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Deadlock Guide

Deadlock Patch Notes (Buffs, Nerfs, and Other Changes)

News
Updated on Dec 6, 2024
Dec 6, 2024

Overview

In this article, we'll be compiling the three most recent Patch Notes from the official Deadlock forums.

With the game still in its early days, balance changes happen very often, so be sure to check back to stay on top of the latest updates.

New characters and items are continually being added, and even new universal mechanics like wall-jumping.

So far, Valve has been very receptive to feedback, so be sure to express your thoughts in their Discord.

12-06-2024 Update

[ General Changes ]

- Added a new hero, Raven, to Hero Labs

- Added park theming to purple lane
- Added park backdrop to park side of map
- Updated tree models to new visual style and added player collision to canopies

- For each player on the main leaderboard, you can see their top 3 heroes as well as their overall skill rating
- Moved the post-game survey to the final score screen
- Added text box field to the post-game survey
- Muting a player now also silences map drawing, pings, and chatwheel messages

- Various rendering performance improvements on map assets
- Added two new setting options "Force English Hero Names" and "Force English Item Names", which will display those values in English regardless of your chosen language
- Added Toggle Crouch as a new keybind
- Added a new setting option: "Additional Build Search Language", which lets you select a language to search for when requesting builds in addition to the current display language of the client.
- Fixed shop search not working in the shop when opened from Resources
- Revisions to melee parry effect and removal of the parry fail effect to make parries more clear
- Tweaked falloff range and toned down bass frequencies of hotel music
- Added Pocket Barrage cast delay sound
- Updated Pocket Enchanted Satchel cast sound
- Passive cooldown indicator now shows when the item is off cooldown instead of 1 second before
- Fixed invulnerable-to-debuff sound effect playing at wrong times
- Fixed melee damage audio playing despite no damage dealt
- Fixed rejuv collect sound playing from wrong location in hero sandbox
- Updated parry cast and parry success sounds
- Mirage now has custom animations for most of his core movement
- Fixed being able to wall jump off of the same surface multiple times
- Fixed the Damage Report UI clipping into the shop in Sandbox mode
- Fixed shop showing with a broken build tab if you had previously navigated to the hero builds, then opened it from Resources
- Fixed clicking on minimap not taking you to that location as a spectator
- Fade rooftop antenna ambient effects so that they are not visible at a distance
- Visual revisions to Quantum entanglement effect
- Reverted recent updates to Shiv run animations
- Increased volume and adjusted the mix of sounds for firing while disarmed and using abilities while silenced
- Lash's Flog impact sound adjusted for better feedback for attacking player
- Fixed bug preventing purchase sound from playing when buying/quickbuying Active or Imbued items
- Visual updates to Mirage muzzle flash and tracers
- Updated Bullet Flurry tracers to be spirit-based
- Fixed Bebop's bomb damage growth not being reflected in the tooltip
- Fixed Grey Talon's spirit power growth from his ult not being reflected in the shop
- Fix to Yamato Shadow Transformation visuals when duration is extended after killing an enemy
- Fixed some item sounds playing on caster instead of target
- Updated Krill VO - largely remastering pass, but some new content
- Updated Ivy VO - largely remastering pass, but also fixed some lines with Spanish pronunciation issues
- Fixed a regression where Kelvin referenced Grey Talon incorrectly
- Updated Divine Barrier cast sound

- Added Telemetry HUD options to the settings menu. The Telemetry HUD is an in-game HUD which can be used to monitor the frame rate and network conditions. The Telemetry HUD can be enabled under Settings > Game.

- Added new Learn to Play tutorial images in collaboration with Toastyghostey

- Steam Input Support:
- Added support for new Crouch Toggle button
- Added 3 new Official Control Schemes: { Standard | Gyro | FlickStick }. Thanks to @FlickStickVids for consultation.
- Added versioning system to Configs, so that outdated configs are unloaded

[ Misc Gameplay ]

- Added an Extra Competitive option to allow players to control what type of players are placed on their team. If you prefer to play with higher levels of coordination, communication, and competitiveness, then you can use this option to tell the matchmaker to build your team with like-minded allies. This option will sometimes be inactive in scenarios where the pool is very shallow (large portions of Eternus, off peak hours like 5am, extremely long queue, etc.), but otherwise in most normal scenarios the matchmaker will attempt to find you similar players.

