Deadlock updates from the official Steam news. Translations are automatic — hero and item names stay as in the game.
City Never SleepsSeptember 29, 2026 at 08:25 PM · 28 days ago
The Cursed Apple is ever changing, and these streets are nothing like you remember. A massive visual update to the map and neutrals, six new heroes, HUD updates, numerous quality-of-life additions, accessibility options, and more.
Check out everything that's new at: https://www.playdeadlock.com/cityneversleeps
We also wanted to take this opportunity to talk about where we are with the development of the game and what to look forward to in the future. Our team has been incredibly happy and surprised with how passionate and supportive the community has been the past couple of years; every day someone shares something cool they've seen from the community with the rest of the team, and we are thankful for the constant support and useful feedback, despite the game being unfinished. We think building a multiplayer game is very hard and risky, and the best way to minimize that risk to make sure that we are able to have it in players' hands from an early state to help us shape it and tell us what is fun and what isn't. So, we wanted to give you all more insight into what we've been focusing on internally, as part of developing this game with your help and guidance.
After the Old Gods New Blood update, we felt that there was still a good amount of work we wanted to do on the core game itself before we moved onto more polish phases of the game development (like updating older hero artwork). Unlike previous updates where our efforts were more singularly focused on the key parts of that update, this year we've been working on several different things in parallel. A good number of those are things you can see in today's update. Some others are things we've been working on in the last few months alongside this update. This even includes things like progression and hero/hideout customizations, as we feel those are features we want to be able to adjust and significantly change based on feedback before the game is fully released. There are also other things we've been working on recently that are more speculative (as in we aren't 100% sure if they will be released or not based on how playtesting goes, though results so far have been promising) like large item redesigns/additions and alternate game modes that expand the scope of the game.
Then there are other things like Midboss (both the model and the layout to a degree), Guardians and Walkers, which we do consider important but just haven't gotten to yet and will be focusing on for upcoming updates. On the other hand, things like hero remodels were in our heads as something we'd get to later, towards the end of early development, after other core aspects of the game were more fleshed out. That doesn't mean we don't think they are important by any means, just that they are more of a known quantity to us that don't necessarily need to be done earlier than other things. That being said, we will likely be gradually working on them in the near future for inclusion in upcoming updates alongside other work.
We hope you will like this update. Thank you all for your continued support so far during development, and don't forget to Vote!
Minor Update - 09-16-2026September 16, 2026 at 08:16 PM · last month
\[ General ]
Unstable Rift comeback resist max values now scale over the course of the game. Previously the max values were 35%. Now it is 10% + 1% per minute (around ~20% for the first one), with an upper limit of 40% at 30 minutes.
Removed a fixed amount of extra bonus souls you would get for being behind even a very slightly amount in net worth for both hero kill bounties as well as Unstable Rift bounties (this had a larger impact on the early to mid game)
Slightly reduced comeback bounties in general (this is in addition to the above change)
A portion of the comeback souls earned by players above enemy teams average net worth is instead distributed via the tick gold system that is given to the lowest 2 players (70% of the extra comeback value goes to them)
Guardian bounty increased by 10%
Walker bounty increased by 5%
Share for objectives bounty to nearby heroes reduced from 30% to 25% (the remaining gets split between all 6 players)
Respawn Time at 20 minutes increased from 35s to 38s (does not affect the max values later on, just a little higher earlier)
