Deadlock

Deadlock

update
[ General ]

- Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes.

- Wave interval increased from 25s to 30s (bounty values adjusted by the same ratio)
- Guardians attack range reduced from 38.1m to 35m
- Guardians melee attempt range reduced from 6.1m to 5m
- Guardians melee damage range reduced from 8m to 7m
- Players can no longer Parry troopers
- Medic Trooper: Heal no longer has charges (was 3)
- Medic Trooper: Cooldown reduced from 35s to 6s (this was the previous setup before)
- Medic Trooper: Fixed healing sometimes not functioning on bounce when there are walls nearby
- Troopers will no longer aggro to you when you shoot them while they are attacking a Guardian

- Urn now reveals you immediately
- First urn is now considered for comeback mechanics (15% NW delta)
- Urn now has a visual indication on the model to indicate if its a side favored pickup
- Urn will no longer wait indefinitely for someone nearby to pick him up. He'll ignore loiterers after 20 seconds in aggregate and start running back home
- Fixed Debuff Resistance affecting Urn pickup time

- Heavy Melee Cancel momentum is significantly reduced



[ Trooper AI Fixes ]

- Melee troopers will no longer see and follow players around corners and through veils
- Smoothed out trooper navigation in some spots of the map where they need to drop down
- Troopers that are attacking shrines are no longer distracted from their task by distant enemy troopers
- Troopers now know to cross the base and attack the other shrine once their near one is defeated
- Fixed a bug where troopers would rapidly change targets when multiple enemies are in range
- Fixed a bug where troopers would fidget with their facing direction when walking without a target
- Fixed a bug where troopers would fear really steep stairs
- Fixed a bug where troopers would flash their targeting flare at the targeted player every time they came into camera or line of sight



[ Items ]

- Hollow Point Ward: Spirit Shield reduced from 95 to 70
- Hollow Point Ward: Weapon Damage reduced from 20% to 18%
- Healing Rite: Total HP Regen reduced from 370 to 350
- Healing Rite: Cooldown increased from 64s to 70s
- Healbane: Heal on kill changed from 350 to 275
- Enchanter's Barrier: Reduced from 300 to 250
- Combat Barrier: Reduced from 325 to 275
- Divine Barrier: Cooldown increased from 30s to 40s
- Restorative Locket: Range to gain charges reduced from 50m to 35m
- Restorative Locket: Heal per stack reduced from 32 to 30
- Debuff Reducer: Health reduced from 125 to 75
- Debuff Reducer: Debuff Reduction reduced from 28 to 24%
- Fortitude: Weapon Damage reduced from 27% to 23%
- Fortitude: Out of combat time increased from 10s to 13s
- Phantom Strike: Cooldown increased from 26s to 30s
- Spirit Strike: Spirit Resist Reduction reduced from 12% to 8%
- Decay: Health Regen reduced from 1.5 to 1
- Decay: Spirit Power reduced from +7 to +4
- Decay: Cooldown increased from 33s to 36s
- Knockdown: Now removes all momentum and brings heroes straight down
- Ethereal Shift: Moved from Tier 3 to Tier 4
- Ethereal Shift: Can now be canceled early
- Ethereal Shift: Duration increased from 3.5s to 4s
- Ethereal Shift: Max speed during activation increased from 2m/s to 3m/s
- Echo Shard: Cooldown increased from 21s to 23s



[ Heroes ]

- Bebop: Base stamina reduced from 3 to 2
- Bebop: Base regen reduced from 3 to 1.5
- Bebop: No longer gains +1% Spirit Resist Per Boon

- Calico: Base ammo reduced from 12 to 9
- Calico: Gun damage growth reduced by 25%
- Calico: Gloom Bombs T1 and T2 swapped

- Grey Talon: HP regen reduced from 2.5 to 1.5
- Grey Talon: Move Speed spirit scaling reduced from 0.025 to 0.014
- Grey Talon: Charged Shot damage reduced from 100 to 90
- Grey Talon: Charged Shot spirit scaling reduced from 1.6 to 1.2
- Grey Talon: Charged Shot T3 spirit scaling increased from +0.9 to +1.3

- Haze: Sleep Dagger now causes the target to be unable to slide while drowsy
- Haze: Sleep Dagger T2 now also reduces Stamina Regeneration by 60% for 6s
- Haze: Bullet Dance Fire Rate increased from +30% to +35%
- Haze: Bullet Dance T2 increased from -40s Cooldown to -50s

- Holliday: Base gun damage reduced from 29 to 26
- Holliday: Gun damage growth increased from 1.53 to 1.72
- Holliday: Lasso bonus bounce pad duration reduced from 1.5 to 1s
- Holliday: Fixed being able to Heavy Melee while casting Lasso

- Ivy: Headshot hitbox is smaller now (no longer includes the ears)
- Ivy: Fixed visibility issues with Air Drop

- Kelvin: Base Spirit Resist reduced from 15% to 0
- Kelvin: Now gains +1% Spirit Resist per boon
- Kelvin: Base Sprint reduced from 2 to 1.5
- Kelvin: Frozen Shelter cooldown increased from 130s to 140s
- Kelvin: Frozen Shelter T2 Cooldown increased from -40s to -50s

