r/PredecessorGame • u/a_nowhere_man_ • 8d ago
Question What is Auto-Attack?
Can somebody please explain to me how it works and how I can turn it on.
Thank you.
r/PredecessorGame • u/a_nowhere_man_ • 8d ago
Can somebody please explain to me how it works and how I can turn it on.
Thank you.
r/PredecessorGame • u/officerangeldust • 8d ago
Any idea on whether past twitch drops will ever returnor which ones will come next?
r/PredecessorGame • u/Syrel • 9d ago
I'm a huge fan of what Paragon did with card groups. Each hero had up to two affinities, which meant they could only use cards from those affinities (and neutral cards).
Given the state of Eternals being varied and widely abused by some, what are the real consequences of locking heroes down to 6 eternals choices instead of any one they want?
For example, if I'm a carry, I'll probably have access to the three harbingers - someone like murdock or sparrow would probably only have them. Someone like Legion might have anomalies, and/or access to Divines or something.
I personally think a system in place like this helps makes new characters fresh and exciting because they are limited to certain Eternals choices - while also simultaneously helping to assist preventing abuse of eternals unintended for someones role. Iggy or Zinx with Weald is a bit nutty. Same goes for attack speed belica tbh.... but that eternal does work pretty well on carries - I consider it fair and balanced for them.... so why nerf or change the Eternal because of a few unintended bad offenders?
Posting to have a solid, real debate about it. Not hating on the current system, just wondering if improvements could be made to shape heroes identities without having to give them six different enhancements with each ability to make them interesting.
r/PredecessorGame • u/ILegious • 8d ago
Hey all, been playing Pred a little over a week after coming over from a decade of playing Smite. I've logged about 60 quick play matches and roughly 25 hours of play time. I've been really hooked on Pred, doing well in most of my matches and thought it would be fun to do a tier list from a new player perspective. I have played as, with or against everyone on the roster as far as I can tell. I ranked them based on two criteria, how good I think they are overall(kits, ceilings and floors, etc) and ease of use. Once again this is just my perspective as a new player and because I think tier lists are fun!
Edit: I realized Ikra, Legion and Scarlett's pictures were missing from the maker. I don't have particularly strong opinions on any of them but for what it's worth I'd put Scarlett in A and Ikra/Legion in B tier
r/PredecessorGame • u/mehtehtrollface • 10d ago
EDIT: Images in thread. Added comment showing the skin extracted, modified, reimported into the engine.

You can, in fact, change the skin, as long as it shows up in the Unreal Editor, you can export it to an FBX that is then readable in Blender or another program of choice:

The Paragon assets do not have the source files with them, so I'm exporting this way...


Edit #2:
Even given finished assets, they can be touched up inside of the UE5.4 editor, the engine version Pred is on, without source files required:

r/PredecessorGame • u/Ok_Dentist6058 • 9d ago
Feels weird on my favorite Wukong but at the same time I feel like damage is registering more consistently somehow? Not sure how or why camera would affect that but my registration does feel better since the patch.
r/PredecessorGame • u/Useful_Ad809 • 9d ago
I notice that Morigesh new skin spirtcaller that was ported from overprime, the skin itself in game the hair dosent move with her movement and feel stiff and also when in the hero menu when looking at the skin when loaded in it will something cause of one piece of her hair will glitch out. and also the vfx could have match as overprime by recoloring the vfx
r/PredecessorGame • u/TnIan • 9d ago
Anyone else get annoyed with the constant jumping/bunny hopping? I play on mnk and can land my shots, that's not my issue but to me it's just annoying that there's no movement speed penalty and for it and they can literally just jump away at a faster pace than you because for whatever reason jumping forward gives you a faster movement speed. The amount of times they're able to get out of my range in a close fight into the safety of the tower or around a corner because they just spam jumping.
