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This page contains information about a past event or game feature that may or may not return in a future version. |
Siege: Beyond was a Game Mode in Paladins. Beyond was largely the same as regular Siege, with the only major difference being that every other patch, new experimental mechanics would be added to the mode. These new experimental mechanics were bundled into a Schism every few patches. Depending on the community's approval, these experimental mechanics would either be made permanent or discarded for existing game modes after the Schism expires.
This gamemode ultimately failed to introduce any mechanic players found appealing enough to be permanently incorporated, leading to the mode briefly being used to rerun Siege of Ascension Peak during the third Schism, rather than test out a new mechanic, before the mode was completely scrapped with the Last Remains update.
Schism 1 - Item Store[ | ]
In-Game Description[ | ]
Master the new Schism and push the Payload
Experimental Mechanics[ | ]
The first update of Season 5 introduced an entirely new item store, which was separated into 12 stages; each stage contained a selection of three different items, with the items either being Support, Tank, Damage, or Universally focused. Players could only advance to the next stage by purchasing one of the available items.
Old Items appeared as selectable options, as well as entirely new items and effects. A list of items available can be found here, while the various item stages are listed here:
Details
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Stage 8
Stage 9
Stage 10
Stage 11
Stage 12
Video[ | ]
Schism 2 - Prototype Cart[ | ]
In-Game Description[ | ]
Push & defend against damageable payloads in this Schism
Experimental Mechanics[ | ]
The second update to Siege: Beyond changed the way pushing the payload worked. The match was the same as usual prior to the point initially being captured, however, instead of a regular cart being spawned upon a point capture, a type of Siege Engine spawned. The Siege Engine behaved somewhat similarly to how they did in the extremely early days of Paladins, by moving forward on its own regardless of players being nearby, as well as being capable of taking damage and being destroyed. The Siege Engine could be healed with a healing ability if it wasn't destroyed.
Though the Siege Engine would move forward by itself, every player of the pushing team within range would speed up the engine; while every present opponent would slow down the engine - for example: 3 pushing and 3 enemies ➞ engine will move with standard speed • 3 pushing and 4 enemies ➞ engine stops • 4 pushing and 3 enemies ➞ engine is a little bit faster than standard speed.
If the Siege Engine was destroyed, the pushing players could repair it by standing on two points that spawn nearby, with enemy players being able to contest the points and block capture as usual. The capture progress of both points would be added together and had to reach 100% together for the engine to start moving again. If the Siege Engine reached the enemy base, it rewarded the team that pushed it a point, just as with a regular cart in Siege: Core.
Video[ | ]
Schism 3 - Siege of Ascension Peak[ | ]
In-Game Description[ | ]
An array of Paladin and Magistrate forces with duplicates battle it out amidst artillery fire.
Experimental Mechanics[ | ]
As in the event Siege of Ascension Peak there is a battle between the Magistrate and Resistance on an Onslaught version of Ascension Peak. In this game mode, a team must achieve 400 points to win, or the team with the most points after 10 minutes, wins. These points are earned by eliminating enemy players or by controlling the area in the middle of the map.
- This version of Onslaught has special gameplay modifiers:
- Magistrate vs. Resistance: Players will be assigned a random side (Magistrate or Resistance) and can pick duplicate champions of this side.
- Evade Artillery Fire: Magistrate forces have Ascension Peak under constant fire! Dodge the explosives crashing down all around you.
- Ascended Abilities: All Champions have 50% cooldown reduction.
Video[ | ]
Maps[ | ]
These were the maps that Siege: Beyond could be played on, with the exception of Schism 3, which was limited to Ascension Peak:
Changelog[ | ]
- Siege: Beyond was removed from the game.
We’ve long heard community requests to bring back some game modes out of Paladin’s history. Looks like Atlas managed to conjure this one out of the ether, so in lieu of a 3rd Siege: Beyond variant, we hope you’ll enjoy this blast from the past!
- Join the fight and turn the tide of battle in favor of the Paladins, or defeat Jenos on behalf of House Aico. Players will be assigned to represent either the Paladins or the Magistrate. Your mastery of each Champion will see you through to victory! Be Careful! Magistrate forces have Ascension Peak under constant fire. Dodge the explosives crashing down all around you. The ascendance of Jenos has affected the battlefield. All Champions have 15% Cooldown Reduction–can you handle your newfound power?
- In Siege: Beyond, the initial point is captured normally, and spawns a cart for the capturing team. That’s where things get interesting—the cart will now move forward of its own volition, gaining or losing speed based on how many allies and enemies are in range.
- So how do the defenders stop the cart’s advance? By destroying it! The prototype is vulnerable to damage from weapons and skills, and after sustaining enough damage, will break down completely until repaired.
- When a cart breaks down, the pushing team will need to repair it by controlling points (which the defenders can contest) to get the cart back up and running. Depending on how commandingly they do so, the new cart may offer additional advantages once it’s been repaired.
- As per Siege: Core rules, advancing the cart to the enemy’s base will win the round and earn a point, and the first team to accumulate 5 points wins.
- Siege: Beyond was added to the game.
- First Schism: Introduce an entirely new item store, which is now separated into 12 stages.
- PTS fixes
- Added the ability to see Siege: Beyond items on the scoreboard.
- Added the ability to look at which items are available at all ranks.
- Adjusted pricing to allow players to leave base with three items (up from two), and to benefit from the Stage 12 items in more matches.
- Add undo support to Item Store: Beyond.
- Disabled certain items that may not benefit certain champs.
- Enabled Daily Queue reward for Siege: Beyond.
- Various Balance adjustments, art improvements, and small functionality fixes.
- Bug: fixed an issue where store got into a bad state preventing future item purchases.
- Bug: fixed an issue where kill screen would flash through all item icons.
- Bug: fixed an issue where the selectable area for items was larger than button art.
Trivia[ | ]
- While Siege: Beyond was in the game, the original Siege mode was meant to be referred to as "Siege: Core", but outside of a brief mention in the Schism update notes, this name was never mentioned again.
Game Modes | |
---|---|
Current |
Siege • Onslaught • Payload • Choose Any • Limited Time Modes • Ranked • Training vs AI • Custom |
Retired |
End Times • Dragon's Call • Rise of Furia • Siege of Ascension Peak • Siege: Beyond • Survival • Battlegrounds • P.V.E • Match of the Day • Capture and Siege • Siege Only • Capture Only |