- Lady Geist: Fixed some cases where Life Swap did not work

- Lash: Ground Strike base damage reduced from 90 to 75
- Lash: Death Slam lock-on time increased from 0.6s to 0.7s

- McGinnis: Mini Turrets tracking speed increased by 15%
- McGinnis: Mini Turrets bullet velocity increased by 10%
- McGinnis: Mini Turrets T3 now also increases duration by 18s

- Mirage: Base Health reduced from 550 to 500
- Mirage: Djinn's Mark T1 slow reduced from 80% to 60%
- Mirage: Fire Scarabs Bullet Resist Reduction reduced from -10% to -8%

- Mo & Krill: Burrow T2 reduced from +140 Damage to +100
- Mo & Krill: Burrow spirit scaling increased from 1.4 to 1.7
- Mo & Krill: Combo DPS reduced from 60 to 40
- Mo & Krill: Combo spirit scaling increased from 1.1 to 1.3

- Paradox: Kinetic Carbine T2 reduced from -10s Cooldown to -8s

- Pocket: Base bullet damage reduced from 4.5 to 3.9
- Pocket: Bullet damage growth increased from 0.28 to 0.32
- Pocket: Enchanter's Satchel damage reduced from 100 to 70
- Pocket: Enchanter's Satchel T2 damage increased from +80 to +110

- Seven: Storm Cloud lightning bolt damage reduced from 150 to 100
- Seven: Storm Cloud lightning bolt radius increased from 6m to 7m

- Sinclair: Bullet damage reduced from 23 to 20
- Sinclair: Fixed Rabbit Hex Damage Amp not affecting allied damage
- Sinclair: Rabbit Hex Damage Amp reduced from 25% to 15%
- Sinclair: Rabbit Hex Damage Amp spirit scaling reduced from 0.1 to 0.06
- Sinclair: Rabbit Hex T3 now also increases Damage Amp by +5%
- Sinclair: Rabbit Hex Move Speed increased from 15% to 22%
- Sinclair: Rabbit Hex no longer deals 80 damage
- Sinclair: Vexing Bolt min damage reduced from 75 to 65
- Sinclair: Vexing Bolt max damage reduced from 150 to 130

- Vindicta: Crow Familiar Cooldown increased from 26s to 28s
- Vindicta: Crow Familiar T3 Spirit and Bullet Resist Reduction reduced from -12% to -8%

- Warden: Base health increased from 550 to 575
- Warden: Base regen increased from 2 to 3
- Warden: Fixed Phantom Strike and Warp Stone working through Binding Ward capture
< >
Showing 1-15 of 22 comments
Makadi Apr 17 @ 7:28pm 
nice
Nice to see updates. Any chance we can get like a skill tree load out to spec into 1 of the 3 categories of items for characters before round starts. Lets say I wanna play spirit bebop or atk dmg bebop and i choose to play spirit and load a spirit tree for the round. Next round I want to do atk dmg and load atk dmg tree. This would make it so we can enjoy the game playing the way we want and not having to all go full atk dmg or full spirit because old meta was mostly spirit then it got nerfed and its now focused on atk dmg.
im so pissed about heavy melee cancel it was my favorite move in the game if you play any character that doesn't have a lot of movement it was a godsend. seriously i just got back into playing Abrams and melee ivy why did they do this!!!
Originally posted by Entiecrafter:
im so pissed about heavy melee cancel it was my favorite move in the game if you play any character that doesn't have a lot of movement it was a godsend. seriously i just got back into playing Abrams and melee ivy why did they do this!!!
yeah it was fun to play around with
also bebop needs setback 3 stamina
Sir_Concis Apr 18 @ 12:36pm 
troll update ? 2 month for the same things we had every 3 weeks ?? ..
we waiting this so much.. Talon still extremely powerfull thats not normal for real .. wall jump still bug.. 2 month for real ..
Last edited by Sir_Concis; Apr 18 @ 12:53pm
Originally posted by Entiecrafter:
Using Heavy Melee Cancel feels great, but having to deal with it turns out to be awful.
Not because Abrams could run you down, which he could, but the tech can be too risky to use for launching surprise attacks because he could end up throwing himself into the whole enemy team alone.
It was good for escapes. Way too good. There's no case where the call to escape surprises you, no hidden ambush, no enemy response that can interfere, you just fly off at mach speed and you're gone and safe.
While it is available to all characters to use, not many characters commit to the items needed for it to work, because the items aren't that useful for them besides the cancel. Abrams was the only character that could reasonably pick up those items every single game in any build, while just about every other character needed a really good excuse to buy in.

If it isn't crushed, it will still be good enough to use in escapes, just not as good.

