Souls: Difference between revisions

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Added info about needing to damage a hero in the last 10 seconds to count as an assister.
LVL (talk | contribs)
Soul Values: Changed links to deadlock tracker and changed first blood wording to make it clear its for the first kill of a match, not your first kill as a player.
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=== First Blood bonus ===
=== First Blood bonus ===
* A player gets 150 bonus souls on their first kill.
* A player gets 150<ref>"citadel_player_gold_reward_first_kill_bonus" at [https://github.com/SteamTracking/GameTracking-Deadlock/blob/master/DumpSource2/convars.txt Deadlock Tracker]</ref> bonus souls when they get the first kill in a match.


===Comeback Mechanics===
===Comeback Mechanics===
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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 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.
* Killing an enemy hero will award up to '''126.8%'''<ref>"citadel_player_gold_comeback_multiplier" at [https://github.com/SteamTracking/GameTracking-Deadlock/blob/master/DumpSource2/convars.txt Deadlock Tracker]</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 '''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)
* The losing team gains up to '''23.7%'''<ref>"citadel_player_gold_comeback_npc_max_mutliplier_value" at [https://github.com/SteamTracking/GameTracking-Deadlock/blob/master/DumpSource2/convars.txt Deadlock Tracker]</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.