Souls/Update history

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Revision as of 19:35, 16 January 2026 by Gammaton32 (talk | contribs)
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Update Changes

December 16, 2025

  • Increased kill bounty for solo kills (1 attacker in the kill) by 25%, and by 15% for duo kills
  • Increased portion of the bounty the killer gets relative to the assist portion
  • Increased comeback bounties for losing team a bit
  • 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).
    • There are a few examples below to show how they compare. Old was 165s (assuming bounty was at least 165s). New is:
      • 1x Small Camp: 77s
      • 2x Medium Camps: 163s
      • 1x Hard Camp: 193s
      • 4x Medium Camps: 230s
      • 2x Hard Camps: 263s
      • 1x Hard Camp + 3x Medium Camps: 270s
      • 2x Hard Camp + 6x Medium Camps: 354s

November 23, 2025

  • 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%

November 21, 2025

  • 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.
  • They last for 18s on the ground. Duration increases by 2s per minute up to 40s after 10 minutes.
  • Enemy orbs are visible as faint colorless soul orbs to your team, but cannot be claimed.
  • Amount of souls in the flying orb that can be secured/denied reduced from 50% to 40%
  • Very small tweaks to the secure/deny lag calculation to improve it
  • Increased trooper range to be considered in range for souls to drop from 35m to 45m
  • Starting souls count increased from 400 to 600
  • Trooper bounty values increased by 10%
  • 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
  • Minimum unsecured gold to drop increased from 100 to 150

October 2, 2025

  • Dropped Unsecured soul bags now require a Heavy Melee to secure rather than standing ontop of them

July 29, 2025

  • 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)

July 4, 2025

  • Comeback values are now roughly 25% stronger (this was released before this patch in a recent update)

June 17, 2025

  • Killing heroes no longer spawns orbs, instead the souls are directly awarded to the killer and assisters
  • Destroying objectives no longer spawns orbs, instead the souls are directly awarded to the killer and their team

May 8, 2025

  • Hero kill comeback values reduced by 15%.
  • 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.
  • Players gain back ammo when claiming an Orb.
  • Improved reliability of soul orb claims when experiencing momentary packet loss or latency.
  • Reworked visual effects to more clearly communicate when they are claimable or expiring.
  • Reworked client feedback when shooting a soul orb prior to being awarded the souls.
  • Soul orbs no longer automatically claim when colliding with the world.

April 17, 2025

  • 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.

April 4, 2025

  • Soul orb spawn delay range increased from 0.2-0.7 to 0.4-0.7
  • Soul orb size increased by 10%
  • Soul orb lag compensation buffer increased from 120ms to 140ms

February 25, 2025

  • 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%.

December 21, 2024

  • Tick gold increased from 2/1% to 2.5/1.5%

December 6, 2024

  • 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.

November 24, 2024

  • Range to be considered for souls reduced by 5m (The way it works now is there are two independent search ranges that gather nearby allied heroes to consider, the first is 50m from the orb itself, and the second is 35m from the hero that killed the trooper. The change reduces it by 5m on both. )

November 13, 2024

  • 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)