Souls: Difference between revisionsGive feedback
Jump to navigation
Jump to search
Gammaton32 (talk | contribs) |
Gammaton32 (talk | contribs) →Comeback Mechanics: updated |
||
| Line 213: | Line 213: | ||
When a team is behind on souls, there are some "comeback mechanics" that come into play to allow the losing team to quickly catch up. | When a team is behind on souls, there are some "comeback mechanics" that come into play to allow the losing team to quickly catch up. | ||
* Killing an enemy hero will award more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls. | * Killing an enemy hero will award up to '''126.8%'''<ref>"citadel_player_gold_comeback_multiplier" at [https://github.com/SteamTracking/GameTracking-Deadlock/compare/e02ab965c86a...a4f9d37f567c Deadlock Tracker] ({{Update link|June|11|2026}} Update)</ref> more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls. | ||
* The Soul Urn will give additional souls to the team that is behind based on game duration and total soul deficit. (see [[Soul Urn#Reward scenarios|Soul Urn]] for details) | * The Soul Urn will give additional souls to the team that is behind based on game duration and total soul deficit. (see [[Soul Urn#Reward scenarios|Soul Urn]] for details) | ||
* The losing team gains up to | * The losing team gains up to '''23.7%'''<ref>"citadel_player_gold_comeback_npc_max_mutliplier_value" at [https://github.com/SteamTracking/GameTracking-Deadlock/compare/e02ab965c86a...a4f9d37f567c Deadlock Tracker] ({{Update link|June|11|2026}} Update)</ref> more souls from Troopers, Denizens, Sinner's Sacrifices and Objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored. (This means that the first 3k souls should be subtracted when calculating comeback values, e.g. 100k to 105k is calculated as a 2k difference) | ||
* After 10 minutes in a match, killing a player whose net worth is above 15% higher than the killer team's average net worth increases that player's [[Death|respawn time]]. The increase varies based on the net worth difference and match duration, from +6s for 15% net worth at 10 minutes to +22s for 30% net worth at 25 minutes. | * After 10 minutes in a match, killing a player whose net worth is above 15% higher than the killer team's average net worth increases that player's [[Death|respawn time]]. The increase varies based on the net worth difference and match duration, from +6s for 15% net worth at 10 minutes to +22s for 30% net worth at 25 minutes. | ||
| Line 221: | Line 221: | ||
Catch up mechanics allow for players with low net worth to catch up to the other players on their team. | Catch up mechanics allow for players with low net worth to catch up to the other players on their team. | ||
* The two players per team with the lowest net worth have a passive gain of souls per second based on the total souls per second gathered by the team (2.5% and 1.5% for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min). | * The two players per team with the lowest net worth have a passive gain of souls per second based on the total souls per second gathered by the team ('''2.5%''' and '''1.5%''' for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min). | ||
** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls. | ** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls. | ||