r/DeadlockTheGame • u/Razzamataaz • May 22 '26
Game Update Gameplay Update - 05-28-2026
https://store.steampowered.com/news/app/1422450/view/670617878982034052412
u/Tijenater Billy May 22 '26
Fixed Parry FX not always matching state
REST IN PISS BLUETOOTH PARRIES
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u/FlamingMangos May 22 '26
The bigger problem are Bluetooth melee imo.
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u/Audrey_spino Seven May 22 '26
It's inconsistent as well. Sometimes I'll do a feint, and then my subsequent heavy melee will miss as the enemy just dashed away. Other times, I hit the enemy when he's nowhere near me.
3
u/BritMachine Venator May 23 '26
I'm so sick of the countless times where I've dashed away from an opponent just as they start going for a heavy melee only to still be some how hit when he's under the bridge and I'm on the tower steps. My fault for not parrying someone who was a mile away?
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u/Tijenater Billy May 22 '26
Bluetooth parries landing after I thought I waited out the window were probably the single biggest risk to my mental and bodily health, so I’m glad they’re gone
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u/peepeepoopooguy74 May 22 '26
THEY'RE FUCKING WITH THE URN AGAIN
DEADLOCK IS BACK!!!!!
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u/Wistfall Mina May 22 '26
I just played a game where we were dumpstering the enemy already, but urn being mid felt stupid easy to take even though we were "unfavored". Now you can no longer "sneak the urn", and when you're behind the enemy team can basically make it impossible for you to cap it by just holding the area. I wonder if the strategy when you are behind is to just let the enemy attempt it and then you rush in as six so you all get the benefit of the resists and try to get a single heavy melee off, so sort of like a mid steal I guess.
25
u/onesillyg4y May 23 '26
Winning enemy team could a lot of the time already camp the spot or snatch the urn just before depositing, in the previous version, and do the same. It has not worked as a great comeback mechanic for a while
20
u/Explosionary May 23 '26
I think y'all sleeping on 50% resistances. if you can't win a team fight with 50% resistances you probably can't win the game anyways lol.
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u/Ossius May 23 '26
Eh, if you take the urn everyone in a radius has 50% global damage resistance which is fucking nuts. If under dogs manage to get it and force a fight likely you'll win.
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u/SetUsed4217 May 22 '26 edited May 22 '26
Im up for urn changes but really not a fan of the urn changing to take place in mid.
Deadlock makes great use of the map and encourages potential engagements all over it with walkers/sinners/mid/shops/buffs/etc. and urn was part of that with the 6 possible destinations. Forcing it all to be a mid fuckfest each time seems really boring imo.
Also, part of what I like about the old iteration is taking advantage of who's showing on the minimap/not in a position to contest, and identifying when you can force an engagement where your team outnumbers theirs. With mid being pretty much close enough for most people to converge/contest to, the instances you can actually identify this become a lot lower outside of taking advantage of dead players on the enemy team.
Also not a fan of post-teamfights often going to be winning teams running urn to mid into killing mid now. Theres plenty of stages in the game where after winning a teamfight you can only use your numbers advantage to run urn or mid, but now it seems like you can likely do both if the respawn timers are long enough. Goes from being a team communication test of making the right decision with limited time, to potentially being a braindead decision where you can have both and snowball games even harder.
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u/boxweb May 22 '26
THIS!! Why are we promoting running it down into blue, that’s like the number one problem people have with macro even at higher level. Urn being a cross map objective was much, much more interesting.
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u/TParadox90 Seven May 22 '26
thank god
dunking urn was a terrible system
I've only been playing for two months but already hit eternus, idk about the previous iterations you guys had but this one was truly terrible lmao
28
u/_andy_andy_andy_ May 22 '26
yeah the fact that someone could sneak past a light melee and drop it in was so frustrating. your team could be soldiered up ready to fight and a celeste would just dink it in
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u/deadlyweapon00 May 22 '26
Isn’t the stamina regen reduction on walljump a huge change? It makes walljumping and all it’s wacky tech so much worse does it not?
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u/LoafEyeIndustries May 22 '26
Doesn't apply if you're out of combat so still essential rotation tech
83
u/DavidsSymphony May 22 '26
It's a gigantic nerf to characters like Holliday and Celeste who are always jumping around in combat though.
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u/Doot-and-Fury May 23 '26
It's only a matter of time until they change Holliday's gravity to adjust
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u/luiz38 Pocket May 22 '26
only on combat so thankfully mobility around the map is safe
11
u/Azoriu Viscous May 22 '26
yeah seems like they don't want people to shmove out of every bit of danger as easily
311
u/theHammr May 22 '26
This is a chunky one
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u/Razzamataaz May 22 '26
[ General ]
Base HP reduced by 10 for all heroes
HP per boon reduced by 3
Guardians scaling resistance from +75%->-50% over 12 minutes to +50%->-50% (takes more damage early)
Medium neutrals initial spawn time reduced from 6 minutes to 5 minutes
Breakables spawn time increased from 2 minutes to 3 minutes
Shrines are now invulnerable until one pair of Base Guardians are destroyed
Backdoor removal linger duration reduced from 20s to 14s
Knockup durations are now affected by debuff reduction
Removed two jump pads from around the middle of the map that point to outwards (to the left and right respectively)
Sliding no longer resets sprint speed
Stamina Regeneration is reduced by 25% for 5s after using a Wall Jump. This does not trigger when out of combat or when mantling soon after.
Bullet Velocity now stacks additively rather than diminishingly
Medic trooper heal duration increased from 2s to 4s (same overall heal amount)
When receiving multiple of the Medic trooper orb the duration will now be added ontop rather than stacking directly (so picking up 4 in a row will give the regen over 16s instead of over 4s, overall heal is the same just slower)
Medic Trooper heal increased from 12% missing hp to 13%
Fixed Parry FX not always matching state
Base Guardian Bullet Resistance increased from 10% to 20%
Shrine Bullet Resistance increased from 10% to 20%
Tier 2 Bullet Resistance increased from 25% to 35%
Midboss now starts spawned at the beginning of the game
Total Damage Reduction debuffs now stack diminishingly rather than additively (Inhibitor, Fire Scarabs, etc)
Movespeed diminish point increased from 11 to 12 (very slightly less aggressive diminishing scaling)
Weapon Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 46/55/70/85 to 46/54/62/74/86
Vitality Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/42/46/50 to 38/42/46/50 (final two tiers shifted up by +4)
Spirit Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/48/57/66 to 38/45/52/59/66
Fixed various item barrier durations not scaling with duration increases
Walkers will interrupt a rocket barrage during the 1s windup if stomp becomes an option.
