Lillin, the Old Guard
- Passive: Pure Shaper - Chastise
- Lillin may cast her abilities freely. Lillin's abilities deal bonus magical damage to enemy Shapers based on the target's bonus Health.
- Q - Fool's Fire
- Lillin summons shades that seek out and damage target enemy. Creates more shades per enemy Shaper hit with Consecrate.
- W - Rebuke
- Passive: Lillin gains percent bonus defense penetration.
- Active: Lillin releases a massive wave in target direction, damaging enemies. Closer enemies take more damage and are knocked back.
- E - Consecrate
- Lillin creates a massive plume of fire in target direction, damaging minions passed through. Detonates when hitting a Shaper or at max range, damaging and marking enemies for Fool's Fire.
- R - Invocation
- Lillin summons the spirit of Divinity to destroy target enemy Shaper. For a short time, the target has a large percent of their Magic Resistance shredded before the spirit fires a projectile at them, dealing massive damage. This projectile can be blocked by other enemy Shapers.
Lillin is a ranged, magical damage Burst Mage who specializes in bringing down even the toughest targets. Lillin's early game is most easily spent as a Tactician by using her powerful burst to harass and zone enemy Shapers. While Lillin can make a potent Gladiator as well, it can be more difficult to take advantage of her superior burst. What Lillin lacks in mobility, she makes up for in raw power and synergy with other Mages - consider laning or teaming Lillin with another burst Mage for potentially devastating combos. Lillin is more vulnerable than your average Mage in Dawngate, lacking both mobility and long-range crowd control - be careful with your positioning and use your knockback effectively to stay alive.
The Dawngate map is now SpoOooOooOoOky.
Quality of Life
Users can now toggle pings and chat on/off in this mode.
Lobby chat is now persistent when navigating across screens in the client.
- Chat scrolling has been enabled.
- Chat no longer scales and should be readable at all resolutions and client modes.
- Chat now fits properly across all game modes (Spectator vs. Non-spectator, Swapped Mini-map vs. Non-swapped Mini-map, etc.)
- Certain actions will now cause left clicks to pass through the Chat Window so that the input is not blocked when attempting in-game actions.
- When you hit your chat button (Default: "Enter"), chat will enter a "Focused" state where it becomes more visible.
- If chat is in the "Focused" state, scrolling will keep it in the "Focused" state and vice versa.
- You can now click on "All", "Team" and "Player Names" to allow whispers and channel changes in-game.
Balance and Tuning
- Wrath of Heaven (R)
- The variable travel time on this ability has been removed. This ability will now always land 1.5 seconds after Ashabel launches the projectile, down from between 1.5 seconds and 2.5 seconds.
- Mikella now has a passive: Compound Interest (Passive)
- Mikella's attacks and abilities apply marks of Compound Interest for 2 seconds. The fourth consecutive attack or ability against the same target will consume the marks to deal between 20-100 (+30% Power), based on level.
- Salous now has a passive: Inner Calm, Outer Storm (Passive)
- Salous's Movement Speed is increased by between 8% and 20% based on the number of enemy Shapers he has damaged with a basic attack or ability in the last 5 seconds.
- Judgment (Q)
- The initial hit base damage of this ability has been reduced to 30/45/60/75/90, down from 35/50/65/80/95.
- The secondary activation damage of this ability has been reduced to 70/85/100/115/130, down from 75/90/105/120/135.
- Spirit Seals (W)
- This ability is now additionally tagged as "Damage Over Time" in addition to "Area of Effect".
- Penance (E)
- The base damage of this ability has been reduced to 50/85/120/155/190, down from 70/110/150/190/230.
- Skewer (Q)
- This ability will now cast slightly faster to be more in line with the animation.
- Needle (Q)
- The power ratio of this ability has been increased to 0.6, up from 0.5.
- Pure Blood (W)
- Consecutive blood orbs will now deal 60% damage, up from 35%.
- Exsanguinate (R)
- The range of this ability has been increased to 650, up from 575.
- Curse of Weakness (W)
- The initial base damage of this ability has been reduced to 30/45/60/75/90, down from 30/55/80/105/130.
- Devour (E)
- The base damage of this ability has been reduced to 55/95/135/175/215, down from 55/100/145/190/235.
- The base damage of this ability has been reduced to 175/300/425, down from 200/325/450.
Items that have scaling values in their unique passives will now take into account their own stats when they pre-compute the value when viewed in the item store before purchasing.
- The price of this item has been increased to 2700, up from 2555.
