Deadlock Shop Rework Update Patch Notes: Item Changes, Map Revamp, and More

Let me be honest—no matter how far I stray from Deadlock, a new update always pulls me right back in. Whether it’s a revamped item shop or fresh gear to try out, each patch brings something exciting to the table. The game’s still in development, but it’s constantly evolving, and we get to be part of that ride. So, let’s dive into the latest Deadlock shop rework patch notes and break down all the changes in this patch.

Deadlock Item Shop Gets a Massive Rework

The Deadlock item shop has undergone a full rework, introducing a stack of new items alongside significant structural changes. Item slots are now universally applicable, breaking away from tree-specific limitations, though the total number of slots has been reduced from 16 to 12. A welcome addition is the discounting of item costs based on owned components.

Visually, every item icon has been refreshed with new artwork. The mechanics of tier bonuses have also been revamped, shifting from a per-item basis to a system based on total spending within a tree, with a non-linear progression that encourages investment across multiple trees rather than deep specialization in one. Furthermore, several item names in the Curiosity Shop have been updated, and a helpful visual cue has been implemented: items now glow when an upgrade is available for purchase.

  • Deadlock new weapon item shop tab
  • Deadlock new vitality item shop tab
  • Deadlock new spirit item shop tab

Enhanced Build Authoring

The way you craft your hero’s progression has been revolutionized! The Deadlock item shop rework update patch brings big changes to how you make a build.

  • Introducing the Fullscreen Build Browser: Say goodbye to the old Build Browser! A brand-new, dedicated full-screen UI provides an immersive and intuitive experience for exploring and managing builds.
  • Instantly Capture Opponent Strategies: Analyze your enemies like never before! After a match, hovering over a player now reveals a “Create Build” button. Clicking it instantly generates a local, unpublished build based on their item purchases (including imbue targets and sell order), allowing you to dissect their choices.
  • Communicate Your Vision with Build Tags: Express the essence of your build with the new build tag system. Assign up to three tags (icons with descriptions) to concisely convey your build’s theme – from core focuses like Weapon, Spirit, or Vitality, to strategic nuances like complexity or melee focus. Hero ability icons and included item icons can even be used as tags! Builds without tags will not appear in public search results, encouraging creators to define their strategies.
  • Guide Your Purchases with Suggested Imbues: Planning your item progression is now more precise. You can designate a suggested imbue target for items within your build. When using Quickbuy, this target will be automatically selected, and during normal purchases, it will be highlighted in the imbue popup.
  • Automated Item Management with Sell Priority: Never miss a crucial purchase due to a full inventory again! Assign a sell priority (1-100) to items in your build. When using Quickbuy with a full inventory, the item with the lowest sell priority will be automatically sold to make space.
  • Tailor Your Quickbuy with Optional Categories: Build categories can now be marked as “Optional.” These categories will be visually distinct in the build UI and will not be automatically added to your Quickbuy queue, offering greater control over your early game purchases.
  • Intuitive Build Editing: The build editor has been streamlined with a dedicated left-side panel for editing properties of selected items and categories. This replaces cumbersome right-click menus for tasks like adding annotation notes and setting imbue targets. Removing items is now as simple as dragging them out of the category UI.

A Redesigned Quickbuy

Quickbuy is a fairly new mechanic in Deadlock, but the item shop rework update is changing it further. Purchasing your items in the heat of battle is now faster and more intuitive!

  • Expanded Quickbuy Queue: A new, larger Quickbuy queue UI now sits conveniently next to the shop. This allows you to easily view, remove, and reorder items in your purchase plan.
  • Effortless Queue Management: Quickly queue your entire selected build with a single button, or clear your Quickbuy queue instantly when your strategy shifts.
  • New Default Hotkey: The Quickbuy hotkey has been changed from ‘Shift+B’ to the more accessible ‘G‘.
  • Automatic Build Queuing: Customize your experience with a new option to automatically queue your selected build at the start of each match, ensuring you’re always on your planned path.
  • Reliable Purchases: Numerous underlying bugs that previously caused Quickbuy failures have been resolved, leading to a smoother and more dependable shopping experience.

Base and Map Updates

Prepare to navigate a significantly altered landscape with a completely new base design and extensive revisions across all areas of the map! Here are all the massive map changes coming to Deadlock with the item shop rework update:

  • Completely Reworked Base Design: Experience entirely new layouts for both the Amber and Sapphire bases, featuring distinct industrial and museum exteriors respectively (with a shared, temporary round interior with a high-domed ceiling).
  • Dynamic Patron Area: Witness the dramatic transformation of the Patron Throne as it descends into the ground to form the final, climactic Patron area.
  • Consolidated Pathways: The two ventilation tunnels leading to the Patron area have been merged into a single, more direct route.
  • Relocated Shrines: Shrines have been moved closer to the player spawn area and nestled into alcoves for easier access and defense.
  • Rethought Mid Lane Entrances: Hallways at the Mid Lane base entrances are now rooms with ropes providing access to the high ground, creating new tactical opportunities.
  • Improved Spawn Area Navigation: Side passages from the player spawn to the Shrines now feature curved stairs for smoother movement.
  • Expanded Base Frontage: Increased areas in front of the Mid Lane base entrances offer more space for maneuvering and engagements.
  • Strategic Juke Spots: New Juke Closets have been added inside the base entrances, providing crucial escape routes and ambush points.

