[ 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
Deadlock Patch Notes (Buffs, Nerfs, and Other Changes)
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.
11-21-2024 Update
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
10-27-2024 Update
- Urn NW lead requirement increased from 8% to 10%
- Majestic Leap: Cooldown reduced from 45s to 40s
- Shiv: Killing Blow cast range increased from 13m to 14m
- Shiv: Killing Blow rage per weapon damage increased from 0.015 to 0.017
- Shiv: Killing Blow drain rate reduced from 0.3 to 0.25
- Bebop: Sticky Bomb stacks no longer decrease on death
- Bebop: Sticky Bomb now gives stacks based on dying heroes hurt by Sticky Bomb damage with a 12 second buffer (previously anyone hit by the bomb would automatically grant stacks)
- Bebop: Sticky Bomb damage per stack increased from 3% to 5%
- Bebop: Sticky Bomb spirit power damage scaling increased from 0.9 to 1.2
- Bebop: Sticky Bomb T1 improved from -7.5s to -8s
- Bebop: Sticky Bomb cooldown reduced from 19s to 18s
- Grey Talon: Movespeed spirit scaling reduced from 0.04 to 0.032
- Grey Talon: Bullet damage spirit scaling reduced from 0.13 to 0.12
- Kelvin: Ice Path cooldown increased from 38s to 42s
- McGinnis: Mini Turrets Spirit Resist reduced from 80% to 70%
- McGinnis: Spectral Wall cooldown increased from 37s to 46s
- McGinnis: Spectral Wall T2 cooldown improved from -14s to -23s
- Paradox: Pulse Grenade T3 reduced from +1m per Pulse to +0.75m
- Seven: Storm Cloud DPS increased from 110 to 120
- Yamato: Shadow Transformation cooldown reduced from 90s to 85s
10-24-2024 Update
General Changes
- Added 6 new heroes to Hero Labs, a new experimental hero matchmaking mode. The heroes are Holliday, Calico, Wrecker, Fathom, Viper and Magician (temp names). The goal of this mode is to invite players to help us in giving hero design feedback while heroes are in very early phases. Most heroes in this mode will have placeholder models, names, effects, etc (some exceptions are older in-dev heroes that had more developed art). They will also sometimes have placeholder/copy-paste abilities for certain slots if that ability slot is still TBD (such as Magician ultimate). There will be a specific hero labs section on the forum to post feedback on these. Heroes in this mode will often be removed, abilities changed, new heroes added, removed heroes re-added, etc. Patch notes for changes to heroes in this mode will be posted on the Hero Labs subforum. This mode will have limited testing hours for now while we gauge activity, in order to ensure faster queue times. You must have at least 50 games played to be able to queue here. If you don't get a new hero selected (since there are less new heroes than there are players), you will be considered higher priority for subsequent matches to get a new hero from your roster selection.
- Added Commends. You can commend players you've enjoyed playing with during the game or in the post-game scoreboard (same places you would report). The number of commends you've received on each hero will be displayed in your profile.
- Added new character shader to improve player visibility in all areas of the map and experiment with more stylized rendering of character models
- Updated environment lighting and sky
- Added sequential kill streak music cues
- Added keybinds for "Fly Up" and "Fly Down". Used for flying abilities like Ivy's Air Drop and Vindicta's Flight
- Fixed being unable to report/mute disconnected players
- You can now drag and drop build categories to move them around
- Added quick-selection for favorite builds. Clicking on the name of your currently active build in the shop will bring up a dropdown that lets you switch between favorited builds for that hero without opening the build browser.
- Added indication of game mode within match history
- Added Rank badge to matches on the Watch page
- Added Rank History tab to profile, currently only visible for yourself. You can click on previous ranks to view the Rank Report summary for that interval
- Flash Windows Taskbar icon if the game window isn't in focus and you have 3 seconds until you respawn
- Fixed issue in several languages where team net worth number shrunk to an unreadable size
- Fixed Urns sometimes appearing to stay in the world after being picked up
- Fixed jittering from Lash's gun firing while running and aiming (this should reduce screen noise significantly in this case)
- Lash melee animation updates
- Added Melee Resistance to Vitality stat screen
- Lowered pitch of Haze voice processing
- Added teleporter channel and appear sounds
- Added Healing Rite end sound
- Added Mystic Shot proc sound
- Added Magic Carpet cast, cast delay, loop, and end sounds
- Updated Slowing Hex projectile loop, hit, and debuff sounds
- Yamato's Flying Strike now stops tracking targets that teleport
- Shiv's Killing Blow now stops tracking targets that teleport
- McGinnis melee animation updates
- Fixing hitting ESC to close to intro movie also closing the ranked summary popup
- Fixed pregame countdown drawing over the shop UI
- Pocket climb animation adjustments
- Mirage Traveler now previews Mirage's model at destination to show facing direction
- Lady Geist Life Drain revisions to show start of effect better but reduce noise afterwards
- Silenced debuff revisions to reduce obstructed vision of player
- Infernus Afterburn: debuff vfx reduced opacity after start to reduce noise
- Mirage Djinn's Mark: damage vfx revision to reduce visual noise, debuff moved to overhead UI
- Mirage gun revisions to tracer, muzzle flash, and impacts
- Shiv Dagger: reduced size of stuck dagger in victim
- Unstoppable vfx has a more obvious start
- Lady Geist Malice: revisions to reduce vfx noise and obstructions
- Lady Geist Malice: reduced brightness of vfx for players close to it
- Shiv Slice and Dice: reduced vfx noise for players close to it
- Infernus: reduced darkness of players affected by Catalyst debuff
- Infernus: reduced brightness and lingering of Concussive Combustion effects
- Infernus: reduced visual noise of tracers and firerate increases
- Ivy Kudzu Bomb effects properly display visuals when above ground
- Lash Flog: new effects
- Viscous: cleaner effect for viscous alt-fire
- Rescue Beam: fixed some visual bugs on the effects
- Knockdown: updated effect animation to alert when it will stun
- Ammo Scavenger: proc sound only plays when applying a stack
- Play a sound when a debuff is applied to player but is purged due to some invulnerability
- Fixed instances where mix ducking occurs too early in a sound event's lifetime
- Fixed audio occlusion filtering artifacts during high rates of change
- Enabled certain music cues like 'respawn' to interrupt base attack music
- Denied orb sound will no longer play beyond 2500 game units from the player
- Reduced visual noise of Wraith's tracers when close up or when Wraith has a high fire rate
- Increased intelligibility of team-specific hero death sound
- Abandoning Co-op bot matches with more than one party now brings up the Abandon Match confirmation warning instead of leaving immediately
- Added looping telegraph for Seven Static Charge ability
- Added victim-specific sound for Static Charge the moment it is applied
- Bots are better at coming together to defend and push lanes
- Bots will prioritize assisting human allies on offense
- Reduced visual noise of Seven's tracers, especially when close up or when Seven has a high fire rate
- Added a "Mouse Sensitivity: Vertical Scaling" setting
- Added a "Reset Camera" bind (available in Steam Input)
- Fixed Steam Input "Melee" Action not resetting the camera vertically
- Added new Steam Input Analog Action: "Aim". This uses Angle-based sensitivity options in Steam Input (work-in-progress feature).
