



Economy
Sandbox mode now shows the souls value of the current items you have in your inventory
You can now queue items to sell. If you right click on items that you own it will add them to the front of your quickbuy queue, and they will be queued to sell. The sale price of these items will be added to your current souls to calculate when you can afford to purchase the next item in your quickbuy queue..
Soul Sharing ratios post-lane reduced 100/70/45/33/25/20% → 100/60/35/25/20/16% for 1/2/3/4/5/6 players, original was 100/50/33/25/20/16%
Hero Kill souls decreased from 175→2000 to 175→1600 from 0 min to 45 min
Trooper soul changed from 60/40% in the kill/orb to 65/35%
Spirit Lifesteal reduced 20% → 18%

NPC
Updated Patron VO to give the Amber Hand more lines that are unique to him as opposed to having the identical script of the Sapphire Flame for instance, while the Sapphire Flame might praise Haze by saying "you are perfection, Haze", the Amber Hand would say "Haze will dance, and they will fall"
Related to the above, both patrons will now call out the Greenwich/Green Lane objectives specifically when they are destroyed
Walkers Stomp now also deals 10% Max HP as damage
Walkers Laser now also deals 2% Max HP DPS
Walkers now provide nearby allied heroes 25% Bullet and Spirit Resistance
Walkers now have Resistance based on how many nearby enemies there are 0/8/16/24/32/40% for 1/2/3/4/5/6 players; they are more tanky against a large attacking team
Middle Lane Walkers HP increased 5800 → 8000 side walkers HP is 5175
Patron Laser now also deals 3% Max HP DPS
Flex Slot changed from All Shrines to 1 Shrine and 2 Base Guardians
Mid Boss trooper health for first spawn reduced 95% → 70%
Trooper Spirit Resist at 25 minutes reduced 30% → 20% still scales to 70% at 50 minutes
Medic Trooper now has 3 charges of heal rather than 2
Killing the first Patron now causes any existing enemy hero respawns to be reduced by 20 seconds. However, it does not reduce remaining respawn time lower than 10s.
Moved rooftop neutral camps on Amber Yellow and Sapphire Purple to rooftops closer to the Guardian

