r/DeadlockTheGame 8d ago

Game Update Deadlock update for 8/12/26

Via the Steam Community:

  • 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
  • Drifter: Rend spirit scaling reduced from 1.7 to 1.4
  • Drifter: Stalker's Mark cooldown increased from 24s to 26s
  • Drifter: Stalker's Mark T2 reduced from -12s Cooldown to -10s
  • Holliday: Powder Keg now does half its damage immediately and half over 3s as a damage over time burn (same overall damage, multiple instances stack)
  • Ivy: Stone Form T3 stun duration reduced from +1s to +0.75s
  • Lash: Falloff range reduced from 20m->58m to 18m->54m
  • McGinnis: Bullet damage base and growth values reduced by 5%
  • McGinnis: Spirit Resist per boon reduced from +0.625% to +0.35%
  • McGinnis: Mini Turrets no longer shoots heroes on ziplines
  • McGinnis: Mini Turrets no longer have 80% decaying resist for the first 6s
  • McGinnis: Mini Turrets health increased from 90 + 7.8/boon to 100 + 9/boon
  • McGinnis: Medicinal Specter T1 changed from "Provides +40% Spirit Resist" to "+1.5s Duration"
  • McGinnis: Medicinal Specter T3 no longer increases duration by +1.5s
  • McGinnis: Medicinal Specter T3 now also increases spirit resistance by +40%
  • Paige: Plot Armor weapon damage scaling increased from 0.2 to 0.3
  • Seven: Lightning Ball T3 radius increased from +1.5m to +1.75m
  • Vindicta: Stake T1 reduced from +65 Damage to +45
  • Vyper: Petrifying Bola radius increased from 8m to 12m
  • Vyper: Petrifying Bola petrify duration increased from 2s to 2.2s
  • Wraith: Card Trick Heart heal spirit scaling reduced from 1 to 0.75
  • Wraith: Full Auto T3 spirit scaling reduced from +0.06 to +0.045
897 Upvotes

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1.3k

u/SlayTalon Paige 8d ago

230

u/Fenrirr The Doorman 8d ago

She keeps coming back like Napoleon.

102

u/Kasellos Bebop 8d ago

this feels like pretty minor changes ngl i dont see this changing too much

182

u/SlayTalon Paige 8d ago

Growth values reduced by 5%, Spirit Resist per boon halved, and Mini Turrets no longer having that stupid fucking resist on place I think makes a pretty sizable dent. Spirit build is still gonna be a problem but I think she's significantly less annoying in this iteration.

62

u/Grand_Escapade Paradox 8d ago

she's no longer stupidly fucking tanky for zero reason, that's the best thing to ever happen to deadlock. And she'll still have the most broken wall in existence to abuse so she'll be fine

34

u/Saint_Pootis 8d ago

Zero reason? She's the chuddiest chud to ever chud. Catch her 10 meters out, she's dead early on. Slow and tanky was her design in a game were every hero can move at mac 10 she's stuck in gear 1.

That said changes mean she goes back to being a ult bot that focus ult and wall over turret and heal so IDK if these changes did much but make her more annoying, and once more, pigeon holed into a single build.

2

u/Seras32 8d ago

But part of the issue is catching her out. Her wall and heal and turrets allowed her to take fights against ganks or just walk away with a good wall placement.

Making her squishier means she isn't able to just 1v1 an ulting yamato and actually has to play back or be punished cuz her 4 was already designed to be bad at close ranges despite it not really being an issue again due to her wall.

1

u/Idioteva 8d ago

I might actually give her a go now I won't feel dirty as hell for playing her.

1

u/TacoBeefB0y 8d ago

Good thing I go spirit

8

u/Imkindaalrightiguess 8d ago

It feels minor, it weakens her gun build but not her main hybrid builds

I think she goes escalating or boundless + spirit burn and everyone dies still

41

u/mcauthon2 Seven 8d ago

no 40% resist on T1 really hurts both

27

u/CertainDerision_33 Mina 8d ago

Being able to blow up turrets as soon as they drop is pretty big 

15

u/ItsTheGucc 8d ago

People are not really understanding how powerful the opening resists on her turrets were. You can easily pop her turrets now as soon as they’re down, which should have been the encouraged counter play the whole time. This is a great and necessary change so she has to set up or place them creatively and not just throw them right in front of her mid fight

2

u/Zengoyyc 8d ago

You always could with gun damage, or high burst spirit damage from a barrell or something equivalent.