- Fixed Steam Input aiming no longer being affected by Mouse Sensitivity options (including Invert Y)
- Fixed a bug where the last controller plugged in would block actions from other controllers. Now multiple controllers can be combined.
Misc Gameplay
- AP is no longer granted for Walkers
- Shrine/Patron no longer have Soul/AP bounties
- Shrine Flex Slot moved to "All Shrines"
- Missing AP from above is redistributed along souls reward line at similar soul levels that the objectives previously died on average
- Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying
- Trooper soul changed from 50/50% in the kill/orb to 60/40%
- Breakables spawn time increased from 2 minutes to 3 minutes
- Breakables Souls reduced from 35 + 3/min to 30 + 2.5/min
- Urn comeback properties now require an 8% net worth lead to kick in
- Urn pickup locations are the same as before, however now the drop-off locations will be variable based on which team is leading. If there isn't a lead over 8% net worth, then the drop-off location is the same as before. If there is, then the drop-off location will be closer to the losing team's side. The minimap will show where the drop-off location is as usual, as well as an indicator in the world that helps show you where it is.
- If the Urn hasn't been delivered within 90 seconds of pickup time, it now drains your health for 1% of Max HP per second (the timer is per team). Your regen is disabled during this.
- Whenever the Urn is dropped after 90 seconds of pickup time, it starts moving back to its spawn point immediately and cannot be picked up by the same team for 12 seconds.
- Increased speed Urn walks back
- Guardian attack range requirement changed from 20m to requiring you are above the ramp on high ground
- Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes
- Guardians now have resist vs players starting at 40% and ending at -35% at 8 minutes
- Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes
- Walkers now have resist vs players starting at 60% and ending at -30% at 14 minutes
- Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes
- Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)
- Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die)
- Mid Boss respawn timer decreases with subsequent boss kills, from 7 to 7/6/5 minutes
- The 70s respawn time now happens at 30 min instead of 35 min
- There is now a respawn curve that goes from 70s to 75s over 30->40 minutes
- Base Guardians and Shrines no longer have out-of-combat regen
- Parry active window increased from 0.7 to 0.75
- Parry cooldown reduced from 5s to 4.5s
- Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own]
- Medic Trooper heal cooldown increased from 6s to 35s
- Sinner's Sacrifice now shares souls of subsequent hits with everyone that hit it recently (rather than the bigger value from last hit only going to one player)
- Redesigned stairs from central canal to the outer lanes (near Urn spawn)
- Added a skybridge with interior from the Subway Entrance buildings into the Port Authority and Speakeasy buildings
- Connection hallways behind the Chapel and Firehouse now has an option to continue inside to the Walker arenas
- Added a Bounce Pad from these connection hallways to the front of the overpass
- Neutral camps beside Amber Purple and Sapphire Yellow Walker arenas moved from the ground floor to the upper floor
- Redesigned traversal from ground floor to upper floor of the Garage and Night Club to get to the Sinner's Sacrifice neutrals
- Replaced fire escape stairs with ropes on the exterior of the Garage and Night Club
- Added more zipline nodes to outer lanes
Weapon Items
- Restorative Shot: Weapon Damage reduced from 7% to 6%
- Restorative Shot: Cooldown increased from 5.5s to 6s
- Rapid Rounds: Fire Rate increased from 9% to 10%
- Monster Rounds: Resist vs NPCs reduced from 30% to 25%
- High-Velocity Mag: Bullet Velocity reduced from 25% to 20%
- High-Velocity Mag: Bullet Shield Health increased from 50 to 65
- High-Velocity Mag: Weapon damage increased from 12% to 13%
- Melee Charge: Weapon Damage reduced from 15% to 12%
- Melee Charge: Health reduced from 100 to 75
- Long Range: No longer grants +25% Ammo
- Long Range: Now has -20% Reload Time
- Active Reload: No longer grants -20% Reload Time
- Active Reload: Now grants +18% Ammo
- Mystic Shot: Proc cannot miss due to evasion
- Mystic Shot: Cooldown increased from 5.25 to 5.75
- Burst Fire: Now grants +20% Slow Resistance
- Sharpshooter: No longer grants +20% Ammo
- Sharpshooter: Now has -20% Reload Time
- Tesla Bullets: Proc cooldown can now be reduced by cooldown reduction
- Titanic Magazine: Now grants +12% Spirit Resist
- Titanic Magazine: No longer grants +18% Bullet Resist
- Titanic Magazine: Now grants +25% Melee Damage Resistance
- Lucky Shot: Proc now pierces evasion
- Vampiric Burst: Health increased from 150 to 175
Vitality Items
- Extra Regen: No longer grants +25 Health
- Extra Stamina: Bonus Health increased from +25 to +35
- Extra Health: Now upgrades into Fortitude
- Enduring Speed: Slow Resist reduced from 35% to 30%
- Reactive Barrier: Ammo increased from 15% to 20%
- Majestic Leap: Cooldown increased from 26s to 45s
- Majestic Leap: Getting shot while in the air disables the drop-down ability
- Rescue Beam: Pull speed reduced by 20%
- Rescue Beam: Sprint reduced from +2 to +1
- Fortitude: Now upgrades from Extra Health
- Fortitude: Health increased from 325 to 365
- Fortitude: Restore delay reduced from 11s to 10s
