New 2XKO Patch Brings Lux, More Content, And Balance Changes

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Gundroog
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New 2XKO Patch Brings Lux, More Content, And Balance Changes
It's ain't over till it's over.

2XKO is delivering its first major update since the unfortunate announcement that the game will cease active development in December of this year, and sad as it is, the fans still have quite a lot to look forward to in this patch.

If you want to see the minute details for character changes, make sure to check out the official website, but for more general notes, look below!

New Content

New Champion: Lux, Lady of Luminosity

Born with the power to control light, Lux dazzles enemies with the beauty of magic. She’s an all-rounder mage who uses unique air movement and a rainbow of projectiles to mix up bad guys. Play her in 2XKO on September 8.

Learn to laser your opponents with Lux’s gameplay trailer and champion spotlight.

PVE Mode: The Climb

Mix up your PVE encounters with three updates to The Climb.

Difficulty Options

  • The Climb has two new difficulty modes to choose from. When you start your game, select “Expert” or “Pro” if you’re looking for a greater challenge.

Ascension

  • After defeating the final boss in The Climb, you can now choose to keep playing your run with the new Ascension mode. 
  • When you select Ascension, you’ll choose a debuff to ramp up the difficulty of future encounters.

Tales of 2XKO

  • Choose Lux, Thresh, or Senna as your Point champion in The Climb to enter Tales of 2XKO, which adds new dialogue in between encounters.

New Augments

  • 15 new Augments added to The Climb
  • 5 new Lux-specific Augments.  

Bug Fixes

  • Fixed an issue in The Climb where players using Juggernaut/Sidekick would lose Super and Break meter between rounds if they swapped champions at the beginning of a round.
  • Fixed an issue where Blitzcrank’s Ultimate did not work properly with the “Roll for Crit” augment.
  • Fixed an issue with meter drainage during screen freeze events (like Ultimates) when using the “Open Cancel” augment.

System Changes

Ranked

Ranked mode will be disabled starting in patch 1.3.1.

Private Lobby

There is now an option to create a larger Private lobby, which holds up to 40 players. It uses the same map as the Casual lobby.

Private Lobbies now have lobby-wide voice chat available. This is enabled by default, so make sure to adjust and check your sound settings before hopping into the Private Lobby. Lobby owners can toggle whether voice chat is enabled in their lobbies. 

Progression Systems

  • All champions are now unlocked automatically. 
  • Champion Tokens have been removed.
  • The Battle Pass has been removed.
  • Season 3 has been extended to have no end date.
  • The Credits limit will be uncapped from 12,000.
  • Most avatar personalization options (such as outfits, emotes, and stickers), chromas, stages, and some player cards can now be unlocked with Credits.
  • Champion Mastery can now be progressed in all game modes.
  • Champion Mastery values have been reworked to be consistent across all champs. The outliers that took very long to obtain should now be quicker. 

Core Gameplay

Hurtboxes

  • Standing and crouching hurtbox height is now more standardized across the cast. 
  • Champions are now bucketed into SmallMedium, Large, or Unique hurtbox heights while standing and crouching. 
    • Standing hurtbox height buckets: 
      • Unique: Braum, Ekko, Teemo.
      • Medium: Ahri, Akali, Caitlyn, Darius (previously Large), Jinx, Lux, Senna, Vi, Warwick (with modified head hurtbox), Yasuo.
      • Large: Blitzcrank, Illaoi, Thresh.
    • Crouching hurtbox height buckets: 
      • Small: Ekko, Lux, Teemo.
      • Medium: Ahri, Akali, Caitlyn, Darius, Jinx, Senna, Vi, Yasuo.
      • Large: Braum, Blitzcrank, Thresh, Warwick, Illaoi.
  • Head hurtboxes are now positioned equally across all champions, except for Braum and Warwick.  
    • Previously, head hurtboxes were sized and positioned differently depending on the champion, which led to inconsistent combos.
  • All champions now share the same collision pill, hurtbox, and throwbox wall in a wall slump state. 
    • There are no longer champion-specific combos off of wall slump. 

