this post was submitted on 14 Nov 2024
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Deadlock

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Deadlock 11-13-2024 Update (forums.playdeadlock.com)
submitted 2 days ago* (last edited 2 days ago) by TrippyFocus@lemmy.ml to c/deadlock@sopuli.xyz
 

-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%

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[–] Coelacanth@feddit.nu 2 points 2 days ago (1 children)

I'm hoping this patch is the perfect balance of making being grouped up midgame not horrible, while still stamping out double soaking (which I find a boring and annoying optimisation).

Also interested to see the comeback mechanics toned down a touch. The game has felt very yo-yoey to me since the last big patch. You'd often work hard for a midgame lead, misplay one fight and suddenly be behind. Didn't feel great.

[–] TrippyFocus@lemmy.ml 2 points 1 day ago

Yeah it made early game feel a little pointless since like you said an early lead built up on multiple good plays could get completely wiped by 1 death.

Really happy the dev team has been tweaking things as much as they are and pretty quick to listen to feedback. Even when a buff is a bit strong in one patch I don’t get too annoyed about it since I know they’ll have a fix out pretty quick.