- The new Extra Competitive option, Incoming Chat, and Lane Preference (party only) settings are now collected within a 'Queue Options' button on the dashboard below the profile area

- The recent change to increase party size allowed at the top MMR (from 2 to 3) reverted for Eternus and up, but maintained for Ascendant

- The matchmaker will now try to prioritize each team having at least 2 frontliners when it has the option to do so

- Ability Range stat now has diminishing stacking
- Ability Duration stat now has diminishing stacking
- Fire Rate now has a minimum final value of -50%

- Heroes now have +0.5 Sprint
- Sprint Boots reduced from +2 Sprint to +1.5
- Enduring Speed reduced from +2 Sprint to +1.5

- Carrying Urn now sets and limits your movespeed to a fixed 13 (this includes things like Ivy Air Drop). It no longer provides sprint. The speed cannot be reduced or increased.
- Urn spawn point now alternates left and right starting with left, rather than being random

- Shooting a trooper on a zipline now causes other troopers near it on the zipline to dismount as well
- Flying over buildings no longer causes you to get zapped, only standing on the building does

- Patron HP reduced from 10k to 7.5k
- Downed Patron HP reduced from 18k to 13.5k
- Patron HP grows by 250/Min starting 20 min
- Downed Patron HP grows by 450/Min starting 20 min (overall, these are -25% HP at 20 min, 0% at 30 min, and +25% at 40 min)

- Added a tick based souls system that gives the bottom two net worth players on the team a small amount of souls per second. The amount of souls available to distribute to the bottom two players is based on the souls gathered by your team (2% and 1%). This occurs after the laning phase.

- Added new limiting function for the soul orb duplication abuses during the laning phase. You shouldn't experience any real difference in normal gameplay:
Players can only participate in 4 Soul Orb share events per trooper wave, before being declared lower priority. A low priority player is not counted for when deciding how many souls to generate. Example: if a player is near 4 troopers from Wave 1 when they die, then moves to a different lane that has an allied hero still fighting Wave 1 troopers, that player will no longer cause the wave to double the souls generated as is the case now, as they are considered a low priority player for that wave. The generated Souls will then be split as normal.

- Reverted a few changes recently related to soul duplication issues
- Reverted: - Guardians now deal 25% more damage to troopers
- Reverted: - Guardians now take 25% more damage from troopers/players
- Reverted: - Range to be considered for souls reduced by 5m
- Reverted: - Troopers now do 20% more damage to each other




[ Weapon Items ]

- Basic Magazine: Weapon Damage reduced from 15% to 12%
- Close Quarters: Weapon Damage reduced from 25% to 22%
- Close Quarters: Bullet Resist reduced from 5% to 4%
- Headshot Booster: Cooldown increased from 7.5s to 8.5s
- High-Velocity Mag: Weapon Damage reduced from 13% to 11%
- Hollow Point Ward: Threshold increased from 60% to 65%
- Hollow Point Ward: Weapon Damage reduced from 22% to 20%
- Monster Rounds: Weapon Damage vs NPC reduced from 30% to 26%
- Rapid Rounds: Fire Rate reduced from 11% to 10%
- Restorative Shot: Weapon Damage reduced from 6% to 3%

- Berserker: Now builds into Frenzy
- Active Reload: Ammo increased from 18% to 24%
- Fleetfoot: Cooldown increased from 19s to 20s
- Melee Charge: Bonus Health reduced from +75 to +65

