OF QUEENS AND KINGS LIVE UPDATE
Agents, while the team is still working on a hotfix patch with bug fixes and overall polish, we decided to move forward with a live update to address feedback from the community and pain points in a quicker fashion. This is a server side patch so no client update should be expected.
The scope of these changes are, of course, pretty narrow but targeted based on community feedback. Let’s get to it.
General
Map Spawn Points Tweaks
We’ve been keeping a close eye on the behavior of the overhauled spawn system and made quite a few adjustments across multiple maps to better spread player spawn points. We’ll keep monitoring to make live adjustments when needed. Please continue to send reports of spawns you consider too close for comfort to help us track them down.
Agents Balance
As always after a seasonal update, balance feedback is extremely active. For now, we are addressing two points that keep coming back: The strength of Hans’s passives and the utility of Larcin’s base expertise post patch.
Hans
The intent with Hans’s passive is to give friction to your victim, allowing you to capitalize on the offensive. Initially with the tweaks we made, we gave fear projection a longer slow than his base passive since it was his most underused passive at the time.
We are now making both slow the same duration and making it a bit shorter on his base option. We want to keep the slowness as a short friction, not a massive disadvantage to the victim.
Passive
Base: Dreadful Presence
- Slow duration 2.5s => 2s
Mod 1: Fear Projection
- Slow duration 4.5s => 2s
Larcin
While the overall nerfs on Larcin seem to have gone pretty well, one recurring topic is how the removal of a second on the duration of Larcin’s base option really hit it hard. We agree and as such we are making his base passive 6 seconds long again to keep his relocation ability intact.
Expertise
Base: Au Revoir
- Restored duration to 6s to allow better relocation.
Octo
We are looking at Octo feedback and issues evolving since release. While we will have a more in-depth look at Octo’s place in the balance in the near future, we are taking action on the charge shot of the Nautilo being a bit too potent, especially in teams.
Weapon
Mod 1: Nautilo
- Fully Charged damage 70 => 60
- AOE size at full charge 5m radius => 2.5m radius
We will revisit this balancing when we have a more solid solution to aoe affecting players through solid objects.