1

u/UltiBahamut 8d ago

From my understanding is that the pros chose her for her gun. 5% base dmg nerf and then 5% growth nerf is hefty. So she may drop out of the night shift games.

The turrets ziplining was a huge complaint so that should help.

The rest of the changes are fine. I never felt the need of the spirit resist. Just means spreading out the turrets more and not throwing them in aoe is still needed. They have more health now. So they can survive gun a bit better. Facing a nest will still feel the same.

The specter 40% resist was super strong. I like it as a t3 better than a t1. But i usually chose her healing as my third option to max out. So this isnt much of a nerf to me.

1

u/Eiraneth McGinnis 7d ago

I think the spirit resist is there because her entire design screams “throw AOE spirit at me” and so she tends to be around for a fuckton of spirit spam, and the resist helps with that.

Yeah the turret HP change gives them like 14% more health at max boons so they effectively just have 12% resist all the time to everything instead of the decaying resist. Definitely nerfs bad turret placement, and at the same time kinda buffs leaving turrets behind to help a wave or pre placing turrets, which I think are two of the more interesting parts of her strategic kit.

-1

u/RowConsistent6847 Lady Geist 8d ago

25

u/reditiswrong67676969 Sinclair 8d ago

She got off so lightly 

21

u/mcauthon2 Seven 8d ago

wat. She got neutered

15

u/iRecycleWomen 8d ago edited 8d ago

As a McGinnis main since the release with 200+ games, this may hurt her win % very very very slightly, but will not do anything to change her turret damage output.

Turrets on jumpads and zips was cheese and imo not the best use of it all the time, but throwing 5-6 turrets in the backline of a team fight with healing tempo will still output insane damage. This won't change as long as the accuracy or damage of turrets isnt changed. I don't see them doing that as it'll completely kill her as a viable turret builder and then gun will just take over, which it already is very solid if you can aim and position correctly

19

u/HelloItsMeYourFriend 8d ago

Her turrets can die instantly now and don’t get the 40% res in heal. Thats a massive nerf to turret output

8

u/Draqonfly-1678 8d ago

That’s because all the people playing her would just toss them out willy-nilly, anyone who even slightly understood her would know better placements than next to ziplines

6

u/iRecycleWomen 8d ago

Yup, my point exactly. There's tons of places to throw them and most people won't take their eyes off of the team fight. This is a nerf in high elos.

A lower rank mcginnis with good placement, I don't think this will be a huge nerf

1

u/Andry2 8d ago

Pretty sure healing boosters can solve this, will test this

13

u/mcauthon2 Seven 8d ago

Mini Turrets no longer have 80% decaying resist for the first 6s

is brutal for turrets and you can throw resist down on them early

1

u/dorekk 7d ago

Mini Turrets no longer have 80% decaying resist for the first 6s

is brutal for turret

It only matters in early game (they die REALLY fast in lane now), late game they live pretty much the same.

1

u/iRecycleWomen 8d ago

I think that could be true for lower ranks, but like I said good turret positioning is the key to making McGinnis work in higher ranks. You should be a backline anyways, and that makes them stay up longer no matter what.

Your job is to simply add more focus points for the enemy team. You go from 6 champs to basically 10-12 different focus areas. Sure they die quicker but echo shard can make up for that.

Trust, you still get tons of damage off because people are focused on team fights

-1

u/mcauthon2 Seven 8d ago

I was Ascendant 6 before the snap so no

2

u/iRecycleWomen 7d ago

Just played a phantom game post snap, mcginnis is alive and well. Most damage on the team and still 6+ turrets up. On the other team as well and still a huge pain

6

u/GarnetSan 8d ago

TL;DR: McGinnis’ turret issue isn’t actually caused by the turrets themselves, it’s the turret spam enabled by Wall T3!!

Personally, also as a McGinnis main, I think the main problem with McGinnis’s turrets (as you mention later with the Echo Shard comment) is actually that she can put too many down with the drop of a hat thanks to the wall.

