Idk guys I think I might kinda like deadlock. Developer & Bebop Enjoyer. Discord - .iv.

Be/Bop ๐Ÿค– Hooks you cutely
Joined October 2026
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Move-move quickfast ๐Ÿ€๐Ÿ€๐Ÿ€ The Skaven have infested Deadlock! Pickup your copy of my Skaven rat replacement mod now! Download: gamebanana.com/mods/725234 #deadlock #skaven #ratking
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They're really working on anything BUT reverting the harrow changes ๐Ÿ˜ญ #deadlock small hot fix. โ€ข Rem - Tag Along The camera setup used while rem is attached in tag along has had 11 camera/pivot anchor postion and rotations adjusted. This likely clears up some issues with how the camera lines up while using it
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Tiny little #deadlock patch, quite literally a nothing burger. โ€ข Street Brawl Round 5's buy time drops from 65 -> 50 seconds (15 seconds shorter). Rounds 1-4 remain at 50 seconds still. โ€ข Troopers Zipline Three models relating to the troopers zipline container changed (base, Amber, Sapphire). Their zipline attachment offsets changed Base: Z -100 to +100 Amber/Sapphire: Z -100 to 0 The models also now explicitly include turning/look at settings. These are likely just an attachment/positioning fix. That's literally it.
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So it looks like yoshi has gone on a rampage with the latest #deadlock hero drop. Here's everything I could find including the harrow change... โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—ฆ๐—ธ๐—ฒ๐˜๐—ฐ๐—ต ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€ #violet Her new sketches add the following stats based on a hero's class: Brawler (bebop): +20 max health Mystic (dynamo): +3 base spirit Marksman (holliday): +4 percentage points to weapon damage The health and spirit bonuses are added before other percentage bonuses so a x1.2 max health multi will make that a +24 bonus for health. Assassin (lash): Adds about 0.2 m/s to the flat movement speed pool, the pool has diminishing returns, for example with another 1 m/s flat bonus in that pool the sketch would only add 0.183 m/s before later modifiers. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—น๐—ผ๐˜€๐—ฒ ๐˜๐—ต๐—ฒ ๐——๐—ฒ๐—ฎ๐—น #deadmandanny His ult's startup and grabbed target effects are now explicitly marked as unable to be purged. This doesn't mean he's immune to stuns/silences/ect โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐—ž๐—ถ๐—ป๐—ด๐˜€๐—ถ๐—ฑ๐—ฒ ๐—ž๐—ป๐—ถ๐—ด๐—ต๐˜ ๐—ฐ๐—ผ๐—ป๐˜๐—ฟ๐—ผ๐—น๐˜€ #solomon His tooltip for kingside knight now tells you to reactivate the ability to move when you self cast it. The ADS instructions remain for moving the piece. โ€ข ๐—ค๐˜‚๐—ถ๐—ฐ๐—ธ๐—ฏ๐˜‚๐˜† - ๐˜€๐—น๐—ผ๐˜ ๐˜„๐—ฎ๐—ฟ๐—ป๐—ถ๐—ป๐—ด๐˜€ Quickbuy adds clearer "Slots Full" and "Slots Locked" warnings with red highlighting and an animated warning in the shop. โ€ข ๐—จ๐—ป๐˜€๐—ฝ๐—ฒ๐—ป๐˜ ๐˜€๐—ผ๐˜‚๐—น๐˜€ ๐—ฟ๐—ฒ๐—บ๐—ถ๐—ป๐—ฑ๐—ฒ๐—ฟ Your soul total now pulses and quickbuy bounces when you bank 7000 souls or more by default. โ€ข ๐—•๐˜‚๐—ฟ๐˜€๐˜ ๐—™๐—ถ๐—ฟ๐—ฒ - ๐˜๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ Burst fire's tooltip now says it's fire rate and move speed bonus triggers when a bullet hits "a hero" instead of "an enemy hero". This COULD be linked to harrows healing needle ability meaning burst fire COULD be procced by her healing needles on allies. โ€ข ๐— ๐—ฎ๐—ฝ ๐—ป๐—ฒ๐˜‚๐˜๐—ฟ๐—ฎ๐—น ๐—ฒ๐—ป๐—ฒ๐—บ๐—ถ๐—ฒ๐˜€ Five midtown neutral spawn points now use Past Dues I/II instead of Gutter Ghoul I/II. Four Past Dues I and one Past Dues II. Their positions remain the same. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ #nurseharrow So the big one... Her HUD files now add a needle crosshair texture, a leech unit indicator icon and a "healing needles" status label. This LIKELY suggests her healing bullets are an ability based thing during a timer which would be supported by the coloured fluid in the syringe changing while it's active. Headhunter now also has a reward path to proc the healing and speed when you hit a headshot on an ally with and a specially flagged non-damaging bullet. While NOT confirmed this likely means harrows healing bullets. Her files also now add a red, pulsing HUD style for a "leech-eating" state. The old "revival-target" minimap reference has new been replaced with a leech reference. This removes links to the revival and LIKELY means no revival and that it was a fake path added to steer data miners. A new bag animation mask called "eyeball_leeches" has been added. The big one... Harrows face now has more pronounced lashes, lighter shading on the eyes, redder lips, and a darker beauty mark beside her mouth. Both the facial mesh and painted textures changed. Her glasses also have a sharper sharp. I have remade the image using better lighting, it lessens the change but its still there. A new 5.9 second shop/menu animation has her holding the syringe upright while her coat and bag move. Her model also got hitbox increases from 18 to 25, adding a bag hitbox, extra leg sections, and two cloak hitboxes. Note: Unreleased content can still change. These are findings from Deadlock's files, anything can be changed at any point and may never be released.