Mechanic
You can queue as any party size, however there are a few details. If the range of skill in your party is too wide, the amount of MMR you can gain will be reduced somewhat based on the degree. This is especially true if it’s a player we don't know anything about like a very high mmr player queuing with a "new" player, we will minimize updates to the known player until we are more confident we can trust the skill of that party overall.
You are now able to browse and favorite builds in the dashboard
Adjusted the behavior of the Incoming Damage UI so that it can still be used in Sandbox mode
There is now a Change Hero button in the Build Browser which brings up the hero picker to choose a different hero in both Sandbox and in the Dashboard
The through-wall ally silhouette health bars are now more accurate
Fixed fps_max accidentally being changed to slider maximum value when out of slider range
Video Settings slider for fps_max goes up to 400
Falloff min range reduced from 22m to 20m
Improved various issues with Heavy Melee vs Dash/Parry when there is latency
Previously was +400 Health and +1% Max Health Regen for 160s.
Now starts at "+250 Health and 1% Max Health Regen" and ends at "+700 Health and 1.5% Max Health Regen"
Previously was +25 Spirit Power and +20% Cooldown Reduction for 160s.
Now starts at "+20 Spirit Power and +15% Cooldown Reduction" and ends at "+40 Spirit Power and +25% Cooldown Reduction"
Movement Powerup:
Previously was +2 Stamina, +3 Sprint, +30% Stamina Regen and +50% Zipline Boost for 160s.
Now starts at "+1 Stamina, +2 Sprint, +20% Stamina Regen and +40% Zipline Boost" and ends at "+4 Stamina, +4 Sprint, +50% Stamina Regen and +80% Zipline Boost"
Urn time to reveal increased from 20s to 25s
Initial Urn bounty reduced 4050 → 3000 changed from 1750 + 230Min to 700 + 230Min
Adding an alternate Urn mechanic as an experiment for 2 days. This will be enabled this weekend only and Monday will be back to normal. Urn pickup location is the same, but drop-off location is now always at the top of mid temple. The bonus souls the team gets is reduced by 60% the delivering player reward is unchanged. The reveal time is now 40s.
This update includes a new version of the matchmaker. The matchmaking pools are no longer split between normal and ranked, there is only one primary matchmaking mode and there are no limited hours.
Badges will update immediately whenever you gain or lose enough MMR to change badges. You no longer have to wait a week or play a certain game count. There will sometimes be monthly global maintenance updates where we readjust the global curve based on the population, cheaters banned, recalculation adjustments, etc this will be done as needed and not necessarily every month.
Hero MMR is now used in the Matchmaker. Each player will have a "core" MMR and your MMR per hero will be offsets of your core MMR. When you queue, we will match you based on that hero's MMR. So if you are unfamiliar or play worse with a given hero, you will be put in an easier match than your usual. Judgement on your skill and familiarity with a hero will be based on the 20 most recent games with that hero. In your profile, we have UI that shows you what the matchmaker thinks your relative ranking for each hero is give us feedback on this, we expect to iterate on this calculation.
Leaderboards are also included per region North America, South America, Europe, Asia, Oceania. There is a top 1000 Core MMR leaderboard as well as a top 1000 Hero MMR leaderboard for each hero for each region separately. To qualify for being considered in leaderboards in general, you must have 50 games played in the last 30 days. To qualify for a specific hero's leaderboard, you must have played at least 20 games on that hero in the past 30 days.
The previous limit on high MMR party sizes is increased 2 → 3. This applies to Ascendant 1 and above. This is the old limit we had on disallowing too many high MMR players to be in the same party together, for matchmaking quality reasons.
Given the updated no hour limits, if we think a match is a bad quality like 5am games where there weren't a lot of players to pick from, we will weigh the match less heavily towards a rank update relative to what we would do with an average quality match.
If you prefer playing with only solos, there is a convar mm_prefer_solo_only true you can use.
When queuing as a party, you will have an option to override the default balance oriented lane assignment system and make the system prioritize putting your party members in the same lanes together.
Added Swap Lanes feature. During the rooftop and zipline phase at the start of the game, you can now request to swap lanes with your teammates by clicking the button below their portrait on the scoreboard. If the other player accepts your request, you will immediately be swapped. You may decline an incoming request by right clicking it.
There is an option to notify you anytime your rank levels up. There is also an option to show the average badge of each team for the post game.
Added secondary key binds for actions
Abilitiy tooltips now list exactly which items the ability has been imbued with rather than "Ability is imbued"
Items in the shop that imbue abilities are tagged with a label with a similar styling to active items
Commend toasts now stay on your screen until they are dismissed
Commend toasts now have a button to return the commend to the player that commended you
Quickbuy:
Decision dialogs for dealing with item limits, imbuing, and activation slots are now shown at queue time rather than purchase time whenever possible
Adjusted Powerup Runes' design to look more visually breakable due to melee change explained later in the gameplay section
Low priority games now require wins to count
Gaining Rejuvenator buff now shows what stats have been improved on your hero like powerups and other buffs
Fixed Abrams camera
Added icon variants for high or low ground for small/medium/large camps
