-
Weekend Urn Changes
Per patch notes:
Adding an alternate Urn mechanic as an experiment for 2 days. This will be enabled this weekend only and Monday will be back to normal. Urn pickup location is the same, but drop-off location is now always at the top of mid temple. The bonus souls the team gets is reduced by 60% (the delivering player reward is unchanged). The reveal time is now 40s.
Really easy to deliver now but not as impactful.
-
Deadlock 11-21-2024 Update
forums.playdeadlock.com 11-21-2024 Update[ Matchmaking Rework ] - This update includes a new version of the matchmaker. The matchmaking pools are no longer split between normal and ranked, there is only one primary matchmaking mode and there are no limited hours. - Badges will update immediately whenever you gain or lose enough MMR...
\[ Matchmaking Rework ]\ \ \- This update includes a new version of the matchmaker. The matchmaking pools are no longer split between normal and ranked, there is only one primary matchmaking mode and there are no limited hours.\ \ \- Badges will update immediately whenever you gain or lose enough MMR to change badges. You no longer have to wait a week or play a certain game count. There will sometimes be monthly global maintenance updates where we readjust the global curve based on the population, cheaters banned, recalculation adjustments, etc (this will be done as needed and not necessarily every month).\ \ \- Hero MMR is now used in the Matchmaker. Each player will have a "core" MMR and your MMR per hero will be offsets of your core MMR. When you queue, we will match you based on that hero's MMR. So if you are unfamiliar or play worse with a given hero, you will be put in an easier match than your usual. Judgement on your skill and familiarity with a hero will be based on the 20 most recent games with that hero. In your profile, we have UI that shows you what the matchmaker thinks your relative ranking for each hero is (give us feedback on this, we expect to iterate on this calculation).\ \ \- Leaderboards are also included per region (North America, South America, Europe, Asia, Oceania). There is a top 1000 Core MMR leaderboard as well as a top 1000 Hero MMR leaderboard for each hero (for each region separately). To qualify for being considered in leaderboards in general, you must have 50 games played in the last 30 days. To qualify for a specific hero's leaderboard, you must have played at least 20 games on that hero in the past 30 days.\ \ \- You can queue as any party size, however there are a few details. If the range of skill in your party is too wide, the amount of MMR you can gain will be reduced somewhat based on the degree. This is especially true if it’s a player we don't know anything about (like a very high mmr player queuing with a "new" player, we will minimize updates to the known player until we are more confident we can trust the skill of that party overall).\ \ \- The previous limit on high MMR party sizes is increased from 2 to 3. This applies to Ascendant 1 and above. This is the old limit we had on disallowing too many high MMR players to be in the same party together, for matchmaking quality reasons.\ \ \- Given the updated no hour limits, if we think a match is a bad quality (like 5am games where there weren't a lot of players to pick from), we will weigh the match less heavily towards a rank update relative to what we would do with an average quality match.\ \ \- If you prefer playing with only solos, there is a convar (mm\_prefer\_solo\_only) you can use.\ \ \- When queuing as a party, you will have an option to override the default balance oriented lane assignment system and make the system prioritize putting your party members in the same lanes together.\ \ \- Added Swap Lanes feature. During the rooftop and zipline phase at the start of the game, you can now request to swap lanes with your teammates by clicking the button below their portrait on the scoreboard. If the other player accepts your request, you will immediately be swapped. You may decline an incoming request by right clicking it.\ \ \- There is an option to notify you anytime your rank levels up. There is also an option to show the average badge of each team for the post game.\ \ \ \ \ \[ General Changes ]\ \ \- Added secondary key binds for actions\ \- You are now able to browse and favorite builds in the dashboard\ \- Sandbox mode now shows the souls value of the current items you have in your inventory\ \- Abilitiy tooltips now list exactly which items the ability has been imbued with rather than "Ability is imbued"\ \- Items in the shop that imbue abilities are tagged with a label with a similar styling to active items\ \- Commend toasts now stay on your screen until they are dismissed\ \- Commend toasts now have a button to return the commend to the player that commended you\ \- Adjusted the behavior of the Incoming Damage UI so that it can still be used in Sandbox mode\ \- There is now a Change Hero button in the Build Browser which brings up the hero picker to choose a different hero in both Sandbox and in the Dashboard\ \ Quickbuy:\ \- Decision dialogs for dealing with item limits, imbuing, and activation slots are now shown at queue time rather than purchase time whenever possible\ \- You can now queue items to sell. If you right click on items that you own it will add them to the front of your quickbuy queue, and they will be queued to sell. The sale price of these items will be added to your current souls to calculate when you can afford to purchase the next item in your quickbuy queue..