- The Power granted by this item has been reduced to 25, down from 30.
- The Armor granted by this item has been reduced to 25, down from 30.
- The Power granted by this item has been increased to 35, up from 30.
- The price of this item has been reduced to 1200, down from 1500.
- This Armor granted by this item has been reduced to 25, down from 30.
- The Stormcall passive now deals 5% of the target's maximum health instead of 6% of their current health.
- The diminishing return percentage for each additional stack of the Soul Master passive has been reduced to 0.5%, down from 1%.
- The price of this item has been reduced to 3000, down from 3025.
- The Rising Hunger passive now grants 7 Power per stack, up from 6.
- Updated the tool-tip of this item to calculate and display the amount of Power the passive will provide you.
First Time Player Practice Mode
The bots in this mode have been adjusted to be less aggressive.
Fixed a bug which would cause Raina Bot to frequently steal last hits from allied Gladiators.
Fixed a bug which would allow area of effect crowd control abilities to apply to a target that Blinked in the same frame that the crowd control triggered.
- Fixed a bug where blinking away from certain abilities as they were being cast would result in the ability resolving and the target still being hit by them at their blink location. The following abilities have been affected by this change:
- Impale (E)
- Field Ration (E)
- Gouge (Q)
- Crippling Blow (E)
- Shadowstep (E)
- Reprimand (Q)
- Maridian Education (R)
- Inspiring Strike (Q)
- Penance (E)
- Heartstrike (E)
- Exsanguinate (R)
- Desaturate (E)
Fixed a bug where certain abilities would incorrectly go on cooldown if silenced during the beginning of the cast. The following abilities have been affected by this change:
- Gale (Q)
- Ice Lance (Q)
- Skewer (Q)
Fixed a bug where certain abilities would follow the target for extremely long distances if they were to recall or use a long distance movement ability. The following abilities have been affected by this change:
- Revolt (Q)
- Shore's Calling (R)
- Blinding Speed (W)
- Titanic Charge (R)
- Updated the error messaging in the Patcher to be more informative.
- Updated the "Help" section.
- Fixed a bug which prevented proper detection of Dawngate for discrete GPU use on systems with switchable graphics.
- Fixed a bug which caused a new player's Avatar icon to appear blank.
- Fixed a bug which caused text in the "Options" screen to display improperly when first opened.
- Fixed a bug which allowed the host of a game to change region selection while in a group lobby.
- Fixed a bug which would sometimes add players to the matchmaking queue after a custom game was aborted in Shaper Select.
- Fixed a bug which caused the Spirit Well HUD indicator to display incorrect information.
- Fixed a bug which prevented the Unstoppable passive on Influence from affecting the Relentless passive on Pursuit.
- Fixed a bug which would cause the Undying Storm passive on this item to not heal you if you were too far away from the kill.
- Fixed a bug that would cause the visual effects for jungle buffs to disappear from Freia.
- Fixed a bug which caused a Shaper to become stuck in a falling animation when pulled by this ability while they were falling.
King of Masks
- Flourish (W)
- Updated the tool-tip on this ability to reflect the fact that it cannot be used to dash over terrain.
- Waltz (E)
- Updated the tool-tip on this ability to reflect the fact that it cannot be used to dash over terrain.
- Key to the Heart (W)
- Fixed a bug which would cause some on hit effects to affect Mina while she was riding another Shaper rather than applying to the host.
- Bolt (Q)
- Fixed a bug where this ability could be used while rooted.
- Deep Rising (R)
- Fixed a bug which caused the target of this ability to become permanently rooted.
- Sentinel Strike (Q)
- Fixed a bug where activating this ability would reset Voluc's basic attack cooldown but not cleave correctly.
- Desaturate (E)
- Fixed a bug which allowed this ability to reset basic attacks on her target.
Lillin is a ranged, magical damage Burst Mage who specializes in bringing down even the toughest targets. Lillin's early game is most easily spent as a Tactician: her powerful burst easily used harassing and zoning enemy Shapers. While Lillin can make a potent Gladiator as well, it can be more difficult to take advantage of her superior burst. What Lillin lacks in mobility, she makes up for in raw power and synergy with other Mages - consider laning or teaming Lillin with another burst Mage for potentially devastating combos. Lillin is more vulnerable than your average Mage in Dawngate, lacking both mobility and long-range crowd control - be careful with your positioning and use your knockback effectively to stay alive.
