11-21-2024 Update
Buff
Nerf
Adjustment
Patch Overview
Heroes (37)
Nerfs
(15)
Items (59)
Buffs
(18)
Nerfs
(27)
Active Reload
Bullet Lifesteal
Decay
Decay
Divine Barrier
Headhunter
Headhunter
Healbane
Healing Nova
Heroic Aura
Hunter's Aura
Knockdown
Leech
Lifestrike
Melee Lifesteal
Monster Rounds
Reactive Barrier
Refresher
Restorative Locket
Return Fire
Slowing Hex
Soul Shredder Bullets
Soul Shredder Bullets
Spirit Lifesteal
Toxic Bullets
Vampiric Burst
Withering Whip
General
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 true) 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.
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
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)
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
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
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
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
Steam Input support
Fixed Controller binds not working when the same Keyboard binds were empty
Fixed Show Scoreboard glyph in Sandbox Mode UI
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
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)
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.
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.
Items
Active Reload
Bullet Lifesteal reduced from 20% to 18%
Alchemical Fire
DPS burn lingers on targets for 1s
A
Ammo Scavenger
While at max stacks you gain +2 Sprint
Berserker
Weapon Damage per stack increased from 5% to 6%
Bullet Lifesteal
Lifesteal reduced from 28% to 26%
Curse
Cast delay changed from 0.0s to 0.1s, to match other similar actives
Debuff Reducer
Debuff Resist reduced from 30% to 28%
Weapon Damage increased from 6% to 8%
Debuff Remover
Active buff duration on purge increased from 3s to 4s
Purging a debuff now also heals you for 10% Max HP
Decay
Cast delay changed from 0.25s to 0.1s, to match other similar actives
No longer interrupts sliding, to match other similar actives
Decay
Healing Reduction reduced from 70% to 55%
Decay
Healing Reduction reduced from 70% to 55%
Damage increased from 1% to 1.4%
Divine Barrier
Now has +8% Ability Range again instead of +6 Spirit Power
No longer grants +1 Sprint
Diviner's Kevlar
No longer grants +20% Spirit Lifesteal
Now grants +7% Ability Duration
Echo Shard
Cast delay reduced from 0.3s to 0.25s
Ethereal Shift
Post Shift now also grants +20 Spirit Power
Glass Cannon
Now requires Slowing Bullets and grants the slow passive
Headhunter
Heal per Headshot reduced from 8% to 7%
Headhunter
Head Shot Bonus Damage reduced from +140 to +130
Healbane
Healing Reduction reduced from 45% to 40%
Healbane
Duration increased from 6s to 7s
Healing Nova
No longer has +6% Ability Range
Heroic Aura
Bullet Lifesteal reduced from 20% to 18%
Heroic Aura
Cooldown reduced from 25s to 20s
Hunter's Aura
Fire Rate slow reduced from 10% to 9%
Improved Spirit
Health increased from 100 to 125
Infuser
Cooldown reduced from 37s to 32s
Knock Down
Cast range now ignores the Z height (similar to Lash's Death Slam)
Knockdown
Cast delay changed from 0.25s to 0.1s, to match other similar actives
No longer interrupts sliding, to match other similar actives
Leech
Bullet Lifesteal reduced from 35% to 32%
Spirit Lifesteal reduced from 35% to 32%
Lifestrike
Lifesteal reduced from 65% to 55%
Lucky Shot
Damage multiplier increased from 90% to 110%
Now grants +150 Bullet Shield
Majestic Leap
Now grants +6% Spirit Resist
Melee Lifesteal
Lifesteal reduced from 20% to 18%
Melee Lifesteal
Now grants +3% Bullet Resist
Metal Skin
Active now reduces your Move Speed by 1.5
Monster Rounds
Bonus Health reduced from 50 to 30
Mystic Reverb
Damage increased from 40% to 45%
Mystic Slow
Now grants +1 Sprint
Health increased from 140 to 160
Phantom Strike
Cast range now ignores the Z height (similar to Lash's Death Slam)
Rapid Recharge
Time between charges reduced from 65% to 60%
Rapid Rounds
Fire Rate increased from 10% to 11%
Reactive Barrier
Bullet Shield health reduced from 400 to 350
Refresher
Cooldown increased from 230s to 260s
Rescue Beam
Heal reduced from 26% to 24%