\ \ \- Adjusted Powerup Runes' design to look more visually breakable (due to melee change explained later in the gameplay section)\ \ \- Low priority games now require wins to count\ \ \- Gaining Rejuvenator buff now shows what stats have been improved on your hero (like powerups and other buffs)\ \- Fixed Abrams camera\ \- Added icon variants for high or low ground for small/medium/large camps\ \- Adding note below Cancel key in Settings explaining that "Abilities will be cancelled with the Cancel Key when possible"\ \- Purchase Log in the shop now shows enemy and ally purchases with different colors\ \- Fixed F1-F5 Keys not working (for moving camera to allies)\ \ \- Updated active items to have uniform sliding/cast delay behavior\ \- Curse: Cast delay changed from 0.0s to 0.1s, to match other similar actives\ \- Slowing Hex: No longer interrupts sliding, to match other similar actives\ \- Decay: Cast delay changed from 0.25s to 0.1s, to match other similar actives\ \- Decay: No longer interrupts sliding, to match other similar actives\ \- Withering Whip: No longer interrupts sliding, to match other similar actives\ \- Silence Glyph: Cast delay changed from 0.0s to 0.1s, to match other similar actives\ \- Knockdown: Cast delay changed from 0.25s to 0.1s, to match other similar actives\ \- Knockdown: No longer interrupts sliding, to match other similar actives\ \ \- The through-wall ally silhouette health bars are now more accurate\ \- Optimized lighting in the map for better rendering performance\ \- Fixed a bug where you would be prompted to sell an item if the component wasn't in the same category as the component you were buying (i.e. you go to buy slowing hex with your item slots full and you already own the component)\ \- Removed redundant Replay keybinds (now shares with Spectating)\ \- Added Chat Wheel Options as keybinds so you can bind keys to certain responses\ \- Fixed not being able to ping enemy items\ \- Added music and ambient sounds to hotel\ \- Added new run animation for Seven\ \- Revised Mirage Fire Scarabs projectile and cast sounds\ \- Revised Casting bridge buff loop\ \- Remastered weapon fire for Seven\ \- Remastered weapon fire for Paradox\ \- Fixed a bug where nearly all sound stops and never returns\ \- Fixed respawn music cue failing to play with shop menu open\ \- Fixed music not playing while the player is outside their base and their base is under attack\ \- Fixed haze smoke bomb loop not playing for teammates\ \- Improved negative feedback sound effect timing\ \- Fixed some cases where some sounds could overpower everything else\ \- Added key and button name localization support for keybinds\ \- Visual update to Mirage Tornado bullet evasion buff\ \- Visual update to Medicinal Specter to improve visibility\ \- Visual update to turret tracers, muzzle flash and impacts\ \- Sand Blast revision to help user judge distance and AOE\ \- Added preview state to Flying Strike\ \- Added effect to when the zipline ability first starts\ \- Added an AOE landing indicator for where units will be thrown with Death Slam (only shows for allies)\ \- Fixed Ground Strike preview cone visual to be more accurate\ \- Updated Patron VO to give the Amber Hand more lines that are unique to him as opposed to having the identical script of the Sapphire Flame (for instance, while the Sapphire Flame might praise Haze by saying "you are perfection, Haze", the Amber Hand would say "Haze will dance, and they will fall")\ \- Related to the above, both patrons will now call out the Greenwich/Green Lane objectives specifically when they are destroyed\ \- Updated Bebop VO: remaster pass and added some content\ \- Updated Viscous VO: he now comments on a lot more interactions in the game (no longer a small pool of reused lines for Goo Punch)\ \- Updated Paradox VO: remaster pass and added some content\ \- Updated Kelvin VO: remaster pass and added some content\ \- Stubbed in first pass VO for Fathom, Magician, Trapper, and Viper - the primary goal for these is to give coverage for pings, but we also added lines for hero select and ability usage\ \- Updated Holliday VO: remaster pass and added some content\ \- Some rendering performance improvements\ \- Fixed some lightmap quality regressions\ \- Fixed textures being slightly too blurry in FSR2\ \- Fixed some rendering features (such as distance field shadows) running despite being disabled in UI\ \- Fixed right-clicking on an item in the shop in build editing mode causing it to be added to your Quickbuy queue\ \- Steam Game Recording no longer records kills/deaths if you're dead and spectating another player\ \- Steam Game Recording timeline no longer records Shrine objectives as "The World"\ \- Fixed fps\_max accidentally being changed to slider maximum value when out of slider range\ \- Video Settings slider for fps\_max goes up to 400\ \- Fixing tooltips on keybind dropdowns not working correctly\ \- New sounds added to Yamato's Flying Strike while aiming\ \- New sounds added to Mo & Krill's Burrow and Sand Blast abilities\ \- Hit confirm sound added to Lash's Flog ability\ \- Fixed a bug causing Mo & Krill's Burrow emerge sound to double up when not cancelling the burrow early\ \- Fixed Mo & Krill's Burrow traveling/underground sound not looping correctly\ \ \ \- Steam Input support\ \- Fixed Controller binds not working when the same Keyboard binds were empty\ \- Fixed Show Scoreboard glyph in Sandbox Mode UI\ \ \ \ \ \ \[ Misc Gameplay ]\ \ \- Soul Sharing ratios post-lane reduced from 100/70/45/33/25/20% to 100/60/35/25/20/16% (for 1/2/3/4/5/6 players, original was 100/50/33/25/20/16%)\ \- Hero Kill souls decreased from 175->2000 to 175->1600 (from 0 min to 45 min)\ \ \- Walkers Stomp now also deals 10% Max HP as damage\ \- Walkers Laser now also deals 2% Max HP DPS\ \- Walkers now provide nearby allied heroes 25% Bullet and Spirit Resistance\ \- Walkers now have Resistance based on how many nearby enemies there are (0/8/16/24/32/40% for 1/2/3/4/5/6 players; they are more tanky against a large attacking team)\ \- Middle Lane Walkers HP increased from 5800 to 8000 (side walkers HP is 5175)\ \ \- Patron Laser now also deals 3% Max HP DPS\ \- Flex Slot changed from All Shrines to 1 Shrine and 2 Base Guardians\ \ \- Mid Boss trooper health for first spawn reduced from 95% to 70%\ \- Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 minutes)\ \ \- Respawn time curves changed from happening at 17/30 minutes for 40s/70s respawn to 20/40 minutes\ \ \- Trooper soul changed from 60/40% in the kill/orb to 65/35%\ \- Medic Trooper now has 3 charges of heal rather than 2\ \- Falloff min range reduced from 22m to 20m\ \ \- Air Drag when getting off the zipline increased from 20% to 25% (default in general is 20%)\ \ \- Improved various issues with Heavy Melee vs Dash/Parry when there is latency\ \ \- Killing the first Patron now causes any existing enemy hero respawns to be reduced by 20 seconds. However, it does not reduce remaining respawn time lower than 10s.\ \ \- Powerups now require a heavy melee to claim (art visuals updated)\ \- Powerups now start weaker and grow stronger (from 10 minutes to 40 minutes)\ \- Gun Powerup:\ \- Previously was +20% Fire Rate and +40% Ammo for 160s.\ \- Now starts at "+10% Fire Rate and +30% Ammo" and ends at "30% Fire Rate and +60% Ammo"\ \- Survival Powerup:\ \- Previously was +400 Health and +1% Max Health Regen for 160s.