- Fortitude: Weapon Damage increased from 25% to 27%
- Veil Walker: Bullet Shield increased from 200 to 250
- Veil Walker: Spirit Shield increased from 200 to 250
- Superior Stamina: Spirit Power increased from 8 to 12
- Soul Rebirth: No longer grants +15% Cooldown Reduction
- Soul Rebirth: Cooldown increased from 212s to 240s
- Siphon Bullets: Max HP Steal Per Bullet increased from 50 to 55
- Leech: Now has 12% Cooldown Reduction
- Leech: No longer grants Spirit Power
- Phantom Strike: No longer grants 15% Bullet Resist
- Phantom Strike: Now grants +15% Spirit Resist
- Unstoppable: No longer grants +15% Spirit Resist
- Unstoppable: Now grants +15% Bullet Resist
- Unstoppable: No longer grants 1 Move Speed
- Colossus: Slow reduced from 35% to 30%
- Colossus: Slow radius reduced from 14m to 12m
Spirit Items
- Mystic Reach: Ability Range reduced from 18% to 15%
- Mystic Reach: Bullet Resist increased from 6% to 7%
- Ammo Scavenger: Duration increased from 30s to 35s
- Slowing Hex: Slow reduced from 25% to 20%
- Improved Cooldown: Now grants +75 Spirit Shield
- Withering Whip: Projectile speed increased by 30%
- Cold Front now does double damage to NPC units
- Duration Extender: Ability Duration reduced from 16% to 14%
- Duration Extender: Now grants +8% Weapon Damage
- Bullet Resist Shredder: No longer grants +5% Bullet Resist
- Bullet Resist Shredder: Now grants +15% Melee damage resistance
- Surge of Power: When the passive procs, you no longer get slowed when shooting (similar to Fleetfoot)
- Surge of Power: Movespeed reduced from +3 to +2
- Improved Reach: Non-Imbued Ability Range increased from 25% to 26%
- Improved Reach: Bullet Resist increased from 12% to 13%
- Mystic Slow: Slow reduced from 30% to 25%
- Mystic Slow: Health bonus increased from 100 to 140
- Improved Burst: Max HP Damage increased from 7% to 9%
- Improved Burst: Threshold damage increased from 125 to 200
- Superior Cooldown: Spirit Shield increased from 100 to 150
- Superior Duration: Non-Imbued duration increased from 26% to 27%
- Superior Duration: Imbued duration increased from 32% to 33%
- Ethereal Shift: Active no longer grants 14 spirit power or reloads
- Ethereal Shift: Active now grants +3 Movespeed for 5 seconds after returning
- Ethereal Shift: Active now grants +40% Spirit Resist for 5 seconds after returning
- Ethereal Shift: Now grants +6 Spirit Power
- Improved Spirit: Spirit Power increased from 28 to 30
- Boundless Spirit: Spirit Power increased from 60 to 65
- Boundless Spirit: Weapon Power increased from 25% to 30%
- Escalating Exposure: Spirit Amp Per Stack reduced from 5% to 4%
- Mystic Reverb: Slow now only affects the primary target
- Mystic Reverb: Spirit Lifesteal, Spirit Resist, and Ability Range reduced from 15% to 14%
Hero Changes
- Abrams: Melee attack rate reduced by 15% (time between attacks)
- Abrams: Gun falloff damage starts at 20m instead of 22m
- Abrams: Fixed some cases where Shoulder Charge would do a 180/360 on spell cast
- Abrams: Fixed Shoulder Charge sliding against wall surfaces incorrectly
- Abrams: Fixed Seismic Impact sometimes getting stuck on objects
- Bebop: Bullet damage growth increased from 0.29 to 0.33
- Bebop: No longer gains 1% Bullet Resist per boon
- Bebop: Now gains 1% Spirit Resist per boon
- Bebop: Sticky Bomb now loses 20% of your stacks on death (rounds up)
- Bebop: Hook now returns troopers 75% faster than normal
- Grey Talon: Base regen increased from 2 to 2.5
- Grey Talon: Gun spirit scaling increased from 0.1 to 0.13
- Grey Talon: Movespeed now scales with Spirit Power again
- Grey Talon: Rain of Arrows strafe speed with stamina increased by 30%
- Infernus: Afterburn T1 reduced from 30% to 25%
- Ivy: Base bullet damage increased from 4.5 to 5
- Ivy: Bullet damage growth reduced from 0.39 to 0.36
- Ivy: Air Drop slow reduced from 35% to 30%
- Kelvin: Arctic Beam slow reduced from 50% to 40%
- Kelvin: Frost Grenade T2 heal reduced from 145 to 125
- Kelvin: Fixed Frozen Shelter not freezing weakened patron
- Lady Geist: Malice slow reduced from 20% to 15%
- Lady Geist: Malice debuff duration reduced from 13s to 9s
- Lady Geist: Malice Damage Amp reduced from 15% to 8%
- Lady Geist: Malice T2 now also increases damage amp by 7%
- Lady Geist: Malice no longer causes you to un-zoom on cast
- McGinnis: Gun spin decay rate improved from 0.65 to 0.25
- McGinnis: Mini Turrets cooldown reduced from 24s to 18s
- McGinnis: Mini Turrets spirit resist increased from 60% to 80%
- McGinnis: Spectral Wall slow reduced from 25% to 20%
- McGinnis: Spectral Wall T1 damage amp reduced from 25% to 15%
- McGinnis: Heavy Barrage minimum range increased from 6m to 7m
- McGinnis: Heavy Barrage cooldown increased from 106s to 140s
- McGinnis: Heavy Barrage T2 cooldown improved from -47s to -50s
- McGinnis: Heavy Barrage T1 slow reduced from 35% to 30%
- Mirage: Fire Scarabs T3 max health steal increased from +70 to +80
- Mirage: Djinn's Mark T3 cooldown between multipliers improved from -0.5s to -0.75s
- Mirage: Traveler Fire Rate increased from 20% to 30%
- Mirage: Traveler T2 cooldown reduction improved from -30s to -40s
- Mirage: Traveler T3 now grants Unstoppable for 3s on arrival
- Mo & Krill: Now has 20% Headshot Crit reduction
- Mo & Krill: Burrow bullet and spirit resist now persist while spinning out of the burrow
- Paradox: Pulse Grenade pulses are now expressed as a duration rather than a fixed pulse count (works with Duration Extender)
- Paradox: Pulse Grenade T1 changed from +1 Pulse to +0.8s Duration