Mid Lane Laning Area

  • Lowered corner buildings with Mid Boss access.
  • Extended the Mid Boss rope to the rooftops of these lowered buildings.

Mid Lane Walker Arena

  • Redesigned Boutique.
  • Expanded the rooftop to the back wall.
  • Raised the building separating the Boutique and the base.
  • Created a continuous interior from the jungle to the Walker.
  • Stairs now dip down into the building.
  • Added a high building archway behind the Walker.
  • Increased the window size in the covered hallway between the Walker and the jungle areas.

Outer Lane Walker Arena (Amber Park and Sapphire York)

  • Removed skybridges below the base-side ziplines.
  • Removed the pedestrian bridge between the Walker and the Guardian.
  • Reduced the width of the street leading from the Guardian.
  • Added a defender-side catwalk connecting to the catwalk behind the Walker.
  • Added an awning in front of the Cultural Center.
  • Changed the Cultural Center interior path to connect to the defender-side catwalk.
  • Removed the high ground side entrance to the exterior interior hallway.
  • Centered the bounce pad exiting the interior hallway between the Walker and the Guardian.

Bull/Bear Jungles

  • Added a rope for jungle-side rooftop access.
  • Removed wall shrubs on the jungle side.
  • Removed zap triggers on the rooftop.
  • Added breakable crates on the roof.
  • Lowered the tower building across from the jungle connection area.
  • Lowered the rooftop of the Clinic/Law Office (next to the Bear/Bull statues).
  • Connected the Clinic/Law Office rooftop to the lowered roof leading to Mid Lane.
  • Lowered one side of the building beside the Fish Market/Nursery.
  • Added a Juke Closet off the lowered rooftop.
  • Added breakable crates to all newly lowered rooftops.
  • Moved and rotated delivery trucks, separating neutral camps.

Juke Closets

  • Increased the size of Juke Closet doorways.

Breakable Crates

  • Replaced wooden crates with a new design and shader.

Art Pass

Significant visual enhancements have been applied to numerous structures, including: Skybridges, Pedestrian Bridges, Department Store, Chapel, Bell Tower, Apartment Complex, Speakeasy, Gallery, Interiors, Broadway Storefronts, Nightclub, and Theater.

Miscellaneous Map Changes

  • Increased the size of all doorways entering interior spaces.
  • Removed the veils below the old Power-Up bridges.
  • Removed the sign on top of the Theater.
  • Added collision to chimney pipes.
  • Raised the interior ceiling of the Radio Station/Apartment Complex on outer lanes next to the T1 Shops.
  • Removed columns inside the Radio Station/Apartment.
  • Added lights to the Radio Station/Apartment interiors.
  • Removed the veil at the front of the Dept Store/New York Oracle.

Soul Orb Change in Deadlock Item Shop Rework Update

The mechanics of Soul Orbs have been refined for clarity and reliability.

  • Ammo Restoration: Claiming a Soul Orb now replenishes your ammunition.
  • Improved Claim Reliability: Soul orb claims are now more robust, even with momentary network fluctuations.
  • Clearer Visual Communication: Visual effects have been reworked to distinctly indicate when orbs are claimable or about to expire.
  • Responsive Client Feedback: Shooting a soul orb before it grants souls now provides clearer feedback.
  • Manual Claiming: Soul orbs no longer automatically claim upon world collision, requiring player interaction.

Game Feel and Optimization

The item shop rework update changed Deadlock’s feel and overall optimization. Experience smoother gameplay and improved responsiveness.

  • Smarter Targeting: Unit targeting logic has been improved for more accurate and intuitive selections.
  • Smoother Networking: A new method has been implemented to mitigate player jitter caused by less-than-ideal network conditions.
  • Stabilized UI Elements: Jittery motion for in-world UI elements like targeting indicators and ziplines has been fixed.
  • Fairer Hit Registration: Hit registration accuracy has been improved between players with varying ping, both during ability use and when shooting troopers.
  • Accurate Melee Range: A rare bug causing incorrect melee hit ranges on the server has been resolved.
  • Stable Rope Climbing: Various scenarios causing networking-related jitter while climbing ropes have been addressed.
  • Reduced Zipline Jitter: Misprediction-related jitter while ziplining near other players has been minimized.
  • Improved Zipline Cornering: Issues causing stuttering when navigating corners on ziplines have been fixed.

Major Movement Changes In Deadlock Shop Rework Update

Movement options have been expanded and refined, offering greater control and new possibilities.

