boop

  • Increase your Movement Speed by {8|8}% for 2s after using Scamper.

Scoot

  • Reduce the damage you take during Scamper by {4|4}%.

Scurry

  • Heal for {20|20} every 0.3s during Scamper.

Wobbles

  • Gain {10|10}% Slow resistance while using Scamper.
Feudal Fables Event Pass

Stories travel far and come from Realms familiar and unknown, as Feudal Fables emerges as our latest Event Pass, harmonizing Japanese folklore with European fairytales for a truly mythical experience.

Red Ridin' Moji embodies the little girl who conquered her fears, riding atop an Okami she now considers her friend. The recolor further leans into the visual style one would expect from a Big Bad Wolf and a lost grandchild.

Meanwhile, Shrine Guardian Furia embraces a vision of a Pyre devout to defending the gateways between Realms, carrying with her a sword capable of banishing demons. These two skins and their recolors join a whole suite of themed cosmetics available in this Event Pass!

General Updates
Skin Recolor Selector

Those familiar with the Radiant Stars skin line will remember a color selector system that allows players to select from a range of recolors of a single skin. Starting in this update, we’ve expanded this tech to more Champions across the game, both to tidy past collections as well as make room for future ideas. Here are the Champions & Skins being put under this tech:

Default Androxus

  • Wraith

Default Barik

  • Foreman

Default Buck

  • Summit

Default Cassie

  • Coral

Timber Cassie renamed Classic Cassie

  • Tinder

Default Evie

  • Evocation

Default Fernando

  • Daring

Default Grover

  • Autumn

Default Lex

  • Lawbringer

Default Maeve

  • Vagrant

Default Makoa

  • Montego

Default Mal’Damba

  • Cursed

Default Pip

  • Sulfur

Default Ruckus

  • Sprocket

Default Seris

  • Taboo

Default Sha’Lin

  • Bravado

Default Torvald

  • Arcanist

Default Tyra

  • Alluvial

Code Green Trooper Viktor

  • Code Green Grenadier

  • Code Green Bandolier

  • Code Green Commando

Default Willo

  • Bluebell

Default Ying

  • Seer
New Player Questline

It’s been a long while since we revisited how players are onboarded into Paladins so we wanted to both make it easier for players to hop into the Realm as well as have a more obvious path for them to follow to get to know the game. As such, we’ve added the following Quests:

Play 3 Matches of Siege Training

  • In the Training Tab, learn Siege Basics

  • Reward: 1250 Gold

Play 2 Training Onslaught and Team Deathmatch

  • In the Training Tab, learn additional modes

  • Reward: 1250 Gold

Reach Level 5 (or equivalent XP)

  • Play Training Matches & Learn Champions

  • Reward: 1 Free Champion Token

Make a Loadout

  • Create a Card loadout

  • Reward: 50 Crystals

Reach Level 20 (or equivalent XP)

  • Unlock Ranked

  • Reward: 1 Free Champion Token

These quests will be available for all players, not just new players, starting in the Feudal Fables update! For those above Level 5 & 20, those quests will instead ask you to earn the amount of XP those levels take a new player. This basically means we’ve given every player a way to earn 2 free Champions, and all new players have a quick path to earning whichever Champions they enjoy most after experimenting in the Shooting Range & Training matches. We also are making the following Champion price reductions to make expanding your Champion collection more approachable:

30,000 Gold/200 Crystals down to 15,000 Gold/100 Crystals
  • Sha Lin

  • Tyra

  • Torvald

  • Inara

  • Willo

  • Zhin

  • Lian

60,000 Gold/300 Crystals down to 30,000 Gold/200 Crystals
  • Moji

  • Koga

  • Dredge

  • Imani

  • Atlas

  • Io

Ranked Requirements

After watching the launch of Season 7 & hearing feedback from players, we’ve decided to also make a change to Ranked requirements alongside improvements to the player onboarding experience. Starting in Feudal Fables, players will need to be account level 20 to enter Ranked. While that may not sound like a significant increase from level 15, the XP between 15 and 20 is an additional 75% of what it takes to get from 1 to 15. That means players will have to play significantly more to enter Ranked and will still be required to hit the Champion ownership requirement. We’re looking forward to continuing to watch the queue as we continue Split 1 through Feudal Fables & Split 2 will arrive in the following update!