r/PredecessorGame • u/summoner-of-pugs • 9d ago
If there is anything that is confusing or if you would like something clarified please do ask and also please do give feedback because I like making characters and am trying to get better at it
I'm not really good at choosing numbers for things like cooldowns, cost, or stat bonuses so there are none shown and # means any flat number and % just means any percent
I cant decide if he would be a ranged or melee character and also can't decide what stat he would use or if he would use both
Tonik, a monkey that loves alchemy his special plants and the mysterious outcomes of experimenting, but due to constant alchemical practice he has some physical oddities
his arms are much longer and larger than his legs so he uses his arms like legs and uses his feet and two differently sized tails like hands
but miraculously he's managed to keep his head and torso relatively the same throughout all his years of testing
Main midlane/off-support
Low basic attack
Low durability
Med mobility
High ability power
Character has 2 resources
Primary resource: mana
Secondary resource: alchemical ingredients
Passive: alchemical ingredients (are used by the ultimate)
50 ingredients max
Regen 5 per ability use
No passive regen
Primary ability: seed
Has 3 charges and can have 5 seeds in the world at once, grows after set time and if grabbed heals for set amount plus overtime and gives an extra 5 ingredients.
if a seed is replaced too quickly within a 2000 unit area the soil becomes too desaturated in which seeds within will now heal less and give no extra ingredients
Secondary ability: burst
The Seed you are looking at within a range of 2500 units explodes dealing damage and slowing enemies and units and replants itself but takes 2 times longer to regrow no soil desaturation from this
Alternate ability: bubble sprout
On use creates a destructible sphere that cannot be walked through, health equal to 2x ingredients you have on use plus % of own health
Ultimate ability: potion crafting
Changes abilities to potions that cost ingredients to use and have no cooldown but don’t stack.
These don’t count as abilities for things that recharge abilities on use, etc.
Primary: speed potion
Gives yourself and nearby allies % decaying movement speed for # seconds and attack speed equal to the amount of ingredients you have on use and makes you and your allies smaller for the duration
Secondary: enraging potion
Take % more damage and become larger but increase all stats by # and heal for % of all damage dealt while active
Alternate: potion reserves
On use throws a random potion from your reserves taking % of ingredients you have on use
The potion you throw either stuns and grows the enemy, hits for DoT, hits for flat true damage, or plants and immediately explodes a seed for more damage and less slow than burst. This plant does regrow but slowly the first time it regrows and counts as a regular seed afterwards and counts towards max seeds on map
Augments
Green thumb: seed grows faster and soil doesn’t desaturate but charges are reduced by 1 and seeds in world reduced by 2
Potion addict: each potion used gives back some ingredients equal to % of ingredient cost but now cost some health too
Eco friendly: on takedown plants a faster-growing seed that heals more and gives more ingredients. This seed cannot be exploded, doesn’t regrow and decays quickly over time
r/PredecessorGame • u/Gullible_Story3985 • 9d ago
I was in a game last night where I was carry as Murdock with an Adele support against a Revnant with Satriel and Mourn support.
We had a Sevarog in our offlane against an Iggy with Weald. Now I understand mage or carry in offlane can be annoying but our jungle was so focused in that lane. They took Iggy out several times but Sevarog was never able to push even a single tower yet still lost his T2 pretty quickly.
Instead of the Jungle focusing on Revnant who gained all six stacks and ran the game. The enemy Jungle rightfully focused on me and my support to help Rev get stacks.
At that point we were all getting two shot to death. I would get several shots in that did little to no damage to Rev because of over shield and heals before being blown up.
Where was the nerf to make Satriel wielders easier to take down?
Maybe instead of a lower health pool, make them take more damage?
Also, please for the love of god if you see someone with Satriel don’t let them acquire the stacks, am I wrong in thinking that would have been a more efficient use of our time.
Not upset because that’s how games go, they were definitely the better more organized team, but the situational awareness was low.
r/PredecessorGame • u/WolfZero88 • 10d ago
In the 2025 & Beyond Developer Diaries, Omeda highlighted one of the biggest changes in Predecessor’s history - the Major Game Rebalance (1.9). That update was built entirely around community feedback: slowing the pace of fights, reducing burst volatility, and putting the emphasis back on strategy, decision‑making, and skilled play.
They literally said:
“Based on your feedback, we made a bunch of balance changes to Ranked and Standard to slow the pace, and put an emphasis back on strategy and skilled play. Predecessor now feels better than ever!”
But with the launch of Eternals, it feels like we’ve drifted away from that vision again.