  • Enhanced Wall Jump Control: Air Acceleration has been increased at lower speeds to provide more responsive Wall Jump controls.
  • Variable Wall Jump Launch: The kick-away speed from a Wall Jump now dynamically adjusts based on your movement input relative to the wall (towards, away, or neutral).
  • Consistent Ledge Mantling: Fixed instances where mantling ledges to the side of your Wall Jump direction was impossible immediately after a Wall Jump.
  • Precise Air Dash Control: Improved control over air dashes performed directly after a Wall Jump.
  • Adjusted Wall Jump Fatigue: Wall Jump fatigue now only affects vertical launch and recovers faster (1.25s instead of 2s), encouraging lateral leaps while limiting excessive vertical chaining.
  • Ground Melee Fix: Using melee on the ground no longer incorrectly triggers Wall Jump fatigue.
  • Multi-Wall Detection: Wall detection for Wall Jumps now considers all walls within a small radius, not just the last one touched.
  • Corner Boosting Mitigation: Changes to Wall Jump behavior have slightly reduced the effectiveness of “Corner Boosting.”
  • Controlled Wall Sliding: While Wall Sliding, a terminal velocity is now in effect for vertical speed, effectively canceling out gravity at -600u/s.
  • Mantle Glide: Holding Crouch or Crouch Toggle while exiting a Mantle now grants a small speed boost, allowing for a sliding exit.

Camera Upgrades and Miscellaneous Gameplay Adjustments

  • Ceiling Collision Fixes: Addressed various camera clipping issues when characters pushed the camera into ceilings in specific situations (e.g., Vindicta & Abrams’ Ultimates).
  • Dynamic Transparency: Characters, Guardians, Walkers, and Shrines will now fade to a minimum transparency level as they get too close to the camera, improving visibility.
  • Soft Camera Collision: The camera now anticipates approaching walls from behind and to the right, resulting in smoother camera movements and transitions in tight spaces.
  • Revised Flex Slot Unlocks: The third flex slot now unlocks upon killing two Walkers (instead of all Walkers), and the final flex slot unlocks upon killing base guardians (instead of base guardians and the shrine).
  • Increased Starting Souls: Players now begin matches with 400 souls.
  • Rebalanced Boons and Spirit: The boon reward schedule has been adjusted with more levels, and Spirit is now also gained per boon. Hero stats, abilities, and items have been rebalanced to account for these Spirit changes.
  • Adjusted Objective Health: Objective health values have been tweaked in conjunction with the shop’s damage value changes.
  • Barrier Rework: Shields have been replaced with Barriers, which are no longer multiple damage types and now interact normally with resistances.
  • Reduced Comeback Values: Hero kill comeback values have been reduced by 15%.
  • Losing Team Soul Bonus: The losing team now gains up to 25% more souls from troopers, neutrals, vaults, and objectives based on their networth deficit (scaling up to a 20% max bonus beyond a 3k networth difference).
  • Zipline Boost Adjustments: Zipline Boost speed reduced from 130% to 80%, and the cooldown increased from 280s to 360s. Ziplines now glow when a boosted player is on them.
  • Zipline Walker Node Repositioning: When a Walker is contested, the last active defending zipline node is now located behind the Walker instead of directly on top.
  • Slightly Reduced Zipline Dismount Momentum.
  • Trooper Bounty Redistribution: Trooper bounty split adjusted to 100/60/30/20/15/11% (from 100/60/35/25/20/16%), reducing the economic impact of large groups.
  • Side Walker Health Reduction: Side Walkers’ HP relative to Mid Walkers changed from -22% to -40%.
  • Reduced Walker Stomp Height: The height of Walkers’ Stomp ability decreased from 9m to 6m.
  • Increased Backdoor Protection Range: Backdoor protection range check increased by 5m for Walkers and 10m for Base Objectives.
  • Increased Walker Attack Range: Distance to attack walkers increased from 32.5 to 35.
  • Earlier Powerup Spawn: Powerups now spawn at 5 minutes instead of 10 minutes.
  • Earlier Breakable Spawn: Breakables now spawn at 2 minutes instead of 3 minutes (respawn timer remains 3 minutes).
  • Increased Breakable Soul Chance: Soul Breakables chance increased from 50% to 60%.
  • Increased Breakable Gold Chance: Golden Statue breakables chance increased from 40% to 50%.
  • Minimap Powerup Indicators: The minimap now displays the type of powerup spawned.
  • Instant Teleporters: Teleporters are now available at the start of the game instead of at 8 minutes.
  • Dynamic Walker Resistance: Walkers’ Resistance based on nearby enemies adjusted from 0/8/16/24/32/40% to 0/0/20/30/40/50%.
  • Reduced Walker Aura Resistance: Bullet and Spirit Resistance for being near a Walker reduced from 25% to 15%, and the radius decreased from 35.5m to 32m.
  • Increased Neutral Bounties: Neutral bounties increased by 6%.
  • Increased Healing Turret Damage: Healing area turrets’ damage increased by 20%.
  • Reduced Base Trooper Bounty: Base trooper bounty reduced from 144 to 132.
  • Powerup Adjustments:
    • Powerup Gun: Min Fire Rate reduced from 15% to 12%, Min Ammo reduced from 30% to 20%.
    • Powerup Survival: Min Health reduced from 250 to 200, Min Regen reduced from 0.75% to 0.5%.
    • Powerup Caster: Min Tech Power reduced from 20 to 15, Min CD Reduction reduced from 15% to 12%.
    • Powerup Movement: Min Sprint reduced from 2m to 1.5m.
    • Powerups now scale up from 5 minutes instead of 10 minutes.
  • Diminishing Debuff Resistance: Debuff Resistance now stacks with diminishing returns.
  • Increased Dash Slow Cap: Dash Slow cap increased from -40% to -50%.
  • Upgraded Item Cooldown Sharing: Upgraded items now inherit the cooldown of their consumed components.

