As a still‑emerging third‑person shooter MOBA, Predecessor has thrived by fusing the tactile snap of a TPS with the macro rotations and timing discipline of classic top‑down arena drafts. Update 1.8 feels like the studio’s first “statement patch”—the one that draws a line between an experimental early build and a maturing platform. Headlining is Akeron, a new playable character whose kit injects unprecedented vertical agency into lane skirmishes and jungle invades. Unlike traditional dash or blink heroes, Akeron chains elevation shifts with conditional cooldown trims, letting skilled players re‑thread fights by repositioning above sightlines or peeling through layered geometry.
That vertical expression matters because 1.8 subtly remodels several collision seams and hard edges on the map, smoothing awkward chokepoints while intentionally adding perches and transitional ledges. The net effect: rotations are more scoutable but less binary. Vision wars will likely pivot from static ward clusters to dynamic contest windows—especially if Akeron pressures teams to draft aerial denial, displacement, or persistent DoT zones that punish hang‑time.
That vertical expression matters because 1.8 subtly remodels several collision seams and hard edges on the map, smoothing awkward chokepoints while intentionally adding perches and transitional ledges. The net effect: rotations are more scoutable but less binary. Vision wars will likely pivot from static ward clusters to dynamic contest windows—especially if Akeron pressures teams to draft aerial denial, displacement, or persistent DoT zones that punish hang‑time.












L'accueil

















