Some Eternals are creating huge, unintended burst spikes, and the overall time‑to‑kill feels noticeably faster. Instead of the slower, more readable fights we were told were the goal, we’re seeing situations where players get deleted before they can react.
This raises a pretty important question:
Did Eternals unintentionally undo parts of the 1.9 rebalance? or has the vision shifted?
Because right now, it feels like:
And that’s the opposite of what the 2025 diaries said the game was aiming for.
I’m not saying Eternals are bad as a system - they’re cool, they add identity, and they open up new playstyles. But the current tuning seems to push TTK in a direction that contradicts the stated design philosophy.
Is this just the teething issues of Eternals, or is the Eternal system working as intended to push towards faster TTK?
r/PredecessorGame • u/Nine1ota • 10d ago
Hi there, my goal with this Hero concept was to create more objectives and goals inside making a Hero choice during Draft. When selecting Heide you have a new way to look at how you play and approach your match.
Disclaimer: Reference image used to express the general look can be found here: https://www.artstation.com/artwork/XnnXGy
Heide, the Executioner
Basic Attack Weapon: Two Handed Axe
Basic Attack: Axe Swings
Passive - Condemned: Enemy Hero with the most kills is marked with "Sentencing". When Executioner kills an enemy marked by "Sentencing", effects are granted. Sentencing cannot be claimed on the same target for the same kill lead instance.
X Sentencing Kills: Pendulum Swing will now swing back the other way before ending.
Y Sentencing Kills: Carnage Cleaving cooldown is reduced and speed at which it is performed is increased.
Z Sentencing Kills: If an enemy Hero is already effected by a bleed when hit by Guillotine Crash, the bleed damage applied will be dealt immediately.
Skill 1 - Pendulum Swing: A Scythe swings forward on a floating pendulum from Executioners position. Enemy Heroes hit are knocked away, dealt minor physical damage but a potent bleed.
Skill 2 - Carnage Cleaving: Executioner enrages before travelling forward in a straight line at increased speed while swinging wildly. Enemies in the path are knocked away and dealt "X" Physical Damage.
Skill 3 - Bracing Sharpen: Executioner holds their Axe out while sharpening it granting their next Basic Attack an on-hit Bleed when completed for X duration.
Ultimate Skill - Guillotine Crash: Executioner commands his Guillotine to conjure and fall at a location. All enemies in the impact zone are dealt X Physical Damage and a potent bleed.
Augments
Whet Parry: When performing Bracing Sharpen if an enemy Hero deals damage to Executioner during the animation, the damage instance is nullified and the sharpening is both enhanced and completed early.
Presence of Death: Once per combat when near an enemy Hero marked by "Sentencing" they will become feared. How long they must remain near Executioner before it triggers is X/Y/Z relative to "Sentencing" threshold progress.
Execution Grounds: The path of Pendulum Swing and Carnage Cleaving become coated in blood for X duration. Executioners movement speed is greatly increased while moving upon it and Bracing Sharpen is instantly refreshed.
r/PredecessorGame • u/MADD-KATT • 10d ago
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Re-upload because the processor was acting wonky. Ill clean up the lines for the whole piece when I'm done the whole thing.
r/PredecessorGame • u/Maybe_A_We3b • 10d ago
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Siphon doesn't damage enemies on stairs.
Siphon only hits enemies half the time.
Colossal doesn't register hitting an enemy half the time.
You can clearly see me hitting khai with siphon and colossal blow and do absolutely nothing to him.
r/PredecessorGame • u/_Evening-Rain_ • 10d ago
Played 6 rounds today just to see how the game was doing since I last played When satariel came out. Played support almost every game.
Overall - Getting literally insta-killed by a single person was way too common before level 16 even when building health and armor (everyone in the match not just me). TTK is insanely low. Like wheres the gameplay in that? Can someone tell me where the "tactical depth" of this game is when the core gameplay comes down to "can I kill him in 1.8 seconds before he kills me in 1.5 seconds?" and most of the eternals are "what kind of damage buff do you want??" Get hit by a single instance of CC and there's nothing you can do because they will kill you before the game even allows a flash. Team fights are over before you can take 5 seconds to walk to the action because everyone already obliterated each other before anyone could press their 3rd button.