- Spellslinger Headshots: Proc bonus changed from 3% Spirit Power to 3% Spirit Amp
- Point Blank: Now provides +20% Melee Resistance
- Toxic Bullets: Bleed damage increased from 2.5% to 2.75%
- Alchemical Fire: Spirit Power reduced from 11 to 7
- Sharpshooter: Now reduces your Fire Rate by 10% and movespeed by 0.5
- Sharpshooter: Weapon Damage increased from 20% to 30%
- Sharpshooter: Far range Weapon Damage increased from +50% to +70%
- Titanic Magazine: Melee Resistance increased from 25% to 30%
- Alchemical Fire: Added alternate desaturated variant for friendly versions of this

- Frenzy: Now builds from Berserker. Grants Berserker passive. Increases bonus per stack from 6% to 8%. Provides +12 ammo, 150 Bonus Health, +10% Bullet Resist. Stat bonuses when 50% below unchanged (4 m/s, 40% Fire Rate, 55% Bullet Resist, has 4s buffer memory)
- Crippling Headshot: The headshot debuff will now stack from different sources, diminishingly (24%, 12%, 6%, etc)
- Shadow Weave: Spot radius increased from 22m to 26m
- Lucky Shot: Proc Chance reduced from 35% to 34%
- Silencer: Buildup difficulty increased by 18%
- Spiritual Overflow: Cooldown Reduction reduced from 15% to 12%



[ Vitality Items ]

- Extra Stamina: Fire Rate reduced from 6% to 5%
- Healing Rite: Health bonus reduced from +45 to +30

- Healing Nova: Time to heal increased from 2s to 2.75s
- Enchanter's Barrier: Cooldown reduction reduced from 8% to 6%
- Return Fire no longer has +9 Spirit Power
- Return Fire now has +3 HP Regen
- Return Fire now has +10% Ammo
- Restorative Locket: Cooldown reduced from 30s to 25s

- Veil Walker: When shot while invisible, you will require 1s to go back invisible rather than 0.25s
- Veil Walker: Cooldown increased from 18s to 22s
- Majestic Leap: No longer gets interrupted on slam down if you get shot
- Metal Skin: Duration increased from 3.5s to 4s
- Metal Skin: Stamina movement distance reduced by 25%
- Rescue Beam: Range reduced from 32m to 28m
- Debuff Remover: Buff duration increased from 4s to 5s
- Debuff Remover: Heal on active increased from 10% Max HP to 300 HP

- Unstoppable: Now has 20% Slow Resistance
- Leech: No longer provides +12% Cooldown Reduction
- Leech: Now upgrades from Healbane. Provides +60% Anti Healing for 8s on Spirit Damage dealt.



[ Spirit Items ]

- Infuser: Duration increased from 6s to 8s
- Infuser: No longer grants +50 Health
- Infuser: Now grants +70 Spirit Shield

- Withering Whip: Duration increased from 4.5s to 5s
- Withering Whip: Bullet Resist reduced from -11% to -12%
- Slowing Hex: Cooldown increased from 26s to 28s
- Suppressor: Duration increased from 2s to 2.5s
- Decay: Bleed damage increased from 1.4% to 1.5%

- Rapid Recharge: Cooldown for charged abilities reduced from 30% to 25%
- Ethereal Shift: Allows you to float around slowly (2 m/s)
- Silence Glyph: Now pierces through all enemies in the path
- Silence Glyph: Projectile and collision size increased by 40%
- Arcane Surge: Ability range reduced from +20% to +18%
- Arcane Surge: Ability duration reduced from +20% to +18
- Arcane Surge: Spirit Power reduced from +20 to +18
- Mystic Slow: Duration increased from 2s to 2.5s
- Surge of Power: Fire Rate increased from 10% to 15%
- Knockdown: Stun duration reduced from 0.9 to 0.75
- Knockdown: Stun now lasts 1s longer against airborne targets based on how high off the ground they are (up to 30m)

- Refresher: Cast delay increased from 0.3s to 0.6s
- Diviner's Kevlar: Cooldown Reduction reduced from 12% to 10%
- Diviner's Kevlar: Ability Duration increased from 7% to 10%
- Mystic Reverb: Damage increased from 45% to 50%
- Magic Carpet: Duration increased from 7s to 8s



[ Heroes ]