Using parry now pauses reloading
Parrying while doing a regular dash will now cancel the dash (and momentum) and parry on the spot
Getting stunned now pauses your reload rather than restarting it
Breakables in the underground tunnels initial spawn time increased from 3m to 5m
Breakables in the underground tunnels respawn rate increased from 3m to 5m
All move slow values reduced by ~20% globally
All ground dash slows reduced by ~10% globally
Minor Update - 08-22-2026August 22, 2026 at 09:40 PM · 2 months ago
Radiant Regeneration: Heal on cast reduced from 70 to 65
Restorative Locket: Spirit Resistance reduced from 10% to 8%
Celeste: Dazzling Trick cooldown increased from 32s to 34s
Celeste: Dazzling Trick T2 barrier rescaled from "+80 and +0.7 scaling" to "+70 and +0.76"
Celeste: Dazzling Trick T3 cooldown increased from -18s to -20s
Celeste: Dazzling Trick T3 reduced from +1.5s Silence to +1.25s
Celeste: Radiant Daggers Spirit Amp per stack reduced from +8% to +7%
Celeste: Radiant Daggers T3 Spirit Amp per stack increased from +3% to +4%
Celeste: Shining Wonder bounce range reduced from 17.5m to 16.5m
Celeste: Shining Wonder damage reduced from 165 to 140
Minor Update - 08-12-2026August 12, 2026 at 10:57 PM · 3 months ago
Apollo: Riposte melee resist reduction increased from -22% to -25%
Apollo: Riposte T2 changed from "-30% Melee Resist" to "-25% Melee Resist and +0.4s Stun Duration"
Apollo: Riposte T3 increased from 60% Lifesteal for 7s to 75% Lifesteal for 13s
Apollo: Fixed Itani Lo Sahn being canceled with movement abilities
Billy: Base health regen reduced from 2.5 to 2.0
Billy: Rising Ram T3 changed from "On Impact: Deal 7% max health as spirit damage" to "On hero hit: +10% Max HP for 16s"
Billy: Chain Gang spirit scaling reduced from 1 to 0.7
Doorman: Doorway range reduced from 70m to 65m
Doorman: Walker will no longer consider Luggage Cart dragged enemies as valid targets to trigger the stomp on until soon after they are dropped off
Doorman: Similar to the Walker change above, the turrets in the healing area in base now also wait on considering valid targets
Matchmaking UpdateJuly 30, 2026 at 07:14 PM · 3 months ago
This update includes a revamp to how the matchmaking system works, as well as the introduction of a new matchmaking mode. You can now choose to play in Standard Mode (unranked), or the new Ranked Mode introduced in this update.
STANDARD MODE
Standard mode provides a lower-stakes way to play Deadlock with friends, without worrying about adjustments your Rank. There are no restrictions on party size or skill spread. You can also play in this mode to practice heroes you are less familiar with, as the matchmaker will adjust the game it puts you in to account for your experience with that hero.
RANKED MODE
Ranked mode gives players a way to queue up for more competitive games against similarly-skilled players with higher stakes. Each season you'll be able to climb the Ranks and see how far you can go.
UPDATED RANKS & BADGES:
Each Rank has 6 Subranks within (I - VI).
Obscurus (uncalibrated)
-
Initiate
Seeker
Acolyte
Sentinel
Mystic
Ritualist
Emissary
Oracle
-
Phantom
Ascendant
Eternus
ELIGIBILITY AND SEASONS:
To be eligible to queue for Ranked Mode, you must have at least 60 wins in the Standard Mode. To ensure higher quality games, Ranked Mode expects that you have a solid understanding of the heroes you play in it, so the mode only allows you to pick heroes that you have won at least 15 games with in Standard Mode. You must have at least 3 heroes unlocked for Ranked to be able to have a valid sized roster to queue with.
Ranked Mode has seasons, with the first season starting today and ending on October 7th, after which the following season will begin. At the conclusion of a season, the highest Rank you achieved will be permanently saved in your Rank history page. Future Rank seasons will likely have longer durations with splits in between (breaks within the season where Rank adjustments are made) as well as recency requirements on the heroes played.
As the season starts, everyone will enter a calibration phase for 8 games. All players will have a soft reset of their prior Rank, maintaining some history of your previous performance relative to other players to help seed you initially into the calibration games. Players can only exit calibration at a max Rank of Oracle VI. You cannot be in a party during calibration matches.