|Cooldown:||10 / 9 / 8 / 7 / 6|
Active: Lillin conjures a wave of cleansing energy in target direction, dealing between 65 / 110 / 155 / 200 / 245 (+0.6) to 30 / 70 / 110 / 140 / 160 (+0.3) magical damage. The damage dealt is decreased against targets that are further away from the cast point. Units hit that are close enough to Lillin are knocked back.
|Cooldown:||13 / 11.5 / 10 / 8.5 / 7|
|Cooldown:||12 / 11 / 10 / 9 / 8|
|Cooldown:||140 / 120 / 100|
Much like Sakari and Amarynth, Lillin's damage is unlocked by comboing abilities together. The skill that benefits from this combo should be your primarily leveled skill. Amarynth maxes her Feeding Frenzy (Q), Sakari maxes her Shatter (E), and Lillin maxes her Fool's Fire (Q).
Fool's Fire (Q) has the lowest cooldown and is reliable, it is simply a left click ability. Hitting Hallowed targets will deal extra damage, so landing your E/Q combo will result in lots of pain for the enemy. The passive component of Rebuke (W) does not pay off until higher levels of magic resistance, so you can likely safely max your Consecrate (E) second unless the enemy is investing early in magic resistance. As always, take your ultimate whenever possible at levels 6, 11 and 16.
Like most Mages, Lillin will be most comfortably played in the Tactician role. Her long range left click and skill shot abilities make for great harassing tools, but can also be used for farming creeps as a Gladiator if paired with other excellent tacticians like Sakari or Amarynth.
Destruction / Divinity
As a burst mage, it is paramount to stay even or ahead in terms of damage. Of the non-Command items, Destruction and Divinity add the most power and have incredibly useful flat penetration and bonus spell damage. We want these raw stats to multiply with other massive power items later in our build.
Judgement / Pestilence / Decay / Justice
As an immobile burst mage, health is a nice stat to keep you from falling over. While control-mages like King of Masks and Sakari tend to favor items like Prosperity which are only defensive in nature, a burst mage will want to pick up items that share both Health and Power. Judgement, Pestilence, Decay and Justice are all great pickups that will increase your damage and your survivability. Pick the one that will be best used in your match.
Wisdom / Supremacy
Round out your build with massive power items to put your damage over the top. Hopefully an allied teammate can provide Hostility and Chaos to allow you to focus on raw damage.
Screenshots can be found in the Live Reveal thread here!
For more information on Lillin, please visit her Shaper page.
To learn how to play Lillin, check out her Guides page.
11:00 AM PST - Waiting for stream to go live
11:06 AM PST - New shaper comes from a blood-shaping group similar to Viyanas
11:06 AM PST - New shaper is not a support, but a new support is coming soon
11:08 AM PST - Wanted to add a female character to bring the Male/Female ratio back in balance, but also break the human silhouette that is standard for females.
11:10 AM PST - Divinity's name is revealed as "Lillin, the Old Guard"
11:11 AM PST - A lot of missing "fantasy tropes" were submitted to fill in some gaps in the Dawngate, but Lillin was not part of this list.
11:12 AM PST - Concept Art
Cleansing Fire Lillin Skin:
Also the map gets spooky scary Halloween effects, including a pumpkin face under Parasite!
11:43 AM PST - Recommended items: Wisdom, Supremacy, raw damage! Prosperity if you're getting exploded. Rage is not needed due to her percentage penetration.
11:44 AM PST - Blink for escapability, Exceed great for damage. Dispel to assist with escapability. Stasis can have good results.
11:46 AM PST - Lillin's skin is fire-themed: Cleansing Fire Lillin.
11:48 AM PST - You can dispel the magic resist shred on her ultimate, but not the damage. The E orbs can also be dispelled, but it is tricky to do so.
11:48 AM PST - Due to the delay in the Q cast time, you can cast her Q before her E.
11:49 AM PST - Her E is not blocked by creeps.
11:50 AM PST - Her W MR shred is not effective for 0 MR targets, and her Q can last hit minions. Due to Q's delay, she is best off as a Tactician as it is tricky to last hit with.
11:51 AM PST - Her ultimate can not be leashed/outranged.
11:52 AM PST - Her W knockback only affects a cone, it does not hit behind her.
11:52 AM PST - Her E debuff lasts for 4 seconds.
11:53 AM PST - Her ultimate is not reset if the target dies while it is charging. It can proc potency.
11:54 AM PST - Can dibs outrun her ultimate? Maybe?!
11:54 AM PST - Her E debuffs do not stack, only refreshes.
11:55 AM PST - There is no leash range on her E.
11:57 AM PST - Two new passives are to be included in the next patch.