- Abrams: Bullet Damage decreased from 4.68 to 4.5
- Abrams: Spirit Siphon spirit scaling increased from 0.5 to 0.65

- Bebop: Uppercut now only locks enemies out of air control for a max of 0.5s (down from 1s)
- Bebop: Hook now shows a hero icon when you connect with a target
- Bebop: Hook delay reduced when pulling allies
- Bebop: Hook T1 now also improves melee damage

- Dynamo: Fixed Quantum Entanglement not deselecting if you get silenced while targeting
- Dynamo: Kinetic Pulse T2 now affects melee damage too
- Dynamo: Fixed Magic Carpet + Dynamo heal interaction
- Dynamo: Singularity cooldown increased from 191s to 215s
- Dynamo: Singularity now deals half damage to objectives
- Dynamo: Singularity fixed tooltip referencing knock-up that it doesn't do

- Grey Talon: Immobilizing Trap renamed to Spirit Snare
- Grey Talon: Spirit Snare now applies a Curse debuff for 1.75s to all enemies in the radius when it triggers instead of a tether
- Grey Talon: Spirit Snare T2 no longer increases slow by 1s
- Grey Talon: Spirit Snare T2 now increases Curse debuff by 0.5s
- Grey Talon: You can now shoot Charged Shot onto Spirit Snare center to trigger it to detonate immediately in a 30% increased radius
- Grey Talon: Charged Shot can now secure orbs

- Haze: Smoke Bomb T1 Sprint reduced from +6 to +5
- Haze: Smoke Bomb T3 charge time reduced from 10s to 7s
- Haze: Fixed Fixation not working correctly with debuff resist
- Haze: Fixation T3 reduced from 0.15 to 0.12
- Haze: Sleep state no longer disables the target. It instead allows them to move at 2 m/s and be unable to take any other action (including stamina, mantle, parry etc). The target still wakes up on damage.
- Haze: Sleep dagger now takes effect immediately, rather than after a brief delay
- Haze: Fixed creeps sometimes attacking and waking on sleeping targets
- Haze: Bullet Dance cooldown increased from 138s to 150s
- Haze: Bullet Dance T1 reduced from +7 to +6 Spirit Damage
- Haze: Bullet Dance T2 increased from -38s to -40s
- Haze: Bullet Dance fixed an issue causing the game to freeze for the duration of the ult channel

- Infernus: Flame Dash cooldown reduced from 40s to 35s
- Infernus: Flame Dash T3 changed from -19s CD to -15s
- Infernus: Flame Dash T3 now also makes the ability charged (15s charge time)
- Infernus: Afterburn spirit scaling increased from 0.5 to 0.6

- Ivy: Melee damage and growth reduced by 15%
- Ivy: Starting Health reduced from 550 to 525
- Ivy: Watcher's Covenant fixed to replicate healing even when you are full
- Ivy: Watcher's Covenant now initially locks onto the target in your facing direction if there is one
- Ivy: Stone Form now shows the Ivy player a visible radius indicator for where your hero will hit
- Ivy: Kudzu Bomb now grows on the ground if it hits geo instead of floating in the air
- Ivy: Air Drop damage reduced from 150 to 125
- Ivy: Fixed Phantom Strike not grounding Ivy when using Air Drop
- Ivy: Air Drop now lets you choose to significantly reduce your initial upward momentum by holding the fly key down while casting the ability

- Kelvin: Fixed some issues with being unable to shoot over half-height cover
- Kelvin: Frost Grenade now also reduces Stamina Regeneration during the slow duration
- Kelvin: Frozen Shelter now created on key up. While the key is down an outline of the area will be shown
- Kelvin: Frozen Shelter cooldown increased from 127s to 130s
- Kelvin: Frozen Shelter T2 increased from -38s to -40s

- Lady Geist: Malice can now secure orbs
- Lady Geist: Soul Exchange T2 changed from "-10% Min Health" to "On cast +40% Fire Rate for 8s"
- Lady Geist: Soul Exchange T3 changed from "On cast, +40% Fire Rate and +40% Spirit Resist for 8s" to "Silences enemies in 15m radius for 3s"
- Lady Geist: Life Drain duration increased from 2s to 2.5s
- Lady Geist: Life Drain T3 changed from "Enemy is Silenced while being Life Drained" to "Ability becomes charged and grants +1 Charge". You can cast multiple Life Drains at the same time on different targets, no Charge Time.

