Since the release of the open beta, SUPERVIVE has amassed quite a stable player base, and it seems that the game is getting more and more popular. Not only that but a lot of feedback is being shared regarding the balancing and gameplay aspects of the new MOBA x Battle Royale experience.
Having that in mind, we will go over the first patch notes for the SUPERVIVE open beta as provided by the devs at Theorycraft Games.
Table of Contents
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SUPERVIVE Open Beta General Changes
Here are all of the changes from the first week of the SUPERVIVE Open Beta.
Ranked
- Anyone with more than 500 Ranked Points at Legend Rank will get reset back to 500 RP (this is to recalibrate the top of the ladder competition with our new premade restriction rules)
- Squads Master+ Queue will now be limited to duos premades at most
Custom Game Access for Legend+
- At MONDAY, 12PM PST, we will manually grant every player who is ranked Legend+ (duos and squads) the ability to host custom games for the whole week. Since it’s not Monday, we have already done this week's grants
- If you fall out of Legend+ rank during the week, you'll retain access to custom games until the next sweep on Monday, so you have until then to reclaim your standing
- Custom games include the ability to set storm shifts, powers, and game modes. They are also a little janky (it’s a dev tool currently) so pardon the dust
- You can access Custom Games through the queue dropdown menu in the top left
- This is a temporary solution and will be removed on January 15th, 2025
- You must have at least 8 players in the lobby to start - we reserve the right to increase this threshold if things get scary (undefined). There is also no indicator as to why you can’t start (it just won’t start until you get 8+), so consider this patch note to be your UX
- Legend+ players, if you want us to set up something on our official Discord to help you organize, reach out to PWYFF - otherwise it’s in your hands now
Death Circle
- Initial circle radius has been increased by +10%
- The first circle will still close in the same amount of time, so it will feel faster once it starts closing
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Hunter Changes
Ghost
Ghost is looking weak across the board. Giving him a little more damage & mobility to bring him back into the fold.
MK7 Glyph Rifle [LMB]
- Damage increased by ~5%
Combat Slide [Shift]
- Cooldown: 12/9/8 ⇒ 11/8/8 seconds
Hudson
We're seeing Hudson looking pretty dominant across all MMRs. Gun should go brr, but his mobility and range were feeling pretty out of line.
- Aim laser now accurately shows range, both empowered and unempowered
Minigun [LMB]
- Unempowered Projectile Range: 1500 ⇒ 1400
Hover Jets [Shift]
- Hover Duration: 2/2/2.5 ⇒ 1.4/1.4/1.75 seconds
Jin
Our resident hot assassin is looking a little weak. This is also the last time we will use objectifying language for Jin, but he has recently just come into hotness and so we must celebrate (momentarily). To the change: we expect Jin to get better as people get more games in, but this small change should help him get there a bit quicker.
Flash Dagger [RMB]
- Cast Warmup: 0.3 ⇒ 0.1 seconds
Myth
Recommended item changes from Rampage ⇒ Mindblade (it's better for her)
Shiv
Shiv was impacted disproportionately by a tech change to more precisely control projectile ranges. This change gives her a little more threat range so she can function better at mid range.
Arcslinger [LMB]
- Base Range: 800 ⇒ 850
Empowered Range: 925 ⇒ 950
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Equipment
These changes are mostly based on data we’re seeing - specifically: evolution pickrates, win rates, etc. Small nudges here and there to bring things in.
Vampiric Blade
- All evolutions of Vampiric Axe are underperforming, so this is a category-wide buff:
- Base Omnivamp: 7.5% ⇒ 8.5% (the in-game tooltip rounds up so it’ll look like 9%, sorry. Also: all evolutions get this buff)
Swiftblade
- Self-heal on Empowered Attack: 50 ⇒ 60
Rampage
- Ability Power at max stacks: 50 ⇒ 40
Powers
Some of y’all are sleeping on this power (and we know who because we’re tracking drop rates), so we're hoping light buffs will make it more exciting to hold on to. Some tips: teleport resurrection beacons! Pre-drop teleports for mid-fight flanks! Try third-party kidnapping someone from a fight! Oh the possibilities!
Two-Way Teleporter
- Cooldown: 100 ⇒ 70 seconds
- Minimum Delay on Reactivation: 10 ⇒ 8 seconds (so it’s faster to teleport)
Philosophically we feel the same as above (cool power y’all sleeping on), so we’re gonna buff it until you like it >:^)
Bungee Shot
- Cooldown: 20 ⇒ 16 seconds
- Shot Warmup Time: 0.2 >>> 0 seconds (so it’s near instant)
Bugfixes
- Fixed Felix’s name in French
- Fixed issue where AFK detection would kill players even when they return from being AFK
- Fixed Shiv’s Secret Agent Golden Gun Chroma so it isn’t pulling from base gun textures in-game
- Improved ping retry on region latency check to reduce issues where players get disconnected entirely from the internet due to spam
And that covers all of the changes so far for the SUPERVIVE Open Beta. Certainly, more changes will be added as more and more players start mastering their Hunters and the gameplay itself, but it looks like the devs are very open to feedback so the community might be able to help create a fun and balanced experience for everyone.
You can check out the full notes, here.
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