Fixed haze smoke bomb loop not playing for teammates
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 岚梦 by saying "you are perfection, 岚梦", the Amber Hand would say "岚梦 will dance, and they will fall")
Fixed 子弹之舞 sometimes freezing your client
Using items during 烟雾弹 no longer breaks invisibility
烟雾弹 cooldown reduced from 37s to 30s
烟雾弹 T1 changed from -14s to +6 Invis Sprint Speed
烟雾弹 T2 changed from +6 Invis Sprint Speed to +15% 子弹回复 for 8s
烟雾弹 T3 changed from +30% 子弹回复 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)
锁定 damage vs objectives reduced by 30%
子弹之舞 Bonus Damage changed from +5 Bullet Damage to +6 Spirit Damage (with 0.1 Spirit Scaling)
Mini Turrets health no longer scales with your hero's health.
Mini Turrets Spirit Resist reduced from 70% to 30%
Mini Turrets base health increased from 75 to 150 (roughly same overall health as previous start of game)
Mini Turrets now gain +20 Health per Boon
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)
Fixed Mini Turrets dying causing you to lose sprint
Mini Turrets cycle time reduced from 0.5 to 0.25 (DPS unchanged)
Mini Turrets bullet velocity increased from 406 to 500
Removed redundant Replay keybinds (now shares with Spectating)
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.
Removed stairs up to the Radio Station interior from the underground Teleport Station
Removed the cosmic veils from the entrances of the connection corridor
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
Remover: Active buff duration on purge increased from 3s to 4s
Remover: Purging a debuff now also heals you for 10% Max HP
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"
Stamina: Now grants +75 Health
Stamina: Now increases Wall Jump count by 1 as well
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% 元灵吸收 (component passive), and +150 Health.
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)
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 毒弹)
Snatch: Requires 大伤元气. 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/ )
Surge: Requires 动能冲刺. 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.
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.
Related to the above, both patrons will now call out the Greenwich/Green Lane objectives specifically when they are destroyed
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%)
Middle Lane 行者 HP increased from 5800 to 8000 (side walkers HP is 5175)
Patron Laser now also deals 3% Max HP DPS
Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 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
Moved rooftop neutral camps on Amber Yellow and Sapphire Purple to rooftops closer to the Guardian
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
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.
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.
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.
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.
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.
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).
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.
If you prefer playing with only solos, there is a convar (mm_prefer_solo_only true) you can use.
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.
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
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..
Low priority games now require wins to count
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
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
The through-wall ally silhouette health bars are now more accurate
Optimized lighting in the map for better rendering performance
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
Revised Casting bridge buff loop
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
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 疗伤幽灵 to improve visibility
沙暴 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 死亡猛击 (only shows for allies)
Fixed 震撼大地 preview cone visual to be more accurate
Updated
Updated
Updated
Updated
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
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
Steam Input support
Fixed Controller binds not working when the same Keyboard binds were empty
Fixed Show Scoreboard glyph in Sandbox Mode UI
Hero Kill souls decreased from 175->2000 to 175->1600 (from 0 min to 45 min)
行者 Laser now also deals 2% Max HP DPS
行者 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)
Flex Slot changed from All Shrines to 1 Shrine and 2 Base 守卫者
Respawn time curves changed from happening at 17/30 minutes for 40s/70s respawn to 20/40 minutes
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%)
Powerups now start weaker and grow stronger (from 10 minutes to 40 minutes)
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
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
Added a truck to climb up into the interior bridge area at the Port Authority and Jazz Club buildings
View attachment truck_update.mp4
Moved stairs up from the central canal to the Radio Station interior closer to the inner lanes
Redesigned Radio Station interior to be more open
View attachment canal_update.mp4
Moved connection corridor between Inner and Outer lanes (Amber Yellow and Sapphire Purple) to be farther from the base entrances
View attachment connection_update.mp4
View attachment armory_update.mp4
View attachment teleporter_update.mp4
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
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)
Grey
Talon: 箭雨 T3 reduced from 50% Lifesteal to 40%
Soul
Active
Heroic
Toxic
Bullets: Healing Reduction reduced from 65% to 50%
Vampiric
Lifesteal: Lifesteal reduced from 20% to 18%
Lifesteal: Lifesteal reduced from 28% to 26%
Restorative
Locket: Regen per stack reduced from 35 to 32
Lifesteal: Lifesteal reduced from 23% to 22%
Rapid
Rounds: Fire Rate increased from 10% to 11%
Monster
Rounds: Bonus Health reduced from 50 to 30
Soul
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%
Glass
Lucky
Lucky
Reactive
Return
Debuff
Debuff
Divine
Divine
Barrier: No longer grants +1 Sprint
Healing
Nova: No longer has +6% Ability Range
Debuff
Debuff
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
Superior
Majestic
Phantom
Ammo
Scavenger: While at max stacks you gain +2 Sprint
Withering
Whip: Cooldown reduced from 18s to 15s
Improved
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
Rapid
Recharge: Time between charges reduced from 65% to 60%
Knock
Mystic
Slow: Now grants +1 Sprint
Mystic
Slow: Health increased from 140 to 160
Torment
Diviner's
Diviner's
Kevlar: Now grants +7% Ability Duration
Echo
Shard: Cast delay reduced from 0.3s to 0.25s
Mystic
Grey
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: 遥控夜枭 camera now returns more quickly when the Owl collides very far away