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[[File:Unstable Rift.png|thumb|124x124px|Unstable Rift icon]] | [[File:Unstable Rift.png|thumb|124x124px|Unstable Rift icon]] | ||
'''Unstable Rift''' is an Objective in ''[[Deadlock]]''. | '''Unstable Rift''' is an Objective in ''[[Deadlock]]''. | ||
[[File:Unstable rift | [[File:Unstable rift objective.jpg|thumb|316x316px|The Unstable Rift]] | ||
== Overview == | == Overview == | ||
The Rift's first spawn is at either {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}-{{DataProp|Convar|citadel_koth_spawn_window}})/60}}, {{#expr:{{DataProp|Convar|citadel_koth_spawn_initial_delay}}/60}}, or {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}+{{DataProp|Convar|citadel_koth_spawn_window}})/60}} minutes. After the first spawn, it respawns at an interval of {{#expr:{{DataProp|Convar|citadel_koth_respawn_interval}}/60}} minutes. It creates a capture point of 20m radius around the bridge in one of the side lanes, indicated by a green circle effect. A visual effect shows in which lane the rift will spawn 1 minute ahead, followed by a global announcement {{DataProp|Convar|citadel_koth_warning_time}}s before spawn. | |||
The | The rift takes {{MiscData|citadel_koth_cashin|TotalTimeToCapture}}s to be captured (not counting comeback modifiers). Both teams earn progress as long as they have at least one player in the capture point, but the rift can only be claimed once there's only one team in the point. The progress rate is the same regardless of how many players per team are in the point. Any players in the rift point are revealed in the [[Minimap]]. | ||
=== Comeback mechanics === | === Comeback mechanics === | ||
The team that is trailing in souls receives bonuses that scale linearly based on how behind they are, up to a {{#expr:{{DataProp|Convar|citadel_trailingteam_bias_threshold_max|value}}*100}}% difference in total net worth. These bonuses are (at maximum difference): | The team that is trailing in souls receives bonuses that scale linearly based on how behind they are, up to a {{#expr:{{DataProp|Convar|citadel_trailingteam_bias_threshold_max|value}}*100}}% difference in total net worth. These bonuses are (at maximum difference): | ||
* | * 50% shorter capture time, and 50% longer for leading team. | ||
* +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura| | * +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|TechResist}}% [[Damage Resistance|Bullet, Spirit]], and [[Debuff Resist]]. | ||
They also receive bonus rewards if they capture the rift (see below). | They also receive bonus rewards if they capture the rift (see below). | ||
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== Rewards == | == Rewards == | ||
[[File:Rift_troopers.png|thumb|389x389px|Rift Troopers in York lane]] | [[File:Rift_troopers.png|thumb|389x389px|Rift Troopers in York lane]] | ||
The rift's base soul bounty is {{Souls| | The rift's base soul bounty is {{Souls|337}} Souls and increases by '''{{Souls|95}}''' Souls per minute of game time. | ||
When a team wins the rift: | When a team wins the rift: | ||
* Rift Troopers will spawn in that lane for the winning team. They are larger | * Rift Troopers will spawn in that lane for the winning team. They are larger, colored black and have +{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}% health and damage compared to normal troopers, increasing by +{{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}}}% (additively) for each consecutive rift, up to {{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|4}}%. Rift troopers don't drop souls when killed. They spawn at a minimum of 5 troopers. | ||
* A random [[Golden Statue]] buff is granted to each member of the capturing team. | |||
* All souls are distributed instantly and equally to all team members. | * All souls are distributed instantly and equally to all team members. | ||
{{Permanent buffs}} | |||
If the rift has been contested for over | If the rift has been contested for over {{MiscData|citadel_koth_cashin|TimeToGiveUp}}s, all souls will be released as [[Soul Orbs]] to be claimed by either team. The orbs float for several seconds, and if unclaimed they disappear and the souls are lost. | ||
=== Comeback reward === | === Comeback reward === | ||
If the trailing team wins the rift, they get a soul bonus that scales based on game time and the team's soul deficit. They also get up to + | If the trailing team wins the rift, they get a soul bonus that scales based on game time and the team's soul deficit. They also get up to +7 Rift troopers (12 total). | ||
== Update history == | == Update history == | ||
{{Update history}} | {{Update history}} | ||
== | == Trivia == | ||
* Based on datamined strings, Unstable Rift was originally called '''Dying Star''' during development. | * Based on datamined strings, Unstable Rift was originally called '''Dying Star''' during development. | ||
* In the [[Update:June 4, 2026|June 4, 2026]] update, the {{PageRef|Soul Urn|alt_name=Soul Urn}} was reworked to start a King-of-the-Hill capture point mechanic when delivered. This was later reverted and separated into its own objective on [[Update:June 30, 2026|June 30, 2026]] as the Unstable Rift. | * In the [[Update:June 4, 2026|June 4, 2026]] update, the {{PageRef|Soul Urn|alt_name=Soul Urn}} was reworked to start a King-of-the-Hill capture point mechanic when delivered. This was later reverted and separated into its own objective on [[Update:June 30, 2026|June 30, 2026]] as the Unstable Rift. | ||