Originally posted by Sir_Concis:
troll update ?
I like Talon, so I wont complain about that, but yeah, it's mostly just balance changes, which is unfortunate.
The economy changes are the interesting part, I want to know what this looks like. They tried something similar in the 4lane map, so it has me a bit confused as to what they're trying here.
I want them to get Yamato and Warden character models done, but art passes aren't priority in early dev, so who knows when they'll come around.
Thank goodness bebops can't dash 3 times towards you bomb you and uppercut than walk away resisting and healing all ur bullet dmg anymore
Originally posted by CheeseEnjoyer776:
Thank goodness bebops can't dash 3 times towards you bomb you and uppercut than walk away resisting and healing all ur bullet dmg anymore
Of the balance changes, this one is the smartest one. Rather than try to nerf hook or damage, or nerf how his stacks build, they make it harder for him to stack by taking stamina off of him. It's neat, because he's already very fast with his high sprint speed. The regen change is probably just to make poke damage against him stick more easily, because trying to make damage stick against beb is asking to be hooked.
The Sinclair changes are to compensate for a bugfix when the weaker hex we had turned out to be beefy as is, which is funny.

Originally posted by {disaster} Take:
The economy changes are the interesting part, I want to know what this looks like. They tried something similar in the 4lane map, so it has me a bit confused as to what they're trying here.
I now know what these changes are, and a few small things I've noticed in just a couple of matches:
A single Hero now gets (just under?) twice the value of each troop. If you and your lane partner are crushing, you can detour to snag a small camp, or even rotate to gank early, but I don't know how worth it pre-8 minute ganks are to be honest. The camp is free for some characters though.
A poor guy who's lane partner D/Cs for two minutes gets A TON of souls, provided they don't get denied constantly.
What's most realistic of all is a dead teammate having less impact on the team's total soul count pre-8 minutes, since the guy in lane left alive still gets to try and soak. They probably felt that parrying waves was too forgiving for the dead teammate or something, or maybe they didn't want players to feel the need to do that and risk dying, but in any case, it's ok to just blast the wave if a teammate dies now.
It also lets a 'support' character backing up to buy, or stay hidden to try for a possible kill, without having to worry about soul share, as their teammate gets to soak the wave in that short time the teammate is hidden.
It's small math stuff, feature of life stuff, so nothing too meta changing from what I can tell, but I'm blind as a bat when it comes to meta, so who knows, maybe some 19 y/o genius kid will come up with something.
IN SHORT: It's not what they did back on the 4lane map.
Stop nerfing Bebop to the ground wvery patch wtf...
Originally posted by S7.RainbowDash:
Stop nerfing Bebop to the ground wvery patch wtf...
He can still Hook enemies through walls and from behind cover, I checked.
They also did not touch his damage. This change mostly targets his lane presence, being that he could just roll up at people with a bomb vest on and pop for up to two stacks every time it was off cooldown. Reminder that if he did that, he could literally feed and still win lane by double-one-shotting his lane opponents when he got bored.
So yeah, in short, this change translates in plain English to "You now have to actually land hooks on enemies if you want to get stickybomb stacks".

Beep hate is funny as hell, I love Beepbop for how mad he makes people.
Originally posted by {disaster} Take:
Originally posted by S7.RainbowDash:
Stop nerfing Bebop to the ground wvery patch wtf...
He can still Hook enemies through walls and from behind cover, I checked.
They also did not touch his damage. This change mostly targets his lane presence, being that he could just roll up at people with a bomb vest on and pop for up to two stacks every time it was off cooldown. Reminder that if he did that, he could literally feed and still win lane by double-one-shotting his lane opponents when he got bored.
So yeah, in short, this change translates in plain English to "You now have to actually land hooks on enemies if you want to get stickybomb stacks".

Beep hate is funny as hell, I love Beepbop for how mad he makes people.
he cant "Hook enemies through walls" stop coping and spread misinformation
Last edited by Activison; Apr 20 @ 6:51pm
Originally posted by Activison:
he cant "Hook enemies through walls" stop coping and spread misinformation
Not cope, I've done it, that's how I found out.
You can straight up just hook through guardians and walkers, too, but I think that's intentional.

Bepbob is legit a great character, I'm not joking. Hook is a really good measure of how good you are - if you miss the hook, get better at throwing out hooks, the more hooks you land the better you are, it's easy to tell when you're improving and where to improve.
His bombs make him dangerous to be close to, even if his duel power is technically weaker than other characters, they help clear waves and can be slapped on a troop to act like a pipe bomb to throw at enemies hiding from his hook.
If all else fails, Hyper Beam is just good all on it's own, and Bebop is usually in a position to use it to full effect anyway, hanging back looking for hooks.
There's counterplay, and counter-counterplay, playing against him is never brainless, and playing as him is hard.
Last edited by {disaster} Take; Apr 21 @ 10:26am
Seiro Apr 21 @ 11:36am 
Originally posted by {disaster} Take:
Not cope, I've done it, that's how I found out.

Yeah, he most certainly can. You'll get pulled through some walls, and other's you'll just get stuck on. Either way, it's broken and primarily due to the dev team being complete trash.
Originally posted by Seiro:
Yeah, he most certainly can. You'll get pulled through some walls, and other's you'll just get stuck on. Either way, it's broken and primarily due to the dev team being complete trash.
Now I wouldn't go as far as to call the devs trash, but I do still think it's funny.
< >
Showing 1-15 of 22 comments
Per page: 1530 50