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| | {{Stub}} |
| {{Update history table | | {{Update history table |
| | contents = | | | contents = |
| {{Update history table/row
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| | update = {{Update link|July|28|2026}}
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| | changes =
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| * The Orb Spawners in base that give 10 souls on hit now split to nearby players on expire
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| }}
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| {{Update history table/row
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| | update = {{Update link|July|9|2026}}
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| | changes =
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| * Objectives bounty split for nearby heroes reduced from 40% to 30% (this means slightly more portion of the bounty is split team wide rather than towards an individual player)
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| }}
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| {{Update history table/row
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| | update = {{Update link|June|30|2026}}
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| | changes =
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| * First blood bounty reduced from 150 to 125
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| * Base kill bounty reduced from 250 to 200 (max is still 2200 at 40m)
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| * {{PageRef|Trooper}} bounty ratio in the deniable flying orb increased from 40% to 50%
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| * Minimum unsecured souls allowed to drop reduced from 150 to 50 + 5/min
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| }}
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| {{Update history table/row
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| | update = {{Update link|June|11|2026}}
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| | changes =
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| * Kill comeback bounty values increased by 8%
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| }}
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| {{Update history table/row
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| | update = {{Update link|April|30|2026}}
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| | changes =
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| * Souls required for boons after 13.2k/15k/17k/+2k per boon to 13.2k/14.5k/+1.5k per boon (ends at 40k instead of 49k)
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| }}
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| {{Update history table/row
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| | update = {{Update link|December|16|2025}}
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| | changes =
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| * Increased kill bounty for solo kills (1 attacker in the kill) by 25%, and by 15% for duo kills
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| * Increased portion of the bounty the killer gets relative to the assist portion
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| * Increased comeback bounties for losing team a bit
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| * Unsecured souls claim period reworked. Previously the way it worked was any unsecured souls you gained were added to a rolling 165s window, where it was divided over that time and given out, with a minimum amount given per second of 1 soul. The new system drains 0.5% (of the remaining souls) + 1.6 (scales with the 8% bounty growth per minute).
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| **There are a few examples below to show how they compare. Old was 165s (assuming bounty was at least 165s). New is:
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| ***1x Small Camp: 77s
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| ***2x Medium Camps: 163s
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| ***1x Hard Camp: 193s
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| ***4x Medium Camps: 230s
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| ***2x Hard Camps: 263s
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| ***1x Hard Camp + 3x Medium Camps: 270s
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| ***2x Hard Camp + 6x Medium Camps: 354s
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| }}
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| {{Update history table/row
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| | update = {{Update link|November|23|2025}}
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| | changes =
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| * Hero kill bounty split efficiency for 1/2/3/4/5/6 players changed from 100/100/90/84/65/72% to 100/100/85/70/55/50%
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| }}
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| {{Update history table/row
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| | update = {{Update link|November|21|2025}}
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| | changes =
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| * Trooper bounty mechanics have been reworked. The first half of the souls still fly out as deniable orb, however rather than the other half being instantly given to nearby players it will fall to the ground as an orb that you need to get near to pick up. It has a 18m capture radius where it'll travel to you once you get within. Only one player needs to claim it, share rules remain the same as before.
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| * They last for 18s on the ground. Duration increases by 2s per minute up to 40s after 10 minutes.
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| * Enemy orbs are visible as faint colorless soul orbs to your team, but cannot be claimed.
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| * Amount of souls in the flying orb that can be secured/denied reduced from 50% to 40%
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| * Very small tweaks to the secure/deny lag calculation to improve it
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| * Increased trooper range to be considered in range for souls to drop from 35m to 45m
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| * Starting souls count increased from 400 to 600
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| * Trooper bounty values increased by 10%
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| * Trooper bounty split ratios updated from 1/0.65/0.28/0.15/0.12/0.08 to 1/0.54/0.36/0.25/0.2/0.16
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| * Minimum unsecured gold to drop increased from 100 to 150
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| }}
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| {{Update history table/row
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| | update = {{Update link|October|2|2025}}
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| | changes =
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| * Dropped Unsecured soul bags now require a Heavy Melee to secure rather than standing ontop of them
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| }}
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| {{Update history table/row | | {{Update history table/row |
| | update = {{Update link|July|29|2025}} | | | update = {{Update link|July|29|2025}} |
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| * Trooper ally split updated from 100/65/30/20/15/11% to 100/65/28/15/12/8% | | * Trooper ally split updated from 100/65/30/20/15/11% to 100/65/28/15/12/8% |
| * Hero bounties are now reduced based on the amount of players, similar to the trooper mechanic. (Means kills are less efficient/rewarding when its a big group, 1/2/3/4/5/6 players are 100/100/90/85/80/75% efficient) | | * Hero bounties are now reduced based on the amount of players, similar to the trooper mechanic. (Means kills are less efficient/rewarding when its a big group, 1/2/3/4/5/6 players are 100/100/90/85/80/75% efficient) |
| }}
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| {{Update history table/row
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| | update = {{Update link|July|4|2025}}
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| | changes =
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| * Comeback values are now roughly 25% stronger (this was released before this patch in a recent update)
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| }}
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| {{Update history table/row
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| | update = {{Update link|June|17|2025}}
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| | changes =
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| * Killing heroes no longer spawns orbs, instead the souls are directly awarded to the killer and assisters
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| * Destroying objectives no longer spawns orbs, instead the souls are directly awarded to the killer and their team
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| }}
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| {{Update history table/row
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| | update = {{Update link|May|8|2025}}
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| | changes =
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| * Hero kill comeback values reduced by 15%.