\ \- Now starts at "+250 Health and 1% Max Health Regen" and ends at "+700 Health and 1.5% Max Health Regen"\ \- Casting Powerup:\ \- Previously was +25 Spirit Power and +20% Cooldown Reduction for 160s.\ \- Now starts at "+20 Spirit Power and +15% Cooldown Reduction" and ends at "+40 Spirit Power and +25% Cooldown Reduction"\ \- Movement Powerup:\ \- Previously was +2 Stamina, +3 Sprint, +30% Stamina Regen and +50% Zipline Boost for 160s.\ \- Now starts at "+1 Stamina, +2 Sprint, +20% Stamina Regen and +40% Zipline Boost" and ends at "+4 Stamina, +4 Sprint, +50% Stamina Regen and +80% Zipline Boost"\ \ \- Urn time to reveal increased from 20s to 25s\ \- Initial Urn bounty reduced from 4050 to 3000 (changed from 1750 + 230\*Min to 700 + 230\*Min)\ \- Adding an alternate Urn mechanic as an experiment for 2 days. This will be enabled this weekend only and Monday will be back to normal. Urn pickup location is the same, but drop-off location is now always at the top of mid temple. The bonus souls the team gets is reduced by 60% (the delivering player reward is unchanged). The reveal time is now 40s.\ \ \- Moved rooftop neutral camps on Amber Yellow and Sapphire Purple to rooftops closer to the Guardian\ \ [!rooftop\_neutral\_camp\_112124.jpg](https://forums.playdeadlock.com/attachments/rooftop_neutral_camp_112124-jpg.30132/)\ \ \ \- Added a truck to climb up into the interior bridge area at the Port Authority and Jazz Club buildings\ \ View attachment truck\_update.mp4\ \ \ \- Moved stairs up from the central canal to the Radio Station interior closer to the inner lanes\ \- Removed stairs up to the Radio Station interior from the underground Teleport Station\ \- Redesigned Radio Station interior to be more open\ \ View attachment canal\_update.mp4\ [!canal\_update\_112124.jpg](https://forums.playdeadlock.com/attachments/canal_update_112124-jpg.30137/)\ \ \ \- Moved connection corridor between Inner and Outer lanes (Amber Yellow and Sapphire Purple) to be farther from the base entrances\ \- Removed the cosmic veils from the entrances of the connection corridor\ \ View attachment connection\_update.mp4\ \ \ \- Changed entrance to the Armory/Warehouse from the inner lane to be more direct (not a hallway)\ \ View attachment armory\_update.mp4\ [!armory\_entrance\_112124.jpg](https://forums.playdeadlock.com/attachments/armory_entrance_112124-jpg.30139/)\ \ \ \- Moved the side lane teleporters to the crawl space under the Hard camp\ \ View attachment teleporter\_update.mp4\ \ \ \- Removed bookshelf model inside the upper floor of the Police Station/Garment Building to see the corridor behind it\ \- Removed Rope inside the Police Station/Garment Building\ \ [!garment\_interior\_112124.jpg](https://forums.playdeadlock.com/attachments/garment_interior_112124-jpg.30140/)\ \ \ \- Added interior stair connection in Factory/Mansion to stay inside from lower to upper areas\ \ [!outer\_lane\_update\_112124.jpg](https://forums.playdeadlock.com/attachments/outer_lane_update_112124-jpg.30133/)\ \ \ \- Added a fence guard beside the stairs inside the Garage/Night Club\ \ [!garage\_interior\_112124.jpg](https://forums.playdeadlock.com/attachments/garage_interior_112124-jpg.30141/)\ \ \ \- Added zapper effect to the antenna models on rooftops\ \- New building facade art in Amber Blue and Purple lanes\ \ [!new\_drugstore\_112124.jpg](https://forums.playdeadlock.com/attachments/new_drugstore_112124-jpg.30143/)\ \ \ \- Added a street gate structure between the Garage and the Record Shop \ \ \ \ \ \[ Heal / Anti-Heal Rebalance ]\ \ \- Below is a group of changes bundled together that pairs reducing sustain abilities/items as well as anti-heal mechanics by some percentage (some things less than others depending on the specific circumstances of the ability)\ \ \- Abrams: Infernal Resilience reduced from 14% to 11% and T3 from 7% to 5.5%\ \- Abrams: Siphon Life Heal vs Heroes reduced from 100% to 75%\ \- Abrams: Siphon Life Heal vs Non-Heroes reduced from 50% to 40%\ \ \- Bebop: Hyper Beam T3 reduced from 100/33% for Heroes/Creeps to 80%/25%\ \ \- Dynamo: Rejuvenating Aurora regen reduced from 32 to 30\ \- Dynamo: Rejuvenating Aurora Spirit Power scaling reduced from 0.5 to 0.45\ \- Dynamo: Rejuvenating Aurora T3 reduced from 3.8% to 3.4%\ \ \- Grey Talon: Rain of Arrows T3 reduced from 50% Lifesteal to 40%\ \ \- Infernus: Catalyst T2 reduced from 15% Lifesteal to 12%\ \- Infernus: Catalyst T3 reduced from -40% Heal Degen to -33%\ \- Infernus: Concussive Combustion T3 reduced from 100% to 85%\ \ \- Ivy: Watcher's Covenant Bullet Lifesteal reduced from 15% to 12%\ \- Ivy: Stone Form Max Health Heal reduced from 10% to 8%\ \- Ivy: Stone Form T3 Max Health Heal reduced from +20% to +16%\ \ \- Kelvin: Frost Grenade T2 reduced from +125 Heal to +100\ \- Kelvin: Frozen Shelter regen reduced from 120 to 110\ \- Kelvin: Frozen Shelter T3 reduced from +70 (1.6 Spirit Power) to +60 ( 1.4 Spirit Power)\ \ \- Lash: Flog heal vs heroes reduced from 70% to 65%\ \- Lash: Flog heal vs creeps reduced from 25% to 20%\ \ \- McGinnis: Medicinal Specter T3 reduced from 5% to 4.5%\ \ \- Mo & Krill: Scorn heal vs heroes reduced from 2x to 1.6x\ \- Mo & Krill: Scorn heal vs creeps reduced from 0.7x to 0.6x\ \ \- Pocket: Affliction T2 Healing Reduction reduced from 60% to 50%\ \ \- Warden: Last Stand non-hero lifesteal reduced from 50% to 20%\ \- Warden: Last Stand hero lifesteal reduced from 100% to 80%\ \ \- Wraith: Full Auto T3 lifesteal reduced from 35% to 30%\ \ \- Viscous: The Cube regen reduced from 40 to 35\ \- Viscous: The Cube T2 regen reduced from +35 to +30\ \- Viscous: The Cube regen spirit power scaling reduced from 0.2 to 0.18\ \ \- Shiv: Bloodletting reduced from 22% to 20%\ \- Shiv: Bloodletting T1 reduced from +8% to +6%\ \- Shiv: Bloodletting rage bonus reduced from +15% to 14%\ \ \- Soul Shredder Bullets: Spirit Lifesteal reduced from 20% to 18%\ \- Active Reload: Bullet Lifesteal reduced from 20% to 18%\ \- Headhunter: Heal per Headshot reduced from 8% to 7%\ \- Heroic Aura: Bullet Lifesteal reduced from 20% to 18%\ \- Toxic Bullets: Healing Reduction reduced from 65% to 50%\ \- Vampiric Burst: Bullet Lifesteal reduced from 100% to 80%\ \- Melee Lifesteal: Lifesteal reduced from 20% to 18%\ \- Bullet Lifesteal: Lifesteal reduced from 28% to 26%\ \- Restorative Locket: Regen per stack reduced from 35 to 32\ \- Spirit Lifesteal: Lifesteal reduced from 23% to 22%\ \- Healbane: Healing Reduction reduced from 45% to 40%\ \- Lifestrike: Lifesteal reduced from 65% to 55%\ \- Decay: Healing Reduction reduced from 70% to 55%\ \- Leech: Bullet Lifesteal reduced from 35% to 32%\ \- Leech: Spirit Lifesteal reduced from 35% to 32%\ \ \ \ \ \ \[ Weapon Items ]\ \ \- Rapid Rounds: Fire Rate increased from 10% to 11%\ \- Monster Rounds: Bonus Health reduced from 50 to 30\ \ \- Berserker: Weapon Damage per stack increased from 5% to 6%\ \- Soul Shredder Bullets: Spirit Amp reduced from 10% to 8%\ \ \- Headhunter: Head Shot Bonus Damage reduced from +140 to +130\ \- Heroic Aura: Cooldown reduced from 25s to 20s\ \- Alchemical Fire: DPS burn lingers on targets for 1s\ \- Hunter's Aura: Fire Rate slow reduced from 10% to 9%\ \ \- New T3 Weapon Item, Spellslinger Headshots: Requires Soul Shredder Bullets. Landing a headshot on enemy heroes increases your total Spirit Power by 3% for 12s. Cooldown 1.5s. Max stacks 12. Grants +12% Weapon Damage, +8% Spirit Amp/18% Spirit Lifesteal (component passive), and +150 Health.