Stream is over! Head on over here for the official First Look at the new Shaper, Lillin!
Hello, good people of the Dawngate community! It's been a while since my last Chronicles Analysis, so I figured I'd give a formal notice of what's happening along with a new analysis with a slightly different format.
I set out to write analyses of the Chronicles because I saw a lot of questions being asked about what it all meant, and who characters were. At the start of the Chronicles, it was difficult for lore-illiterate folks to know what was happening. At first I attacked comment sections with individual replies, answering as many questions as I could, but after I realized that it was happening so frequently, I conspired with MOBA-Champion to start writing a series of analyses to help everyone understand what was going on.
So why did I stop writing them? Well I realized that I had ceased explaining the world to people, and was pretty much just predicting what was going to happen based on what we knew. I don't have a problem with predicting what will happen in the lore, but it was getting away from what I had set out to accomplish with the Chronicles. In short: my goal was done. By the thirtieth Chronicle or so, it seemed that people no longer needed my explanation. I'm not done with Dawngate, but this chapter is coming to a close, and it's time to move on to other projects. In the mean time, I hope that my analysis of Divinity is enlightening.
- There are many clues that identify the narrator's home as Taraysk. She mentions the vessels that the babies are shaped in (testtubes if you will), and talks about the tribes that scatter east and west around them.
- The narrator and her mate are both centaur-like (human torso on a quadruped body). She mentions him galloping, and during her escape from Taraysk, there are galloping sounds in the background. This would indicate that they both have four hooves.
- The people of Taraysk do not believe in the standard form of reproduction, as it leads to imperfection. So when the narrator's pregnancy is found out, they seek to "purify" the sin. In this case, purification comes by fire. More specifically, burning them to death.
- The narrator mentions that her mate calls forth the lost arts when he fights their would-be executioners. What exactly these lost arts is an interesting possibility. We know that Taraysk is home to blood-shaping, but perhaps there were more forms of shaping known to them back in her glory days. What we can assume from the fight is that the narrator's mate was extremely resilient ("they cut him a thousand times") either by invoking these "lost arts" or by the way he was blood-shaped.
- Divinity means "godlike." What this means for our upcoming shaper is inconclusive, but it could mean a lot for the future of Taraysk. Unless of course it's referring to the dessert known as divinity. I'd be ok with that too.
- It's currently unknown whether the mother is the Shaper or if her Son is the shaper. I picked out a couple of points for each that could point to either being the Shaper:
Arguments for the Mother Being the Shaper:
- The line "The spirit's breath is at my back" suggests that she already has a connection to a spirit before giving birth.
- All previous audio logs except for Vex's are exclusively from the perspective of the shaper portrayed. While not conclusive given Vex's counter-example, the odds are in favor of the mother being the Shaper from this argument.
Arguments for the Son Being the Shaper:
- The Mother is obviously not as "perfect" as Viyana (since Viyana is the "most perfect"), so this story definitely takes place a while before the Dawngate opens. Given this timeframe, the son would probably be old enough to fight by the time he enters the present story.
- At the end of the log, the Mother reveals the name of her son to be Eshmar (or something like that). This wouldn't mean much except that revealing the shaper's name at the end of lore pieces is a common occurrence in Dawngate's lore.
Thanks for reading! If you have questions or comments, please leave them below or email me at firstname.lastname@example.org.
One of the most exciting elements of the MOBA genre is playing, and watching them be played, as a competitive sport. Regardless of if it is a tournament with prize money on the line, or simply an in-house game amongst friends, Dawngate is an extremely exciting game when played at a high level. One of the defining characteristics of playing competitively, regardless of the environment, is that players draft which Shaper they play as opposed to simultaneously picking them in a blind pick format. Naturally, the creation of an official draft mode was the first thing on our priority list as we entered into competitive beta and began to focus our design and developmental efforts on the features and tools necessary to support both the tournament scene as well as ranked play.
One of the primary differences between draft versus blind pick is the inclusion of bans. With bans, players can choose Shapers that are unavailable for either team to pick during the selection phase. We knew that we wanted banning in the game for several reasons.
One is that it serves as a safety net against balance outliers. As a live service that is constantly adding content, there's always the chance that a particular Shaper is too strong in the given metagame, and having the option to ban that Shaper out of the draft helps protect the integrity of the match.
The other key element that banning provides is strategic diversity. By preventing certain Shapers from being played, players can ban out entire strategies or team compositions which can force teams and players to require a deep Shaper roster with several different strategies at the ready. As a spectator sport, it's always more interesting to see new and different strategies being used, so we wanted to make sure our draft mode provided the tools necessary to prevent a single dominant strategy or team composition from being used in every match.