General Improvements

  • Updated Default Builds: All default hero builds have been revised.
  • Precise Net Worth Display: Net Worth now displays decimals until 10k (previously 5k).
  • Consistent Targeting Visuals: All positive targeting AOEs now use consistent visual effects.
  • Laning Phase Trooper Visibility: Troopers are now visible through walls during the laning phase, replacing the HUD icon and health bar.
  • Ally Health Bar Visibility: Ally health bars are now visible through walls in addition to X-ray.
  • Nearby Creep X-Ray Through Walls.
  • Hero Outlines: Added outlines to hero shaders for improved visual clarity.
  • Updated Tutorial Videos: Minor updates to the “Getting Started” tutorial videos reflect the three lanes and the removal of trooper last hits.
  • Corrected Damage Report Information: Fixed the name of the Temple Guardian in the damage report.
  • Secondary Build Search Language Tooltip: Added a tooltip explaining the secondary build search language option in Settings.
  • Consistent Item Labeling: Aligned in-world pickup item labels with corresponding modifier terminology in the HUD.
  • Shrine Navigation Blocking: Shrines now act as navigation blockers, preventing troopers from walking through them.
  • Rope Climbing Abilities: Majestic Leap, Warp Stone, and Phantom Strike can now be cast while climbing ropes.
  • Sinclair’s Rope Climbing Utility: Sinclair’s Spectral Assistant teleport follow-up can now be cast while climbing ropes.
  • Improved Bot Retreat Logic: Bots will now reconsider retreating less frequently when at low health.
  • Ziplining Bots: Bots will now utilize ziplines when returning to base to heal, and are significantly better at using them to exit base.

Sound, Music, and VO Changes

  • Added sounds for Patron transforming to weakened state.
  • Added Patron shock attack sound when in weakened state.
  • Adjusted Walker audio mix for greater threat perception when enemy and less threat when ally.
  • Improved Guardian activate sound to trigger less often between attacks.
  • Updated zipline audio mix so allies and enemies using ziplines are more audible.
  • Improved footstep audio sync across all heroes.
  • Improved animation audio coverage across all heroes.
  • Updated audio mix between footsteps and movement across all heroes.
  • New footstep material sweetener sounds, increased overall volume.
  • Added more match start conversations.
  • Match start conversations are now cancelled by higher priority lines (like ping lines), regardless of which hero is talking.
  • Fixed match start conversations to handle game pauses correctly.
  • Voice lines that fire when an objective is denied will only be played for those close to the objective.
  • Removed shop music in hero test.
  • Updated weapon initial reflection acoustics model.
  • Damage audio feedback scales with “falloff” – it will be more quiet when damage is least effective.
  • Lowered and shortened headshot damage audio.
  • Removed some mix settings that were lowering player weapon when receiving damage.
  • Added support to play weapon fire from muzzle location.
  • Technical groundwork to change sound effects based on surface materials for things like footsteps and bullets with some meaningful performance savings.
  • Added unique surface impacts for bullets for various materials.
  • Technical groundwork to unify weapon sound and continue reducing fatigue, includes some additional support to include per-weapon low ammo sounds and acoustics.
  • Remastered several characters’ weapon fire sounds using the new feature set (Wraith, Dynamo, Calico, and Abrams).
  • Improved bullet whizby audio detection.
  • Ensured technical parity between automatic and animation-driven footstep systems.
  • Match Start conversations now have a 50% chance of firing – this reduces repetition as well gives the patron a chance to speak individually to a hero.
  • Match Start conversation timings have been adjusted to make them flow faster and more naturally.
  • Match Start conversations will no longer partially fire, so if content has not been recorded you won’t hear the start of a conversation than no follow-up.
  • Green lane is once again referred to as Greenwich by heroes.
  • Added a new Ping for “leaving the area” for most heroes.
  • Adjusted Patron VO frequency when leveling up so they’re a little less chatty.
  • Fixed several issues with heroes referring to other heroes with outdated names or not saying their name at all.
  • Updated Shopkeeper VO – minor update that adds a few new interactions.
  • Turned off/on a handful of stray VO lines to have things be more in line with current iteration of abilities (for instance Holliday no longer says “armor’s not going to save you”, when in fact, armor could save you).
  • Increased volume for hero effort VO sounds (jumping, dashing, mantling).
  • Teammates’ pain VO will receive a volume boost when their health gets below a certain threshold.
  • Changed Hero Death VO to be directional.