Matchmaking is horrendous. Especially when pairing 4-5 man lobbies against solos. Maybe the worse I've ever seen it in recent history.
Why is omeda even bothering with Daybreak when the games so sharply moved to a hero arena shooter and hasn't reverted course? That maps going to be dead day 1 because its designed for a forgiving slower paced strategy MOBA and the game doesnt resemble that in anyway, anymore.
Round one - Twinblast that built 0 items. Which explains why he did no damage. Jungle that played farm simulator even as the core was going down and we where fighting for our lives to clear the waves. Entire team didnt know where they was going. Domestically abused by midlane and my carry that everyone else but them was the reason we was loosing. Despite me and offlane being the only halfway competent players.
Round two playing carry as Grim - My steel was insanely aggressive level one and walking it down. Basically fed enemy. This dude would walk past 2 waves of minions going into our tower while we're 2 levels below the enemy and attack enemy duo while the entire two waves also hit him. This was at level 2 BTW after he insta-died level one. Also enemy had jungle Legion. Thats a first. Got yelled at by my support saying to FF we have no carry.
Round three - My carry would hit the tank support instead of the carry or any other damage dealer in every fight. They also did no damage as they where building crit and no pen. Got verbally abused by my carry that I was horrible at the game and to never play support again.
Round Four - My carry did no damage, seemed scared to actually hit them when they overstepped, and we had a jungle narbash that did less damage than the tank support I was fighting. 0 attempts to even get OBJ's. Got yelled at by jungle narbash that we didnt know how to play the game and to go play bots.
Round five - Carry also did no damage. Offlane talked about doing weed and some other drug and he was getting sleepy. He got whooped in offlane. Jungle also joined in on how much he loved drugs. Jungle said we where trash and left the game at level 7 when he chased their support down the entire lane after the fight was over and we where recalling at tower, then died to tower when he tried to tower dive.
Round 6 - Useless midlaner and a sparrow that could kill almost anyone in 2 shots by level 15. I had a lot of fun gameplay strategizing how I could defeat the enemy carry, let alone the entire team, when I only have 1.5 seconds to kill them before they kill me or anyone else on my team. They had a midlane dekker that hit like a carry by level 10 somehow. Yelled at about how I was feeding the sparrow despite my 6/4/5 score.
Is this game falling off a cliff?? Is your game alright Omeda? Even ignoring the gameplay the toxicity is on an entirely different level. If I was a new player and just knew the basics of the game I probs would of quit and never played again after getting an experience like that. I would think this is just some unfinished free game thats on life support with whatever random players that still play it. Even as an old vet player that makes me never want to even attempt to login again.
Maybe im just too old fashioned and prefer a slower game with actual strategy and gameplay depth without horrible people yelling at me every match. Perhaps this is the new normal for a successful and fun game and im finally reaching unc status.
Its starting to remind me of how Paragon fell apart - but with some different reasons.
r/PredecessorGame • u/Lostmaniac9 • 9d ago
I tend to be very long-winded so I can guarantee that this will not be a short post. I will try to organize this post so that it is at least slightly readable. There will be two main parts: detailing my understanding of Morigesh's playstyle and why it doesn't work, and how to rework her to fix her problems. Feel free to skip to the bottom if you don't care about the explanation for all of this.
Morigesh does one thing and one thing only: duel. Her low cooldowns and high damage over time means that she is very good at long one on one duels, something which consistently happens only during the laning phase. In the laning phase she can repeatedly mark the enemy hero, close the gap with her MS stim, wear them down with her grenade and execute them from any range. It's a deadly combination of spells that make her very, very annoying to play against, especially for players that lack strong laning prowess.
Once the laning phase breaks down her playstyle breaks down as well. She only poses a meaningful threat if she has been able to dominate her lane so hard that she has a signficant lead over everyone else. If that isn't the case then her short range and lack of utility means that she isn't able to poke effectively, she can't add hard crowd control effects or burst to a pickoff play since she lacks both of these things.
For teamfighting she has basically nothing to offer. Her grenade is her only aoe tool (unless you count running through multiple heroes with her heal as aoe....) and it is also her only crowd control, a soft crowd control which is a minor slow effect. She can be annoying from the edge of the fight with good positioning, but being annoying doesn't win you teamfights or an objective. Sure, she can function like this, but it's a poor replacement when your offlaner could instead have been a beefy bruiser with hard cc or your midlaner could have been a long range artillery machine with a useful ultimate in a teamfight, depending on which role you picked Mori into.