Adding note below Cancel key in Settings explaining that "Abilities will be cancelled with the Cancel Key when possible"
Purchase Log in the shop now shows enemy and ally purchases with different colors
Fixed F1-F5 Keys not working for moving camera to allies
Updated active items to have uniform sliding/cast delay behavior
Items
Cast delay changed from 0.0s to 0.1s, to match other similar actives
No longer interrupts sliding, to match other similar actives
Cast delay changed from 0.25s to 0.1s, to match other similar actives
No longer interrupts sliding, to match other similar actives
Withering Whip: No longer interrupts sliding, to match other similar actives
Silence Glyph: Cast delay changed from 0.0s to 0.1s, to match other similar actives
Items
Cast delay changed from 0.25s to 0.1s, to match other similar actives
No longer interrupts sliding, to match other similar actives
Optimized lighting in the map for better rendering performance
Fixed a bug where you would be prompted to sell an item if the component wasn't in the same category as the component you were buying i.e. you go to buy slowing hex with your item slots full and you already own the component
Removed redundant Replay keybinds now shares with Spectating
Added Chat Wheel Options as keybinds so you can bind keys to certain responses
Fixed not being able to ping enemy items
Added music and ambient sounds to hotel
Added new run animation for Seven
Revised Mirage Fire Scarabs projectile and cast sounds
Revised Casting bridge buff loop
Remastered weapon fire for Seven
Remastered weapon fire for Paradox
Fixed a bug where nearly all sound stops and never returns
Fixed respawn music cue failing to play with shop menu open
Fixed music not playing while the player is outside their base and their base is under attack
Fixed haze smoke bomb loop not playing for teammates
Improved negative feedback sound effect timing
Fixed some cases where some sounds could overpower everything else
Added key and button name localization support for keybinds
Visual update to Mirage Tornado bullet evasion buff
Visual update to Medicinal Specter to improve visibility
Visual update to turret tracers, muzzle flash and impacts
Sand Blast revision to help user judge distance and AOE
Added preview state to Flying Strike
Added effect to when the zipline ability first starts
Added an AOE landing indicator for where units will be thrown with Death Slam only shows for allies
Fixed Ground Strike preview cone visual to be more accurate
Updated Bebop VO: remaster pass and added some content
Updated Viscous VO: he now comments on a lot more interactions in the game no longer a small pool of reused lines for Goo Punch
Updated Paradox VO: remaster pass and added some content
Updated Kelvin VO: remaster pass and added some content
Stubbed in first pass VO for Fathom, Magician, Trapper, and Viper - the primary goal for these is to give coverage for pings, but we also added lines for hero select and ability usage
Updated Holliday VO: remaster pass and added some content
Some rendering performance improvements
Fixed some lightmap quality regressions
Fixed textures being slightly too blurry in FSR2
Fixed some rendering features such as distance field shadows running despite being disabled in UI
Fixed right-clicking on an item in the shop in build editing mode causing it to be added to your Quickbuy queue
Steam Game Recording no longer records kills/deaths if you're dead and spectating another player
Steam Game Recording timeline no longer records Shrine objectives as "The World"
Fixing tooltips on keybind dropdowns not working correctly
New sounds added to Yamato's Flying Strike while aiming
New sounds added to Mo & Krill's Burrow and Sand Blast abilities
Hit confirm sound added to Lash's Flog ability
Fixed a bug causing Mo & Krill's Burrow emerge sound to double up when not cancelling the burrow early
Fixed Mo & Krill's Burrow traveling/underground sound not looping correctly
Steam Input support
Fixed Controller binds not working when the same Keyboard binds were empty
Fixed Show Scoreboard glyph in Sandbox Mode UI
Respawn time curves changed from happening at 17/30 minutes for 40s/70s respawn to 20/40 minutes
Air Drag when getting off the zipline increased 20% → 25% default in general is 20%
Powerups now require a heavy melee to claim art visuals updated
Powerups now start weaker and grow stronger from 10 minutes to 40 minutes
Gun Powerup:
Previously was +20% Fire Rate and +40% Ammo for 160s.
Now starts at "+10% Fire Rate and +30% Ammo" and ends at "30% Fire Rate and +60% Ammo"
Survival Powerup:
Casting Powerup:
Added a truck to climb up into the interior bridge area at the Port Authority and Jazz Club buildings
Moved stairs up from the central canal to the Radio Station interior closer to the inner lanes
Removed stairs up to the Radio Station interior from the underground Teleport Station
Redesigned Radio Station interior to be more open
Moved connection corridor between Inner and Outer lanes Amber Yellow and Sapphire Purple to be farther from the base entrances
Removed the cosmic veils from the entrances of the connection corridor
Changed entrance to the Armory/Warehouse from the inner lane to be more direct not a hallway
Moved the side lane teleporters to the crawl space under the Hard camp
Removed bookshelf model inside the upper floor of the Police Station/Garment Building to see the corridor behind it
Removed Rope inside the Police Station/Garment Building
Added interior stair connection in Factory/Mansion to stay inside from lower to upper areas
Added a fence guard beside the stairs inside the Garage/Night Club
Added zapper effect to the antenna models on rooftops
New building facade art in Amber Blue and Purple lanes
Added a street gate structure between the Garage and the Record Shop
Below is a group of changes bundled together that pairs reducing sustain abilities/items as well as anti-heal mechanics by some percentage some things less than others depending on the specific circumstances of the ability