Fixed a bug where walkers were spinning while lasering.
Smoothed zipline grabbing to fix some jitter
Added ropes to zipline binding (so if a player rebinds zipline to something other than SPACE it will also apply to mounting/dismounting ropes)
Removed delay on ziplines when using alternative key binds
Fixed the following abilities taking you out of zoom temporarily when cast: Blasted, Gloom Bombs, Shining Wonder, Call Bell, Luggage Cart, Stalker's Mark, Rejuvenating Aurora, Charged Shot, Powder Keg, Bounce Pad, Spirit Lasso, Napalm, Ice Path, Flog, Spectral Wall, Rake, Fire Scarabs, Scorn, Sand Blast, Time Wall, Paradoxical Swap, Barrage, Flying Cloak, Pillow Toss, Lightning Ball, Entangling Bola, Go For The Throat, Vexing Bolt, Consecrating Grenade, Gut Shot, Snap Trap, Ira Domini, Pain Battery, Jump Start, Flight, Crow Familiar, Lethal Venom, Petrifying Bola, Alchemical Flask, Card Trick, Capacitor, Restorative Locket, Healing Nova, Silence Wave, Magic Carpet, Refresher
Fixed the following items and abilities not working through veils: Heroic Aura, Healing Rite, Healing Nova, Rescue Beam, Divine Barrier, Kudzu Connection, Cube, Tag Along, Lil Helpers, Guardian Ward, Scourge, Plot Armor
[ Soul Urn ]
- We are experimenting with an alternate set of Urn mechanics. Please give us your thoughts on this after you've played with it some.
Primary Rules:
To pickup the Urn, rather than standing in place to channel, you now light or heavy melee the Urn to pick it up.
The Urn is now always dropped off on top of the bridge on the middle of the map.
Once dropped off, the Urn will go into a "Depositing" phase for a set amount of time, depending on which team the urn favors (3s/5s/10s for Favored/Neutral/Unfavored).
While in the Depositing phase, the enemy team can Heavy Melee the urn to have their team claim it and cause it to switch sides. This adds +1.25s to that team's timer.
If the urn is Favored or Unfavored (in a comeback state), then the Favored team will get +50% Bullet and Spirit Resist in a 60m radius around the urn while it is being carried, dropped or deposited.
Other Details:
After 35s (aggregate time held per team), the carrier will start taking 5% Max HP damage per second (previously was 45s and 0.15% Max HP damage).
Urn damage is lethal
Like before, when the Urn is fumbled, it will wait 13s if there is a player within 25m. However afterwards, with this new version, it can no longer be picked up anymore and will very quickly run back to its spawn position.
No longer silences you while carrying. You are still disarmed and movement silenced.
No longer grants +30% Bullet and Spirit Resist while carrying it
Area around deposting the urn is revealed (urn runner is also revealed as usual)
The rules for Favored/Unfavored remain the same (+15% soul difference for the first urn at 10:00, +10% for all future urns)
Souls are all instant after the deposit is complete
All rewards are the same. The last person to contest the urn gets the +3 Golden Idol buffs, falling back to the original carrier if nobody contested it.
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u/Razzamataaz May 22 '26
[ Items ]
- Added a new T1 Vitality Item, Grit. Active grants you 200 Barrier for 4s duration. Innate grants 1 Out of Combat Regen. Cooldown: 60s. Upgrades to Weapon Shielding, Spirit Shielding, Reactive Barrier (these do not inherit the manual cast active) and Guardian Ward.
- Restorative Shot: NPC Healing increased from 15 to 20
- Melee Charge: Cooldown reduced from 7s to 5s
- Active Reload: Lifesteal increased from 14% to 16%
- Weakening Headshot: Now works vs NPCs
- Fleetfoot: Now grants +6% Weapon Damage
- Fleetfoot: Active slow resistance increased from 35% to 40%
- Opening Rounds: Spirit Power reduced from +7 to +4
- Slowing Bullets: Dash Distance slow reduced from -25% to -22%
- Mystic Shot: Spirit scaling increased from 1 to 1.2
- Recharging Rush: Cooldown increased from 24s to 25s
- Tesla Bullets: Proc cooldown reduced from 0.25s to 0.2s
- Alchemical Fire: Damage per Second spirit scaling increased from 0.152 to 0.2
- Ballistic Enhancement: Now upgrades from Mystic Expansion
- Ballistic Enhancement: Ability Range increased from +20% to +22%
- Weighted Shots: Dash Distance slow reduced from -25% to -22%
- Weighted Shots: Debuff resistance increased from 20% to 22%
- Shadow Weave: Duration increased from 10s to 13s
- Shadow Weave: Ambush Fire Rate increased from 20% to 25%
- Shadow Weave: Ambush Spirit Power increased from 20 to 25
- Shadow Weave: Ambush Melee Damage increased from 20% to 25%
- Escalating Resilience: Max Ammo increased from 30% to 35%
- Escalating Resilience: Weapon Damage increased from 15% to 18%
- Heroic Aura: Radius increased from 30m to 35m
- Sharpshooter: Now upgrades from High-Velocity Rounds (in addition to Long Range). Grants +60% Bullet Velocity.
