Update:October 24, 2024

Updates
October 18, 2024 October 24, 2024 October 27, 2024

Source: 10-24-2024 Update

Patch notes

General Changes

  • Added 6 new heroes to Hero Labs, a new experimental hero matchmaking mode. The heroes are Holliday, Calico, Wrecker, Fathom, Viper and Magician (temp names). The goal of this mode is to invite players to help us in giving hero design feedback while heroes are in very early phases. Most heroes in this mode will have placeholder models, names, effects, etc (some exceptions are older in-dev heroes that had more developed art). They will also sometimes have placeholder/copy-paste abilities for certain slots if that ability slot is still TBD (such as Magician ultimate). There will be a specific hero labs section on the forum to post feedback on these. Heroes in this mode will often be removed, abilities changed, new heroes added, removed heroes re-added, etc. Patch notes for changes to heroes in this mode will be posted on the Hero Labs subforum. This mode will have limited testing hours for now while we gauge activity, in order to ensure faster queue times. You must have at least 50 games played to be able to queue here. If you don't get a new hero selected (since there are less new heroes than there are players), you will be considered higher priority for subsequent matches to get a new hero from your roster selection.
  • Added Commends. You can commend players you've enjoyed playing with during the game or in the post-game scoreboard (same places you would report). The number of commends you've received on each hero will be displayed in your profile.
  • Added new character shader to improve player visibility in all areas of the map and experiment with more stylized rendering of character models
  • Updated environment lighting and sky
  • Added sequential kill streak music cues
  • Added keybinds for "Fly Up" and "Fly Down". Used for flying abilities like Ivy's Air Drop and Vindicta's Flight
  • Fixed being unable to report/mute disconnected players
  • You can now drag and drop build categories to move them around
  • Added quick-selection for favorite builds. Clicking on the name of your currently active build in the shop will bring up a dropdown that lets you switch between favorited builds for that hero without opening the build browser.
  • Added indication of game mode within match history
  • Added Rank badge to matches on the Watch page
  • Added Rank History tab to profile, currently only visible for yourself. You can click on previous ranks to view the Rank Report summary for that interval
  • Flash Windows Taskbar icon if the game window isn't in focus and you have 3 seconds until you respawn
  • Fixed issue in several languages where team net worth number shrunk to an unreadable size
  • Fixed Urns sometimes appearing to stay in the world after being picked up
  • Fixed jittering from Lash's gun firing while running and aiming (this should reduce screen noise significantly in this case)
  • Lash melee animation updates
  • Added Melee Resistance to Vitality stat screen
  • Lowered pitch of Haze voice processing
  • Added teleporter channel and appear sounds
  • Added Healing Rite end sound
  • Added Mystic Shot proc sound
  • Added Magic Carpet cast, cast delay, loop, and end sounds
  • Updated Slowing Hex projectile loop, hit, and debuff sounds
  • Yamato's Flying Strike now stops tracking targets that teleport
  • Shiv's Killing Blow now stops tracking targets that teleport
  • McGinnis melee animation updates
  • Fixing hitting ESC to close to intro movie also closing the ranked summary popup
  • Fixed pregame countdown drawing over the shop UI
  • Pocket climb animation adjustments
  • Mirage Traveler now previews Mirage's model at destination to show facing direction
  • Lady Geist Life Drain revisions to show start of effect better but reduce noise afterwards
  • Silenced debuff revisions to reduce obstructed vision of player
  • Infernus Afterburn: debuff vfx reduced opacity after start to reduce noise
  • Mirage Djinn's Mark: damage vfx revision to reduce visual noise, debuff moved to overhead UI
  • Mirage gun revisions to tracer, muzzle flash, and impacts
  • Shiv Dagger: reduced size of stuck dagger in victim
  • Unstoppable vfx has a more obvious start
  • Lady Geist Malice: revisions to reduce vfx noise and obstructions
  • Lady Geist Malice: reduced brightness of vfx for players close to it
  • Shiv Slice and Dice: reduced vfx noise for players close to it
  • Infernus: reduced darkness of players affected by Catalyst debuff
  • Infernus: reduced brightness and lingering of Concussive Combustion effects
  • Infernus: reduced visual noise of tracers and firerate increases
  • Ivy Kudzu Bomb effects properly display visuals when above ground
  • Lash Flog: new effects
  • Viscous: cleaner effect for viscous alt-fire
  • Rescue Beam: fixed some visual bugs on the effects
  • Knockdown: updated effect animation to alert when it will stun
  • Ammo Scavenger: proc sound only plays when applying a stack
  • Play a sound when a debuff is applied to player but is purged due to some invulnerability
  • Fixed instances where mix ducking occurs too early in a sound event's lifetime
  • Fixed audio occlusion filtering artifacts during high rates of change
  • Enabled certain music cues like 'respawn' to interrupt base attack music
  • Denied orb sound will no longer play beyond 2500 game units from the player
  • Reduced visual noise of Wraith's tracers when close up or when Wraith has a high fire rate
  • Increased intelligibility of team-specific hero death sound
  • Abandoning Co-op bot matches with more than one party now brings up the Abandon Match confirmation warning instead of leaving immediately
  • Added looping telegraph for Seven Static Charge ability
  • Added victim-specific sound for Static Charge the moment it is applied
  • Bots are better at coming together to defend and push lanes
  • Bots will prioritize assisting human allies on offense
  • Reduced visual noise of Seven's tracers, especially when close up or when Seven has a high fire rate
  • Added a "Mouse Sensitivity: Vertical Scaling" setting
  • Added a "Reset Camera" bind (available in Steam Input)
  • Fixed Steam Input "Melee" Action not resetting the camera vertically
  • Added new Steam Input Analog Action: "Aim". This uses Angle-based sensitivity options in Steam Input (work-in-progress feature).
  • Fixed Steam Input aiming no longer being affected by Mouse Sensitivity options (including Invert Y)
  • Fixed a bug where the last controller plugged in would block actions from other controllers. Now multiple controllers can be combined.

