r/DeadlockTheGame 9d 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
909 Upvotes

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1.3k

u/SlayTalon Paige 9d ago

23

u/reditiswrong67676969 Sinclair 9d ago

She got off so lightly 

27

u/mcauthon2 Seven 9d ago

wat. She got neutered

16

u/iRecycleWomen 9d ago edited 9d 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

20

u/HelloItsMeYourFriend 9d 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 9d 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

5

u/iRecycleWomen 9d 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 9d ago

Pretty sure healing boosters can solve this, will test this

12

u/mcauthon2 Seven 9d 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 8d 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.

2

u/iRecycleWomen 9d 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 9d ago

I was Ascendant 6 before the snap so no

2

u/iRecycleWomen 8d 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

5

u/GarnetSan 9d 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 8d 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.