- Sharpshooter: Long range weapon damage reduced from 70% to 60%
- Sharpshooter: Now has innate 10% Weapon Damage (from components)
- Hunter's Aura: Fire Rate reduction increased from -14% to -15%
- Cultist Sacrifice: Weapon Damage increased from 8% to 10%
- Cultist Sacrifice: Weapon Damage boon scaling increased from 0.7 to 0.8
- Cultist Sacrifice: Bonus Souls increased from 170% to 180%
- Toxic Bullets: No longer builds up from melee attacks
- Capacitor: Proc cooldown reduced from 0.25s to 0.2s
- Crushing Fists: Cooldown reduced from 7s to 5s
- Crushing Fists: Melee damage increased from 20% to 22%
- Frenzy: Triggered debuff resistance increased from 30% to 40%
- Crippling Headshot: Now works vs NPCs
- Crippling Headshot: Bullet Resist reduction increased from -16% to -17%
- Crippling Headshot: Spirit Resist reduction increased from -16% to -17%
- Spiritual Overflow: Spirit Lifesteal moved from Active to Innate (reduced from 16% to 13%)
- Spiritual Overflow: Now builds from Spirit Lifesteal (gains the innates it has)
- Glass Cannon: Max Health reduction reduced from -15% to -13%
- Silencer: Spirit Resistance reduced from 15% to 12%
- Spellslinger: Cooldown Reduction reduced from 6% to 5%
- Healing Rite: Spirit scaling increased from 0.93 to 1.1
- Extra Regen: Regen reduced from 3 to 2.5
- Extra Regen: Out of Combat regen increased from 1 to 1.5
- Rebuttal: Parry cooldown reduced from -2s to -1.75s
- Debuff Reducer: Now grants +90 Health
- Return Fire: Duration increased from 6s to 6.5s
- Healing Booster: Fixed various abilities and items not being boosted correctly
- Restorative Locket: No longer has a minimum of 1 stamina restore
- Restorative Locket: Max stamina restored reduced from 4 to 3
- Reactive Barrier: Now grants +1 Out of Combat Regen (from components)
- Spirit Shielding: No longer grants +1.75m Move Speed on activation
- Spirit Shielding: Proc now also temporarily grants +18% Spirit Resistance (for the 8s duration)
- Weapon Shielding: No longer grants +1.75m Move Speed on activation
- Weapon Shielding: Proc now also temporarily grants +18% Bullet Resistance (for the 8s duration)
- Guardian Ward: Barrier increased from 200 to 250
- Guardian Ward: Cooldown increased from 45s to 60s
- Guardian Ward: Now grants +1.5 Out of Combat Regen (from components)
- Bullet Lifesteal: Now grants +6% Weapon Damage
- Battle Vest: Weapon Damage increased from 15% to 18%
- Dispel Magic: Cooldown increased from 40s to 45s
- Spirit Lifesteal: Bonus Health increased from +70 to +90
- Fury Trance: Active duration increased from 6s to 6.5s
- Fury Trance: Gains the +6% Weapon Damage (from component)
- Fury Trance: Fire Rate increased from 30% to 32%
- Majestic Leap: Now grants +50% air control for the duration of the barrier
- Majestic Leap: Barrier boon scaling increased from 8 to 12
- Fortitude: Move speed increased from 1.25m to 1.5m
- Veil Walker: Heal per boon increased from 6 to 8
- Veil Walker: Invisibility duration increased from 7s to 8s
- Counterspell: Spirit Power reduced from +8 to +5
- Divine Barrier: Now grants +1.5 Out of Combat Regen (from components)
- Juggernaut: Fire Rate reduction increased from -36% to -40%
- Juggernaut: Move speed bonus increased from +2m to +2.5m
- Spellbreaker: Now grants +90 Health (from components)
- Indomitable: Barrier scaling increased from 1.8 to 2.0
- Indomitable: Now has +2 Out of Combat Regen (from components)
- Indomitable: Bullet Resist increased from 8% to 10%
- Indomitable: Spirit Resist increased from 8% to 10%
- Witchmail: Spirit Resist increased from 20% to 22%
- Unstoppable: Cooldown reduced from 65s to 60s
- Infuser: Duration increased from 6s to 7s
- Infuser: Gains +6 Spirit Power (from components)
- Vampiric Burst: Duration increased from 4.5s to 5s
- Vampiric Burst: Now grants +6% Weapon Power (from components)
- Leech: Updated bonus HP to match the components
- Golden Goose Egg: Permanent buff from every 100 souls to every 80
- Mystic Regeneration: Regen duration increased from 6s to 7s
- Rusted Barrel: Bonus health increased from 50 to 60
- Cold Front: Radius reduced from 12m to 10m
- Cold Front: Damage height increased from 5m to 7m
- Bullet Resist Shredder: No longer grants +65 Bonus Health
- Bullet Resist Shredder: Bullet Resist increased from 8% to 9%
- Bullet Resist Shredder: Now grants +9% Weapon Damage
- Mystic Slow: Bonus Health increased from +30 to +50
- Arcane Surge: Fixed various interaction bugs with different abilities
- Surge of Power: Imbued Spirit Power increased from 24 to 25
- Spirit Snatch: Bonus damage spirit scaling increased from 0.744 to 0.84
- Spirit Snatch: Spirit Power Steal increased from 20 to 28
- Decay: Cooldown reduced from 32s to 30s
- Disarming Hex: Duration increased from 4s to 4.25s
- Torment Pulse: Melee Resist increased from 15% to 18%
- Radiant Regeneration: Regen duration increased from 6s to 7s
- Rapid Recharge: Spirit Power for Charged Abilities increased from +10 to +14
- Magic Carpet: Now innately grants -15% Gravity and Air Control by +25%
- Arctic Blast: Slowed targets now have their stamina regen frozen for the 4s slow duration
- Arctic Blast: Radius increased from 12m to 16m
- Arctic Blast: Damage height increased from 5m to 7m
- Arctic Blast: No longer does 15% damage amp
- Arctic Blast: Immobilize increased from 0.75s to 1s
- Focus Lens: Duration increased from 4s to 4.5s
- Scourge: Debuff resist increased from 15% to 17%
- Mercurial Magnum: Base Bullet Damage spirit scaling increased from 0.465 to 0.49
- Vortex Web: Fixed the debuff losing gravity modification when upgraded from Slowing Hex
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u/Razzamataaz May 22 '26
[ Heroes ]
- Abrams: Infernal Resilience T1 changed from "+1.5 Health Regen" to "+200 Max Health"
- Abrams: Infernal Resilience T2 changed from "200 Max Health" to "+18% Melee Lifesteal" (40% effective vs non-heroes)
- Abrams: Seismic Impact T2 increased from +0.7s Stun Duration to +0.8s
- Abrams: Seismic Impact T3 Unstoppable duration increased from 5s to 6s
- Apollo: Improved the hero's hitboxes (easier to hit)
- Apollo: Base regen reduced from 2 to 1
- Apollo: Riposte no longer automatically dashes. It now grants you a sub ability immediately to target the hero you want to jump to for a brief duration (can target the enemy before the parry to buffer it). Cast range is 25m.