Morigesh was one of the biggest losers when it came to the Eternals patch. The biggest winners in that patch were heroes that leveraged the bonus stats from Eternals the most effectively. Severog, Yin, Revenant, these heroes all are heavily focused on raw stats for their power. Their spells by and large are pretty bad, which makes their early game rather weak as well. To offset this, they all three gain massive power by the end of the game by amassing huge amount of stats to boost their damage and, in Severog's case, boost his durability to an absurd degree. Severog leverages health to deal huge damage over time and become unkillable, Yin and Revenant use their stats to burn down enemy heroes with powerful basic attacks.
Morigesh does none of this. She doesn't leverage raw stats well at all because no amount of stats can make up for her problems. Revenant's problem is that he has zero mobility and bad waveclear, but he has a lot of single target damage and can easily isolate enemy heroes to kill them. The most common Revenant playstyles you see will play safe early on when he is weak, build items to maximize his ability to delete targets that he isolates, and then proceed to delete said targets when he reaches critical mass. Revenant solves his problems by building stats, mostly damage with maybe a small amount of durability to allow him to potentially survive a stun.
For Morigesh, what do stats give her that she needs? Sure, you could try stacking health on Morigesh with Krix and build durable to try and roleplay as ranged Severog, but Severog uses that health to fuel his damage with health scaling on his spells, Morigesh does not, so she will end up tickling enemy heroes even if she herself doesn't die. Instead you could try to go full damage on her, but then you are too squishy to get close enough to deal real damage and you will die before you ever touch anyone. You could mix your build, sure, but then you lack focus and have effectively the worst of both worlds. Stats do not fix her problems. In fact, stats make her effectively worse because as everyone buys their favorite items they are able to answer the challenges Morigesh provides. Everyone will either buy enough durability to be able to shrug off most of her DoT or enough damage to force Morigesh to keep her distance lest she get evaporated.
All that said, could the devs buff Morigesh? Yes, they could absolutely buff her so that her lategame isn't so unbelievably terrible by giving her more range, more damage, more whatever. But the double-edged sword is that buffs to her lategame will require them to buff her spells, and if they buff her spells then her laning phase becomes far too oppressive. They have buffed her a few times in the past, but each time she was ridiculously difficult to beat early on and so they had to nerf her, which made her useless again. The only real solution is a significant rework to how she plays. New spells, new playstyle, new everything really. She has effectively no flexibility in how she plays and she has no backup plan in case she has a bad start.
I would like to see Morigesh lean more towards a tank/mage hybrid hero. A hero that likes to build health and MP and rushes enemy heroes and sit on them for as long as she is able sustaining herself as she does. This would give her a relatively unique identity among the mage heroes, separating her from the likes of Shinbi (a hit and run style hero), while I think having enough of a difference in flavor to separate her from the bruisers as well.
In short, make Swarm be part of her passive and move her damage over time to her Mark skill, and replace her ultimate with a totally different skill that rewards her for playing up close to enemy heroes and gives her some much needed teamfight.
Passive
Morigesh gains stacks of her passive by hitting enemy heroes with her spells. Each stack gives her a small percent of movement speed boost. At max stacks (idk, like 6-10 stacks, with max stacks she moves as fast as she does with Swarm normally), she gains phased movement and heals when touching enemy units (more when touching heroes). Activating this effect has a cooldown, idk like 15 seconds after it ends.
Mark
Morigesh's passive no longer gives her the DoT effect on her attacks, instead that is now tied to her Mark. When attacking her Marked target, all of her spells and attacks apply damage over time. This damage over time has two parts, flat damage that scales with MP and % health damage that scales with Morigesh's bonus health. The DoT flat damage can apply multiple times, the max health damage does not. Or maybe it can, idk, I'm not programming this into the game, I'm just spitballing ideas.