\ \ \- Glass Cannon: Now requires Slowing Bullets and grants the slow passive\ \- Silencer: Reworked item. Passively builds up on enemies, silencing for 2s and then reducing spirit damage output by 40% for 4s. Enemies affected cannot be affected again for 12s. Grants +20% Weapon Damage, +15% Spirit Resist and 20% Debuff Reduction. (Buildup is a bit slower than Toxic Bullets)\ \- Lucky Shot: Damage multiplier increased from 90% to 110%\ \- Lucky Shot: Now grants +150 Bullet Shield\ \ \ \ \ \ \[ Vitality Items ]\ \ \- Melee Lifesteal: Now grants +3% Bullet Resist\ \ \- Reactive Barrier: Bullet Shield health reduced from 400 to 350\ \- Return Fire: Now requires Extra Regen\ \- Debuff Reducer: Debuff Resist reduced from 30% to 28%\ \- Debuff Reducer: Weapon Damage increased from 6% to 8%\ \- Divine Barrier: Now has +8% Ability Range again instead of +6 Spirit Power\ \- Divine Barrier: No longer grants +1 Sprint\ \- Healing Nova: No longer has +6% Ability Range\ \- Healbane: Duration increased from 6s to 7s\ \ \- Debuff Remover: Active buff duration on purge increased from 3s to 4s\ \- Debuff Remover: Purging a debuff now also heals you for 10% Max HP\ \- Rescue Beam: Heal reduced from 26% to 24%\ \- Rescue Beam: Now grants +6% Ability Range\ \- Rescue Beam: Cooldown increased from 26s to 36s\ \- Rescue Beam: Pull speed reduced by 15%\ \- Metal Skin: Active now reduces your Move Speed by 1.5\ \- Superior Stamina: Now grants +75 Health\ \- Superior Stamina: Now increases Wall Jump count by 1 as well\ \- Majestic Leap: Now grants +6% Spirit Resist\ \ \- Phantom Strike: Cast range now ignores the Z height (similar to Lash's Death Slam)\ \ \ \ \ \ \[ Spirit Items ]\ \ \- Ammo Scavenger: While at max stacks you gain +2 Sprint\ \- Infuser: Cooldown reduced from 37s to 32s\ \ \- Decay: Healing Reduction reduced from 70% to 55%\ \- Decay: Damage increased from 1% to 1.4%\ \- Withering Whip: Cooldown reduced from 18s to 15s\ \ \- Improved Spirit: Health increased from 100 to 125\ \- Silence Glyph: No longer a tracking projectile using a unit target, releases an aim-based projectile that silences on impact\ \- Silence Glyph: Cooldown reduced from 32s to 24s\ \- Ethereal Shift: Post Shift now also grants +20 Spirit Power\ \- Rapid Recharge: Time between charges reduced from 65% to 60%\ \- Knock Down: Cast range now ignores the Z height (similar to Lash's Death Slam)\ \- Mystic Slow: Now grants +1 Sprint\ \- Mystic Slow: Health increased from 140 to 160\ \- Torment Pulse: Now grants +15% Melee Resistance\ \ \- New T3 Spirit Item, Spirit Snatch: Requires Spirit Strike. Causes your melee attacks to steal 12% Spirit Resist and 26 Spirit Power for 16s. Cooldown 6s. Buff you receive stacks if you hit different heroes. Grants +15% Melee Damage, +8% Spirit Resist, +125 Health and +1 Sprint. (Thanks to <https://forums.playdeadlock.com/threads/spirt-snatch-3k-soul-spirit-strike-upgrade.46932/> )\ \ \- New T3 Spirit Item, Arcane Surge: Requires Kinetic Dash. After successful Dash Jump, the next ability you use will also have +20% Range, +20% Duration and +20 Spirit Power. Grants +100 Health, +1 Stamina and +15% Slow Resist.\ \ \- Diviner's Kevlar: No longer grants +20% Spirit Lifesteal\ \- Diviner's Kevlar: Now grants +7% Ability Duration\ \- Echo Shard: Cast delay reduced from 0.3s to 0.25s\ \- Mystic Reverb: Damage increased from 40% to 45%\ \- Refresher: Cooldown increased from 230s to 260s\ \ \ \ \ \ \[ Heroes ]\ \ \- Abrams: Base regen increased from 1 to 1.5\ \- Abrams: Siphon Life range now scales with Spirit Power (0.05)\ \- Abrams: Siphon Life damage scaling with Spirit Power increased from 0.4 to 0.5\ \- Abrams: Seismic Impact drag down collision improved a bit\ \ \- Bebop: Exploding Uppercut T2 bonus now applies to melee damage too\ \- Bebop: Hook can now be canceled by allies with exit key (i.e. space bar, similar to existing Viscous Cube)\ \ \- Dynamo: Kinetic Pulse now slides around geometry when it hits an obstruction\ \- Dynamo: Quantum Singularity pulling allies no longer cancels their channel\ \- Dynamo: Rejuvenating Aurora now allows you to reload during it (currently only allows you to continue reloading if cast before)\ \- Dynamo: Quantum Entanglement now has a visual indicator for allies that will teleport\ \- Dynamo: Quantum Entanglement ally range increased from 9m to 10m\ \- Dynamo: Quantum Entanglement cooldown increased from 15s to 16s\ \- Dynamo: Quantum Entanglement T3 cooldown reduction improved from -4s to -5s\ \- Dynamo: Rejuvenating Aurora now allows you to use melee before T3 upgrade\ \ \- Grey Talon: Bullet damage increased from 24 to 25\ \- Grey Talon: Health growth per boon increased from 27 to 29\ \- Grey Talon: Immobilizing Trap now tethers targets rather than rooting them\ \- Grey Talon: Immobilizing Trap tether duration increased 1.25s to 1.5s\ \- Grey Talon: Immobilizing Trap no longer applies 50% slow for 1s\ \- Grey Talon: Immobilizing Trap slow now starts immediately for 30% and lasts until 2s after the tether ends\ \- Grey Talon: Immobilizing Trap T2 changed from +2s Slow to +1s Tether\ \- Grey Talon: Immobilizing Trap radius increased from 6 to 6.2\ \- Grey Talon: Immobilizing Trap T1 CD improved from -19s to -20s\ \- Grey Talon: Guided Owl camera now returns more quickly when the Owl collides very far away\ \ \- Haze: Fixed Bullet Dance sometimes freezing your client\ \- Haze: Using items during Smoke Bomb no longer breaks invisibility\ \- Haze: Smoke Bomb cooldown reduced from 37s to 30s\ \- Haze: Smoke Bomb T1 changed from -14s to +6 Invis Sprint Speed\ \- Haze: Smoke Bomb T2 changed from +6 Invis Sprint Speed to +15% Bullet Lifesteal for 