Abrams
Infernal Resilience reduced 14% → 11% and T3 7% → 5.5%
Siphon Life Heal vs Heroes reduced 100% → 75%
Siphon Life Heal vs Non-Heroes reduced 50% → 40%

Bebop
Hyper Beam T3 reduced from 100/33% for Heroes/Creeps to 80%/25%

Dynamo
Rejuvenating Aurora regen reduced 32 → 30
Rejuvenating Aurora Spirit Power scaling reduced 0.5 → 0.45
Rejuvenating Aurora T3 reduced 3.8% → 3.4%

Grey Talon
Rain of Arrows T3 reduced from 50% Lifesteal to 40%

Infernus
Catalyst T2 reduced from 15% Lifesteal to 12%
Catalyst T3 reduced from -40% Heal Degen to -33%
Concussive Combustion T3 reduced 100% → 85%

Ivy
Watcher's Covenant Bullet Lifesteal reduced 15% → 12%
Stone Form Max Health Heal reduced 10% → 8%
Stone Form T3 Max Health Heal reduced +20% → +16%

Kelvin
Frost Grenade T2 reduced from +125 Heal to +100
Frozen Shelter regen reduced 120 → 110
Frozen Shelter T3 reduced from +70 1.6 Spirit Power to +60 1.4 Spirit Power

Lash
Flog heal vs heroes reduced 70% → 65%
Flog heal vs creeps reduced 25% → 20%

McGinnis
Medicinal Specter T3 reduced 5% → 4.5%

Mo & Krill
Scorn heal vs heroes reduced from 2x to 1.6x
Scorn heal vs creeps reduced from 0.7x to 0.6x

Affliction T2 Healing Reduction reduced 60% → 50%

Warden
Last Stand non-hero lifesteal reduced 50% → 20%
Last Stand hero lifesteal reduced 100% → 80%

Wraith
Full Auto T3 lifesteal reduced 35% → 30%

Viscous
The Cube regen reduced 40 → 35
The Cube T2 regen reduced +35 → +30
The Cube regen spirit power scaling reduced 0.2 → 0.18

Shiv
Bloodletting reduced 22% → 20%
Bloodletting T1 reduced +8% → +6%
Bloodletting rage bonus reduced +15% → 14%
Items
Bullet Lifesteal reduced 20% → 18%
Heal per Headshot reduced 8% → 7%
Bullet Lifesteal reduced 20% → 18%
Healing Reduction reduced 65% → 50%
Bullet Lifesteal reduced 100% → 80%
Lifesteal reduced 20% → 18%
Lifesteal reduced 28% → 26%
Regen per stack reduced 35 → 32
Lifesteal reduced 23% → 22%
Healing Reduction reduced 45% → 40%
Lifesteal reduced 65% → 55%
Healing Reduction reduced 70% → 55%
Bullet Lifesteal reduced 35% → 32%
Spirit Lifesteal reduced 35% → 32%
Fire Rate increased 10% → 11%
Bonus Health reduced 50 → 30
Weapon Damage per stack increased 5% → 6%
Spirit Amp reduced 10% → 8%
Head Shot Bonus Damage reduced +140 → +130
Cooldown reduced from 25s to 20s
DPS burn lingers on targets for 1s
Fire Rate slow reduced 10% → 9%
Requires Soul Shredder Bullets. Landing a headshot on enemy heroes increases your total Spirit Power by 3% for 12s. Cooldown 1.5s. Max stacks 12. Grants +12% Weapon Damage, +8% Spirit Amp/18% Spirit Lifesteal component passive, and +150 Health.
Now requires Slowing Bullets and grants the slow passive
Reworked item. Passively builds up on enemies, silencing for 2s and then reducing spirit damage output by 40% for 4s. Enemies affected cannot be affected again for 12s. Grants +20% Weapon Damage, +15% Spirit Resist and 20% Debuff Reduction. Buildup is a bit slower than Toxic Bullets
Damage multiplier increased 90% → 110%
Now grants +150 Bullet Shield
Now grants +3% Bullet Resist
Bullet Shield health reduced 400 → 350
Now requires Extra Regen
Debuff Resist reduced 30% → 28%
Weapon Damage increased 6% → 8%
Now has +8% Ability Range again instead of +6 Spirit Power
No longer grants +1 Sprint
No longer has +6% Ability Range
Duration increased from 6s to 7s
Active buff duration on purge increased from 3s to 4s
Purging a debuff now also heals you for 10% Max HP
Heal reduced 26% → 24%
Now grants +6% Ability Range
Cooldown increased from 26s to 36s
Pull speed reduced by 15%
Active now reduces your Move Speed by 1.5
Now grants +75 Health
Now increases Wall Jump count by 1 as well
Now grants +6% Spirit Resist
Cast range now ignores the Z height similar to Lash's Death Slam
While at max stacks you gain +2 Sprint
Cooldown reduced from 37s to 32s
Healing Reduction reduced 70% → 55%
Damage increased 1% → 1.4%
Cooldown reduced from 18s to 15s
Health increased 100 → 125
No longer a tracking projectile using a unit target, releases an aim-based projectile that silences on impact
Cooldown reduced from 32s to 24s
Post Shift now also grants +20 Spirit Power
Time between charges reduced 65% → 60%
Cast range now ignores the Z height similar to Lash's Death Slam
Now grants +1 Sprint
Health increased 140 → 160
Now grants +15% Melee Resistance
Requires Spirit Strike. Causes your melee attacks to steal 12% Spirit Resist and 26 Spirit Power for 16s. Cooldown 6s. Buff you receive stacks if you hit different heroes. Grants +15% Melee Damage, +8% Spirit Resist, +125 Health and +1 Sprint. Thanks to https://forums.playdeadlock.com/threads/spirt-snatch-3k-soul/soul-spirit-strike-upgrade.46932/
Requires Kinetic Dash. After successful Dash Jump, the next ability you use will also have +20% Range, +20% Duration and +20 Spirit Power. Grants +100 Health, +1 Stamina and +15% Slow Resist.
No longer grants +20% Spirit Lifesteal
Now grants +7% Ability Duration
Cast delay reduced from 0.3s to 0.25s
Damage increased 40% → 45%
Cooldown increased from 230s to 260s