New Limited Time Modes
Truly Talented | May 24th - 27th

Explore a whole new selection of Talents from the games' past as well as some never released before! This LTM puts players in Siege with a limited cast of older Champions who have access to removed/broken/not even finished Talents at their disposal. From Firing Line Khan to Cursed Revolved Androxus, there are many infamous builds returning exclusively in this mode so check it out while it’s around!

Caut Lacking | May 31st - June 1st

Anti-Healing is a mechanic in the video game Paladins…but in this LTM, not how you've come to know it. All Champions have 35% Anti-Healing applied to them throughout the match passively and Rejuvenate is completely off limits. Instead of having players theorize what the game would be like or not, we decided to let you have a glimpse into this alternative reality.

Balance
Items
Armor Plating

Increased price per tier from 275 ➡️ 300

Lethality

Increased duration of effect from 3.5s ➡️ 5s

Sentinel

Reduced price per tier from 225 ➡️ 200

The Item Shop since Season 7 has been getting closer to a state we’re happy with, however we still feel the pacing of matches has been a bit slower in the middlegame than we’d like. Armor Plating is a strong Item, but rather than make it Haven’s weaker cousin we’d rather keep it distinct and make it costly like another impactful Item Chronos. This should help matches have a bit more push and pull between objectives and pressure those who want to live a tanky fantasy to invest more. Alongside that, Sentinel is a bit too pricey for players to feel comfortable picking it up for only 1 of its 2 effects, so now it’s equal to Unbound and those who benefit from both are getting a bargain. Lethality is also the only Item on a different Elim timer, which makes its synergy lower and unnecessarily limits its fun, so it is being brough up to 5 seconds of speed!

Support Balance Pass

This update alongside Moji, we wanted to tackle a common discussion point among the community: Support Identity and Healing. Supports have always been one of the most variable classes in Paladins, mainly due to the fact that they entered the game at a later stage & healing is a powerful effect when combined with coordination and build crafting. We’ve tried a lot of solutions over the years, from passive Anti-Healing to Support Keywords, each with their own lessons. In this balance pass, our goal was to preserve everything players enjoy about Supports currently, while refining them to feel more distinct and in general heal slightly less than they have the past year. This shouldn’t significantly change the TTK or general loop for most Champions, however some Supports saw more extensive changes to help the entire class feel aligned in strength.

Corvus

Officer’s Pistol

  • Damage increased from 74 ➡️ 75

  • Fire rate decreased from .07 ➡️ .075

Corvus has always been a very powerful pocket as well as defensive duelist. His Pistol can deal some of the highest DPS in class if wielded properly, however he also is not as sturdy as other options. We slightly shifted his weapon to deal more damage at a slightly slower rate, leaving it feeling nearly identical but averaging his output a bit. After PTS, we’ve decided to keep his healing value the same and see how he shakes out in correlation with the other Supports.

Furia

Pyre Blade

  • Damage increased from 315 ➡️ 330

Wings of Wrath

  • Damage per orb increased from 200 ➡️ 250

Furia has seen a lot of changes over the past 2 years, with that in mind we aimed to not shift her too much compared to others in the class, however her damage output is being restored to her values prior to Keywords. Wings of Wrath has also often had its damage output ignored, so we’re giving it a bump in lethality to encourage aggressive usage. With these changes, Furia should remain a strong hybrid healer option that relies on acting in specific moments to help swing fights.

Grohk

Lightning Staff

  • Damage increased from 65 ➡️ 70

Healing Totem

  • Healing decreased from 380 ➡️ 325

Grohk’s totem change surged him to the upper bounds of what Supports could output in healing, and while we feel his Totems should stay potent, we want to tune him down alongside others to keep his identity as a deployable-focused Champion with Talents allowing for pocket and core healing options. His damage is also being brought up to its pre-Keywords state, allowing him to still hold his own when caught in fights & Maelstrom meant to only push him over the top of certain breakpoints.