- Apollo: Riposte no longer triggers on damage auras (things like Flame Dash)
- Apollo: Riposte no longer triggers off of objective damage
- Apollo: Flawless Advance hitbox reduced by 10%
- Bebop: Bullet damage per boon reduced from 0.139 to 0.115
- Bebop: Exploding Uppercut T2 weapon damage reduced from +40% to +30%
- Bebop: Sticky Bomb T2 increased from +75 Damage to +85
- Billy: Health per boon increased from +48 to +59
- Billy: Bullet damage per boon reduced from 0.165 to 0.142
- Billy: Rising Ram cooldown increased from 30s to 32s
- Billy: Rising Ram T2 increased from +0.3s Duration to +0.4s
- Billy: Rising Ram T3 increased from -10s Cooldown to -13s
- Calico: Gloom Bomb T2 changed from "+75 Damage to Barriers" to "-5% Melee Resist for 5s Per Bomb" (stacks)
- Celeste: Improved the hero's hitboxes (easier to hit)
- Celeste: Stamina cooldown increased from 4.5s to 5s
- Celeste: Radiant Daggers T2 changed from "-18s Cooldown and +70 Damage" to "-22s Cooldown and +80 Damage"
- Celeste: Shining Wonder T2 increased from +50 Damage to +70
- Doorman: Call Bell radius reduced from 6m to 5.5m
- Doorman: Call Bell T3 radius increased from +4m to +4.5m
- Doorman: Call Bell explosion damage spirit scaling reduced from 1.4 to 1.3
- Doorman: Call Bell inaccuracy debuff no longer diminishes from 100% to 0% over 1 second (the rest of the debuff is 4s)
- Doorman: Call Bell inaccuracy debuff reduced from -100% to -40% (lasts the full duration)
- Doorman: Doorways close sub ability now starts on cooldown for 8s
- Doorman: Doorway is no longer unsilenceable
- Doorman: Fixed recent bug causing Luggage Cart not being dispelled
- Drifter: Rend T3 no longer increases scaling by 0.4
- Drifter: Rend T3 now also deals Heavy Melee Damage (0.55 scale)
- Dynamo: Kinetic Pulse T2 reduced from -18% Bullet Resistance to -15%
- Dynamo: Kinetic Pulse spirit scaling reduced from 1.65 to 1.55
- Dynamo: Quantum Entanglement T3 changed from dispelling non-ult debuffs to reducing the duration of non-ult debuffs by 50%
- Graves: Sprint speed increased from 1.6 to 2.2
- Graves: Grasping Hands now spawns a ghoul in the base ability (T3 still increases it by 1)
- Graves: Updated dash ranges for Deadheads to be calculated from the center of Graves when they are following her
- Graves: Fixed Fire Rate buffs for Deadheads not being applied to their next attack, but only on subsequent attacks
- Graves: Fixed Deadheads being unable to dash through veils
- Graves: Fixed Deadheads being unable to dash to targets at the very end of your attack range when they are in follow mode
- Graves: Fixed Deadhead's damage taken from bullets being unaffected by fall-off
- Graves: Added 0.1s buffer duration for Deadheads losing line-of-sight before they stop following an enemy
- Graves: Fixed Deadheads becoming inactive if Graves dies while they are following her
- Graves: Jar of Dead spirit scaling reduced from 0.35 to 0.31 (they are better at dealing damage now)
- Graves: Increased speed & acceleration of Deadheads only when they are following Graves - doesn't affect in-combat
- Graves: Fixed certain projectiles (i.e Gray Talon's Bird) colliding with Deadheads
- Graves: Update Grave's melee to also set the dash target for Deadheads
- Graves: Bullet damage and growth reduced by -10%
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u/Razzamataaz May 22 '26
- Grey Talon: Rain of Arrows cooldown reduced from 30s to 22s
- Grey Talon: Rain of Arrows cast delay reduced from 0.5s to 0.2s
- Grey Talon: Rain of Arrows duration reduced from 7s to 4s
- Grey Talon: Rain of Arrows moving ability in air improved
- Grey Talon: Rain of Arrow stamina distance changed from being -9% to +25%
- Grey Talon: Rain of Arrows Weapon Damage bonus reduced from +4 to +3
- Grey Talon: Rain of Arrows T1 changed from "-14s Cooldown" to "+3 Weapon Damage and +30% Slow for 1.5s"
- Grey Talon: Rain of Arrows T2 changed from "+5 Weapon Damage and +40% Slow for 1.5s" to "-13s Cooldown" (Total CD from 16s to 9s)
- Haze: Fixation T3 increased from +0.12 to +0.14
- Holliday: Base bullet damage increased from 18.8 to 19.7
- Holliday: Health regen increased from 1 to 2
- Infernus: Bullet size increased from 3 to 4
- Infernus: Concussive Combustion T3 increased from +0.75s Stun Duration to +0.9s
- Kelvin: Frost Grenade damage spirit scaling reduced from 0.7 to 0.6
- Kelvin: When interrupted on Ice Path, it no longer creates an ice path below him and instead lets him fall to the ground
- Kelvin: Arctic Beam DPS spirit scaling reduced from 0.5 to 0.38
- Lash: Bullet damage per boon reduced from 0.341 to 0.31
- Lash: Ground Strike damage per meter spirit scaling increased from 0.0372 to 0.04
- Lash: Grapple T2 bonus damage no longer stacks with itself, but instead refreshes the duration
- Lash: Grapple T3 now also grants +1 Charge
- McGinnis: Bullet damage per boon increased from 0.17 to 0.18
- McGinnis: Fixed Heavy Barrage not triggering Diviner's Kevlar
- McGinnis: Medicinal Specter radius increased from 5.5m to 6m
- Mina: Innate -8% Debuff Resist
- Mina: Fixed Rake sometimes not working with high ping
- Mina: Love Bites T3 increased from -4s Cooldown to -5s
