Souls: Difference between revisions

Catchup mechanics
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* The losing team gains up to 25% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.
* The losing team gains up to 25% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.


=== Catchup mechanics ===
=== Catch up mechanics ===
Catchup 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 on each team with the lowest net worth have a passive gain of souls per second based on the total souls gathered by the team (2% and 1% for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min).
* The two players on each team with the lowest net worth have a passive gain of souls per second based on the total souls gathered by the team (2% and 1% for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min).