8s\ \- Haze: Smoke Bomb T3 changed from +30% Bullet Lifesteal for 8s to Phases Out for 0.5s on cast and enables charges with 10s charge time (causes you to be "out of world" and fizzle incoming projectiles during this time, you are still able to move. You need to buy charges still)\ \- Haze: Fixation damage vs objectives reduced by 30%\ \- Haze: Bullet Dance Bonus Damage changed from +5 Bullet Damage to +6 Spirit Damage (with 0.1 Spirit Scaling)\ \- Haze: Bullet Dance T1 changed to +7 Spirit Damage\ \ \- Infernus: Afterburn buildup decay time is now 15% slower\ \- Infernus: Concussive Combustion radius increased from 12m to 13m\ \- Infernus: Concussive Combustion T2 radius reduced from +4m to +3m\ \ \- Ivy: Stone Form drag down collision improved a bit\ \ \- Ivy: Bullet damage increased from 5 to 5.2\ \- Ivy: Bullet damage growth reduced from 0.36 to 0.34\ \- Ivy: Fixed being launched incorrectly when using Stone Form on certain geometry\ \- Ivy: Fixed Stone Form having a brief period of vulnerability after cast\ \- Ivy: Air Drop flight controls improved a bit\ \- Ivy: Air Drop duration reduced from 17s to 16s\ \- Ivy: Air Drop cooldown increased from 85s to 90s\ \- Ivy: Air Drop speed can now be increased with movespeed or sprint items (when out of combat)\ \- Ivy: Air Drop now amplifies Sprint values by 1.5x\ \ \- Kelvin: Seismic Impact, Death Slam and Ground Strike now smash through Ice Path\ \ \- Lady Geist: Essence Bomb Self Damage spirit scaling reduced from 2 to 1.8\ \ \- Lash: Ground Strike drag down collision improved a bit\ \ \- McGinnis: Bullet Velocity increased from 533 to 590\ \- McGinnis: Fixed Wall triggering Reactive Barrier before T3 stun\ \- McGinnis: Mini Turrets health no longer scales with your hero's health.\ \- McGinnis: Mini Turrets Spirit Resist reduced from 70% to 30%\ \- McGinnis: Mini Turrets base health increased from 75 to 150 (roughly same overall health as previous start of game)\ \- McGinnis: Mini Turrets now gain +20 Health per Boon\ \- McGinnis: Mini Turrets now take at most 33% of their Max HP per second from any damage source. Any excess damage is move to the following second. (In effect this means that turrets will always live at least 3 seconds)\ \- McGinnis: Fixed Mini Turrets dying causing you to lose sprint\ \- McGinnis: Mini Turrets cycle time reduced from 0.5 to 0.25 (DPS unchanged)\ \- McGinnis: Mini Turrets bullet velocity increased from 406 to 500\ \ \- Mirage: Tornado speed reduced by 10%\ \- Mirage: Fixed Tornado being usable while immobilized\ \- Mirage: Tornado and Fire Scarabs ability slots swapped\ \- Mirage: Traveler cooldown increased from 130s to 145s\ \- Mirage: Traveler T2 increased from -40s to -55s\ \- Mirage: Traveler can now be cast by targeting the top bar portraits\ \ \- Mo & Krill: Headshot resistance now only applies to the big head\ \- Mo & Krill: Burrow can now go under Spectral Wall\ \- Mo & Krill: Combo now pulls the target closer to you over time\ \- Mo & Krill: Combo health gain increased from 30 to 70\ \- Mo & Krill: Sand Blast duration reduced from 3.5s to 3s\ \- Mo & Krill: Sand Blast T3 slow reduced from 50% to 40%\ \ \- Paradox: Fixed Kinetic Carbine not proccing Headshot effects (Headshot booster, Headhunter, Crippling Headshot)\ \- Paradox: Paradoxical Swap time min/max increased by 0.2/0.3s (to help with camera)\ \- Paradox: Time Wall now deals 50 damage for going through it\ \ \- Seven: Storm Cloud now causes you to levitate up and down a little bit in a cycle rather than being fully stationary\ \- Seven: Storm Cloud expand time reduced from 2s to 1.5s\ \ \- Shiv: Serrated Knives cooldown reduced from 19s to 16s\ \- Shiv: Serrated Knives can now capture souls\ \- Shiv: Slice and Dice base damage increased from 105 to 110\ \- Shiv: Slice and Dice T2 reduced from +75 to +70\ \- Shiv: Slice and Dice cooldown reduced from 16s to 15s\ \- Shiv: Slice and Dice T1 reduced from -4s to -3s\ \- Shiv: Killing Blow threshold increased from 20% to 22%\ \- Shiv: Killing Blow T2 reduced from +8% Enemy Health Threshold to +6%\ \- Shiv: Killing Blow Full Rage Damage Bonus increased from 15% to 17%\ \- Shiv: Killing Blow T2 reduced from +10% Full Rage Bonus Damage to +8%\ \- Shiv: Fixed an issue where using Serrated Knives and immediately holding M1 after to shoot not firing your gun\ \- Shiv: Killing Blow Rage per spirit damage increased from 0.013 to 0.014\ \- Shiv: Killing Blow cast range increased from 14m to 15m\ \ \- Vindicta: Crow Familiar changed from 0.2s cast delay to 0.2s post cast time\ \- Vindicta: Crow Familiar now also reduces spirit resistance by 6%\ \- Vindicta: Crow Familiar T3 changed from "+3% Bleed and -40% Anti Heal" to -12% Spirit and Bullet Resistance\ \- Vindicta: Stake radius increased from 8m to 9m\ \- Vindicta: Stake now sucks enemies 3m towards the center (and limits movement to 6m from center)\ \- Vindicta: Stake T1 changed from +0.5s to -40% Fire Rate\ \- Vindicta: Stake T3 changed from Disarm to +0.75s\ \- Vindicta: Assassinate min charge up increased from 25% to 50%\ \- Vindicta: Assassinate bonus damage on low hp base damage reduced from 135 to 120\ \- Vindicta: Fixed Assassinate being stuck if you zoom in and get silenced\ \ \- Viscous: Puddle Punch can now be parried (does not stun Viscous, only blocks the puddle effect for the parrying player)\ \ \- Warden: Fire Rate spirit scaling reduced from 0.3 to 0.25\ \- Warden: Alchemical Flask now respects LOS\ \- Warden: Last Stand cooldown increased from 138s to 140s\ \- Warden: Last Stand resistance during channel increased from 50% to 60%\ \ \- Wraith: Full Auto T2 no longer has spirit scaling (moved to T3)\ \- Wraith: Full Auto T3 now also adds spirit scaling\ \- Wraith: Telekinesis now causes the target to oscillate up and down a little bit\ \ \- Yamato: Improved cases where Power Slash would hit enemies behind cover\ \- Yamato: Shadow Transformation no longer heals on cast\ \- Yamato: Shadow Transformation T3 increased from +2s to +3s\ \- Yamato: Shadow Transformation now heals for 15% of your max hp on hero kill
-
My rank exploded
I've been playing almost entirely ranked matches since they added them and my rank hovered around Initiate I and II, but today I suddenly received Seeker V. Totally unexpected because I lost the majority of the games I played, but this means winning or losing a match might not matter as much. This is really great because most of the games I've lost were because someone dc'd, was afk for more than a minute or was just too new to be able to hold their own.