Minor Update - 07-28-2026July 28, 2026 at 08:24 PM · 3 months ago
\[ General ]
Stamina bucket 3 heroes (slowest) have their ground dash time increased from 0.7s to 0.72s and air dash time from 0.49s to 0.51s
The Orb Spawners in base that give 10 souls on hit now split to nearby players on expire
Fixed the party member / team mate audio volume slider for voice communications
\[ Items ]
Crushing Fists: Max stacks stun duration increased from 0.5s to 0.75s
Crushing Fists: Bullet Resist reduction increased from -4% to -5% per stack
Cursed Relic: No longer has -14% Damage Output innate
Cursed Relic: Now applies a -25% Damage Output debuff for the 3.25s duration
Diviner's Kevlar: Spirit power increased from +35 to +40
Echo Shard: Now has a 0.5s post-cast time
Echo Shard: No longer grants +5% Fire Rate
Echo Shard: Cooldown increased from 35s to 30s + the cooldown of the imbued ability
Ethereal Shift: Cooldown increased from 35s to 37s
Frenzy: Now has +10% Bullet Lifesteal as an innate
Fury Trance: Active now grants +1m Move Speed
Fury Trance: Active removes move speed penalty when shooting (like Fleetfoot)
Lifestrike: When hitting a trooper and a hero at the same time, it now always prioritizes healing off the hero (same change for Melee Lifesteal)
Mystic Shot: Cooldown reduced from 9s to 8s
Minor Update - 07-09-2026July 9, 2026 at 07:26 PM · 4 months ago
Urn Runner sprint bonus reduced from +2m to 0 (trailing bonus reduced from +7m to +5m)
Urn Runner move speed bonus reduced from +3.5m to +2m
Urn Runner Stamina Recovery increased from +15% to +25%
Urn talking frequency increased from every 8s to every 6s
Urn talking sound distance increased (easier to hear a nearby Urn Runner)
Unstable Rift warning time reduced from 25s to 20s
Rift Troopers now have Spirit Resist (30/35/40/45%)
Rift Troopers now have Melee Resistance (25%)
Rift Troopers spawn interval increased from every 0.3s to 0.5s (spawns slightly more staggered)
Unstable Rift comeback resist aura radius increased from 20m to 35m
Rift Troopers max comeback count increased from 12 to 14
Objectives bounty split for nearby heroes reduced from 40% to 30% (this means slightly more portion of the bounty is split team wide rather than towards an individual player)
Scourge: Max Health Per Second reduced from 2.6% to 2.5%
Billy: Rising Ram T3 spirit scaling reduced from 0.035 to 0.03
Doorman: Bullet damage rescaled from 29.26 + 1.1/boon to 26 + 1.19
Doorman: Crit scaling reduced from -25% to -30%
Doorman: Hotel Guest T3 increased from 13s Cooldown on Failure to Check Out to 15s
Minor Update - 07-01-2026July 1, 2026 at 10:54 PM · 4 months ago
Shiv: Alt Fire ammo cost reduced from 5 to 4
Shiv: Weapon now has fixed pellet spread
Shiv: Slice and Dice is now back to doing spirit damage and reducing Spirit Resistance from enemies
Shiv: Slice and Dice damage increased from 60 to 75
Shiv: Killing Blow T3 reduced from +10% Enemy Health Threshold to +8%
Slows now also affect air drag by 35% of the slow value (convar citadel_enable_slows_affect_air_drag
to toggle the slow drag behavior on and off)
Dashes and light melee's no longer pause your gun's cycle time (this is a general change that affects high-cycle time weapons the most like Silver or Abrams)
\[ Items ]
Weakening Headshot: Bullet Resist Reduction reduced from -13% to -12%
Hollow Point: Bullet Resist Reduction increased from 9% to 10%
Toxic Bullets: Spirit scaling increased from 0.005% to 0.006%