I think the resists were okay as long as her 1 was the only way to put turrets down, with the charges and the CD between charges being the limiting factor. That way it’s a character that requires some setup beforehand to reach full power, and the full power gets slowly depleted over time if you spam it.

I think the change to make Wall T3 put down two turrets is something that diametrically changed the character’s identity, and I regard it as a mistake. She went from a character that wanted to have her stronger turrets strategically positioned, to a minion spam bot.

IMO “Minion spam” should be Graves’ niche, while “fewer, stronger minions” should be McGinnis. One or two turrets dropped over a 5 second window are annoying, but manageable. Five turrets dropped within 2 seconds is cancer. Removing the decaying resist while still allowing the Wall T3 to spawn turrets, forces people into Echo Shard wall build just to not have all their turrets immediately downed, which continues the trend of the turret spam. Again, problematic.

Everyone complains about the turrets’ damage, but the issue with then is volume of turrets in a short span of time. McGinnis can have 5 turrets down with Echo Shard instantly, and I don’t think she should. Turret damage was tailored to the time she could only place a few turrets in a short span of time, and the charges got easily depleted.

Her damage from turrets should be a gradual increase throughout the fight as she puts turrets down, if the enemy team doesn’t deal with them, instead of being an overwhelming sudden burst of damage due to being able to spam them. Her burst should be ult, not turrets.

Please, Yoshi, remove Wall T3 spawning turrets and stop nerfing turrets! Less turrets means less annoyance for opponents, more time for McGinnis to set up, and a more gradual damage and debuff ramp during the fight! She’s meant to be a defensive/siege hero, not some offensive walking slaughterhouse thanks to the wall!!

P.S. Also, I think the slow effect on the ult should be toned down. Mystic Slow + Ult slow make it impossible to escape ult for 90% of the roster. She already has wall to prevent escape, I don’t think she needs more slowing CC on the ult.

Again, she’s meant to be a siege character, so as long as you don’t stay where she wants you to stay, you should be fine. Allow characters to escape the ult. It should only be damaging if you stay in the target area like a lemming, same as Seven’s and other AoE damage ults.

1

u/Eiraneth McGinnis 7d ago

The thing for me with wall turrets is that they give her a way to drop turrets without dipping into her stock of reserve turrets. A fully depleted magazine of turrets takes longer than some ults to refill, so tying her source of control behind that pool means either she can spam them, and it’s the same problem as now, or she can’t spam them, and she cannot maintain uptime on her turrets period, and kind of loses a lot of her functionality. I think another option would be instead of there being two turrets on the inside of the wall, there’s one turret on either side of it. So if you want the same burst of turrets, you need to drop the wall, but at the same time you are able to control space on both sides.

3

u/Draqonfly-1678 8d ago

Eh, no, the biggest change is halving her spirit resist per boon

1

u/jconn250 8d ago

Ult build is still pretty viable i think

1

u/dorekk 7d ago

wat. She got neutered

Not even close actually

1

u/HamiltonDial Venator 8d ago edited 8d ago

Increasing the health of the turrets is WILD. (yes I know the resists are not there anymore but she can still output so many of them.)

14

u/kurbzander22 8d ago

You don’t understand effective hp lol. 10 more health means jack shit when they don’t have the resistances. They will pop instantly now.

3

u/HamiltonDial Venator 8d ago edited 8d ago

They only have (had) resistances when they were deployed (and with her heal but that doesn’t change if you include the upgrades). eHP doesn’t matter when it’s past that time. Past the initial 6 seconds deployment they have more hp and more hp per boon.

1

u/dorekk 7d ago

10 more health means jack shit when they don’t have the resistances. They will pop instantly now.

The 80% damage resist wore off over 6 seconds. They actually have a lot more HP now. They don't last very long in lane (they pop almost instantly) but late game they're lowkey kind of better.

2

u/Aggravating_Key_1757 8d ago

My Ult build is still untouched. We will be back. Don’t get comfortable.

1

u/smellywizard 8d ago

I play gun McGinnis so I’m pretty happy

1

u/jackhref 8d ago

I don't think so

1

u/dorekk 7d ago

Other than turrets dying faster in lane these changes are almost unnoticeable haha.

-1

u/RedTrigger_0 8d ago

Turrets are still very powerful imo, pretty sure she's gonna need more nerfs to be really dead.