Now grants +6% Ability Range
Cooldown increased from 26s to 36s
Pull speed reduced by 15%
Restorative Locket
Regen per stack reduced from 35 to 32
Return Fire
Now requires Extra Regen
Silence Glyph
Cast delay changed from 0.0s to 0.1s, to match other similar actives
Silence Glyph
No longer a tracking projectile using a unit target, releases an aim-based projectile that silences on impact
Cooldown reduced from 32s to 24s
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)
Slowing Hex
No longer interrupts sliding, to match other similar actives
Soul Shredder Bullets
Spirit Lifesteal reduced from 20% to 18%
Soul Shredder Bullets
Spirit Amp reduced from 10% to 8%
Spirit Lifesteal
Lifesteal reduced from 23% to 22%
Superior Stamina
Now grants +75 Health
Now increases Wall Jump count by 1 as well
Torment Pulse
Now grants +15% Melee Resistance
Toxic Bullets
Healing Reduction reduced from 65% to 50%
Vampiric Burst
Bullet Lifesteal reduced from 100% to 80%
Withering Whip
No longer interrupts sliding, to match other similar actives
Withering Whip
Cooldown reduced from 18s to 15s
Heroes
Abrams
Fixed Abrams camera
Infernal Resilience
reduced from 14% to 11% and T3 from 7% to 5.5%
Siphon Life
Heal vs Heroes reduced from 100% to 75%
Heal vs Non-Heroes reduced from 50% to 40%
Bebop
Updated Bebop VO: remaster pass and added some content
Hyper Beam
T3 reduced from 100/33% for Heroes/Creeps to 80%/25%
Dynamo
Rejuvenating Aurora
regen reduced from 32 to 30
Spirit Power scaling reduced from 0.5 to 0.45
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%
Catalyst T3 reduced from -40% Heal Degen to -33%
Concussive Combustion
T3 reduced from 100% to 85%
Ivy
Watcher's Covenant Bullet Lifesteal reduced from 15% to 12%
Stone Form
Max Health Heal reduced from 10% to 8%
T3 Max Health Heal reduced from +20% to +16%
Kelvin
Updated Kelvin VO: remaster pass and added some content
Frost Grenade
T2 reduced from +125 Heal to +100
Frozen Shelter
regen reduced from 120 to 110
T3 reduced from +70 (1.6 Spirit Power) to +60 ( 1.4 Spirit Power)
Lash
Flog
heal vs heroes reduced from 70% to 65%
heal vs creeps reduced from 25% to 20%
McGinnis
Medicinal Specter
T3 reduced from 5% to 4.5%
Mo & Krill
Fixed Mo & Krill's Burrow traveling/underground sound not looping correctly
Scorn
heal vs heroes reduced from 2x to 1.6x
heal vs creeps reduced from 0.7x to 0.6x
Affliction
T2 Healing Reduction reduced from 60% to 50%
Warden
Last Stand
non-hero lifesteal reduced from 50% to 20%
hero lifesteal reduced from 100% to 80%
Wraith
Full Auto
T3 lifesteal reduced from 35% to 30%
Viscous
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)
The Cube
regen reduced from 40 to 35
T2 regen reduced from +35 to +30
regen spirit power scaling reduced from 0.2 to 0.18
Shiv
Bloodletting
reduced from 22% to 20%
T1 reduced from +8% to +6%
rage bonus reduced from +15% to 14%
Abrams
Base regen increased from 1 to 1.5
Siphon Life
range now scales with Spirit Power (0.05)
damage scaling with Spirit Power increased from 0.4 to 0.5
Seismic Impact
drag down collision improved a bit
Bebop
Hook can now be canceled by allies with exit key (i.e. space bar, similar to existing Viscous Cube)
Exploding Uppercut
T2 bonus now applies to melee damage too
Dynamo
Kinetic Pulse
now slides around geometry when it hits an obstruction
Rejuvenating Aurora
now allows you to reload during it (currently only allows you to continue reloading if cast before)
now allows you to use melee before T3 upgrade
Quantum Entanglement
pulling allies no longer cancels their channel
now has a visual indicator for allies that will teleport
ally range increased from 9m to 10m
cooldown increased from 15s to 16s
T3 cooldown reduction improved from -4s to -5s
Grey Talon
Bullet damage increased from 24 to 25
Health growth per boon increased from 27 to 29
Immobilizing Trap now tethers targets rather than rooting them
Immobilizing Trap tether duration increased 1.25s to 1.5s
Immobilizing Trap no longer applies 50% slow for 1s
Immobilizing Trap slow now starts immediately for 30% and lasts until 2s after the tether ends