Shadow Weave: Now builds from Sprint Boots
Shadow Weave: Sprint speed increased from 1.5 to 2
Shadow Weave: Cooldown reduced from 45s to 37s
Cultist Sacrifice: Bounty reduced from 180% to 170%
Ballistic Enchantment: Duration increased from 14s to 20s
Spiritual Overflow: Buildup is 35% slower
Spiritual Overflow: Spirit Power on proc reduced from 40 to 30
Spiritual Overflow: Fire Rate reduced from 30% to 25%
Restorative Locket: Heal per boon reduced from 0.5 to 0.45
Restorative Locket: Stack range reduced from 35m to 32m
Trophy Collector: Souls per minute reduced from 18 to 16
Veil Walker: No longer builds from Sprint Boots
Veil Walker: No longer grants +2 Sprint and +2 Out of Combat Regen (due to loss of component)
Veil Walker: Movement speed bonus is now removed when the invisibility is removed
Veil Walker: Spirit Power reduced from 10 to 6
Fortitude: Max Health regen increased from 2% to 2.25%
Lifestrike: Heal on Melee hit increased from 100+1.5 to 120+1.75
Lifestrike: Melee hit heal increased from 30% to 35%
Leech: Bullet and Spirit Lifesteal increased from 25% to 28%
Plated Armor: Fixed on-hit damage prevention not blocking the following on-hit spirit damage effects: Mercurial Magnum, Vindicta's Flight, Wraith's Full Auto, and Tesla Bullets/Capacitor
Diviner's Kevlar: Now grants +10% Ultimate Ability Cooldown Reduction
Golden Goose Egg: Damage Penalty increased from -10% to -15%
Golden Goose Egg: Stored souls now count towards net worth (affects comeback reward calculations)
Golden Goose Egg: Souls per minute reduced from 90 to 80
Slowing Hex: Cooldown increased from 27s to 29s
Radiant Regeneration: Healing on Ability Cast per boon scaling reduced from 2 to 1.7
Tankbuster: Current Health Bonus damage reduced from 8% to 7.5%
Decay: DPS reduced by 25%
Decay: Duration increased by 20%
Mercurial Magnum: Base bullet damage scaling reduced from 0.49 to 0.38
Mercurial Magnum: Base bullet damage reduced from 25% to 20%
Focus Lens: Damage increased from 30% to 35%
Focus Lens: Cast range increased from 20m to 25m
\[ Heroes ]
Abrams: Infernal Resilience T3 increased from +8% to +9%
Abrams: Seismic Impact T3 reduced from 6s Unstoppable to 5s
Celeste: Stamina cooldown increased from 5 to 5.3
Celeste: Light Eater spirit lifesteal reduced from 20% to 18%
Celeste: Light Eater T3 decreased from +25 to +22
Celeste: Dazzling Trick cooldown increased from 34s to 38s
Celeste: Radiant Daggers T2 reduced from +80 to +70
Celeste: Shining Wonder radius reduced from 16.5m to 15.5m
Celeste: Shining Wonder T3 Max Bounces reduced from +8 to +6
Graves: Health per boon increased from 33 to 35
Haze: Fixation headshot stack count increased from +2 to +3
Haze: Fixation T3 weapon scaling increased from 0.0003 to 0.00035
Holliday: Health per boon increased from 41 to 43
Holliday: Crackshot T2 now also applies -6% Bullet Resistance for 5s
Holliday: Lasso duration extention by Bounce Pad increased from +1s to +1.25s
Ivy: Stone Form radius reduced from 6m to 5.75m
Ivy: Stone Form T1 max health heal reduced from 7% to 6%
Kelvin: Frozen Shelter base ability health regen now scales with spirit power (0.2)
Lady Geist: Life Drain T3 spirit scaling increased from +0.3 to +0.45
Lady Geist: Essence Bomb T3 damage increased from 26% to 30%
Lash: Gun falloff range reduced from 18m->54m to 16m->48m
Lash: Ground Strike T3 spirit scaling increased from +0.03 to +0.04
Lash: Ground Strike T3 damage per meter scaling increased from 110% to 120%