User Interface Changes

  • Items now show Spirit Scaling when alt is pressed.
  • General visual pass to minimap in concert with map changes to improve its readability and usability.
  • Objective icons and lanes on the minimap have been adjusted for visual and functional clarity.
  • A new lower “basement” level texture was added to the minimap when players traverse into deeper parts of the map.
  • All keyboard/controller button glyphs have been unified into a common UI element.
  • Keyboard, Mouse, and Button bind stylings have improved, especially in the case of “inline” bindings.
  • When an action is not bound to any key button, there is a symbol in its place.
  • When an ability or active item button is pressed during cooldown, the related element will shake and glow red briefly.
  • Updated and improved search functionality in the shop.
  • The cooldown alert message has been removed, but alert messages related to Charges, Silences, etc. remain.
  • Objective healthbars now only show for the Patron, Shrines, and Midboss.
  • When stunned or disarmed the reticle now changes state and displays a duration meter.
  • Hiding gun disarmed FX and generic disarm particles since the reticle communicates the disarmed state.
  • Added overhead indicators for disarm abilities.
  • Don’t show cooldowns on ability icons for the imbue popup.
  • Reordered ping wheel messages with lanes so the order matches the left to right order of the lanes.
  • Simplified and reworked the menu when you hit ESC while in-game.
  • Deadlock loading screens can now animate and show other controls.
  • Added charge-up icon and entry in labels in the same way we have cooldowns for items.
  • Added “unstoppable” as a status effect to show in tooltips.
  • The ultimate icons on the team’s bar at the top of the HUD have been updated.
  • Added UI indication when an item is upgradeable in the shop (when you already have a component for an item).
  • Added a button to Post Game when you hover a player to view their items, that lets you create a build based on the ability and item choices the player made in that game.
  • Added charge-up icon and entry in labels in the same way we have cooldowns for items.
  • Added purchase messages in the chat feed for T3 and T4 items that allies or enemies purchase.
  • Added a corner cap on items in inventory/scoreboard/etc to replace the old tier indicators and give better tree recognition.
  • Disabled low/mid health label under crosshair.
  • Made it so scaling values below 0.5 show 2 decimals instead of 1.
  • Hovering items in the damage report now shows ta ooltip for that item.
  • Sinner’s Sacrifice bonuses now appear faster.
  • Added a UI state when Stamina is disabled with a debuff.
  • Top bar now uses the new vertical bar graphs.
  • Charge-up items (Mystic Burst, Tankbuster, QSR, Ethereal Bullets) now show ‘cooldown’ timing clock on icon while they are charging up.
  • When charge-up items are fully charged the HUD icon at center will show just like items that are refreshed on cooldown.
  • Renamed “Move Speed Resist” to “Slow Resist”.
  • Items in your HUD are organized by cheapest to most expensive from left to right.
  • Base Guardians now share a single Icon / HP pool on Minimap.
  • Patron now shows an icon for each of its phases.
  • Active items are no longer sorted separately from the rest of the items; all items are now sorted alphabetically.
  • Range and Duration upgrades are now labeled as “Ability Range” and “Ability Duration” tooltip wise, to help with searching in the shop.

Deadlock Patch Notes: Item Updates

Deadlock item shop rework update brings a significant pass on item sounds and visuals, improving clarity and the overall feel of combat and item usage.

Enhanced Item Audio

The following items now feature brand-new, distinct sound effects, making their activation and impact more satisfying and recognizable:

  • Arcane Surge
  • Boundless Spirit
  • Curse
  • Decay
  • Guardian Ward
  • Healing Nova
  • Healing Rite
  • Infuser
  • Kinetic Dash
  • Lucky Shot
  • Mystic Reverb
  • Phantom Strike
  • Refresher
  • Rescue Beam
  • Restorative Locket
  • Rusted Barrel
  • Slowing Hex
  • Spiritual Overflow

Improved Visual Clarity

  • Crippling Headshot: The visual effects for Crippling Headshot have been revised to clearly indicate when the item’s proc occurs.
  • Knockdown: The overhead visual counter for Knockdown has been updated for better readability. Additionally, Knockdown now completely halts the target’s momentum on Stun, causing them to fall directly downwards.
  • Metal Skin: The activation of Metal Skin now features more prominent visual effects at the start, making its activation immediately noticeable. Furthermore, a distinct metallic footstep sound has been added while Metal Skin is active, enhancing its feedback.
  • Shadow Weave: Activating Shadow Weave now displays a clear visual effect. Additionally, a bug preventing the item from granting its intended +20% weapon power has been fixed.
  • Unstoppable: The visual effects for Unstoppable have been revised to improve their visibility and make them more easily distinguishable from other status effects.

Item Gameplay Mechanic Updates

  • Improved Burst: This item now utilizes a charge-up mechanic. Its proc strength will now recharge over its cooldown duration.
  • Mystic Burst: Now functions with a charge-up mechanic, allowing its power to build over its cooldown.
  • Quicksilver Reload: This item now employs a charge-up mechanic. A previous issue where the fire rate buff was not properly synchronized across the network (and thus not displayed in the left-hand panel) has been resolved.
  • Return Fire: The returned projectiles from Return Fire now intelligently factor in the attacker’s movement, making them significantly harder to evade simply by strafing.