- Lash: Ground Strike T1 improved from -9.5s Cooldown to -10s
- Lash: Death Slam cooldown increased from 137s to 140s
- Lash: Death Slam channel time increased from 2s to 2.3s
- Lash: Death Slam Impact radius increased from 5m to 6m
- Lash: Death Slam cone angle increased from 75 to 85
- Lash: Death Slam cast range increased from 18m to 20m
- Lash: Death Slam T2 changed from +100 damage to -30s Cooldown
- Lash: Death Slam T3 changed from -56s Cooldown to Impact Area Stuns for 1s
- Lash: Death Slam fixed a rendering issue that could lead to crashes, especially in tight spaces like Mid Boss arena

- McGinnis: Mini Turrets HP gain per boon increased from 20 to 30
- McGinnis: Mini Turrets no longer limit the damage they take to 33% of HP per second
- McGinnis: Mini Turrets now have a minimum lifetime of 4s. If they are killed during this time, they will be marked for death regardless of what happens during that time. There will be a visual indication that they are malfunctioning/dying.
- McGinnis: Mini Turrets Fire Rate reduced by 20%

- Mirage: Fire Scarabs now applies its drain over 4s instead of frontloaded
- Mirage: Fire Scarabs no longer restricts you from hitting the same target (debuff duration refreshes)
- Mirage: Fire Scarabs launch window increased from 5s to 8s (can be extended by duration extender)
- Mirage: Traveler now allows you to rotate the camera
- Mirage: Traveler T2 changed from "-56 Cooldown" to "Grants Ally Traveler Benefits" (if cast on an enemy, it'll give the bonus to the closest ally hero within 30m)

- Mo & Krill: Burrow is no longer affected by Shoulder Charge
- Mo & Krill: Spectral Wall no longer hits you while you are Burrowed
- Mo & Krill: Scorn now heals you instantly rather than over 1s
- Mo & Krill: Combo health gain tooltip clarified

- Paradox: Time Wall Time Stop duration reduced from 0.6s to 0.5s
- Paradox: Kinetic Carbine Max Stop duration reduced from 0.5s to 0.4s
- Paradox: Kinetic Carbine T1 reduced from +0.5s to +0.4s

- Pocket: Health growth reduced from 31 to 27
- Pocket: Enchanter's Satchel T1 increased from -4.75s to -5s
- Pocket: Enchanter's Satchel Escape Duration reduced from 2s to 1.5s
- Pocket: Enchanter's Satchel T3 now also increases Escape Duration by +0.5s
- Pocket: Flying Cloak duration increased from 3.2 to 3.4s (slower speed, same overall distance)
- Pocket: Affliction now immediately deals 18% of Current HP on application
- Pocket: Affliction DPS reduced from 27 to 12
- Pocket: Affliction DPS Spirit Power scaling reduced from 0.3 to 0.22
- Pocket: Affliction radius reduced from 14m to 9m
- Pocket: Affliction T3 reduced from +27 DPS to +15 DPS
- Pocket: Affliction T3 now also increases range by +5m and increases initial damage by 5%

- Seven: Storm Cloud now grants you a secondary ability Lightning Strike. It is a one time use AoE ability. You can target anywhere in your ultimate range, after a 2s delay it releases a vertical lightning strike onto a 6m area, knocking enemies away from that radius (6m knockback) and dealing 150 Damage (1.5 spirit scaling). There is a visual indicator for enemies that that area is about to be hit.
- Seven: Storm Cloud DPS reduced from 125 to 110
- Seven: Storm Cloud T3 now also allows you to float around at 2.5m/s speed