Lash: Grapple T2 Weapon Damage buff duration reduced from 10s to 6s
Lash: Flog heal reduced from 50% to 40%
Lash: Flog angle increased from 38 to 40
Lash: Flog T3 reduced from +40 degrees angle to +25
Lash: Flog T3 reduced from +20% heal to +15%
Paige: Heavy Melee spirit scaling increased from 0.3 to 0.45
Paige: Captivating Read T1 increased from -11s Cooldown to -14s
Paige: Captivating Read T3 increased from +1m to +2m
Paige: Fixed some collision issues with Rallying Charge
Paradox: Kinetic Carbine min damage multiplier reduced from 25% to 10% (max damage multiplier unaffected)
Paradox: Kinetic Carbine min damage multiplier no longer gets increased by the T3
Rem: Fixed a bug where multiple helpers could be sent to follow a single player for no effect
Rem: Lil Helpers now have a target UI when instant cast mode is selected
Shiv: Alt fire base damage increased by 4%
Shiv: Alt fire damage per boon increased from +0.2 to +0.24
Shiv: Serrated Knives while rage is full now deals 3.5% current HP damage on impact instead of ricocheting (0.01 spirit scaling)
Silver: Health per boon increased from 28 to 31
Silver: Sprint speed increased from 1.5 to 2.5
Silver: Dashes and light melee's no longer pause your gun's cycle time
Silver: Boot Kick can only target heroes and objectives now
Silver: Entangling Bola can only target heroes now
Silver: Weighted Bola now increases gravity during the debuff duration, and interrupts flying abilities (same rules as Phantom Strike)
Venator: Ira Domini now works with Ricochet, all the shots will bounce
Venator: Ira Domini can now split shot (releases 1 extra bolt on each side, 3 total)
Viscous: Alt fire damage growth reduced by 10%
Viscous: Splatter detonation cooldown reduced from 0.15 to 0.12
Viscous: Splatter T1 reduced from +2m to +1.5m
Viscous: The Cube cast range reduced from 26m to 20m
Viscous: Puddle Punch cooldown increased from 21s to 24s
Viscous: Goo Ball T3 now also increases spirit scaling by 0.2
Vyper: Slither T3 barrier duration reduced from 5s to 4s
Vyper: Petrifying Bola cooldown increased from 105s to 115s
Warden: Bullet damage per boon reduced from 0.28 to 0.25
Warden: Fire Rate spirit scaling reduced from 0.25 to 0.21
Warden: Alchemical Flask projectile range and speed reduced by 30%
Warden: Willpower T3 spirit scaling reduced from +2.7 to +2.1
Warden: Willpower T3 debuff resistance reduced from 40% to 30%
Wraith: Card Trick heart heal reduced from 75 to 60
Wraith: Card Trick heart heal spirit scaling reduced from 0.75 to 0.5
Wraith: Card Trick Diamond Bullet and Spirit Resist reduction reduced from -8% to -7%
Wraith: Card Trick T3 Diamond Bullet and Spirit Resist reduction reduced from -5% to -4%
Wraith: Card Trick T3 Clubs slow from +20% to +15%
Wraith: Fixed Project Mind getting caught on edges/corners when aiming past it
Wraith: Full Auto spirit damage per bullet scaling increased from 0.03 to 0.045
Yamato: Crimson Slash T3 now also increases the heal spirit scaling by +0.4
Yamato: Flying Slash light melee scaling increased from 1.0 to 1.2
Ranked Mode will currently only allow for solo or duo parties. If you are in a duo party, both players must be at most 1 Rank away from each other (i.e. Mystic and Ritualist). However, Eternus players can only queue with another Eternus player as long as they are within 3 Subranks of each other. We recognize that the party size and rank spread limits might be too restrictive, but we wanted to start off this way and then adjust in the future as needed.
