Deadlock

https://forums.playdeadlock.com/threads/10-18-2024-update.39630/

Ranked Matchmaking Update: - We have adjusted the matchmaking schedule to not be split across many different hours throughout the day, primarily to help address queue times. There will now be a wider continuous, but more concentrated, set of hours that it is enabled in. The schedule is now more simplified as well, as there is no more user selection component. [Update 2](https://forums.playdeadlock.com/threads/10-18-2024-update-2.39693/) from about half an hour ago: - Ranked now has weekend specific hours (starts 5 hours earlier) - Fixed some regions (South America, Oceania, Asia) that were off by 1-2 hours from their intended times

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Why? Why not? I don't care about the ranks themselves, but I am tempted to give it a go and see if it results in better matchmaking than standard play.

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https://forums.playdeadlock.com/threads/10-15-2024-update.38925/

- Urn now reveals you after 20s from initial pickup - Urn sprint changed from +3/5 for winning/losing team to +2/6 - First flex slot is now granted after 3 Guardians die instead of 4 - Base kill bounty reduced from 225 to 150 (still scales to 1400 over time) - Respawn time at 20 minutes reduced from 45s to 40s - T3 Golden Statues spawn time moved from 25 min to 30 min - Range to attack lane Guardians increased from 19m to 20m - Seven: Lightning Ball T3 reduced from +2m Radius to +1m - Shiv: Rage decay rate increased from 0.25 to 0.3 - Shiv: Rage buffer duration reduced from 12s to 10s

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![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Frifxp8.webp) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Fb77b4f.webp) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Fshttrf.webp) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Fu092xt.webp) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Fug71ig.webp) Yakuza-demon-mommy

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https://forums.playdeadlock.com/threads/10-11-2024-update.37641/

- Bebop: Sticky Bomb no longer has a cap (was 15 stacks) - Bebop: Sticky Bomb scaling per hero reduced from 4% to 3% (previous uncapped was 2.5%) - Bebop: Sticky Bomb still loses 2 stacks on death - Bebop: Fixed some hook bugs causing it to sometimes not grab heroes near cover but still in collision range - Bebop: Hook collision against troopers reduced to 12 (default is 33) - Bebop: Hook no longer kills troopers (so you can bomb/uppercut/melee them) - Bebop: Hyper Beam duration increased from 10s to 11s - Vindicta: Movespeed increased from 8.3 to 9 - Torment Pulse now scales with cooldown again - Torment Pulse Spirit power scaling reduced from 0.33 to 0.3 - Fixed Ethereal Shift scaling with duration - Pause no longer restricted before 3 minutes (we plan to bring this back in the future, but we want to allow this for now while we are early and have technical issues sometimes) - Updated Heavy Barrage sound

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https://forums.playdeadlock.com/threads/10-10-2024-update.36958/

> Added Ranked mode Yes! Maybe I can stop getting so many tryhards in my games now. Edit: The rest of the update seems huge as well. Lots of changes to the game pace and a couple of heroes, and now you need to actually get close to guardians to shoot them.

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https://forums.playdeadlock.com/threads/10-07-2024-update.36441/

- Shadow Weave: Ambush Fire Rate reduced from +40% to +30% - Wraith: Card Trick Spirit scaling reduced from 1.5 to 1.2 - Fixed various cases where you could target/select units behind walls with abilities (like Yamato's Flying Strike)

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https://forums.playdeadlock.com/threads/bad-matchmaking-thread.35834/

Post the match IDs of any games where you thought matchmaking was poor into the linked thread in order to help tune the algorithm. **DISCLAIMER**: The past 24h (Oct 3-4th) have had extra poor matchmaking due to a bug, so omit any IDs from that time frame.

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Just curious what the demographic here is like. The game seems to be appealing, at least for now, to both crowds. I am an FPS player whereas my friend is a ex-MOBA player and we usually struggle to find games we can enjoy equally. So far we are playing Deadlock a lot together though, and I am more hooked than I expected to be when I first realised this was primarily a MOBA. If you started playing this game for a different reason feel free to share as well.