Grover

Rampant Blooming

  • Removed Curative

  • Increased initial heal from 300 ➡️ 350

Ferocity

  • Removed Surgery

Deep Roots

  • Removed Remedy

Throwing Axe

  • Damage increased from 350 ➡️ 370

  • Max damage over distance increased from 700 ➡️ 740

Crippling Throw

  • Damage increased from 425 ➡️ 450

Blossom

  • Passive healing reduced from 75 ➡️ 70

  • Activated burst healing reduced from 600 ➡️ 500

  • Activated healing over time increased from 285 ➡️ 350

Whirlwind

  • Initial cost on activation increased from 40 ➡️ 50%

Grover has seen himself grow beyond his aggressive hybrid roots to a stint as the go-to core healer for a lot of compositions, and while we feel that playstyle should be an option, it has proven very potent. Alongside the removal of his Keywords, we’re adjusting Blossom further down to push Grover to not rely as much on the passive healing & instead look for the best moments to burst his allies. His Ultimate has also been strong in the hands of skillful players, consuming portions while holding onto charge for multiple small bursts throughout the match. We want to reward this aspect of his kit but expect players to do so in the most optimal moments, so we’re raising the cost on initial activation. His Axe is also seeing a buff to its base damage, which scales quite nicely over distance to give him strong zoning. After PTS, we’re toning down his Rampant Blooming buff to give his other Talents some more room and will keep our eyes on him in case he swings too far the other direction.

Io

Light Bow

  • Damage increased from 400 ➡️ 425

Moonlight

  • Decreased healing per tick from 150 ➡️ 135

Guardian Spirit

  • First & second hit damage increased from 180 ➡️ 200

  • Stun cooldown decreased from 18s ➡️ 15s

Begone

  • Damage on collision increased from 800 ➡️ 1000

Io is experiencing one of her strongest moments since her Dog Cap era, and while we want Luna to feel like an integral part of her kit, the combination of her healing output with Moonlight has led Io astray from her hybrid background. We’re bringing Moonlight back down to compensate for Luna’s healing being base kit and have given both Moonlight Bow and Guardian Spirit damage buffs. More than ever before, Io’s game plan should be to place Luna down and support her as she both dishes out damage and heals her allies. Begone has also had some underwhelming moments whenever not used to toss players off ledges, so we’re giving it some more oomph on impact to let Io use it more aggressively.

Jenos

Astral Cycle

  • Original effect integrated into base kit at Level 2.5.

  • New effect: When applying an Astral Mark, grant the target 4|4% Movement Speed for 6s

Retrograde

  • Original effect integrated into base kit at Level 2.5

  • New effect: When applying an Astral Mark, grant the target a 40|40 Shield for 4s

Binary Star

  • Damage increased from 360 ➡️ 380

Astral Mark

  • Cooldown decreased from 7s ➡️ 6s

  • Duration increased from 11s ➡️ 12s

Void Grip

  • Now deals 100 damage on cast

  • Damage over time reduced from 360 ➡️ 300

Jenos has been struggling to keep up with his other Supports in both healing output and utility, mainly due to his reliance on Cards. We are flipping the astral script on him by putting Astral Cycle and Retrograde into base kit as midpoint buffs to his Astral Mark, giving some breathing room in how he manages his team and their mark status. These cards instead will now offer Jenos new utility in Shields and Movement Speed to allies on initial cast, meaning Jenos can choose either bounce Marks across his team for optimal healing, or focus a single ally to consistently provide impactful pocketing. Void Grip has often been frustrating for players caught without an escape, but those with one basically go unaffected by the ability. To encourage Jenos to grip whoever he wants to, we’re shifting some of the damage into the initial grab so even the slipperiest of foes have a downside. Finally, Binary Star has long gone feeling weak compared to other damage boost Talents in the Support class, but no longer as it is seeing its damage brought back up to be a DPS increase.

Lillith

Health

  • Base HP reduced from 750 ➡️ 500

Blood

  • Lillith now gains 750 Blood anytime a Blood Hexed all
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