A new Ranked Hub in the hideout includes all the information about the current and past Ranked seasons going forward, and allows you to access global leaderboards and your Rank history. You'll have an item in the hideout to commemorate your seasons highest rank achievement when the season is over.
RANK POINTS:
When you win or lose a game, you will see your Rank Points update with a visible progress bar after each match. Each win/loss will grant you +/- 250 points on average, though these numbers could vary slightly depending on the expectations the matchmaker had from that game or while on win streaks. To progress to the next Subrank, you need to collect 1000 Rank Points for each promotion. However, the final Subrank before moving to a new Rank (ie. Mystic VI ->Ritualist I) requires 2000 points. Once you reach Eternus I, there will no longer be a fixed amount of points needed to progress from one Subrank to the other as the thresholds will be dynamically updated daily to segment the Subranks on a percentile basis.
There is also Rank loss protection when playing in Ranked. You have 5 games of loss protection when on the boundary of a full Rank (So if you are at Mystic I with 0 Rank points, you will maintain the Mystic badge until you lose 5 games before dropping to Sentinel). Similarly, when you are on a Subrank boundary, you have 2 games of loss protection (i.e. Mystic III with 0 Rank points will have 2 games of loss protection before dropping to Mystic II)
ENTERING A MATCH AND HERO SELECTION:
We think the ability to queue with a very specific hero in mind is an important and popular feature with most players. Even more so in Ranked, where it is critical that everyone has a good understanding of how to pilot their selected hero. By having hero selections done in advance of the game formation, we are able to utilize the matchmaker on the backend to mix and match players from the larger queue to meet everyone's preferences such that players are able to get the hero they want, while also allowing us the ability to create a reasonable team composition. As part of this update we've done some improvements on the matchmaker's ability to create solid team compositions. This is also something we expect to improve over time. As the player pool grows and as more heroes are released, the matchmaker will have more opportunities to create balanced matches with good team compositions while also increasing the chance you get the hero in your highest priority.
However, we also recognize that even long term the matchmaker won't always be able to do a great job at this depending on who is in the queue at the specific time, especially at Ranks or regions where the queue is much thinner. As such, with this Ranked update we are introducing the ability to change your hero in the new pre-game phase.
Once you enter a new Ranked Match, you will see a breakdown of the Ranks of all players in the game, you will then enter a pre-game waiting area where you can control your hero. During this time, you can choose to change your given hero to any other hero that hasn't been selected, as long as you have that hero unlocked for Ranked play. The primary purpose of this is to allow players a quick way to adjust their team's hero composition to make any improvements they see fit. This is not intended to be primarily a counter-picking feature, as much as just a quick way to improve your team's general hero composition, while still making it easy for players to have their preferred and most comfortable heroes in Ranked by default. As such, there isn't a live update of what heroes the enemy team is changing into (you will only see their initial hero composition). If you end up swapping into a hero that the enemy team happened to also swap into before you, you'll get an error and then be able to select a different hero. Otherwise you will be given that hero. Each player can only swap into a new hero once.
You can also use the new pre-game waiting area to adjust your starting lanes. You won't be able to zipline swap after this. Pause will be disabled until 2 minutes after the game fully starts, so make sure to do any adjustments you want to either your roster or lanes during the new pre-game waiting area.
Additionally in Ranked Mode, the total number of heroes banned in a given game is increased from 2 to 3 and the algorithm used has been improved.
ABANDONS & PENALTIES
You cannot queue for Ranked if you have any active sanctions on your account (low priority, comms bans, etc.).
If a player abandons a game before 5 minutes, the game will be marked as safe to leave and voided for all players except the leaver and their party. The game will count as a loss for the leaver and their party, and the abandoning player will receive leaver penalties.