- Shiv: Fixed some targeting issues with Killing Blow

- Vindicta: Health reduced from 550 to 525
- Vindicta: Crow Familiar projectile speed increased from 3500 to 4750
- Vindicta: Stake cooldown reduced from 42s to 40s
- Vindicta: Stake T2 increased from -19s Cooldown to -20s
- Vindicta: Stake T3 reduced from +0.75s to 0.5s
- Vindicta: Stake T3 now also increases capture radius by +2m
- Vindicta: Assassinate time between charges increased from 1.6s to 2s
- Vindicta: Assassinate base damage reduced from 130 to 120
- Vindicta: Assassinate T2 damage reduced from 140 to 130

- Viscous: Fixed visual parry cooldown bug with Puddle Punch
- Viscous: The Cube cooldown reduced from 48s to 42s
- Viscous: The Cube cast range reduced from 30m to 26m
- Viscous: Puddle Punch radius increased from 4 to 4.5
- Viscous: Puddle Punch slow reduced from 20% to 15%
- Viscous: Puddle Punch T2 slow reduced from 20% to 15%
- Viscous: Puddle Punch T3 now also causes the Punch to become a heavy melee
- Viscous: Goo Ball damage Spirit Power scaling reduced from 1.3 to 1.1
- Viscous: Goo Ball damage T2 reduced from 120 to 90

- Warden: Fire Rate Spirit Power scaling reduced from 0.25 to 0.22
- Warden: Last Stand Resistance reduced from 60% to 30%
- Warden: Last Stand now only goes on cooldown for 20s when interrupted rather than full
- Warden: Last Stand T2 now also reduces cooldown by 35s
- Warden: Last Stand T3 changed from "-56s Cooldown" to "+50% Bullet and Spirit Resistance During Channel and +2.5s Duration"

- Wraith: Bullet damage growth increased 0.37 to 0.39
- Wraith: Full Auto T2 Spirit Damage Per Bullet now has default 0.05 Spirit Power scaling
- Wraith: Full Auto T3 reduces the improved Spirit Power scaling from 0.1 to 0.05
- Wraith: Full Auto T3 changed from 30% Bullet Lifesteal to 20% Bullet and Spirit Lifesteal
- Wraith: Telekinesis cast time reduced from 0.7s to 0.4s
- Wraith: Telekinesis projectile speed increased from 650 to 750
- Wraith: Telekinesis now briefly lifts the enemy and then slams them to the ground and leaves the target with 2.5s of silence and disarm
- Wraith: Telekinesis T2 duration now applies to the silence and disarm, increased to +0.75s
- Wraith: Telekinesis T3 now causes the projectile to bounce to another nearby hero within 20m

- Yamato: Flying Strike T3 now also lets you grapple to ally heroes
- Yamato: Shadow Transformation cast time reduced from 2s to 1.5s
- Yamato: Shadow Transformation no longer has a 0.6s post cast time
- Yamato: Shadow Transformation T3 now also increases Resist by 15%

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 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

- Added a truck to climb up into the interior bridge area at the Port Authority and Jazz Club buildings

- 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

- 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

- Changed entrance to the Armory/Warehouse from the inner lane to be more direct (not a hallway)

- Moved the side lane teleporters to the crawl space under the Hard camp

- 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

- Added interior stair connection in Factory/Mansion to stay inside from lower to upper areas

- Added a fence guard beside the stairs inside the Garage/Night Club

- Added zapper effect to the antenna models on rooftops
- New building facade art in Amber Blue and Purple lanes

- 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

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
- 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%

11-10-2024 Update

- Soul Sharing ratios post-lane reduced from 100/100/66/50/40/33% to 100/75/50/35/28/22% (for 1/2/3/4/5/6 players)

- 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)

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 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.

- The shaders, map and various other resources will now pre-compile on the dashboard to improve loading times when getting into a match. This also reduces in-game hitching in some cases.

- Added a visual indicator when browsing builds that shows which item types are most present in the build (Weapon, Vitality, Spirit).