- Paradox: Pulse Grenade T2 improved from -7.5s to -8s
- Paradox: Kinetic Carbine T2 improved from -9.5s Cooldown to -10s
- Paradox: Kinetic Carbine shots cannot miss due to evasion
- Paradox: Kinetic Carbine can now pierce breakables
- Paradox: Kinetic Carbine now does 15% more damage on a headshot
- Paradox: Kinetic Carbine sound level reduced a little bit
- Seven: Lightning Ball cooldown increased from 23s to 26s
- Seven: Lightning Ball radius reduced from 4m to 3.5m
- Seven: Lightning Ball T2 slow reduced from 40% to 35%
- Seven: Movespeed reduced from 7.3 to 7.1
- Seven: Storm Cloud expand time reduced from 3s to 2s
- Seven: Storm Cloud range increased from 25m to 30m
- Shiv: Base speed reduced from 7.3 to 7.0
- Shiv: Serrated Knives collision radius reduced by 20%
- Shiv: Bloodletting cooldown increased from 21s to 50s
- Shiv: Bloodletting T2 cd increased from -4.75s to -25s (final cd changed from 16.25s to 25s)
- Shiv: Bloodletting duration increased from 10s to 13s
- Shiv: Bloodletting Incoming Damage Deferred reduced from 30% to 22%
- Shiv: Bloodletting T1 changed to +8% Incoming Damage Deferred (was +5s duration)
- Shiv: Killing Blow range reduced from 20m to 13m
- Shiv: Killing Blow Rage buildup per heavy melee reduced from 3.5 to 2.75
- Shiv: Killing Blow Rage buffer duration reduced from 10s to 9s
- Shiv: Killing Blow Rage buildup vs creeps reduced by 50%
- Vindicta: Gun cycle time improved from 0.26s to 0.22s
- Vindicta: Bullet damage growth per boon increased from 0.55 to 0.65
- Vindicta: Fire rate now scales with Spirit Power (0.14)
- Vindicta: Assassinate no longer splits to allies
- Vindicta: Flight duration increased from 8s to 12s
- Vindicta: Flight T2 duration increased from +6s to +8s
- Vindicta: Assassinate bullet radius increased from 3" to 4"
- Vindicta: Assassinate scope is now automatically canceled when Paradoxical Swap hits you
- Viscous: Bullet damage reduced from 12 to 11
- Viscous: Bullet damage growth per boon increased from 0.86 to 0.9 (total from 24.04 to 23.6)
- Viscous: The Cube T2 moved to T3
- Viscous: The Cube T2 is now +35 HP regen
- Viscous: Splatter T2 reduced from +60 Damage to +50
- Viscous: Goo Ball Spirit Resist reduced from 70% to 60%
- Warden: Alchemical Flask slow duration reduced from 6s to 3s
- Warden: Alchemical Flask weapon damage duration increased from 6s to 7s
- Warden: Binding Word escape time reduced from 2.9s to 2.8s
- Warden: Binding Word escape range increased from 18.5m to 19m
- Warden: Last Stand T3 now also grants you unstoppable during the 2s channel
- Wraith: Card Trick base damage reduced from 80 to 70
- Wraith: Card Trick cooldown increased from 0.5s to 0.65s
- Wraith: Telekinesis cooldown increased from 95s to 100s
- Wraith: Telekinesis T1 cooldown improved from -28s to -30s
- Yamato: Fixed being able to cast an ability while casting Flying Strike
- Yamato: Fixed Crimson Slash following in the direction of dash instead of cross hair
- Yamato: Shadow Transformation T1 changed to +20% Fire Rate
- Yamato: Shadow Transformation Cooldown reduced from 106s to 90s
10-18-2024 Update (1+2)
Ranked Matchmaking Update:
- We have adjusted the matchmaking schedule to not be split across many different hours throughout the day, primarily to help address queue times. There will now be a wider continuous, but more concentrated, set of hours that it is enabled in. The schedule is now more simplified as well, as there is no more user selection component.
- Ranked now has weekend specific hours (starts 5 hours earlier)
- Fixed some regions (South America, Oceania, Asia) that were off by 1-2 hours from their intended times
10-15-2024 Update
- Urn now reveals you after 20s from initial pickup
- Urn sprint changed from +3/5 for winning/losing team to +2/6
- First flex slot is now granted after 3 Guardians die instead of 4
- Base kill bounty reduced from 225 to 150 (still scales to 1400 over time)
- Respawn time at 20 minutes reduced from 45s to 40s
- T3 Golden Statues spawn time moved from 25 min to 30 min
- Range to attack lane Guardians increased from 19m to 20m
- Seven: Lightning Ball T3 reduced from +2m Radius to +1m
- Shiv: Rage decay rate increased from 0.25 to 0.3
- Shiv: Rage buffer duration reduced from 12s to 10s
10-11-2024 Update
- Bebop: Sticky Bomb no longer has a cap (was 15 stacks)
- Bebop: Sticky Bomb scaling per hero reduced from 4% to 3% (previous uncapped was 2.5%)
- Bebop: Sticky Bomb still loses 2 stacks on death
- Bebop: Fixed some hook bugs causing it to sometimes not grab heroes near cover but still in collision range
- Bebop: Hook collision against troopers reduced to 12 (default is 33)
- Bebop: Hook no longer kills troopers (so you can bomb/uppercut/melee them)
- Bebop: Hyper Beam duration increased from 10s to 11s
- Vindicta: Movespeed increased from 8.3 to 9
- Torment Pulse now scales with cooldown again
- Torment Pulse Spirit power scaling reduced from 0.33 to 0.3
- Fixed Ethereal Shift scaling with duration
- Pause no longer restricted before 3 minutes (we plan to bring this back in the future, but we want to allow this for now while we are early and have technical issues sometimes)
- Updated Heavy Barrage sound
10-10-2024 Update
Ranked Mode
- Added Ranked mode
We are experimenting with a different approach to Ranked during early development, we expect to iterate on it in the future. The focus of this mode will be on concentrating players into specific time windows where they can opt into games where the primary focus is on game quality.