If a player abandons a game after 5 minutes, that player will receive leaver penalties and their party will have the game count as a loss. Other players on the abandoning player's team will have their game voided and are safe to leave without punishments, however if they stay and win the game will be counted as a win. If all players on the abandoning team leave, the game will automatically end and be counted as a win for the opposing team.
If you are on the opposing non-abandoning team, you will play the game out as normal. However, if a player on that team then abandons as well they will be penalized just like the first abandoning player/party, and the above rules kick in for the opposing team now as well. In this case, none of the remaining players on either team will have the game count as a loss, and you will only get a win if your team finishes and wins the game.
Leaver penalties start with queue timeouts and escalate to increasing amounts of low priority games.
LEADERBOARD
This update includes a few changes to the requirements to appear on the leaderboards. For the global leaderboard, the game count requirement in the last 30 days has increased from 50 to 75. For the hero specific leaderboards, the game count requirement on that hero in the last 30 days has increased from 20 to 30. There is also a new requirement for hero specific leaderboards where you must have at least 100 lifetime wins on that hero to be considered.
ROLLOUT
This new system is live right now. However we expect the next week or so to be very rocky, as the Ranked matchmaking pool will start off very thin with most players not having the unlock requirements done yet. This will have a significant effect on queue times and match quality until things stabilize. It will also take some time for players to calibrate and move into the appropriate spots. We will be closely monitoring the matchmaker during this time, but we want players to be aware that both queue times, match quality and team composition quality will need some time to ramp up. Given the large rewrite involved with this update, we are also expecting that it will take a couple of days to iron out bugs.
Mystic Shot: Spirit scaling reduced from 1.2 to 0.9
Restorative Locket: Heal per boon increased from 0.32 to 0.5
Scourge: No longer grants +17% Debuff Resist innate bonus
Scourge: Active now grants +20% Debuff Resist (retroactive on application)
Scourge: Max Health per second reduced from 2.5% to 2.3%
Slowing Bullets: No longer grants +15% Weapon Damage
Weighted Shots: Weapon Damage reduced from +40% to +30%
Spiritual Overflow: Now provides a bonus +10% Spirit Lifesteal on proc
Spiritual Overflow: Ability Duration reduced from +15% to +13%
Spiritual Overflow: Fire Rate reduced from +32% to +30%
Spirit Burn: No longer hits enemies in a 12m radius, only affects primary target now
Spirit Burn: Changed from the cooldown being on the item to being target based
Spirit Burn: Removed half cooldown against NPC
Spirit Burn: Explosion damage reduced from 110 to 50
Suppressor: Duration reduced from 5s to 4.5s
Tankbuster: No longer procs off of items
\[ Heroes ]
Apollo: Riposte base stun duration increased from 0.6s to 0.8s
Apollo: Riposte T3 changed from +1.6s Stun Duration to +60% Bullet, Spirit and Melee Lifesteal against the target for 7s
Billy: Rising Ram T3 reduced from 8% Max Health to 7%
Calico: Ava T2 reduced from +45% Move Speed to +40%
Calico: Ava T3 reduced from +20% damage amp to +18%
Celeste: Shining Wonder radius increased from 16.5m to 17.5m
Celeste: Shining Wonder damage increased by 10%
Celeste: Shining Wonder buffer duration increased from 3s to 3.25s
Doorman: Bullet damage rescaled from 26 + 1.19/boon to 24 + 1.25