Item Bug Fixes

  • Ethereal Shift: The correct cast sound for Ethereal Shift has now been implemented.
  • Restorative Locket: This item now plays an audible sound each time a stack is gained, providing clearer feedback on its accumulation.

Deadlock Patch Notes: Hero Buffs and Nerfs

Here are all the hero changes from the latest Deadlock patch notes for the item shop rework update. This includes all the buffs and nerfs:

HeroesChanges
AbramsFix: Siphon Life Added new animation logic support for Siphon Life and items.
Buff: Shoulder Charge Base duration increased from 1.2s to 1.4s.
Buff: Shoulder Charge T1 is now “On Hero Collide: +25% Weapon Damage for 8s”.
Buff: Shoulder Charge T2 is now “-12s Cooldown”.
Buff: Shoulder Charge T3 is now “+0.2s Stun Duration and 40% Movement Slow for 4s”.
Buff: Shoulder Charge New cycle and pre-cast ‘goose step’.
Buff: Added support for shoulder charging while in the air.
Fix: New sounds added for Shoulder Charge hitting heroes, troopers, and walls.
Buff: Seismic Impact Radius increased from 9m to 10.5m.
Buff: Seismic Impact Effects revisions.
Fix: Seismic Impact Fixed crash down sound triggering twice.
Fix: Seismic Impact New slam animation.
Buff: New sounds added for Seismic Impact in-air looping sound and descend sound.
Buff: Added new ‘out of combat’ run and sprint.
Fix: New Crouch animations.
Fix: Improved hipfire animations.
Buff: Added custom jump catapult animation – an alternate jump animation when using fans and mystic leap etc.
Buff: Refined jump start to be cleaner.
Buff: Added custom Zipline Boosted loop.
Fix: Added Zipline swinging animation.
Fix: Fixed a regression where Abrams’ Siphon Life and Shoulder Charge ping VO were swapped.
Nerf: Removed competing camera modifier on Seismic Impact.
Fix: Fixed camera position on client’s ground target not using previews, causing it to be jittery.
BebopFix: Fixed missing uppercut hero impact sound.
Buff: Reworked code to reduce mispredicts.
Buff: When Bebop hooks a trooper, only Bebop will hear the hook success sound now.
Fix: Fixed the hook sometimes not breaking when the target is stuck.
Fix: Fixed the target sometimes not being positioned in front of Bebop when Bebop rotated.
Buff: Effect revisions for projections on vertical surfaces.
Fix: Fixed damaging enemies through thin walls.
CalicoFix: Fixed animation getting stuck when stunned during the ability cast.
DynamoFix: New updated model and animations.
Nerf: Kinetic Pulse T1 Fire Rate slow now matches the Move Slow
Fix: Quantum Entanglement Added small lerp to VFX for the teleport and smoothed out camera transitions.
Fix: Rejuvenating Aurora Effect revisions to center focus on head.
Fix: Singularity Updated effects revisions.
Buff: Singularity Increased tick rate, equals out to roughly the same DPS overall, just smoother.
Fix: Hero pose ambient VFX added.
Fix: Reload effects revisions.
Fix: Fixed announcer match start line to be spoken by the friendly announcer (was randomly picking between friendly and enemy).
Fix: Various tooltip fixes.
Grey TalonNerf: Base Bullet Damage spirit power scaling reduced from 0.09 to 0.07.
Fix: Added physical elements to the AoE visuals.
Nerf: Charged Shot T3 Spirit Power scaling reduced from 1.3 to 1.2.
HazeFix: VO remastering pass.
Buff: Sleep no longer wakes up from damage over time.
HollidayFix: Powder Keg Fixed being able to spawn barrels on the other side of thin walls.
Fix: Bounce Pad Fixed a bug where bounce pads might force you back to the ground after use.
Fix: Holiday now plays VO when she lands a hit with her lasso as opposed to when she casts her lasso (so she won’t say “shoot them” if she didn’t actually grab anyone).
InfernusNerf: Projectile no longer slides against geometry.
IvyFix: Watcher’s Covenant Fixed not replicating healing from Bullet Lifesteal (it worked with other sources of bullet lifesteal).
Fix: Stone Form Fixed cast sound being delayed and increased its volume.
Fix: Stone Form Fixed interaction with air vents and small geo.
Fix: Air Drop Adjusted visuals to have higher contrast.
Buff: Air Drop Ally cast range increased from 8m to 12m.
Nerf: Air Drop Slow duration reduced from 4s to 3s.
Nerf: Air Drop Radius reduced from 14m to 12m.
Nerf: Air Drop Combat Barrier reduced from 200 to 150.
Nerf: Air Drop Combat Barrier Spirit Power scaling reduced from 2.5 to 1.5.
Nerf: Air Drop T1 duration reduced from 12s to 8s.
Nerf: Air Drop T2 Combat Barrier reduced from +300 to +200.
Nerf: Air Drop T3 Silence reduced from 4.5s to 3s.
KelvinBuff: Reduced how sticky the Ice Path is for allies.
Fix: Fixed damaging enemies through thin walls in Arctic Beam.
Lady GeistBuff: You’re now only slowed when Life Drain is damaging a target.
LashNerf: Base Spirit Resist reduced from 15% to 10%.
Nerf: Ground Strike Spirit scaling reduced from 0.05 to 0.04.