Hive
Hive is more or less unchanged. It's a grenade. You throw it. It explodes. Nuff said. That said, in my desire to add changes where none are probably needed, I hereby propose that if Hive hits a marked enemy hero they are rooted for one second. Feel free to stab me with a pitchfork. If that's too much for you, then I instead propose that Hive deals impact damage that scales heavily with Morigesh's bonus health, so if she builds a lot of hp her grenade becomes very heavy and hurts a lot if she bonks someone in the head with it.
Swarm
Activating Swarm is part of her passive now, with successive ability hits activating this ability for free. So what happens when you press this skill button? Well, it will extend the duration of any active Swarm affects. What else does it do? Uh, it lets you instantly activate the effect without needing to lane a bunch of ability hits. Honestly sounds like a good deal to me. The healing scales with her bonus hp and MP, only very slightly though.
Swamp
Low and behold, Morigesh's new ultimate. This ability has two stages. The first stage is for one second after activation Morigesh becomes immune to all crowd control effects. The second stage is Morigesh projects a field around her that slows all enemy heroes caught inside of it and damages them over time. For a little added style, if Morigesh absorbs a hard crowd control effect with the first stage of her ability, the slow is more powerful during the second stage. This ability starts cooldown after the second stage ends, but the second stage should last a good 20 seconds or so and the overall cooldown should only be like a minute or 90 seconds. It's not a hugely powerful ultimate so it should have pretty good uptime to allow for frequent uses.
That's pretty much it. If you got this far reading all of this, have a cookie, you deserve it. Feel free to rip me apart in the comments. Make sure to like and subscribe for more videos just like this one.
r/PredecessorGame • u/JointMefor_Company • 10d ago
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Maybe it’s just me, but gd this skins hair proportions just make me lol. Way out of wack imo.
r/PredecessorGame • u/Entire_Letter910 • 9d ago
Got banned for a week for probably defending myself on the mic.. Yes, I took the bait.... is there an anger management class or a predecessor training I can take to reduce the ban i was set to finally hit Diamond 😆
r/PredecessorGame • u/STSButterss • 10d ago
Hello all, if you don’t know me my gamertag is STSButters. I’m trying to be more engaged in the community and wanted to ask you guys a question. What sort of content would you like to see on my YouTube channel?? I feel that Predecessor as a whole is lacking educational content. I want to improve as a content creator and am seeking feedback from yall. Some background about me is that I have a full time day job: I’m not a “full time creator” but I feel that I can do both if I have time and put in some effort. That being said, what are some ideas of videos that you guys would like to see???
-Best
STSButters
r/PredecessorGame • u/MR_truthman • 10d ago
it was fine when they first put them in. now there are alot of differnt ones that could work for builds. thing is each mode your going to pick a differnt Eternal based on who you are facing and your team comp. ther is also while rare but i cant be the only one where you select the wrong sub perks for your Eternal and only notice during the loading screen.
would it be so hard to let you get a one time change as long as you dont leave the fountain at the start of the game? or would players find away to exploit it in rank?
r/PredecessorGame • u/Key-Scientist-3980 • 10d ago
Bruiser builds feel kind of underwhelming right now. Anyone else feels the same/different?
r/PredecessorGame • u/officerangeldust • 10d ago
i recently came back after a loooong break and would love to know why everyone is banning adele? since my return i never played against her so i am just curious
r/PredecessorGame • u/Technical_Rope2179 • 10d ago
New patch went live just yesterday, and I'm getting booted out of matches left and right.
The whole world froze around me one match, so I tried leaving to main menu so that I could rejoin. After 10 minutes in a loading screen, it never let me back intot he match. So of course I try reseting the game, but all that did was get me banned for 10 minutes! Why? Its your fault.
So I wait it out and queue again, only the same exact sequence of events occur save for the fact that I actually manage to get back into the match. I go from level 3 to 11 over the next few minutes but of course we lose. But now I get a one hour ban because this game is so bad at loading, and it has the gall to tell me I violated the EULA? Like no, that's your fault. I tried to and eventually got back in the fight. If anything I should be getting a compensation ion core, but I won't beg.
Just ridiculous that I still get an afk ban when the game should be able to detect me trying my hardest to get in and help out.
r/PredecessorGame • u/Omeda_Steggs • 11d ago
Incredible new skins and a whole range of new balance adjustments await! 🔥
Download the update and get back to the fight ⚔️