You must have 50 games played in order to enter this mode. If you have any behavior related restrictions (voice/text bans, report misuse, etc), you will be unable to queue into this mode.
The queue will be solo only at the moment and will be open from 1pm-4pm and 7pm-10pm in the respective time zones every day. Each region will have multiple time zones you can select from to find what best fits your schedule (you can only change your selection once per week). Players will be automatically assigned the server in that region that provides the best ping for the players in the match.
When in this mode, you will only be matched with players that have the same medal as you. There are 11 medals in total with 6 levels in each. Everyone's medal and levels will be displayed in these ranked games.
Every Tuesday at 8PM GMT we will run an algorithm that calculates everyone's performance together at the same time based on the games you've played, how the opponents you played against ended up faring in subsequent games, etc. As such, medals will only be updated once per week, to allow for analysis of a wide set of match data together at once for a more accurate review of your skill (rather than a fixed numerical addition/subtraction on a per game basis).
In order to make sure there are enough data to cross reference with other players, you must play at least 7 games in order to be eligible to receive a rank for that week. If at any time you didn't have 7 games played in the previous week, your medal will be marked as undefined until you play enough and earn a new medal the following Tuesday.
The ranked queue will first open next Tuesday, October 15th at 8PM GMT. The first medals will be granted globally the following Tuesday, October 22nd 8PM GMT. You'll have a panel that shows you the history of your previous medals.
General Changes
- Added a 3rd casting mode, Quick Cast (shows range/radius/etc on key down, then on key up acts like Instant Cast). The three casting modes are now Instant Cast, Quick Cast, and Confirm Cast.
- Added input buffering for ability usage (so if you cast an ability and then quickly cast another ability during its cast time, the next one will fire instead of the input being dropped)
- Now displaying a unique ID for builds in the description section of the build browser. You can click on it to copy the Build ID to the clipboard to share specific builds with friends.
- If you enter a Build ID in the search box of the build browser, it will show all of the builds for the current hero by the author of that build.
- For private lobbies, added the ability to swap players on both teams with a button press. In addition players can be randomly shuffled across the two teams, and if lanes are being assigned, can be shuffled within the teams.
- Added "Allow Duplicate Heroes" setting in Private Lobbies
- Certain heroes now have a higher priority at being in dual lanes (Ivy and Dynamo atm)
- Added per-player voice volume slider (accessible by clicking on a player via the ESC menu)
- Pausing is no longer allowed in the first three minutes of the game
- Added Thai and Indonesian localization
- Replaced the temp Yamato VO with a new translation spoken by a native actress
- Added Stomp AoE range indication as the Walker is about to use the ability
- Updated the way status effects are shown above the healthbar
- Fixed troopers being unreliable to shoot while on the zipline
- Fixed an Unsecured Souls bug where it gave extra bounty directly to the dying hero carrying unsecured souls
- Fixed AFK kick detection not working properly
- Added Crit Bonus Scale tooltip to the Weapon stats in the shop
- Fixed ESC key not working on the private lobbies page
- Fixed respawn music not playing while spectating another player
- Fixed a bug where the bot that would pick up the Urn was not the closest one, just the one that was in the highest player slot
- Fixed Streamer mode not persisting between game relaunches
- Keybinds in settings now selects the hero you're playing when you navigate to the Keybinds tab
- Rescue beam now shows heal indicator if you heal someone with it
- Fixed Debuff Reducer causing Teleporters to be faster
- Steam notifications moved to the top-left from the bottom-right, to avoid minimap overlap
- Continue to have mouse look enabled while M3 is pressed but before the ping wheel shows up
- Enabled Middle Mouse for "pinging" minimap
- Enabled the ability to middle mouse click players on the top bar
- Fixed Shiv's Killing Blow sometimes sending him into orbit
- Fixed Shiv's Killing Blow continuing to do damage while being teleported by Quantum Entanglement
- Fixed Quantum Entanglement's camera position anims not being smooth
- Yamato's Flying Strike now also cancels when the target is out of world (like with Quantum Entanglement)
- Fixed Pausing not working when using hero specific key binds
- Lash's Death Slam now has clearer visual states to indicate when someone is successfully locked in
- Fixed some cases where Grey Talon's trap effects would be stuck in the world
- Updated ground strike preview cone to have a little more information on shape & outer bounds
- Abandon Match is now only an available option once you have disconnected from the game server. Bringing up the menu while connected to a game now gives you the option to Disconnect rather than Abandon immediately
- Fixed issues with Bots not using ziplines properly
- Added Return Fire proc sound
- Added Metal Skin proc sound
- Updated McGinnis Heavy Barrage sound
- Added Guardian and Walker death notification sound for all players
- Improved panning resolution of bullet whizby sounds and shortened the max play distance to the local player
- Fixed hero death UI sound playing inconsistently
- Added bullet evasion sound effects
- Updated Kelvin weapon fire audio
- Updated Infernus weapon fire audio
- Improved clarity for hero roster selection VO
- Walker laser animation updated slightly, raising the forearms to better reveal the eye socket weakpoint to players on the ground
- Re-enabled weapon-specific reload sounds
- Abrams Life Siphon fades to 50% opacity after initial start to improve visibility
- Added Healing Rite cast sound
- Added Rescue Beam heal and pull loop sounds
- Added Health Nova cast sound
- Added Return Fire cast sound
- Revised Metal Skin cast sound
- Added Colossus cast and loop sounds
- Added echo to Echo Shard cast sound
- Added Silence Glyph cast and hit sounds
- Added Ammo Scavenger proc sound
- Added Restorative Shot proc sound
- Added Toxic Bullets proc variations
- Added a distance fade to Soul Shredder debuff effect and tweaked colors to reduce visual noise
- Improved visibility on Spiritual Overflow effects when heroes are airborne
- Reworked visual effects for puddle punch
- Updated "getting started" VO for the ability points tab to match the text
- Fixed a bunch of bugs that were impacting how VO was playing in a match. Now a bunch of hero VO that was previously getting squashed/cut off should play properly (for instance certain lines where allies commented on ability usage, the patrons giving compliments for assists/team healing, etc).