Misc Gameplay

  • AP is no longer granted for Walkers
  • Shrine/Patron no longer have Soul/AP bounties
  • Shrine Flex Slot moved to "All Shrines"
  • Missing AP from above is redistributed along souls reward line at similar soul levels that the objectives previously died on average
  • Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying
  • Trooper soul changed from 50/50% in the kill/orb to 60/40%
  • Breakables spawn time increased from 2 minutes to 3 minutes
  • Breakables Souls reduced from 35 + 3/min to 30 + 2.5/min
  • Urn comeback properties now require an 8% net worth lead to kick in
  • Urn pickup locations are the same as before, however now the drop-off locations will be variable based on which team is leading. If there isn't a lead over 8% net worth, then the drop-off location is the same as before. If there is, then the drop-off location will be closer to the losing team's side. The minimap will show where the drop-off location is as usual, as well as an indicator in the world that helps show you where it is.
  • If the Urn hasn't been delivered within 90 seconds of pickup time, it now drains your health for 1% of Max HP per second (the timer is per team). Your regen is disabled during this.
  • Whenever the Urn is dropped after 90 seconds of pickup time, it starts moving back to its spawn point immediately and cannot be picked up by the same team for 12 seconds.
  • Increased speed Urn walks back
  • Guardian attack range requirement changed from 20m to requiring you are above the ramp on high ground
  • Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes
  • Guardians now have resist vs players starting at 40% and ending at -35% at 8 minutes
  • Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes
  • Walkers now have resist vs players starting at 60% and ending at -30% at 14 minutes
  • Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes
  • Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)
  • Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die)
  • Mid Boss respawn timer decreases with subsequent boss kills, from 7 to 7/6/5 minutes
  • The 70s respawn time now happens at 30 min instead of 35 min
  • There is now a respawn curve that goes from 70s to 75s over 30->40 minutes
  • Base Guardians and Shrines no longer have out-of-combat regen
  • Parry active window increased from 0.7 to 0.75
  • Parry cooldown reduced from 5s to 4.5s
  • Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own]
  • Medic Trooper heal cooldown increased from 6s to 35s
  • Sinner's Sacrifice now shares souls of subsequent hits with everyone that hit it recently (rather than the bigger value from last hit only going to one player)
  • Redesigned stairs from central canal to the outer lanes (near Urn spawn)
  • Added a skybridge with interior from the Subway Entrance buildings into the Port Authority and Speakeasy buildings
  • Connection hallways behind the Chapel and Firehouse now has an option to continue inside to the Walker arenas
  • Added a Bounce Pad from these connection hallways to the front of the overpass
  • Neutral camps beside Amber Purple and Sapphire Yellow Walker arenas moved from the ground floor to the upper floor
  • Redesigned traversal from ground floor to upper floor of the Garage and Night Club to get to the Sinner's Sacrifice neutrals
  • Replaced fire escape stairs with ropes on the exterior of the Garage and Night Club
  • Added more zipline nodes to outer lanes

Weapon Items

Vitality Items

Spirit Items

Hero Changes