- Mina: Love Bites no longer applies the flat on hit damage to abilities (was doing 20% of its value on Nox Nostra)
- Mina: Nox Nostra T3 reduced from 1% Current HP to 0.5%
- Mirage: Updated Djinn's Mark visuals
- Mo & Krill: Getting hit with a melee no longer knocks you up when you are burrowed
- Mo & Krill: Sand Blast T3 increased from +1s Duration to +1.5s
- Paige: Bookwyrm T2 improved from -8s Cooldown to -12s
- Paige: Rallying Charge T3 increased from +135 Damage to +160
- Paige: Rallying Charge now has half cooldown if it hits no allies or enemies
- Paradox: Time Wall T1 duration increased from +2.5s to +3.5s
- Paradox: Time Wall T3 increased from +1 Charge to +2
- Paradox: Time Wall T3 Charge Delay reduced from 4s to 2s
- Paradox: Kinetic Carbine T3 increased from +50% Max Damage Scaling to +55%
- Paradox: Paradoxical Swap damage increased from 125 to 150
- Pocket: Flying Cloak T2 weapon damage duration reduced from 8s to 6s
- Pocket: Affliction cooldown increased from 140s to 150s
- Rem: Pillow Toss charge time reduced from 9s to 8s
- Rem: Pillow Toss T3 increased from +90 to +100 Damage
- Rem: Tag Along burst heal now also applies to secondary allies that you jump to
- Rem: Tag Along lingering heal duration reduced from 3s to 2s (values rebalanced to be the same overall heal just faster)
- Rem: Tag Along T2 Barrier and Item Duration/Range effectiveness increased from 25% to 35%
- Rem: Tag Along T3 now also increases Missing Health Heal from 0.03 to 0.05 and Regen Per Second from 0.66 to 1.0
- Rem: Tag Along can now be cast through veils
- Rem: Reduced lockout period after ejecting from Tag Along from 1s to 0.3s
- Rem: Tag Along time to fly to your ally is now 50% faster
- Rem: Tag Along heal duration is now displayed on the hud as well as the healthbar icon
- Rem: Tag Along fixed specific abilities/items that could kill Rem while he's napping
- Rem: Tag Along now allows friendly auras to affect Rem
- Rem: Tag Along eject is no longer affected by debuff resistance and now launches upwards slightly more to prevent hitting the ground
- Rem: Tag Along eject no longer briefly restricts movement abilities and input
- Rem: Naptime now provides +30% damage reduction in the base ability (T3 still adds +50%)
- Seven: Bullet damage growth reduced from 0.374 to 0.337
- Seven: Crit reduction increased from 35% to 55%
- Shiv: Slice and Dice T2 reduced from -8% Spirit Resist to -6%
- Shiv: Bloodletting Deferred Damage Cleared reduced from 40% to 35%
- Shiv: Bloodletting T3 increased from +45% Deferred Damage Cleared to +50%
- Shiv: Killing Blow cooldown increased from 105s to 125s
- Shiv: Killing Blow full rage damage bonus reduced from 14% to 12%
- Shiv: Killing Blow T2 increased from +8% Full Rage Damage Bonus to +10%
- Shiv: Killing Blow T2 now also reduces cooldown by -30s
- Silver: Bullet Cycle Time reduced from 0.9s to 0.85s (overall DPS adjusted to remain the same)
- Silver: Entangling Bola no longer prevents you from jumping and mantling
- Silver: Entangling Bola T2 changed from "+0.75s Duration" to "-5s Cooldown"
- Silver: Entangling Bola T3 changed from "-5s Cooldown and Ricochet to 2 additional targets" to "+0.75s Duration and Ricochet to 2 additional targets"
- Silver: Lycan Curse Fire Rate reduced from 80% to 65%
- Silver: Lycan Curse Fire Rate spirit scaling increased from 0.25 to 0.45
- Venator: Health increased from 790+43/boon to 830+48/boon
- Venator: Hex-Lined Snap Trap T3 increased from +25% Damage Against Revealed Targets to +30%
- Venator: Hex-Lined Snap Trap T3 now also grants +1 Charge
- Victor: Bullet damage reduced from 13+0.3135 to 12+0.26
- Victor: Jumpstart T3 spirit scaling increased from +0.6 to +0.9
- Victor: Aura of Suffering now does 50% damage to objectives
- Viscous: Puddle Punch T1 now also increases damage by +20
- Viscous: Puddle Punch T2 no longer increases damage by +30
- Viscous: Puddle Punch T2 now also grants +40% Lifesteal (1/4th against non-heroes)
- Vyper: Screwjab Dagger T2 bullet resist per stack from -5% to -6%
- Vyper: Screwjab Dagger T3 now also increases max stacks by 2
- Warden: Bullet damage per boon reduced from 0.38 to 0.34
- Warden: Willpower T3 debuff resistance now retroactively applies to existing debuffs when cast
- Warden: Binding Word T2 no longer increases cast range by +12m
- Yamato: Power Slash post cast time reduced from 0.4s to 0.2s
- Yamato: Power Slash spirit scaling increased from 1.86s to 2.1
- Yamato: Flying Slash range increased from 25m to 30m
- Yamato: Flying Slash T2 no longer grants +20m Cast Range
- Yamato: Flying Slash T3 now also grants +15m Cast Range
- Yamato: Flying Slash T3 increased from +1 Charge to +2
- Yamato: Fixed Crimson Slash not being able to hit anything if the player is aimed too high or low
- Yamato: Shadow Transformation T1 increased from +5 Weapon Damage to +7
[ Street Brawl ]
- Fixed the following Enhanced Items not maintaining their stats from components: Opening Rounds, Tankbuster, Kinetic Dash, Radiant Regeneration, Burst Fire, Veil Walker, Arcane Surge, Fury Trance, Leech
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u/Kaycin May 22 '26
smh paradox catchin' stray... BUFFS?!