With these two high level goals in mind, the big questions were where to place the bans relative to the picks and how many bans to provide total. To action against our first goal of being able to ban out potentially over-tuned Shapers, there had to be at least a portion of the bans done immediately, before any Shapers were picked. That left the question of what was better for our second goal: placing the rest of the bans up front as well, or spacing them out between picks? Knowing that creating a larger amount of viable ban targets is what was going to create the most diverse compositions from game to game, we opted to place a set of bans after four initial picks. By allowing players to see the beginning of their enemy's team composition, it provides them additional information to base their bans on, such as banning out a Shaper that has excellent synergy with one their enemies had already selected. Similarly, by exposing several of their own picks to their enemy, they can also opt to ban out Shapers that are strong counters to the strategy that they have started to reveal.
With the format of having a set of bans initially, and a set of bans after several picks, it very quickly lead to the decision to have four bans total. By requiring that both teams received the same number of bans, that there was a set of bans initially as well as after several picks, and by wanting the lowest number of bans that fulfilled the first two requirements due to the current number of Shapers in the game, it naturally lead to having four bans.
With our banning strategy relatively well understood, the next phase of draft's development was determining the specific order in which the picks and bans would alternate between the two teams. The first two bans were straightforward, one for the Mortal team and one for the Spirit team. We opted to not give whichever team had the last ban the first pick, as that creates an environment where you can ban a hard counter to a particular Shaper, and then pick that Shaper before the opposing team has had a chance to react. This meant that Mortal team would also get first pick. To counterbalance the power that comes with having first pick, we gave Spirit team two simultaneous picks after the Mortal team's singular first pick. This was followed by the Mortal team getting their second pick to tie everything up.
With the above partial format providing a fair set of advantages and disadvantages to the two teams, we continued the draft format by applying the same process but in reverse team order. This meant that after the Mortal team's second pick, Spirit team would begin a ban phase again, continuing all the way through another set of four picks, but with the Mortal team having the simultaneous double pick. By mirroring the same set of picks, it theoretically equalizes any advantage one team had by going first or second in the initial phase.
This just left the last two remaining picks. The two options were to allow Spirit team to do another set of simultaneous picks after Mortal team's, followed by a Mortal team pick to end the draft, or to do singular picks alternating between teams, resulting in the Spirit team having the final pick to end the draft. In this position, the very last pick has the greatest advantage, since you have the most information available before you select your Shaper as well as the advantage of being unable to have your selection by countered by the enemy team. Since Mortal team has a slight map advantage in terms of vision due to the camera angle of the game, we opted to give Spirit Team the slight pick advantage with last pick. This finalized the draft format with two singular alternating picks.
So there you have it! This is the format we've been testing internally, and In order to continue to test draft mode for both tournaments as well as our upcoming Ranked mode, we'll be releasing it in an upcoming patch as an optional way to play Dawngate in custom games. Additionally, we'll be using this draft format in the first Race to the Gate tournament beginning on October 17th, so make sure you tune in to watch the best of the best battle it out for the right to compete in the Grand Invitational!
Every night it is the same.
He gallops across my dreams, sunlight gleaming off his armor. Feather-grass sways in his wake. I pursue him, he entices me. We stand among the tombs of elders from time so deep, their names are lost to rain and wind.
We re-learn what comes unpracticed to others. To the tribes that pass east and west around our ruins of stone and memory. To the beasts that wander north and south in yearly cycles. To the birds returning each spring, adding small voices to echo through the stillness.
He trembles when I touch him, eyes as wide as the steppe. His heart so quick and strong, I can hear it in the dark.
All our lives, they told us the vessels were the only way. The jars of light where essences are mixed. Arcs and helices that lurk beneath mortal vision, but not beyond Shaping.
When I began to show, they lecture us about our sin.
They say we must be purified. He holds my hand as the kindling is piled. He's shaking again. I tell him to be strong.
He is strong. He throws me through the flames. He charges them, calling forth the lost arts, using their own firebrands.
They cut him a thousand times. He does not let them past.
I run into the sunset, skin blistering and peeling, my hair a stinking torch. I do not stop. They cannot catch me. The Spirits' breath is at my back.
Every night it is the same. I startle awake, the memory of burning flesh in my nostrils, the sting of his final smile in my eyes.
But I hear our love made manifest, and I know it will be well.
Someday I'll tell Eshmar about his father.