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| * The losing team now gains up to 25% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max networth delta). First 3k in networth difference is ignored.
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| * Players gain back ammo when claiming an Orb.
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| * Improved reliability of soul orb claims when experiencing momentary packet loss or latency.
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| * Reworked visual effects to more clearly communicate when they are claimable or expiring.
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| * Reworked client feedback when shooting a soul orb prior to being awarded the souls.
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| * Soul orbs no longer automatically claim when colliding with the world.
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| }} | | }} |
| {{Update history table/row | | {{Update history table/row |
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| | changes = | | | changes = |
| * Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes. | | * Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes. |
| }}
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| {{Update history table/row
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| | update = {{Update link|April|4|2025}}
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| | changes =
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| * Soul orb spawn delay range increased from 0.2-0.7 to 0.4-0.7
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| * Soul orb size increased by 10%
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| * Soul orb lag compensation buffer increased from 120ms to 140ms
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| }} | | }} |
| {{Update history table/row | | {{Update history table/row |
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| * Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior. | | * Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior. |
| * Soul Orb denies changed from 65/35% to 50/50%. | | * Soul Orb denies changed from 65/35% to 50/50%. |
| }}
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| {{Update history table/row
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| | update = {{Update link|December|21|2024}}
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| | changes =
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| * Tick gold increased from 2/1% to 2.5/1.5%
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| }}
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| {{Update history table/row
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| | update = {{Update link|December|6|2024}}
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| | changes =
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| * Added a tick based souls system that gives the bottom two net worth players on the team a small amount of souls per second. The amount of souls available to distribute to the bottom two players is based on the souls gathered by your team (2% and 1%). This occurs after the laning phase.
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| }} | | }} |
| {{Update history table/row | | {{Update history table/row |
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| | changes = | | | changes = |
| * Soul Sharing ratios post-lane reduced from 100/75/50/35/28/22% to 100/70/45/33/25/20% (for 1/2/3/4/5/6 players) | | * Soul Sharing ratios post-lane reduced from 100/75/50/35/28/22% to 100/70/45/33/25/20% (for 1/2/3/4/5/6 players) |
| }}
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| {{Update history table/row
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| | update = {{Update link|October|10|2024}}
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| | changes =
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| * Comeback formula weighted a bit less on team vs team net worth calculation and more on the strength of the dying hero (regardless of lead)
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| }}
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| {{Update history table/row
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| | update = {{Update link|September|26|2024}}
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| | changes =
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| * Added a First Blood bonus bounty for the first kill each player gets. Grants 150 bonus souls.
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| * Troopers no longer give half bounty when base guardians are destroyed for that lane
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| * Killer to Assist bounty ratio reduced from 2.0 to 1.7 (slightly more to assists)
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| * Fixed Sinner's Sacrifice sharing bounty to nearby allies
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| }}
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| {{Update history table/row
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| | update = {{Update link|July|18|2024}}
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| | changes =
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| * Reworked comeback formula to be less weighted towards team vs team net worth and more towards the net worth of the dying hero compared to the average of your team (regardless if your team is leading or not)
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| }}
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| {{Update history table/row
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| | update = {{Update link|June|13|2024}}
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| | changes =
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| * Urn reward now has a comeback component where it gives extra gold for the team that is behind based on the magnitude
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| * A small share of the comeback portion of hero kill bounty is now given to each other player outside of just the kill/assist players. This also makes the amount the killer gets be more consistent, previously the amount could vary significantly based on how many people were involved. The killer and assist players still get the bigger shares.
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| }}
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| {{Update history table/row
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| | update = {{Update link|May|23|2024}}
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| | changes =
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| * Hero kill bounty ratio between Killer and Assister reduced from 2.75x to 2.55x (means slightly more to the Assister)
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| * Unclaimed souls now convert 10% slower
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| }} | | }} |
| }} | | }} |