Update:May 16, 2024

Revision as of 13:21, 20 September 2024 by Mgpt (talk | contribs) (Created page with "{{Update layout | prev_update = May 13, 2024 | current_update = May 16, 2024 | next_update = May 19, 2024 | source = https://forums.playdeadlock.com/threads/05-16-2024-update.902/ | source_title = 05-16-2024 Update | notes = === General Changes === * Playtesting times are now starting 1 hour earlier. Weekdays are 6PM PDT and weekends are 4PM PDT. * Redesigned the Walker model and visuals * Added ambient sound effects * Added jar smash sound effects * Updated {{ItemIc...")
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Updates
May 13, 2024 May 16, 2024 May 19, 2024

Source: 05-16-2024 Update

Patch notes

General Changes

  • Playtesting times are now starting 1 hour earlier. Weekdays are 6PM PDT and weekends are 4PM PDT.
  • Redesigned the Walker model and visuals
  • Added ambient sound effects
  • Added jar smash sound effects
  • Updated Cold Front sound effects
  • Improved NPC/minion weapon fire audio feedback for victims
  • Improved player damage received audio feedback
  • Updated Lash Lash sound effects
  • Various minor fixes to Lash and Lash effects
  • Warden's Warden has improved visual effects
  • Fixed a bug where the shopping book visuals could get stuck on your hero
  • Vindicta's Vindicta projectile effect indicates the radius more accurately now
  • New voice for Warden (in advance of upcoming model swap)
  • Patrons will now play a voice warning when Rejuvenator time is close to expiring as well as when it's expired
  • Updated VO for Amber Hand's Patron
  • Increased the duration of the item-used popup text a bit
  • Fixed a bug where Warden's second and third abilities were swapped VO wise
  • Fixed Paradox damaging units that don't move multiple times instead of once per walk through
  • Added a short wall between Shrines level of the base and the Weakened Patron level
  • Moved the taxi back into the street to fix players getting stuck between the front and the building corner
  • Moved a truck away from the garage to give wide enough path for Mo & Krill
  • Added clips to both sides of the overpass on outer lanes to keep from hitting your head on the ledge when climbing
  • Added clips at outer lane T1 stairs where you could get stuck doing a roll slide
  • Fixed Vindicta being able to shoot above the base wall
  • Fixed gaps where you could climb outside of the map
  • Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
  • Fixed a couple of spots where Mo could get stuck between a truck and wall
  • Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
  • Fixed no collision on water tower on the garage roof.

Misc Gameplay Changes

  • Medium and Hard neutrals now spawn at 7 minutes
  • Neutrals now have 20% Spirit Resist
  • Basement neutrals now have +2 Medium neutrals and -4 Small neutrals
  • Basement neutrals are now classified as a Medium camp instead of a Small camp (for the purposes of spawn time)
  • Fixed various abuses where you can shoot neutrals without them being able to shoot back. Neutrals now become invulnerable when they have no line of sight of you for 2 seconds.
  • Spirit scaling reduced by ~19% (the total effective Spirit damage is reduced by less than this, this is just the Spirit multiplier scaling portion and has largest impact on late game burst)
  • Respawn curve adjusted slightly (results in a few seconds of increased respawn time in the mid phase, same overall max respawn time)
  • Zipline Boost ability is now available at the start of the game (used to start on cooldown)
  • Shield break cooldown reduced from 80s to 60s
  • Troopers run speed increased from 10 m/s to 11 m/s
  • Medic Trooper health increased from 200 to 240

Item Gameplay Changes

Hero Gameplay Changes

  • Bebop: Bebop T3 now applies the silence on cast instead of detonation
  • Bebop: Bebop T3 silence duration reduced from 5s to 3.5s
  • Bebop: Bebop now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Kelvin: Now has +10% Base Spirit Resistance
  • Kelvin: Kelvin T1 increased from +35% to +40% Fire Rate Slow
  • Kelvin: Kelvin T3 Now gains 1 Spirit per meter of Kelvin trail created. Max of 40 Spirit.
  • Grey Talon: Grey Talon cooldown reduced from 18s to 16s
  • Haze: Haze cooldown increased from 25s to 27s
  • Haze: Haze cooldown reduced from 45s to 35s
  • Haze: Haze T1 changed to +4 Invis Sprint
  • Haze: Haze T2 is now -20s Cooldown
  • Infernus: Infernus T2 now reduces enemy Spirit damage by 30%
  • Ivy: Ability True Form not found cooldown reduced from 50s to 40s
  • Lady Geist: Lady Geist now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Lash: Lash Stomp Damage reduced from 125 to 110
  • Lash: Lash cooldown increased from 110s to 130s
  • Lash: Lash Bullet Damage bonus increased from +4 to +6
  • Lash: Lash cooldown decreased from 45s to 40s
  • McGinnis: McGinnis T1 is now +1 Charge and +25% Movement Slow
  • McGinnis: McGinnis T2 is now +10m Attack Range and +10% Fire Rate
  • McGinnis: McGinnis cooldown reduced from 40s to 35s
  • Mo & Krill: Mo & Krill now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Paradox: Paradox T3 reduced from +75% to +50%
  • Vindicta: Vindicta spirit bullet damage now has range effectiveness (previously the magic bullets did max damage from any range)
  • Vindicta: Vindicta spirit damage per bullet increased from 8 to 12
  • Vindicta: Vindicta T2 bonus spirit damage per bullet increased from 8 to 12
  • Warden: Warden no longer goes on cooldown when it is interrupted during its initial cast delay
  • Yamato: Ability Shadow Explosion not found cooldown reduced from 120s to 90s