- The patron once again will warn you when your Walkers are under attack
- The patron now will sometimes offer words of encouragement when you level up instead of when you destroy a Guardian or Walker
- Increased the time you need to carry the urn before the urn nags about not being delivered
- Fixed more instances of the wrong name for a hero being called out
- If you're Dynamo or Krill, you can now ping during your ult to alert your allies
- Mirage still loves the Djinn, but he yells about them less frequently
- Added new custom charge and light melee and parry animations for Bebop
- Added improvements for meleeing while using Siphon Life (book now floats and hand makes a fist)
- Updated Grey Talon root effect for trap
- Updated Grey Talon updated firing, projectile, impact effects
- Updated Rain of Arrows effects
- New heavy melee anims added to Mo & Krill and Ivy
- Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise
- Adjusted Lady Geist Life Drain to lower visual obstruction but increase awareness when it first latches
- Inferno Catalyst effect revisions to help show range better
- Trooper death effects resolve quicker and more cleanly
- Mirage Djinn's Mark effects revisions to reduce noise on the victim and appear more clearly for Mirage
- Soul jar effect carry and dropoff revisions to reduce visual noise for carrier
- New Imports Building
- New Taxi Stand building
- Replaced old retaining wall
- Replaced block-in park bridges
Misc Gameplay
- Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it)
- Players now need to be within 19m (above the ramp) to attack a Lane Guardian
- Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min)
- Guardian damage vs players increased by 20%
- Medium Camps spawn time changed from 7 min to 5 min
- Hard Camps spawn time changed from 7 min to 8 min
- Teleporters open time changed from 10 min to 8 min
- Trooper spawn/bounty lane end time changed from 10 min to 8 min
- Vaults spawn time/interval changed from 10/5 to 8/4
- Golden Statues and Breakables spawn time changed from 3 min to 2 min
- Golden Statues bonuses upgrade time changed from 15 min to 10 min
- Golden Statue Health buff increased from 15/20 to 20/30
- Golden Statues now have a tier 3 upgrade at 25 minutes (+2.5% Fire Rate, +8% Ammo, 1.5% CD Reduction, +7% Weapon Damage, 40 Health, +5 Spirit Power)
- Mid Boss now has 15 regen
- Mid Boss creep buff rescaled from 70% to 50/70/90% for the 1/2/3rd mid boss death (further deaths don't increase)
- Mid Boss rejuv respawn rescaled from 50% to 40/50/60% for the 1/2/3rd mid boss death (further deaths don't increase)
- Urn now causes the runner to be revealed on the minimap
- Heavy Melee against the urn runner now causes them to drop the urn
- Urn delivery now gives each player on your team a Golden Statue permanent buff
- Urn bounty increased by 15%
- Urn now falls down from the sky a little bit faster
- Comeback formula weighted a bit less on team vs team net worth calculation and more on the strength of the dying hero (regardless of lead)
- Percentage of deniable orbs from objectives for Guardian/Walker/Patron/Shrines rescaled from 54.55/66.67/100/0% to 35%
- Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units)
- All heroes' movespeed increased by 0.3 (Enduring Speed reduced by 0.3)
- Bullet and Spirit Lifesteal now stack diminishingly
- Teleporters now grant +3 m/s for 5s after arriving at the other side
- Updated teleporter locations
- Moved teleporters to travel between outer lane Walkers
- Added teleporters in the underground tunnels
- Changed underground teleporters to go between Subway and Tunnel on the same side of the map
- Widened stairs from Shrines back to the player spawn area
- Added ledge to mantle back up to the player spawn area from the pit
- Added bridge and stair to the upper level of the Subway Entrance building from the outer lane Walker arenas
- Added upper level connection through the Subway Entrance building
- Moved Guardians back slightly further from stairs down to the canal
- Widened channels surrounding Mid Temple slightly
- Widened archways between Mid Temple channels
- Garage and Night Club: Changed ropes so that they take you to the second floor and added back stairs to take you to the roof
Weapon Items
- Monster Rounds: Weapon Damage vs NPCs reduced from 35% to 30%
- Restorative Shot: Weapon Damage reduced from 8% to 7%
- Basic Magazine: Ammo increased from 24% to 26%
- Melee Charge: Cooldown increased from 10.5s to 16s
- Long Range: Ammo increase from 20% to 25%
- Tesla Bullets: Spirit scaling increased from 0.13 to 0.16
- Alchemical Fire: Now behaves like other grenades and does not bounce off walls
- Alchemical Fire: Base DPS increased from 45 to 55
- Toxic Bullets: Buildup is now 15% slower
- Frenzy: Low HP threshold increased from 40% to 50%
- Ricochet: Range reduced from 14m to 11m
- Silencer: Spirit Power increased from 12 to 18
- Vampiric Burst: Added ammo on active increased from +50% to +75%
- Vampiric Burst: Cooldown reduced from 37s to 34s
- Spiritual Overflow: No longer grants +20% Fire Rate
- Spiritual Overflow: Upon full build-up, grants +35% Fire Rate
- Spiritual Overflow: Activated Spirit Power increased from +45 to +50
Vitality Items
- Healing Rite: Regen duration increased from 17s to 19s (same total heal)
- Extra Regen: Regen increased from 2.8 to 3
- Extra Regen: Ammo increased from 8% to 10%