Fix: Ground Strike Fixed a bug that caused Ground Strike to push the victim under the world.
Fix: Updated Flog ability icon.
Fix: Death Slam UI lock-on revisions to simplify readability.
Fix: Fixed channel effect on Death Slam to not disappear prematurely.
Fix: Death Slam New sounds added for lock-on success sounds, in-air looping sound, victim impact sounds, and a ‘miss’ sound when Lash does not successfully grab anybody or cancels the ability early.
McGinnisFix: New updated model and animations.
Nerf: Bullet Growth reduced from 0.311 to 0.29.
Buff: Bullet Velocity increased from 590 to 650.
Nerf: No longer has +15% Base Bullet Resist.
Buff: Now has +1% Spirit Resist per Boon.
Fix: Mini Turret Updated DPS tooltip to properly reflect the correct number.
Fix: Mini Turret Updated ambient, tracer, and muzzle flash effects.
Nerf: Mini Turrets No longer have a 3 second minimum life time. They now spawn with 60% spirit and bullet resist that decays over 6s.
Nerf: Mini Turrets T3 duration reduced from +18s to +14s.
Fix: Medicinal Specter Effects revisions and improvements.
Fix: Medicinal Specter Fixed audio buildup when multiple characters are being healed by Medicinal Specter at once.
Buff: Medicinal Specter Now provides +15% Stamina Regen.
Nerf: Medicinal Specter T3 reduced from 4% to 3.5%.
Fix: Spectral Wall Fixed missing sound as it travels before deploy.
Fix: The last 2 segments on the left/right sides of Spectral Wall will now turn towards a nearby wall if there is one.
Nerf: Spectral Wall Duration reduced from 5s to 4.5s.
Nerf: Spectral Wall Cooldown increased from 46s to 50s.
Nerf: Spectral Wall T2 reduced from -22s to -20s.
Nerf: Spectral Wall T3 reduced from 1s Stun to 0.75s.
Heavy Barrage Projectile and ambient effects revisions.
Buff: Heavy Barrage Now allows full movement while channeling the ability.
Fix: Heavy Barrage Fixed a bug where the Camera would not zoom out during the ability if user setting was set to QuickCast.
Nerf: Heavy Barrage Now slows your dash usage by 35%.
Nerf: Heavy Barrage Damage per rocket reduced from 30 to 23.
Nerf: Heavy Barrage Minimum distance increased from 7m to 9m.
Nerf: Heavy Barrage Cooldown increased from 140s to 150s.
Nerf: Heavy Barrage Spirit power scaling reduced from 0.35 to 0.25.
Nerf: Heavy Barrage T3 damage per rocket reduced from +30 to +25.
Buff: Heavy Barrage T3 now also increases spirit scaling by 0.1.
MirageFix: Improved camera animations during Tornado.
Fix: VO remastering pass as well as new VO content.
Fix: Animation for holding and throwing items has been added.
Mo & KrillNerf: Scorn Heal reduced from 1.3x to 1.2x.
Nerf: Burrow T2 reduced from +100 Damage to +80.
Nerf: Sand Blast Projectile no longer slides against geometry.
Nerf: Sand Blast No longer deals damage.
Nerf: Combo Bonus health on kill/assist reduced from +70 to +50.
Fix: VO remastering pass.
ParadoxFix: VO remastering pass.
PocketBuff: Base bullet damage increased from 3.9 to 4.1.
Buff: Affliction No longer removed by Debuff Remover (as this item no longer removes ultimate effects).
Nerf: Affliction Duration reduced from 18s to 14s.
Buff: Affliction DPS increased from 10 to 30.
Nerf: Affliction Initial damage reduced from 18% to 10%.
Buff: Affliction T2 now increases duration by +4s.
Nerf: Affliction T2 Healing Reduction reduced from -50% to -40%.
Nerf: Affliction T3 no longer has % Current HP damage.
Buff: Affliction T3 increased from +10 DPS to +20 DPS.
Buff: Affliction T3 range increased from +5m to +6m.
Fix: VO remastering pass as well as new VO content.
SevenNerf: Static Charge Can no longer be self cast.
Fix: VO remastering pass.
ShivNerf: Killing Blow Threshold reduced from 22% to 20%.
Nerf: Killing Blow T2 threshold reduced from +6% to +5%.
Fix: VO remastering pass as well as updated ping lines.
SinclairFix: Vexing Bolt Redirect telegraphs correctly on vertical geometry.
Fix: Fixed a bug where Henry and Savannah wouldn’t play VO when turning enemies into rabbits.
VindictaFix: Minor rework on animation set.
Fix: Fixed Vindicta Assassinate zoom in sound triggering twice.
ViscousFix: Improved firing effects of the gun.
Fix: Fixed alt-fire weapon thinking it could zoom. It would try if you held right-click and jumped.
Fix: Fix a bug where Puddle Punch would sometimes not deal damage when the target was very close to a wall.
Nerf: Goo Ball Cooldown increased from 95s to 105s.
Fix: Fixed Goo Ball knocking back heroes with Unstoppable state.
VyperFix: Petrifying Bola Debuff effect revisions to help identify targets better.
Fix: Adjusted the volume of direct hits and explosion sounds for Petrifying Bola.
WardenFix: VO remastering pass.
WraithNerf: Gun Falloff range reduced from 20m->58m to 18m->52m.
Fix: Revisions to Telekinesis debuff effect.
Fix: VO remastering pass.
YamatoFix: VO remastering pass.