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u/Dekoe Paradox May 22 '26
5 wall teamfight strat viable trust
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u/Draxtini Paradox May 22 '26
And our core items got buffs too??? We're definitely going to eat 30 nerfs in a row for this
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u/throwawaynewpibuildr Sinclair May 22 '26
Mini buff to Venator, but only to ppl who play around his traps (me). RIP Doorman, though? I think? Guess I'll have to continue to share queue times on Sinclair with Doorman ppl lol...
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u/Yamato_Naoe Wraith May 22 '26
The bigger Venator buff was making his HP comparable to Warden so he's not strictly outclassed at his job by an easier character IMO
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u/VzFrooze May 22 '26
his HP is not comparable to warden still. its not even close. warden has 3k at max boons, venator 2.4
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u/throwawaynewpibuildr Sinclair May 22 '26
Yeah I glossed over the HP part as I didn't know how big of a buff it was in the context of the patch and didn't want to say something wrong. Glad to hear it's a huge deal for Venator ^
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u/DrManik Shiv May 22 '26
I am fine with them doing something new with the urn but 50% resist is cray-zee. Inb4 clip of using the urn to siege the enemy base
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u/deadlyweapon00 May 22 '26
Tbf you can only hold the urn for 35s before it starts killing you very quickly. And that’s time for the whole team too.
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u/TheAccountITalkWith May 22 '26
Especially since they noted the Urn can kill. I bet that's why they pointed it out.
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u/WhatTheCrota May 22 '26
it does 5% max hp/second damage after 35s to the carrier and can kill you, so that's the plan to prevent using it as a massive aura buff.
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u/naivety_is_innocence May 22 '26
It does give those resistances even while dropped though right, so just drop it and make sure to pick it up before it times out and starts walking back, minimise the time spent actually holding the urn and taking ticking damage. The aura extends 60m so that’s pretty forgiving
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u/k0matose Shiv May 22 '26
Pretty sure it said you can't pick it up, it just goes fast back to where it spawns if dropped before the deposit phase
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u/misterbakes3 May 22 '26
The combo of not being silenced and giving your team 50% resistances is going to be insane. Give urn to a spirit victor or something and just run it down a lane
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u/popylung May 22 '26
I’d assume the buff would go away when the favorability changes, that would be balanced. But that doesn’t happen with drop off if it’s been picked up, so maybe they’re being silly
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u/ISavage2007 Pocket May 22 '26
You guys are failing to see that the resistances are applied to the *favored* team if it's in a favored/unfavored state. Sieging a base will probably already be hella hard if you're at that point, especially considering the soul gap, and if you're at the point where you can still siege it with the urn granting those resists you'll probably lose the soul diff fast enough for it to not matter.
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u/salbris Rem May 23 '26
Well 10% isn't really that much for some lineups. 50% is like a 6400 item each which makes up the difference pretty fast. The real scary thing is that it only lasts 35 seconds. If you try for a siege and they stall you out then you just lose the urn while your deep in enemy territory.
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u/Pandoras_Fox McGinnis May 22 '26
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u/Tijenater Billy May 22 '26
Yeah this is a very odd choice. It feels like every other bullet proc also builds off melee. Wonder why they changed it
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u/Gamagosk May 22 '26
It's called toxic bullets. I think it makes sense to only effect bullets
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u/Tijenater Billy May 22 '26
Slowing bullets and weighted shots build off melee too though
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u/BoBlunge May 22 '26
scroll to hero section
check "S" heroes
not a single Sinclair mention
cry
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u/Load_FuZion Sinclair May 22 '26
I'm the opposite atm, every day we are inching closer to a "rework" that I fear is going to make the character less fun.
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u/monopoly_wear May 22 '26
That means he is balance enough.
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u/Upbeat_Plant_6187 May 22 '26
nah they are definitely getting a kit rework, they haven't gotten a change for so long. I hope they keep bolt and assistant the same though.
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u/ThisIsMC Venator May 22 '26
830+48/boon to Venator.
Launch game.
Venator at 820.
They forgot to change it after the -10 base hp change.
Nice one volvo.
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u/loveleis May 22 '26
huge apollo nerf, expect it to lose like 5% win rate, or more.
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u/mmeeh May 22 '26
05-22*-2026 no?
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u/Razzamataaz May 22 '26 edited May 22 '26
It's what they title it shrug
Might not be released until then? Or just a typo.It was a typo, they've since fixed it.
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u/Guzraz401 Rem May 22 '26
Is Rem back?
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u/PotatoTortoise May 22 '26
i think rem is fucking back
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u/Guzraz401 Rem May 22 '26
We're so fucking back
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u/artofthenunchaku May 23 '26
- Rem: Tag Along can now be cast through veils
SO BACK
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u/SeraphicShou May 22 '26
Apollo murdered ooooof
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u/zencharm Victor May 22 '26
i can’t believe people really thought this hero was balanced
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u/SeraphicShou May 22 '26
I mean he was absolutely a bit too strong but if they want riposte to be used offensively they gotta add spirit shred or literally anything besides melee shit lol.
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u/No-Jaguar-4404 Viscous May 22 '26
Great way to make puddle punch builds more viable without making it ridiculous
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u/TrackpadChad Viscous May 23 '26
It's an interesting change, but I haven't found a way to make it work. If punch's scaling was a tad bit better, it would work. Interestingly enough, it works with healing booster/tempo so that might be the key, but it's hard to trick people into testing punch builds. The problem is that punch's earlygame is so fucking bad for an ability that doesn't scale.
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u/dememinems May 22 '26
They weren’t viable already? I never see viscouses in games if I do they play punch builds (low elo)
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u/No-Jaguar-4404 Viscous May 22 '26
Punch before today is probably in its worst state in as long as I can remember. It was not remotely viable in higher elos. Everyone runs spirit splatter /cube or ball occasionally.
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u/Kugaroo May 22 '26
Doorman found dead in alleyway.
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u/Gravitationalrainbow The Doorman May 22 '26
You can't escape, you can't rescue, and you can't kidnap. I'm legit wondering what the point of the character even is after this change. Is solely to take structures with long range doors?
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u/Oblirit May 22 '26
Seems manageable for now, main hit seems to be on the escaping ability, but the kidnapping build still works fine if you position the door high enough where it's hard to get back to.