Abrams
Base regen increased 1 → 1.5
Siphon Life range now scales with Spirit Power 0.05
Siphon Life damage scaling with Spirit Power increased 0.4 → 0.5
Seismic Impact drag down collision improved a bit

Bebop
Exploding Uppercut T2 bonus now applies to melee damage too
Hook can now be canceled by allies with exit key i.e. space bar, similar to existing Viscous Cube

Dynamo
Kinetic Pulse now slides around geometry when it hits an obstruction
Rejuvenating Aurora now allows you to reload during it currently only allows you to continue reloading if cast before
Quantum Entanglement pulling allies no longer cancels their channel
Quantum Entanglement now has a visual indicator for allies that will teleport
Quantum Entanglement ally range increased from 9m to 10m
Quantum Entanglement cooldown increased from 15s to 16s
Quantum Entanglement T3 cooldown reduction improved from -4s to -5s
Rejuvenating Aurora now allows you to use melee before T3 upgrade

Grey Talon
Bullet damage increased 24 → 25
Health growth per boon increased 27 → 29
Immobilizing Trap now tethers targets rather than rooting them
Immobilizing Trap tether duration increased 1.25s to 1.5s
Immobilizing Trap no longer applies 50% slow for 1s
Immobilizing Trap slow now starts immediately for 30% and lasts until 2s after the tether ends
Immobilizing Trap T2 changed from +2s Slow to +1s Tether
Immobilizing Trap radius increased 6 → 6.2
Immobilizing Trap T1 CD improved from -19s to -20s
Guided Owl camera now returns more quickly when the Owl collides very far away

Haze
Fixed Bullet Dance sometimes freezing your client
Using items during Smoke Bomb no longer breaks invisibility
Smoke Bomb cooldown reduced from 37s to 30s
Smoke Bomb T1 changed from -14s to +6 Invis Sprint Speed
Smoke Bomb T2 changed from +6 Invis Sprint Speed to +15% Bullet Lifesteal for 8s
Smoke Bomb T3 changed from +30% Bullet Lifesteal for 8s to Phases Out for 0.5s on cast and enables charges with 10s charge time causes you to be "out of world" and fizzle incoming projectiles during this time, you are still able to move. You need to buy charges still
Fixation damage vs objectives reduced by 30%
Bullet Dance Bonus Damage changed from +5 Bullet Damage to +6 Spirit Damage with 0.1 Spirit Scaling
Bullet Dance T1 changed to +7 Spirit Damage

Infernus
Afterburn buildup decay time is now 15% slower
Concussive Combustion radius increased from 12m to 13m
Concussive Combustion T2 radius reduced from +4m to +3m

Ivy
Stone Form drag down collision improved a bit
Bullet damage increased 5 → 5.2
Bullet damage growth reduced 0.36 → 0.34
Fixed being launched incorrectly when using Stone Form on certain geometry
Fixed Stone Form having a brief period of vulnerability after cast
Air Drop flight controls improved a bit
Air Drop duration reduced from 17s to 16s
Air Drop cooldown increased from 85s to 90s
Air Drop speed can now be increased with movespeed or sprint items when out of combat
Air Drop now amplifies Sprint values by 1.5x