Freestyle

  • The Break meter penalty when using Freestyle has been adjusted. It was 35% and is now 20%.  
    • Freestyle was leading to frustrating outcomes against high damage teams. 
    • With Break meter penalty reduced, accessing Freestyle’s power still comes at a cost, but it’s less severe when on defense.
  • While using Freestyle, Assists now have standard 4-second cooldowns when hit after a pushblock or Break.
  • Dead Assists now have a standard 4-second cooldown after being hit.

Pushblock buffs

  • Tagging after a pushblock without performing an action will now cause your champion to immediately phase out. 
    • We’ve added additional ways to protect your Assists in tough situations. After performing team pushblock, Handshake Tagging will immediately remove the Point champion from the fight.
  • Pushblock now pushes opponents 33% farther.
  • Pushblock recovery has been increased by 4 frames. 
    • This is tuned so that opponents can still pressure off jump-ins and jabs, but pressure will end after most blocked mediums, heavies, and special moves.

Break buffs

  • Tagging after a Break without performing an action will now cause your champion to immediately phase out. 
    • We’ve added additional ways to protect your Assists in tough situations. After performing Break, Handshake Tagging will immediately remove the Point champion from the fight.

Assist nerfs

  • Assists now take 75% true damage. 
    • Assists now will have less recoverable life when hit by attacks. 
    • With more ways to protect Assists and pushblock buffs, we want to maintain match pacing and ensure that there’s adequate risk to performing Assists.

Getup attack changes

  • Break and Fury Break can no longer be activated during a getup attack.
  • Getup attack now requires holding S1 or S2 for 4 frames. Previously, it would check if an input was being held on a specific frame. 
    • With the release of our first true invincible special move, we want to ensure that players can reliably get a getup attack or their preferred wakeup special.
    • A note for advanced players: these frames will consider screen freeze, such as when performing Handshake Tag or Supers.
      • For example: if your opponent Handshake Tags the frame before the getup attack window, you can hold S1 or S2 and get a getup attack. The opposite also works—if you are holding the input, then let go of the input during this time, you will not perform a getup attack.

Miscellaneous updates

  • Instances of projectiles persisting on throw tech have been removed.  
    • See “Nerfs” under specific champions for exactly what has changed.
  • When performing a throw tech while airborne, both players now land at the same time.
  • Fixed some inconsistencies with throw tech pushback during Teamfight.
  • Parry animations have been adjusted to better match each champ’s static hurtbox.
  • While in Fury or while using Juggernaut, it is now easier to forward dash cancel cross-up moves, such as back throws or Yasuo's charged S1.

Bug fixes

  • Break can no longer be performed during a throw tech. 
  • Fixed a bug where Sidekick users could use an old version of pushblock. 
  • Fixed a bug where Sidekick users could not use pushblock with less than one bar of meter.
  • Fixed a rare issue where some comboable knockdowns were soft knockdowns when counterhitting the opponent.  
    • Basically: some of your combos will no longer randomly drop—in exceptionally rare cases, on a few specific moves—because you got a counterhit. 
  • Fixed an issue that caused projectile-based Ultimates to fizzle against opponents activating Teamfight.
  • Fixed an issue with Teamfight where if Player A used their Ultimate and Player B reacted by activating Teamfight, Player B was no longer able to use Assists.
  • Fixed unusual interactions between save states and the Teamfight cinematic.
  • Fixed an input error that resulted in a forward dash when trying to back dash with L + M.
  • Fixed an issue where Handshake Tagging after a Break while performing other actions would end those actions sooner than anticipated.
  • Fixed an issue where the meter gain penalty from things like Supers was applied incorrectly to blocked hits.
  • Fixed an issue where exiting the Training mode menu would cause D-pad inputs to persist and repeat.

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