Doorman: Call Bell Charge Time increased from 6s to 7s
Doorman: Doorway duration reduced from 20s to 15s
Doorman: Doorway T1 duration increased from +15s to +20s
Doorman: Doorway T3 range reduced from +45m to +40m
Doorman: Luggage Cart damage reduced from 80 to 60
Doorman: Luggage Cart T1 increased from +60 Damage to +80
Doorman: Luggage Cart range reduced from 25m to 20m
Doorman: Luggage Cart T2 increased from +20m Cast Range to +25m
Drifter: Rend spirit scaling reduced from 1.8 to 1.7
Drifter: Rend T3 silence duration reduced from 2.3s to 2s
Dynamo: Singularity cooldown reduced from 265s to 250s
Haze: Sleep Dagger wake up time spirit scaling reduced from 0.003 to 0.002
Haze: Sleep Dagger damage spirit scaling reduced from 2.8 to 2.2
Haze: Sleep Dagger T2 changed from “-17s Cooldown and Applies 15 Fixation Stacks” to “+1s Sleep Duration and Applies 15 Fixation Stacks”
Haze: Sleep Dagger T3 changed from “+1s Sleep Duration and -50% Move and Dash Speed for 3s on wake-up” to “-17s Cooldown and -50% Move and Dash Speed for 3s on wake-up”
Haze: Fixation T3 reduced from +0.14 per Stack to +0.11
Haze: Fixation T3 now also scales with Weapon Damage (0.0003)
Ivy: Stone Form T3 spirit scaling reduced from +1.7 to +1.5
Kelvin: Frozen Shelter cooldown reduced from 195s to 185s
Lady Geist: Life Drain changed from 75% Damage to Heal to 100%
Lady Geist: Life Drain DPS reduced to provide the same effective heal as before but with less DPS
Lady Geist: Malice Damage amplification reduced from 8% to 7%
Lady Geist: Malice T3 increased from +7% Damage Amp to +8%
Mina: Sanguine Retreat recast time increased from 3.5s to 4s
Mina: Sanguine Retreat T3 cast range increased from +3m to +4m
Mirage: Fire Scarabs duration reduced from 7s to 5s
Mirage: Fire Scarabs T2 reduced from +2 Charges to +1 Charge
Mirage: Fire Scarabs T2 now also increases duration by 2s
Mirage: Dust Devil T3 no longer increases Lift Duration by +0.3s
Mirage: Fixed Djinn's Mark T3 still being -1s Cooldown instead of -0.75s
Mo & Krill: Burrow cooldown no longer starts after the conclusion of the ability, now starts immediately
Mo & Krill: Combo now lets you cast items while using it
Paige: Rallying Charge cooldown reduced from 220s to 210s
Pocket: Flying Cloak T3 reduced from -11s Cooldown to -10s
Pocket: Affliction DPS reduced by ~6% (also reduces the spirit scaling and the upgrades)
Shiv: Stamina regen increased from 5.5s to 6s
Shiv: Killing Blow recast window reduced from 20s to 16s
Silver: Gun falloff range reduced from 20m->46m to 17m→42m
Silver: Slam Fire now does 100% bonus damage against NPCs (troopers and neutrals, not objectives)
Silver: Lycan Curse precast time increased from 0.2 to 0.3
Silver: Lycan Curse precast movespeed reduced from 7.6m to 2.5m
Silver: Lycan Curse T1 reduced from +20% Resists to +15%
Venator: Sprint speed reduced from 1.5m to 1m
Venator: Bullet falloff range reduced from 20m-51m to 18m-47m
Venator: Ira Domini cooldown no longer starts after the conclusion of the ability, now starts immediately
Venator: Ira Domini blessed stakes damage increased from 100 to 115
Viscous: Splatter damage reduced from 70 to 55
Viscous: Splatter spirit ratio reduced from 0.8 to 0.7
Viscous: Splatter base bounce count increased from 1 to 2
Viscous: Splatter T3 bounce count reduced from +2 to +1
Viscous: The Cube T3 reduced from -25s Cooldown to -20s
Viscous: Puddle Punch slow duration reduced from 4s to 3s
Viscous: Puddle Punch slow increased from -20% to -30%
Viscous: Puddle Punch cooldown reduced from 24s to 21s
Viscous: Goo Ball T2 increased from +10% Resists to +20%
Yamato: Flying Slash T2 reduced from +40 Spirit Power to +35
Yamato: Flying Slash T3 charges from +2 to +1
Yamato: Flying Slash T3 Charge Time increased from 4s to 5s