- Extra Stamina: Stamina Recovery increased from 14% to 16%
- Extra Stamina: Fire Rate reduced from 7% to 6%
- Extra Stamina: Now gives +25 Health
- Extra Health: Weapon Damage increased from 5% to 6%
- Enduring Speed: Movespeed bonus reduced from 1.4 to 1.1 (all heroes movement speed increased by 0.3)
- Enduring Speed: Slow resist reduced from 40% to 35%
- Restorative Locket: Spirit Resist increased from 8% to 10%
- Restorative Locket: Now grants +1 Sprint
- Return Fire: Cooldown increased from 25s to 30s
- Return Fire: Active bullet resist reduced from 25% to 20%
- Health Nova: Spirit Power increased from +4 to +6
- Combat Barrier: Weapon Damage reduced from 25% to 22%
- Fortitude: Health increased from +300 to +325
- Lifestrike: Heal increased from 55% of melee damage to 65%
- Superior Stamina: Stamina Recovery increased from 20% to 25%
- Veil Walker: Speed increased from 3 to 4
- Majestic Leap: Cooldown increased from 23s to 26s
- Rescue Beam: Cast range reduced from 36m to 32m
- Leech: Weapon Damage increase from +15% to +20%
- Leech: Spirit Power increased from +12 to +18
- Siphon Bullets: HP Steal Per Bullet increased from 45 to 50
Spirit Items
- Extra Spirit: Spirit Power increased from 9 to 10
- Ammo Scavenger: Spirit Power Per Soul reduced from 2 to 1
- Ammo Scavenger: Max Stacks increased from 10 to 20
- Withering Whip: No longer grants +50 Health
- Withering Whip: Now grants +100 Bullet Shield
- Withering Whip: Cooldown reduced from 26s to 22s
- Cold Front: Cooldown reduced from 34s to 28s
- Mystic Vulnerability: Fixed it stacking with Escalating Exposure
- Slowing Hex: Slow reduced from 30% to 25%
- Improved Spirit: Spirit Power increased from +23 to +28
- Improved Burst: Max Health damage reduced from 9% to 7%
- Knockdown: Cooldown reduced from 48s to 40s
- Ethereal Shift: Can no longer end it early
- Torment Pulse: Pulse interval is now fixed and does not get reduced with cooldown reduction
- Superior Cooldown: Now grants +100 Spirit Shield
- Escalating Exposure: Spirit Resist On Damage reduced from -15% to -12%
- Escalating Exposure: Amp Per Stack reduced from 6% to 5%
- Escalating Exposure: Duration reduced from 15s to 12s
- Refresher: Cooldown increased from 212s to 230s
- Mystic Reverb: Slow reduced from 50% to 40%
Hero Changes
- Abrams: Base health reduced from 600 to 570
- Abrams: Health per boon increased from 32 to 34 (1048 vs 1046 total)
- Abrams: Fixed shoulder charge sensitivity bugs that allowed you to turn more than intended
- Abrams: Seismic Impact now allows for some very minor movement to help nudge around small objects
- Bebop: Sticky Bomb growth increased from 2.5% to 4% per stack
- Bebop: Sticky Bomb now loses 2 stacks on death
- Bebop: Sticky Bomb now has 15 max stacks
- Bebop: Hook range increased from 25m to 30m
- Bebop: Hook now also hits enemy troopers, killing them instantly
- Bebop: Fixed some cases where Hook would grab players from around corners
- Bebop: Hyper Beam movement slow reduced from 30% to 25%
- Bebop: Hyper Beam duration no longer scales with Spirit Power
- Bebop: Hyper Beam duration increased from 8s to 10s
- Bebop: Uppercut now applies a 15% Fire Rate slow in the landing radius for 5s. Scales with Spirit Power (0.2)
- Dynamo: Quantum Entanglement cooldown increased from 12.5s to 15s
- Dynamo: Quantum Entanglement T3 now also also reduces cooldown by 4s
- Dynamo: Fixed Kinetic Pulse T2 tooltip to clarify that it affects bullets only and not melee damage
- Grey Talon: Arrow cycle time increased from 0.45s to 0.55s (overall dps unchanged)
- Grey Talon: Fixed Rain of Arrows alternate cast causing you to hit the ground soon after cast
- Grey Talon: Fixed Guided Owl colliding with nearby objects during cast
- Grey Talon: Fire Rate no longer scales with Spirit Power
- Grey Talon: Base bullet damage now scales with Spirit Power (0.1)
- Grey Talon: Guided Owl 3s grace period for kill increased to 4s
- Grey Talon: Fixed Guided Owl grace period still requiring that he gets the kill, rather than the target just die
- Grey Talon: Movespeed no longer scales with Spirit Power
- Grey Talon: Base stamina increased from 3 to 4
- Haze: Fixation max stacks increased from 30 to 40
- Haze: Fixation T3 reduced from +0.2 to +0.15
- Haze: Bullet Dance no longer grants +15% Fire Rate
- Haze: Bullet Dance base ability now grants 2 Targets Hit Per Shot
- Haze: Bullet Dance base ability no longer grants +25% Evasion
- Haze: Bullet Dance T3 now grants +40% Evasion and +2 Bullet Dance Speed
- Infernus: Catalyst Damage Amp reduced from 25% to 20%
- Infernus: Catalyst T3 Damage Amp increased from 15% to 20%
- Ivy: Improved default camera position
- Ivy: Take Flight control keys are now similar to Vindicta's
- Ivy: Fixed some issues with control on Take Flight when near a wall
- Lady Geist: Fixed a bug that could cause some units to take more damage than intended with Essence Bomb when multiple targets are hit
- Lady Geist: Life Drain can now be alternate-casted on allied heroes
- Lady Geist: Added double tap accidental protection for Life Drain to help against instant cancellations
- Lady Geist: Malice slow duration reduced from 6s to 4s
- Lady Geist: Malice amp duration reduced from 16s to 13s
- Lady Geist: You can now see how many Malice stacks you have on you as the opponent
- Lash: Base bullet damage reduced from 10 to 9