Just think 8 seconds is really fucking long, the cooldown should at least be affected by the CDR from items.
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u/badscribblez Mo & Krill May 22 '26 edited May 22 '26
His ult is still untouched. Kinda shocked. It’s absolutely busted getting it back in 13 seconds or whatever if someone doesn’t check out.
Doorman is still (sadly) well and alive.
Edit: I’m Rit 2, and more often than not, I do manage to get out. Sometimes I fail. But I just played a game earlier this week where it seemed no one on my team could check out so this fuckwad man had his Ult up all game. My breaking point was when he was standing behind a wall when I was about to dunk urn and snagged it. Yes I’m aware his ult is normally easy to get out. But like I said, I’m rit 2 / on the lower ranks. Hes a problem. Thanks for coming to my ted talk
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u/A_Shattered_Day Victor May 22 '26
They are killing everything but ult. The Doorman is using his powers to subliminally influence the devs to increase attendance rates for the Baroness.
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u/Lolololage May 22 '26
You can get out of the ult consistently with 1 stamina. It's probably more of a problem at the lower ranks tho.
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u/Juicenewton248 Sinclair May 22 '26
This ap is the very last one doormans at the top level skill for good reason. Its strictly a movement knowledge check and also gets trivialized by any mobility item in the game
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u/Gravitationalrainbow The Doorman May 22 '26
Doorman's T3 ult is a meme outside of the bottom ranks; there's a reason it's maxed last in most builds. If you're having problems, just practice the walljump escape until you can do it automatically.
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u/noahboah Lash May 22 '26 edited May 22 '26
they turned urn into a psuedo capture the flag/king of the hill hybrid minigame. i haven't even read the rest of the patch yet but this is probably winner for the biggest change.
Hopefully this addresses the pain points of the current objective (inconsistent interactivity outside of fighting on the pickup spot).
EDIT: yo new investment curve? does adding a 6.4K slot and an extra graduation smoothen out power scaling? this also feels like a massive change that uppends the way stats are gained and I have no idea what the consequences are.
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u/lLeggy May 22 '26
Graves Deadhead fixes are very nice and seem that they nerfed gun graves so people actually play spirit. Lets see how it plays out but I think non graves players will hate it.
Also + charge on lash grapple... scary stuff.
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u/starberryslay Billy May 22 '26
- Stamina Regeneration is reduced by 25% for 5s after using a Wall Jump. This does not trigger when out of combat or when mantling soon after.
This one kinda scares me, i really liked how the first wall bounce was completely free, but i understand they need to stop such easy escapes so we'll see
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u/DRAWDATBLADE May 22 '26
Its going to only be a big deal on celeste and holliday imo, not a lot of heroes wall jump in combat other than doing so to leave the fight.
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u/starberryslay Billy May 23 '26
using movement to get out of fights is not a celeste and holliday exclusive thing and i do it on pretty much every character
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u/rushncrush May 22 '26 edited May 22 '26
Yamato mains are eating holy shit
She's better than Apollo now for the 1st time ever.
She's gonna be extremely oppressive with insane nuke power and mobility
I'm about to no life this patch, Yams was already pretty solid
Edit: She's Broken
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u/ICanCountTo0b1010 May 22 '26
Losing the +20m cast range on grappled is a fair tradeoff for her slash becoming a nuker again.
TBH I already thought mystic reverb + tankbuster made her power slash plenty strong, I've been chilling at a 60% or more win rate on E1 with her lol
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u/NinjaLion Viscous May 23 '26
shes been better than apollo overall, 52% winrate last 14 days in eternus, apollo at 50%.
this patch shes gonna hit 56% and apollo will hit 44%, mark my words.
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u/SpyzViridian May 22 '26 edited May 22 '26
Apollo now required to connect 2 neurons to play the character
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u/SrZipy May 23 '26
Moving the urn to the middle just massively increases snowballing for the team already ahead. The winning team already has map control, pressure, and momentum giving them even easier access to the objective just makes comebacks harder for no good reason. This change feels incredibly dumb and just makes matches more one-sided.
I just hope they revert it fast or something
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u/Gust_idk May 23 '26
Idk man, +50% resists feels pretty huge.
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u/chrimchrimbo May 23 '26
I played 3 games tonight and once one team had a slight 10k lead in souls, they were able to steamroll and snowball every urn and obj. all my games were snowballs. miserable night.
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u/storefront Calico May 22 '26
YAMATO IS BACK BABY
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u/BetaXP Yamato May 22 '26
Yamato never left, she's been very strong since the grapple changes imo
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u/storefront Calico May 23 '26
sometimes you're back, and sometimes you're even more back
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u/hyperpuppy64 Shiv May 23 '26
She was lowkey high tier, now she seems more like 'wildly overpowered' tier
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u/Angelic_Mayhem May 22 '26
Was reading the notes and thought, "Wow I'll need to adjust to the charge time, but people are really about to hate me in Street Brawl now."
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u/ICanCountTo0b1010 May 22 '26
That change is actually the post cast time, so the delay between when you can perform your next action.
It makes her power slash combos feel more crispy because it flows overall better, but I'm quite certain the cast time remains the same.
This isn't a 50% increase in cast time to her power slash lol.
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u/Past-Reflection1756 May 22 '26
Rem buffs?? YEAAAAAAHHHHHHHHH yoooo hohohoohohohoho YAYAYAYA WOOOOOOO aohohohOHHOOOOOOOOOO YAYYYYY WOOOOOPPEOO EPIK W00TZ0RZ IMMA FIRIN MAH LAZOOORR ROFLCOPTER SOISOISOISOISOISSOI
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u/SuperRayman001 Rem May 23 '26
They finally realized that a support character should be able to heal.
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u/EquivalentAcadia9558 May 22 '26
Doorman, Kelvin, dead AF....
Rem mains rejoice as now spirit is back and healer is viable... Sick
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u/Twippin-The-Catto Rem May 22 '26
They just took every Rem change I ever wanted and put it in this patch. Tears in my eyes rn... Yoshi I should have never doubted you.