Immobilizing Trap T2 changed from +2s Slow to +1s Tether
Immobilizing Trap radius increased from 6 to 6.2
Immobilizing Trap T1 CD improved from -19s to -20s
Guided Owl
camera now returns more quickly when the Owl collides very far away
Haze
Using items during Smoke Bomb no longer breaks invisibility
Bullet Dance
Fixed sometimes freezing your client
Bonus Damage changed from +5 Bullet Damage to +6 Spirit Damage (with 0.1 Spirit Scaling)
T1 changed to +7 Spirit Damage
Smoke Bomb
cooldown reduced from 37s to 30s
T1 changed from -14s to +6 Invis Sprint Speed
T2 changed from +6 Invis Sprint Speed to +15% Bullet Lifesteal for 8s
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)
Fixation
damage vs objectives reduced by 30%
Infernus
Afterburn
buildup decay time is now 15% slower
Concussive Combustion
radius increased from 12m to 13m
T2 radius reduced from +4m to +3m
Ivy
Bullet damage increased from 5 to 5.2
Bullet damage growth reduced from 0.36 to 0.34
Fixed being launched incorrectly when using Stone Form on certain geometry
Stone Form
drag down collision improved a bit
Fixed having a brief period of vulnerability after cast
Air Drop
flight controls improved a bit
duration reduced from 17s to 16s
cooldown increased from 85s to 90s
speed can now be increased with movespeed or sprint items (when out of combat)
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
Fixed Wall triggering Reactive Barrier before T3 stun
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
Mirage
Tornado speed reduced by 10%
Fixed Tornado being usable while immobilized
Tornado and Fire Scarabs ability slots swapped
Traveler
cooldown increased from 130s to 145s
T2 increased from -40s to -55s
can now be cast by targeting the top bar portraits
Mo & Krill
Headshot resistance now only applies to the big head
Burrow
can now go under Spectral Wall
Combo
now pulls the target closer to you over time
health gain increased from 30 to 70
Sand Blast
duration reduced from 3.5s to 3s
T3 slow reduced from 50% to 40%
Paradox
Updated Paradox VO: remaster pass and added some content
Kinetic Carbine
Fixed not proccing Headshot effects (Headshot booster, Headhunter, Crippling Headshot)
Paradoxical Swap
time min/max increased by 0.2/0.3s (to help with camera)
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
expand time reduced from 2s to 1.5s
Shiv
Fixed an issue where using Serrated Knives and immediately holding M1 after to shoot not firing your gun
Serrated Knives
cooldown reduced from 19s to 16s
can now capture souls
Slice and Dice
base damage increased from 105 to 110
T2 reduced from +75 to +70
cooldown reduced from 16s to 15s
T1 reduced from -4s to -3s
Killing Blow
threshold increased from 20% to 22%
T2 reduced from +8% Enemy Health Threshold to +6%
Full Rage Damage Bonus increased from 15% to 17%
T2 reduced from +10% Full Rage Bonus Damage to +8%
Rage per spirit damage increased from 0.013 to 0.014
cast range increased from 14m to 15m
Vindicta
Crow Familiar
changed from 0.2s cast delay to 0.2s post cast time
now also reduces spirit resistance by 6%
T3 changed from "+3% Bleed and -40% Anti Heal" to -12% Spirit and Bullet Resistance
Stake
radius increased from 8m to 9m
now sucks enemies 3m towards the center (and limits movement to 6m from center)
T1 changed from +0.5s to -40% Fire Rate
T3 changed from Disarm to +0.75s
Assassinate
min charge up increased from 25% to 50%
bonus damage on low hp base damage reduced from 135 to 120
Fixed 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
Alchemical Flask
now respects LOS
Last Stand
cooldown increased from 138s to 140s
resistance during channel increased from 50% to 60%
Wraith
Full Auto
T2 no longer has spirit scaling (moved to T3)
T3 now also adds spirit scaling
Telekinesis
now causes the target to oscillate up and down a little bit
Yamato
Improved cases where Power Slash would hit enemies behind cover
Shadow Transformation no longer heals on cast
Shadow Transformation T3 increased from +2s to +3s
Shadow Transformation now heals for 15% of your max hp on hero kill
Holliday
Updated Holliday VO: remaster pass and added some content