Localization and Bug Fixes

  • Fixed jittery health numbers in some non-English languages.
  • Adjusted the width of the individual soul count backer in the HUD by language to prevent player soul counts from spilling outside of the bounding box in languages where number formatting and/or length of the abbreviation for thousands results in longer text than English.
  • Applied language-specific width adjustments and padding to the team soul count panel to improve readability.
  • Localized the loading screen.
  • Added localized versions of the Great For New Players screenshot in the new player dialog window.
  • Added localized versions of the the Hero Labs screenshot shown at the hero selection screen.
  • Corrected HUD images containing text that were still showing up in English when playing in Korean.
  • Adjusted font sizing to fix instances of truncated text in the Hero Testing menu in Russian and Indonesian.
  • Enabled resizing of the new player dialog window to fit longer or shorter text appropriately in translation and prevent the “Got it!” button from being cut off in languages with longer text.
  • Enabled font scaling on the Imbue and Active tag labels and the Report button to prevent truncation in certain languages.
  • Fixed multiple instances of single character awkwardly wrapping to second line in Japanese.
  • Added localization support for bot hero pings.
  • Fixed the base healing sound sometimes getting stuck on.
  • Fixed items like Suppressor showing fire rate slow deltas for yourself when it’s actually applied to the enemy.
  • Fixed crosshairs not always showing the Disarmed state even though you’re disarmed.
  • Fixed heroes that have weapon attributes that get scaled by spirit not showing in the deltas for weapon attributes on the mod tooltips.
  • Fixed Move speed on the HUD always showing Sprint speed included even if you weren’t sprinting.
  • Fixed hero stats on dashboard page getting updated from the stats in your previous game.
  • Fixed not being able to ping while the game is paused.
  • Fixed issue with hero stats tooltip. For example, Glass Cannon was showing -20 health instead of -20% health when hovering the stat tooltip.
  • Fixed selling items in Sandbox asking if you want to sell for half price.
  • Fixed rare bug causing you to get stuck on a zipline until you manually dismount.
  • Fixed bug causing nearby other players to appear jittery while on a zipline.
  • Fixed issues that were preventing Yamato, Vindicta, and Pocket desperation lines from playing.
  • Fixed corrections when granting ammo via modifier.
  • Fixed Soul Urn Icon not appearing next to enemies on the minimap if they were Team Sapphire.
  • Fixed Shotguns not having their damage properly reduced against Guardians.
  • Fixed abilities and items allowing one to circumvent the max speed cap on players holding the Soul Urn.
  • Fixed an edge case where a player could claim the Rejuvenator while they were also parried on their attack.
  • Fixed some cases of self-damage, putting zipline usage on Cooldown and/or knocking the player off the zipline.
  • Fixed Debuff Reducer reducing Soul Urn and Unsecured Orbs pickup time.
  • Fixed a bug causing Lash’s Ground Strike impact to be too loud and Flog impact to be too quiet when hitting large groups of enemies with each ability.
  • Fixed a bug preventing Dynamo’s and Lash’s light melee sounds from playing.
  • Fixed a bug causing Holliday’s weapon firing sound to be too quiet with sustained firing.
  • Fixed a bug causing Holliday’s Crackshot ready sound to play while dead.
  • Fixed a bug preventing ambient cricket sounds from playing.
  • Fixed a bug preventing ambient tree sounds from looping correctly.
  • Fixed a bug causing some looping sounds to occasionally start with a small delay.
  • Fixed a bug causing Lucky Shot’s proc sound to play too loud for certain weapon types.
  • Fixed match start zipline conversations being too quiet.
  • Fixed various Bullet Velocity tooltip issues.
  • Fixed Bullet Velocity not working properly when you had multiple sources (it would pick the highest, even if you had a negative source).
  • Fixed Stamina Recovery not showing deltas properly.
  • Fixed crash when clicking “Take Control” and there’s nothing to control.
  • Fixed Phantom Strike causing infinite gravity during the duration of the debuff.
  • Fix various cases where Magic Carpet would get cancelled if any enemy stepped in to your debuff (IE, Viscous Goo, Inferno FlameDash, Ivy Kudzu).
  • Fixed a bug where some item and ability interactions were accidentally being reduced by Debuff Reducer, like Viscous’ Ball Stun prevention and some kill trackers.
  • Fix Vindicta flight and Wraith Full Auto spirit damage not working if the enemy has a barrier.

That is everything from the latest Deadlock patch notes, from the item shop rework update. Which part of the Deadlock update are you most excited to test out? Tell us in the comments below.

#Tags
Comments 0
Leave a Reply

Loading comments...