- Lash: Flog Heal vs heroes reduced from 80% to 70%
- Lash: Flog Heal vs creeps reduced from 30% to 25%
- McGinnis: No longer has +25% Spirit Resist
- McGinnis: Now has +15% Bullet Resist
- McGinnis: Mini Turrets T1 no longer grants +1 charge
- McGinnis: Mini Turrets duration reduced from 30s to 24s
- McGinnis: Mini Turrets cooldown reduced from 30s to 24s
- McGinnis: Mini Turrets health scaling reduced from 30% to 20%
- McGinnis: Mini Turrets recharge time reduced from 5s to 3s
- McGinnis: Mini Turrets cast range increased from 15m to 20m
- McGinnis: Mini Turret damage reduction against troopers/neutrals increased from -40% to -50%
- McGinnis: Mini Turret damage reduction against objectives increased from -60% to -70%
- McGinnis: Fixed Ricochet not bouncing off of Mini Turrets
- McGinnis: Mini Turret spawn time reduced from 1s to 0.25s
- McGinnis: Mini Turret attack delay reduced from 0.35s to 0.2s
- McGinnis: Heavy Barrage radius increased from 4.5m to 5m
- Mirage: Tornado now uses a range for its travel distance instead of a travel duration (scales with range increase)
- Mirage: Enemies that have already been hit by Fire Scarabs now let the next scarab projectile pass through them
- Mirage: Djinn's Mark base damage reduced from 16 to 12
- Mirage: Djinn's Mark scaling from spirit power increased from 0.4 to 0.55
- Mirage: Djinn's Mark reveal duration increased from 2s to 3s
- Mirage: Traveler now causes your camera to move to the destination during the channel
- Mirage: Traveler T1 is now "+2 m/s" (was -20s cd)
- Mirage: Traveler T2 is now "-30s cd" (was +2 m/s)
- Mirage: Traveler T3 fire rate increased from 20% to 30%
- Mo & Krill: Combo T1 now grants +30% Bullet Resist While Channeling (no longer grants -28s CD)
- Mo & Krill: Combo cooldown reduced from 95s to 75s
- Paradox: Bullet growth per boon increased from 0.33 to 0.45
- Paradox: Time Wall bullet duration reduced from 1s to 0.7s
- Paradox: Fixed Time Wall not being spawned when looking down while casting
- Paradox: Paradoxical Swap cooldown increased from 48s to 65s
- Paradox: Paradoxical Swap range reduced from 30m to 25m
- Paradox: Paradoxical Swap T1 now reduces cooldown by 15s
- Paradox: Paradoxical Swap T3 now increases range by 20m
- Paradox: Pulse Grenade radius reduced from 7m to 6m
- Paradox: Pulse Grenade Damage Amp per Stack increased from 5% to 6%
- Paradox: Pulse Grenade T3 no longer increases Damage Amp by 2%
- Paradox: Pulse Grenade T3 now also increases the radius by 1m per pulse
- Pocket: Shotgun falloff start reduced from 22m to 16m
- Pocket: Enchanter's Satchel damage now respects line of sight
- Pocket: Enchanter's Satchel now shows an aoe indicator for Pocket while channeling
- Pocket: Affliction DPS Spirit Power scaling reduced from 0.4 to 0.34
- Pocket: Barrage radius reduced from 6.5m to 4.5m
- Pocket: Barrage T3 now also increases radius by 2m
- Seven: Base regen increased from 1.5 to 3
- Seven: Movespeed scaling with Spirit Power reduced from 0.028 to 0.02
- Seven: Lightning Ball T3 increased from +1m to +2m
- Shiv: Slice and Dice Spirit damage scaling increased from 1.2 to 1.3
- Shiv: Slice and Dice T1 improved from -3.75s to -4s
- Shiv: Rage decay rate reduced from 0.35 to 0.25
- Shiv: Rage buffer duration increased from 7s to 12s (how long it stays before starting to decay)
- Vindicta: Reverted recent falloff damage changes
- Vindicta: Fall off increased from 58m (default) to 64m
- Vindicta: Bullet damage growth per boon reduced from 0.79 to 0.55
- Vindicta: Flight duration no longer scales with Spirit Power
- Vindicta: Flight T2 now increases flight duration by 6s
- Vindicta: Flight bonus move speed above base now scales at 50% effectiveness
- Vindicta: No longer has -10% base bullet resist
- Vindicta: Health growth per boon reduced from 20 to 15
- Vindicta: Gun cycle time increased from 0.22 to 0.26 (dps rescaled to remain the same, after the above changes are calculated in)
- Vindicta: Stake duration reduced from 2s to 1.75s
- Vindicta: Assassinate bonus souls is now unsecured
- Vindicta: Shooting while flying now has similar speed impact as on the ground
- Vindicta: Flight air acceleration decreased a little
- Vindicta: Crow Familiar % damage no longer affects Mid Boss
- Viscous: Goo Ball no longer triggers on hit effect while in Ethereal Shift
- Viscous: Fixed Superior Stamina dash count not working with Goo Ball
- Viscous: Goo Ball stun duration reduced from 1s to 0.7s
- Viscous: Splatter base damage reduced from 100 to 90
- Viscous: Splatter T2 reduced from +70 to +60
- Viscous: Splatter Spirit damage scale increased from 1.5 to 1.9
- Viscous: Fixed Instant Cast not working for Puddle Punch
- Warden: Alchemical Flask cooldown reduced from 14s to 12s
- Warden: Alchemical Flask damage increased from 55 to 65
- Warden: Alchemical Flask T1 is now +1 Stamina Reduction
- Warden: Alchemical Flask T2 is now +50 Damage
- Warden: Last Stand channel duration reduced from 2.2s to 2s
- Warden: Last Stand range increased from 12m to 13m
- Wraith: Card Trick spirit scale reduced from 1.2 to 1.1
- Wraith: Card Trick generation via melee reduced by 50%
- Yamato: Power Slash cooldown increased from 8.5s to 10.5s
- Yamato: Power Slash T2 now also reduces cooldown by 2s
- Yamato: Shadow Transformation no longer grants you bullet and spirit resist
- Yamato: Shadow Transformation duration reduced from 4.5s to 4s