Fairly excited to see what the the ranked games are like past Initiate and happy to know winning or losing a match might not count as much towards your rank.
-
Item of the Week Discussion: Basic Magazine
Going to start posting an item to talk about each week to see help generate some discussion beyond the updates.
This weeks item is Basic Magazine!
- Tier: 1
- Cost: ! 500
- +26% Ammo
- +15% Weapon Damage (21% Total)
- Is component of: Titanic Magazine
-
Deadlock 11-13-2024 Update
forums.playdeadlock.com 11-13-2024 Update- Troopers now do 20% more damage to each other - Soul Sharing ratios post-lane reduced from 100/75/50/35/28/22% to 100/70/45/33/25/20% (for 1/2/3/4/5/6 players) - First Urn is now always neutral regardless of NW lead - Guardian resistance changed from -35% at 8 minutes to -50% at 10 minutes -...
\-Troopers now do 20% more damage to each other\ \- Soul Sharing ratios post-lane reduced from 100/75/50/35/28/22% to 100/70/45/33/25/20% (for 1/2/3/4/5/6 players)\ \ \- First Urn is now always neutral regardless of NW lead\ \- Guardian resistance changed from -35% at 8 minutes to -50% at 10 minutes\ \- Heavy Melee canceling can no longer be done with some abilities (only items atm)\ \- Team vs Team NW comeback formula toned down\ \ \- Haze: Bullet Dance bonus bullet damage increased from +2 to +5\ \- Paradox: Time Wall Time Stop duration reduced from 0.7s to 0.6s\ \- Paradox: Time Wall duration reduced from 7s to 6s\ \- Vindicta: Assassinate damage reduced by 5%\ \- Yamato: Shadow Transformation Bullet and Spirit resist reduced from 50% to 45%\ \- Yamato: Shadow Transformation duration reduced from 5.5s to 5s\ \- Yamato: Shadow Transformation heal reduced from 25% to 20%
-
Valve has nerfed the ult for Deadlock hero Yamato, but the changes and buffs from the MOBA's previous patch are still causing trouble.
www.pcgamesn.com Deadlock's Yamato has just been nerfed, but her ult is still a problemValve has nerfed the ult for Deadlock hero Yamato, but the changes and buffs from the MOBA's previous patch are still causing trouble.
-
Deadlock 11-10-2024 Update
forums.playdeadlock.com 11-10-2024 Update- Soul Sharing ratios post-lane reduced from 100/100/66/50/40/33% to 100/75/50/35/28/22% - Yamato: Shadow Transformation Bullet and Spirit Resist reduced from 60% to 50% - Yamato: Shadow Transformation Heal reduced from 30% to 25% - Yamato: Shadow Transformation duration reduced from 6s to 5.5s...
\- Soul Sharing ratios post-lane reduced from 100/100/66/50/40/33% to 100/75/50/35/28/22%\ \ \- Yamato: Shadow Transformation Bullet and Spirit Resist reduced from 60% to 50%\ \- Yamato: Shadow Transformation Heal reduced from 30% to 25%\ \- Yamato: Shadow Transformation duration reduced from 6s to 5.5s\ \- Paradox: Paradoxical Swap time increased by 0.1s (to help with camera)
-
Deadlock 11-07-2024 Update
forums.playdeadlock.com 11-07-2024 Update[ General Changes ] - Added Trapper to Hero Labs - Added support for Hero Labs in Private Lobbies, Private Bot Games and Sandbox that can be used at any time - Various adjustments to Experimental Heroes are listed in the in-game notes for Hero Labs - Added Quickbuy - You can now right-click...
\- Added Quickbuy - You can now right-click items in the shop to add them to your Quickbuy queue. When you return to the shop, you will automatically purchase the items you can afford in your set order. An indicator on the hud will light up when you can afford the next item on your list. In Settings you may change the purchase mode to use a hotkey while in range of the shop rather than auto-purchase.
\- Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls)\ \- Troopers no longer increase their bounty by 20% at 8 minutes\ \- Hero Kill gold increased from 150->1400 to 175->2000 (from 0 min to 45 min)\ \- Neutral Creeps now give 5% less souls\ \ \- Troopers now take 28% more damage from Guardians\ \- Walkers damage vs players increased by 10%\ \- Guardians will now focus their attack on enemy players if an enemy player shoots a hero and the enemy player is within 15m of the Guardian\ \ \- Moved 8 neutral camps (4 on each side) from outside the outer lanes behind the Walkers to in between inner and outer lanes
\- Added Cosmic Veils to the ground floor entrances to Mid that grant vision looking in but block vision looking out\ \ \- Biased Urn delivery locations moved slightly closer to neutral positions\ \ \- Minor adjustments to respawn curve (40s respawn happening at 20m now happens at 17m)\ \- Walker armor loss over time now happens at 16m instead of 14m\ \- Troopers Spirit resist goes to 30% instead of 40% at 25 minutes\ \- Mid Boss Rejuv Trooper Health increased by 30%\ \- Fixed Troopers resistance against Base Guardians not working properly
Misc building changes (not gonna copy all)
\[ Weapon Items ]\ \ \- Close Quarters: No longer grants +85 Bullet Shield Health\ \- Close Quarters: Now grants +5% Bullet Resist\ \- Restorative Shot: No longer grants +7% Bullet Resist\ \- Restorative Shot: Now grants +90 Bullet Shield\ \- Restorative Shot: Now procs on orb shots for NPC heal value\ \ \- Melee Charge: No longer grants +1 HP Regen\ \- Melee Charge: Weapon Damage reduced from 12% to 10%\ \- Long Range: Long range Weapon Damage reduced from 40% to 30%\ \- Long Range: Now grants +10% Weapon Damage\ \- Berserker: Bullet Resist increased from 7% to 9%\ \- Active Reload: Now grants +50 Health\ \- Slowing Bullets: Spirit Power increased from +5 to +6\ \ \- Sharpshooter: Long range Weapon Damage reduced from 70% to 50%\ \- Sharpshooter: Now grants +20% Weapon Damage\ \- Alchemical Fire: Now grants +1 Sprint\ \- Heroic Aura: Cooldown reduced from 32s to 25s\ \- Intensifying Magazine: Time to reach Max Damage reduced from 3s to 2.7s\ \- Toxic Bullets: Damage changed from 5% of Current Health to 2.5% of Max Health\ \ \- Shadow Weave: Detection range increased from 18m to 22m\ \- Glass Cannon: Health loss reduced from -15% to -12%\ \- Frenzy: Low HP bullet resist increased from 45% to 55%\ \- Lucky Shot: Fixed it causing proc effects to roll twice whenever it procced\ \- Silencer: Now grants +12% Spirit Resist\ \- Vampiric Burst: Cooldown reduced from 34s to 30s\ \ \ \ \[ Vitality Items ]\ \ \- Extra Health: Weapon Damage increased from 6% to 7%\ \- Healing Rite: Duration increased from 19s to 20s (total health restored unchanged)\ \ \- Bullet Armor: Bullet Resist increased from 25% to 26%\ \- Return Fire: Duration reduced from 7s to 6s\ \- Healing Nova: Now grants +6% Ability Range\ \- Combat Barrier: Fire Rate increased from 6% to 7%\ \- Debuff Reducer: Health increased from +75 to +125\ \- Healbane: Healing reduction increased from -40% to -45%\ \- Reactive Barrier: Restores 1 stamina on proc\ \- Spirit Armor: Spirit Resist increased from 20% to 22%\ \- Divine Barrier: No longer grants +8% Ability Range\ \- Divine Barrier: Now grants +6 Spirit Power\ \- Restorative Locket: No longer grants +5 Spirit Power\ \- Restorative Locket: Now grants +25% Melee Resistance\ \ \- Metal Skin: No longer blocks melee damage\ \- Debuff Remover: Debuff Resistance increased from 35% to 40%\ \- Debuff Remover: Cooldown reduced from 48s to 45s\ \- Veil Walker: Ammo increased from 12% to 15%\ \- Veil Walker: Weapon Damage increased from 10% to 15%\ \- Fortitude: Health increased from 365 to 400\ \- Lifestrike: Bullet resistance increased from 8% to 10%\ \ \- Soul Rebirth: Removed from the game\ \- Inhibitor: Slow reduced from 25% to 20%\ \- Siphon Bullets: Now grants +15% Weapon Damage\ \- Phantom Strike: Now grounds any flying targets on impact (similar to how Slowing Hex used to work)\ \ \ \[ Spirit Items ]\ \ \- Ammo Scavenger: Duration increased from 35s to 45s\ \- Mystic Burst: Now triggers on your base damage, rather than how much the target receives\ \ \- Slowing Hex: Now uses Enduring Spirit as a component\ \- Slowing Hex: Now gains +10% Spirit Lifesteal and +75 Bonus Health\ \- Slowing Hex: Spirit Power reduced from 5 to 4\ \- Slowing Hex: No longer grants +1 Sprint\ \- Slowing Hex: Damage reduced from 70 to 40\ \- Withering Whip: Bullet Resist reduction reduced from -14% to -11%\ \- Withering Whip: Cooldown reduced from 22s to 18s\ \- Withering Whip: Now deals 50 Spirit Damage\ \- Decay: Now grants +1.5 HP Regen\ \- Decay: Now grants +8% Ability Duration\ \- Decay: Healing reduction increased from -50% to -70%\ \- Decay: Bleed Damage reduced from 3.1% to 1%\ \- Decay: Cooldown reduced from 45s to 33s\ \- Improved Cooldown: Cooldown Reduction reduced from 16% to 14%\ \- Improved Cooldown: Spirit Shield improved from 75 to 100\ \- Improved Cooldown: Now grants +10% Ammo\ \ \- Superior Cooldown: Now grants +15% Ammo\ \- Improved Burst: Now triggers on your base damage, rather than how much the target receives\ \- Improved Burst: Max HP damage reduced from 9% to 8%\ \ \- Magic Carpet: Now grants +10% Ability Range\ \ \ \ \[ Hero Changes ]\ \ \- Abrams: Reverted Melee attack speed reduction\ \- Abrams: Shoulder Charge can now again use left/right strafe to slightly change direction\ \- Abrams: Shoulder Charge now carries momentum at the end of the charge\ \- Abrams: Siphon Life spirit scaling increased from 0.3 to 0.36\ \- Abrams: Infernal Resilience Damage Regen reduced from 15% to 14%\ \- Abrams: Infernal Resilience Damage Regen duration increased from 18s to 20s\ \- Abrams: Infernal Resilience T3 reduced from +8% to +7%\ \- Abrams: Fixed an issue where Seismic impact would travel more downwards instead of the facing direction\ \ \- Bebop: Sticky Bomb damage gained per hero impact increased from 1% to 1.5%\ \- Bebop: Sticky Bomb damage gained per hero kill reduced from 5% to 4%\ \- Bebop: Sticky Bomb T3 changed from Disarm to -30% Damage Penalty for 5s (similar to Inhibitor's debuff)\ \- Bebop: Sticky Bomb now calculates its damage at detonation time rather than cast time (affects item combinations)\ \- Bebop: Sticky Bomb now has 2x cast range when used on allies\ \- Bebop: Hook damage reduced from 40 to 10\ \- Bebop: Hook damage now has spirit scaling of 2x\ \- Bebop: Hyper Beam now goes on cooldown for 3 seconds when canceled during precast\ \ \- Dynamo: Now gains 1% Bullet Resist per Boon (0->14%)\ \- Dynamo: Fixed Quantum Entanglement sometimes not moving you to the destination properly\ \- Dynamo: Singularity now deals 1.5% Max HP in the base ability\ \- Dynamo: Singularity T3 increased from 3.8% to 4%\ \- Dynamo: Singularity Base DPS reduced from 60 to 45\ \ \- Grey Talon: Base bullet damage reduced from 27 to 24\ \- Grey Talon: Bullet damage growth per boon increased from 1.41 to 1.62 (same total damage later on)\ \- Grey Talon: Falloff range rescaled from 22m->58m to 18m->54m\ \- Grey Talon: Rain of Arrows strafe distance with stamina reduced by 30%\ \- Grey Talon: Charged Shot hitbox size reduced by 20%\ \ \- Haze: Bullet Dance no longer hits 2 targets\ \- Haze: Bullet Dance now grants +30% Fire Rate\ \- Haze: Bullet Dance now allows you to use items during it\ \- Haze: Sleep Dagger T3 now also causes targets to wake up with -40% Fire Rate\ \ \- Infernus: Catalyst slow reduced from 40% to 35%\ \- Infernus: Afterburn buildup per bullet/headshot reduced from 10%/16% to 9%/14%\ \ \- Ivy: Watcher's Covenant Fire Rate spirit scaling increased from 0.2 to 0.3\ \- Ivy: Watcher's Covenant Bullet Lifesteal spirit scaling increased from 0.2 to 0.3\ \ \- Lash: Ground Strike can now be cast while on the zipline\ \- Lash: Fixed interaction between Mirage's tornado and Death Slam\ \- Lash: Ground Strike now pulls enemies to the ground with you (similar to Stone Form recently)\ \ \- McGinnis: Mini Turrets DPS reduced from 60 to 40\ \- McGinnis: Mini Turrets health reduced from 20% max HP to 15%\ \ \- Mirage: Bullet size reduced from 6 to 5\ \- Mirage: Tornado speed reduced from 20m to 18m\ \- Mirage: Torando Lift Duration reduced from 1.1s to 1s\ \- Mirage: Fire Scarabs T2 reduced from -15% Bullet Resist to -10%\ \ \- Paradox: Bullet velocity increased from 411 to 525\ \- Paradox: Time Wall no longer has charges\ \- Paradox: Time Wall no longer deals 10% Max Health Damage\ \- Paradox: Time Wall cooldown reduced from 37s to 25s\ \- Paradox: Time Wall T2 is now Deals 10% Max Health Damage\ \- Paradox: Kinetic Carbine Max Damage Amp increased from 85% to 100%\ \- Paradox: Paradoxical Swap time to complete the swap reduced from 0.5-1.5 to 0.3-0.6 (variable based on distance)\ \ \- Pocket: Barrage spirit scaling increased from 0.4 to 0.5\ \- Pocket: Light melee damage increased from 63 to 75\ \ \- Vindicta: Base bullet damage reduced from 15 to 13\ \- Vindicta: Bullet damage growth per boon increased from 0.65 to 0.8 (same total damage later on)\ \- Vindicta: Stake duration increased from 1.75s to 2s\ \- Vindicta: Flight T2 reduced from +8s to +6s\ \- Vindicta: Crow Familiar tick rate changed from every 0.5s to every 1s\ \- Vindicta: Assassinate starts at 25% power instead of 50% power\ \ \- Viscous: The Cube health regen now scales with spirit at 0.2\ \- Viscous: Goo Ball down dash ability moved from T3 to base ability\ \- Viscous: Goo Ball size now increases with range upgrades (doesn't affect collision with world)\ \- Viscous: Fixed some hit detection issues with Goo Ball\ \ \- Warden: Now has +1 Sprint\ \- Warden: Bullet Velocity increased from 213 to 290\ \- Warden: Last Stand now goes on cooldown if you die or the ability is interrupted while cast\ \- Warden: Last Stand T3 no longer grants unstoppable during channel\ \- Warden: Last Stand now grants +50% Spirit Resist during channel\ \ \- Wraith: Telekinesis cast time increased from 0.6 to 0.7\ \- Wraith: Telekinesis damage reduced from 200 to 175\ \ \- Yamato: Shadow Transformation now affects the grapple time speed\ \- Yamato: Shadow Transformation duration increased from 4s to 6s\ \- Yamato: Shadow Transformation no longer prevents death\ \- Yamato: Shadow Transformation now grants +60% Bullet and Spirit Resist\ \- Yamato: Shadow Transformation now heals for 30% hp (done after the dispel)\ \- Yamato: Shadow Transformation duration now extends by 2s whenever you get a kill in it (for that session)
-
This game has a snowballing issue.
NB: This was just a post of me venting about two shit games back to back where the same player absolutely rolled through even when half of our team was pre-warned, but I wanna note that in general this trend of "one player gets fat then rolls the other team despite their best efforts" is something I'm noticing on my own teams too.
***
What am I meant to do when by luck or some other factor a player gets what you think is a meagre lead (1-2k) then spirals into an absolute seal clubbing?
When there's not surrender mechanic you're held ransom to ensure the winning team extracts their "fun" from having you feed into them until they decide playing TDM is enough and play the objectives?
I've had close games, equal games, games where we lose but it's a well fought, but recent updates have stuffed the MMR (or maybe cheating and smurfing is just common now?)
-
Deadlock 11-01-2024 Update
forums.playdeadlock.com 11-01-2024 Update- Grey Talon: Base bullet damage reduced from 30 to 27 - Grey Talon: Movement speed scaling from Spirit Power reduced from 0.032 to 0.025 - Mirage: Fire Scarabs cooldown increased from 32s to 40s - Mirage: HP per boon reduced from 41 to 37 - Bebop: Sticky Bomb now gains 1% stack on attach (still...
- Grey Talon: Base bullet damage reduced from 30 to 27\
- Grey Talon: Movement speed scaling from Spirit Power reduced from 0.032 to 0.025\
- Mirage: Fire Scarabs cooldown increased from 32s to 40s\
- Mirage: HP per boon reduced from 41 to 37\
- Bebop: Sticky Bomb now gains 1% stack on attach (still gains 5% on target death)\
- Paradox: Time Wall T3 silence duration reduced from 3s to 2.5s\
- Metal Skin: Cooldown increased from 21s to 28s\
- Siphon Bullets: Max HP Steal is now affected by falloff\
- Improved Burst: Damage threshold requirement reduced from 200 to 175