- Added a Recent Purchases log to the Shop that displays all items bought by players during a match, ordered by most recent

- Added support for the new Steam Game Recording Timeline API. This automatically adds timeline markers for kills, deaths, and team objectives.
- Added checkbox in settings to force the game to take focus when the game is unpaused
- You can now hover party members on the dashboard while in queue to view their roster
- Active Reload indicator UI slightly adjusted
- Added "Frenzied" text when you own Frenzy and go below 50% health
- Added a Social tab to the Settings dialog. This contains Streamer Mode, added support for Steam content filtering settings and a new setting to adjust incoming chat visibility.

- Hero Stats on the left side of the hud are now hidden by default, and can be viewed by holding ALT or TAB. When a stat is temporarily increased or decreased, it will show by default for the duration.
- Added hover tooltip descriptions to stats on the left side of the hud

- Bots will more aggressively attack the Shrines and Patron when pushing into the enemy base
- Fixed being able to briefly gain regen when crossing the Veil of the enemy fountain
- Fixed Commends for All Heroes not showing up correctly in player profiles
- Updated McGinnis Barrage explosions to show the edge of the aoe better
- Fixed the 'x' button in the shop search not clearing the search box
- Sinners Sacrifice now has a final damage state for clear read on final hit
- Fixed some issues with Quantum Entanglement not moving units with it correctly when there is nearby geometry
- Fixed various bugs with Duplicate Hero not working properly in private lobbies
- Fixed Grey Talon getting assist credit while flying Guided Owl
- Fixed Sinner's Sacrifice changing facing direction sometimes
- Fixed a rare bug where shields would never regenerate
- Fixed some cases where troopers could get stuck in the base
- Fixed using melee to secure orbs being a little unresponsive
- New effects for Viscous heavy melee
- Added an ambient looping sound for each bridge powerup
- Fixed some animation issues with Vindicta
- Added new zipline animation for Vindicta
- Looped music will resume playing if interrupted by a transient cue
- Various bug fixes for looping sound effects and ones that are sometimes stuck playing every frame for a period of time
- Improved animation readability for Mo & Krill heavy melee
- Reduced visual clutter on Seven's tracers with high fire rate
- Reduced visual clutter on Wraith's tracers with high fire rate
- Effects updates for Fortitude
- Added missing lean animation near walls for Mirage
- Sand Blast distance and aoe read improvements
- Fixed issues where health regen effect will begin popping on and off if player is at max health
- New sounds added to Yamato’s Power Slash, Flying Strike, and Shadow Transformation abilities
- New sounds added to Lash’s Ground Strike and Flog abilities

- Renamed "Mouse Wheel" to "Chat Wheel"
- Steam Input support:

- Added all missing Steam Input Actions from the Key Bindings screen (including Fly Up/Fly Down)​

- Added a "Replay Controls" action set​

- Allow Steam Deck to see the Key Bindings Screen​

- Improved Glyph Swapping behavior when mixing controller and keyboard inputs​

- Added Controller tab to house Controller specific options.​

- Added a Steam Input Configurator launch button.​

- Added Glyph Locking options: { Automatic | Keyboard & Mouse Only | Game Pad Only }​

- Fixed crash in spectator mode when querying controller button state​

- Fixed Controller not working until loading a level​

- Official Steam Input configs for SteamDeck and DualSense have been updated​

- Note: Legacy Analog Modes have been removed/replaced in favor of new Camera specific Steam Input modes. Some users may need to re-bind their joysticks/gyros.​

[ Misc Gameplay ]

- 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

- Redesigned the warehouse interior to allow entry from the front of the Tenements and Music Hall buildings
- Moved the stairs from the warehouse interior to the underground tunnel further from the Urn delivery location

- Removed all railings from fire escape stairs
- Pass at making rooftops smoother to navigate
- Removed angled supports from chimney
- Removed collision from small props
- Added stairs on top of Bodega

- Replaced small chimneys and temporary spikes with larger roof spikes to designate zap trigger locations
- Replaced temp antennae with more "menacing" version to designate zap trigger locations


These changes were included early in the map update that came with the Halloween patch:
- New Hotel building art pass
- Changed exit location from the player spawn area to the rest of the base to the angled walls

[ 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)

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 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