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https://forums.playdeadlock.com/threads/10-02-2024-update.35439/

- Respawn time at 20min reduced from 50s to 45s (was 40s previous patch) - Zipline Boost cooldown reduced from 340s (5.6min) to 280s (4.6min) - Ivy: Kudzu Bomb damage spirit scaling reduced from 0.7 to 0.6 - Ivy: Kudzu Bomb T3 damage reduced from +60 to +50 - Ivy: Kudzu Bomb vertical radius is now a fixed 2m pancake shape instead of the full radius of the ability - Ivy: Air Drop explosion now respects line of sight - Mirage: Bullet radius reduced from 8 to 6 - Mirage: Tornado time for victims to reach max height reduced from 0.3s to 0.2s - Mirage: Tornado lift duration reduced from 1.2s to 1.1s - Mirage: Fixed Tornado being castable while busy (such as while channeling Traveler) - Mirage: Djinn's Mark T1 now only applies the slow when the multiplier is 2x or higher - Mirage: Djinn's Mark damage is now treated as a DoT in terms of zipline rules (doesn't prevent ziplining or knock you off) - Mirage: Fixed Djinn's Mark applying bullet procs with Return Fire - Pocket: Fixed Mystic Reverb causing Affliction damage be lethal - Fixed certain player name lengths not being reportable

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https://forums.playdeadlock.com/threads/09-29-2024-update.34541/

- Outer ziplines hero speed increased by 20% relative to inner lanes (same as troopers on outer lanes zipline being faster) - Initial respawn reduced from 12s to 8s - Urn now drops when teleporting with Mirage's Traveler - Fixed Wraith Cards, Shiv Rage and lifesteal from increasing by shooting the shop

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https://forums.playdeadlock.com/threads/09-27-2024-update.33816/

- Mirage: Tornado lift duration reduced from 1.5s to 1.2s - Mirage: Tornado T1 bonus lift duration reduced from +0.5s to +0.4s - Mirage: Tornado base bullet evasion reduced from 30% to 25% - Mirage: Djinn's Mark T3 now also reduces Multiplier Cooldown by 0.5s

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> Added an initial Anti-Cheat detection system. When a user is detected as cheating, during the game session the opponents will be given a choice between banning the user immediately and ending the match or turning the cheater into a frog for the rest of the game and then banning them afterwards. The system is set to conservative detection levels as we work on a v2 anti-cheat system that is more extensive. We will turn on the banning of users in a couple of days after the update is out. When a match is ended this way, the results will not count for other players.

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https://forums.playdeadlock.com/threads/09-26-2024-update.33015/

> Added an initial Anti-Cheat detection system. When a user is detected as cheating, during the game session the opponents will be given a choice between banning the user immediately and ending the match or turning the cheater into a frog for the rest of the game and then banning them afterwards. This is hilarious. Also Haze ult **finally** got nerfed.

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Artist: **Bojler** | [twitter](https://twitter.com/Bojlero1/status/1828094990456930333) | [danbooru](https://danbooru.donmai.us/post/show/8152393)

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https://forums.playdeadlock.com/threads/09-19-2024-update.31166/

- Replaced the recent soul duplication hotfix with new behavior. Pre 10 min, lanes now always split orbs when there are more heroes than the assigned participants for that lane (3+ people in a dual lane, 2+ people in a solo). Previously it only split with 3+ people regardless of the lane, which is what allowed soul abuses when dipping into a solo lane. - Private lobbies can now assign players to duo and solo lanes - Fixed some recent bugs with Vindicta Flight that could cause some large bursts in a direction - Fixed being able to shoot while using Ethereal Shift and flying with Vindicta - Veil Walker: Fire Rate reduced from 30% to 20%

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https://forums.playdeadlock.com/threads/09-17-2024-update.30413/

- Fixed players being able to exploit soul sharing across multiple lanes to earn more souls than intended. The way the fix is implemented is that each player can only be considered for an enemy trooper death event 4 times per wave number during the laning phase. - Fixed troopers sometimes not dying after doing their death flash state - Fixed Unstoppable state not preventing fire rate reductions - Fixed Grey Talon's Charge Shot and Vindicta's Assassinate cameras not working properly

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