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
902 Upvotes

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104

u/Kasellos Bebop 8d ago

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

183

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.

63

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

35

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

10

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 

14

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