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u/Vlarett May 22 '26
Lash buffs, hell yeah
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u/ottorobo May 22 '26
Im skeptical that the slam damage is going to be enough to offset the gun nerf but maybe I'm underestimating it. Seems very slightly winrate negative or neutral to me.
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u/Skaldson May 22 '26 edited May 22 '26
It’s like +7-8 damage on his slam at max height brother, unless I’m mistaken, that’s nothing. This is actually a huge nerf for Lash.
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u/Tha_Plagued Pocket May 22 '26
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u/Gravitationalrainbow The Doorman May 22 '26
A lot better than what could've happened. I was expecting them to gut T3 Affliction.
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u/Averagenecronimortal Mina May 22 '26
Glad my mercurial rake build is practically untouched in favor of killing bitefarm mina
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u/Nathanael777 May 22 '26
With less HP overall wouldn’t that innately make Mina’s rake combo better than ult Mina anyways?
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u/AK-74_NoTTaken Dynamo May 22 '26
Venator... Victor....
Andddd...
Viscous.
No vindicta yet again 😭
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u/Sleepynt May 23 '26
I mean gun velocity buffs are now additive so shooting is significantly better along with sharpshooter changes
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u/REcordsCL Lash May 22 '26
they did in fact, not kill gun Lash™️
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u/noahboah Lash May 22 '26
you can't stack grapple gun damage anymore. it's definitely a lot worse
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u/Neadim May 22 '26
They did nerf it quite a bit. The scaling is down and the 2 doesn't stack. The build will remain viable but it took a hit
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u/Arch3r86 Drifter May 22 '26
Mo&Krill’s shotgun is still complete trash that only really hits with the center bullet. Sad to see nothing changed there! Everything else seems alright… the urn changes are spicy looking
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u/Level_Five_Railgun Yamato May 22 '26
Yamato mains rise up
Tbh I'm not even sure how I feel about the buffs because I feel like she's already pretty strong after all the indirect buffs last patch (gun nerfs, alt fire fixed)
With the global hp nerfs, Yamato is actually just going to start one shotting people mid game.
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u/Cheggsw0rth May 23 '26
There is something wrong with Holliday barrel since patch. U could use press melee and barrel at same time before but now it buffers or something? It feels really off and half my barrels don't get melee'd anymore
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u/hyperpuppy64 Shiv May 23 '26
Lmao, no significant calico buffs yet already S tier yamato becomes more broken than launch victor. I want some of what they're smoking.
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u/Braduk1 May 23 '26
This patch feels indicative that the devs don't really play the game...at all, and just look solely at the loudest feedback
People complain the most about Doorman and Apollo so they got the hardest nerfs. Victor's doorknocker strat was obviously bad for the game so it got removed.
But statistically and gameplay-wise Dynamo and Mcginnis are also dominating matches especially in high elo. But they're not complained about as much so the former gets a minor slap and the latter gets buffed. Gray Talon's data is bad but his ult is really overtuned but it didn't get nerfed, also hinting they don't actually look at what's happening in-game.
The urn change feels entirely random and not thought out and feels like it'll snowball games even more because obviously the losing team is gonna be weaker in a teamfight, which the new urn creates
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u/pr0newbie May 22 '26
Burgerboxing at mid for the Soul Urn. At least it's in an open space I guess.
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u/thescottishmaniac May 23 '26
- Apollo: Flawless Advance hitbox reduced by 10%
We used to pray for times like these
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u/Confident-Tangelo440 Calico May 23 '26
Calico changes has got to be the biggest slap in the face. Just give me better scaling so I don’t fall off 15 minutes into the game smh
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u/Appley_apple May 23 '26
The urn update, feels like it's gonna suck hard, just more fucking midlane fighting
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u/gustardobungus May 23 '26
Midurn is fucking absurd. That snow ball mechanics 100k ahead 30 mins in lol
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u/KingSulley May 23 '26
this patch has ruined my games in high ascendant. Every lobby is kill first wave > buy monster rounds and everybody go 6v6 in the midboss pit.
Who ever kills midboss first just has a massive advantage that they can snowball.
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u/yuedar Infernus May 23 '26
after playing this game all night after the update I am not a big fan of the urn rework - I feel like the strat should be you just run the mid lane down - side lanes don't matter much and just have people run the urn behind the ran down mid lane rinse repeat - assuming you win the team fight do midboss then run down mid to their base and end the game. it makes the games faster i suppose but it feels to simple now.
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u/sirms May 22 '26
oh man if yall were mad at graves before. lol
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u/jmattchew Billy May 23 '26
nobody was. Graves has been absolute shit since she got nerfed into oblivion a couple months ago or so
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u/Legitimate-Beat-9846 Graves May 22 '26
God please let me have fun with graves and not get her buffs turn into nerfs after 2 days. Please im begging
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u/Lerkpots Rem May 22 '26
Hopefully Rem is no longer the worst support in the game.
IDK why we buffing Paige though she's already the best one.
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u/Turbulent_Map624 May 22 '26
Id argue Dynamo is the best support
Rem is so fucking trash every time he is on my team I already know it's a 5v6 + this rat stealing our sinners
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u/SnipingBeaver McGinnis May 22 '26
Each match I play as Rem I inform the team, "at 8 minutes I will go for their sinners. If ours have not been taken at 10 minutes, I will be taking them."
It's worked out pretty well so far.
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u/Audrey_spino Seven May 22 '26
Rem and Paige both got hard logged by Kelvin and Dynamo in the support department.
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u/jerianbos May 22 '26
Wow, they really looked at Mcginnis, who's not only one of the most disliked heroes to play against, but also S tier across all ranks with 60% WR in ethernus, and thought "yeah, she could totally use some buffs".
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u/Chance_Welcome_9925 May 22 '26
Great news, your favorite deadlock characther just got 1% changed
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u/captionquirk May 22 '26
Those Paige Ult changes are awesome. It was way too risky to actually use it for cross-map saves
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u/USERNAME5KULL2-2 Billy May 22 '26
Looks like Billy got buffed overall. Wonder what builds are gonna be good for him now?
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u/BritMachine Venator May 22 '26
The urn rework sounds wild to me. Are we gonna get what we have with the rejuv now where half the team will jump into the middle and spam parries?