Kelvin
Seismic Impact, Death Slam and Ground Strike now smash through Ice Path

Lady Geist
Essence Bomb Self Damage spirit scaling reduced 2 → 1.8

Lash
Ground Strike drag down collision improved a bit

McGinnis
Bullet Velocity increased 533 → 590
Fixed Wall triggering Reactive Barrier before T3 stun
Mini Turrets health no longer scales with your hero's health.
Mini Turrets Spirit Resist reduced 70% → 30%
Mini Turrets base health increased 75 → 150 roughly same overall health as previous start of game
Mini Turrets now gain +20 Health per Boon
Mini Turrets now take at most 33% of their Max HP per second from any damage source. Any excess damage is move to the following second. In effect this means that turrets will always live at least 3 seconds
Fixed Mini Turrets dying causing you to lose sprint
Mini Turrets cycle time reduced 0.5 → 0.25 DPS unchanged
Mini Turrets bullet velocity increased 406 → 500

Mirage
Tornado speed reduced by 10%
Fixed Tornado being usable while immobilized
Tornado and Fire Scarabs ability slots swapped
Traveler cooldown increased from 130s to 145s
Traveler T2 increased from -40s to -55s
Traveler can now be cast by targeting the top bar portraits

Mo & Krill
Headshot resistance now only applies to the big head
Burrow can now go under Spectral Wall
Combo now pulls the target closer to you over time
Combo health gain increased 30 → 70
Sand Blast duration reduced from 3.5s to 3s
Sand Blast T3 slow reduced 50% → 40%

Paradox
Fixed Kinetic Carbine not proccing Headshot effects Headshot booster, Headhunter, Crippling Headshot
Paradoxical Swap time min/max increased by 0.2/0.3s to help with camera
Time Wall now deals 50 damage for going through it

Seven
Storm Cloud now causes you to levitate up and down a little bit in a cycle rather than being fully stationary
Storm Cloud expand time reduced from 2s to 1.5s

Shiv
Serrated Knives cooldown reduced from 19s to 16s
Serrated Knives can now capture souls
Slice and Dice base damage increased 105 → 110
Slice and Dice T2 reduced +75 → +70
Slice and Dice cooldown reduced from 16s to 15s
Slice and Dice T1 reduced from -4s to -3s
Killing Blow threshold increased 20% → 22%
Killing Blow T2 reduced from +8% Enemy Health Threshold to +6%
Killing Blow Full Rage Damage Bonus increased 15% → 17%
Killing Blow T2 reduced from +10% Full Rage Bonus Damage to +8%
Fixed an issue where using Serrated Knives and immediately holding M1 after to shoot not firing your gun
Killing Blow Rage per spirit damage increased 0.013 → 0.014
Killing Blow cast range increased from 14m to 15m

Vindicta
Crow Familiar changed from 0.2s cast delay to 0.2s post cast time
Crow Familiar now also reduces spirit resistance by 6%
Crow Familiar T3 changed from "+3% Bleed and -40% Anti Heal" to -12% Spirit and Bullet Resistance
Stake radius increased from 8m to 9m
Stake now sucks enemies 3m towards the center and limits movement to 6m from center
Stake T1 changed from +0.5s to -40% Fire Rate
Stake T3 changed from Disarm to +0.75s
Assassinate min charge up increased 25% → 50%
Assassinate bonus damage on low hp base damage reduced 135 → 120
Fixed Assassinate being stuck if you zoom in and get silenced

Viscous
Puddle Punch can now be parried does not stun Viscous, only blocks the puddle effect for the parrying player

Warden
Fire Rate spirit scaling reduced 0.3 → 0.25
Alchemical Flask now respects LOS
Last Stand cooldown increased from 138s to 140s
Last Stand resistance during channel increased 50% → 60%

Wraith
Full Auto T2 no longer has spirit scaling moved to T3
Full Auto T3 now also adds spirit scaling
Telekinesis now causes the target to oscillate up and down a little bit

Yamato
Improved cases where Power Slash would hit enemies behind cover
Shadow Transformation no longer heals on cast
Shadow Transformation T3 increased from +2s to +3s
Shadow Transformation now heals for 15% of your max hp on hero kill











