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So #nurseharrow got some model changes...
Yoshi is painting a real picture! #deadlock Plenty of other juicy updates in the drop though, the full write up will be coming soon but until then ill post some nice tidbits here. First up #nurseharrow gets some new ui assets a crosshair and a leech icon
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She also gets a "healing needles" indicator to go under her crosshair which will look like the following. This supports her gun healing being tied to an ability
Yoshi is painting a real picture! #deadlock Plenty of other juicy updates in the drop though, the full write up will be coming soon but until then ill post some nice tidbits here. First up #nurseharrow gets some new ui assets a crosshair and a leech icon
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The leech icon does not like twitter encoding if the second image is black for you just give it a click and you should be able to see it
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Yoshi is painting a real picture! #deadlock Plenty of other juicy updates in the drop though, the full write up will be coming soon but until then ill post some nice tidbits here. First up #nurseharrow gets some new ui assets a crosshair and a leech icon
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How about some extra info on our latest #deadlock mini patch that the little green dino forgot to mention! Anything mentioned about danny was either missed from the patch notes or differs from what was said. โ€ข ๐— ๐—ฒ๐—ฟ๐—ฐ๐˜‚๐—ฟ๐—ถ๐—ฎ๐—น ๐— ๐—ฎ๐—ด๐—ป๐˜‚๐—บ Danny's fully charged shot now scale mercurial's bonus spirit damage with the larger weapon damage of the shot. โ€ข ๐—ฃ๐—ฎ๐—ฟ๐—ฟ๐˜† Before this patch if a parry was rejected via the modifier "MODIFIER_STATE_PARRY_DISABLED" then it would also use the message "Disabled during urn pickup". Now however it will check "MODIFIER_STATE_HOLDING_IDOL" to see if you have the urn or not, if you don't then you will instead see the message "You are busy". โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—ฆ๐˜๐—ฟ๐—ถ๐˜… ๐—ฆ๐—ฎ๐—น๐˜ƒ๐—ผ #deadmandanny The missiles launched in the strix salvo now travel faster, their speed increased from 6000 -> 7000 units/s, which is about 16.7% launch speed. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—ฅ๐—ผ๐—ฐ๐—ธ๐—ฒ๐˜ ๐—ท๐˜‚๐—บ๐—ฝ๐—ถ๐—ป๐—ด Along with the mentioned self damage change. The force bias and multipliers have now changed. "JumpForceUpBias" 23 -> 18 "JumpForceWallMultiplier" 0.5 -> 0.65 This will mean that his direction is slightly less biased towards going upwards and the force multiplier applied while wall sliding or shortly after a wall action is increased. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—ต๐—ถ๐—บ๐—ฒ๐—ฟ๐—ฎ ๐—ง๐Ÿฏ When the chimera's overheat explosion triggers your T3 player hit bonus it now cuts the initial venting/lockout calculation by 50% instead of 40%. This is just for the initial calculation later heat cooling and other adjustments can change the actual time. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—ต๐—ถ๐—บ๐—ฒ๐—ฟ๐—ฎ ๐˜€๐—ฒ๐—น๐—ณ-๐—ฑ๐—ฎ๐—บ๐—ฎ๐—ด๐—ฒ The chimera's explosion now starts with less damage to danny himself (different from rocket jumping self damage that was said in the patch notes). It now takes 10% of his maximum health instead of 12%. With T2 hitting a player can still remove this self damage in full. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—ต๐—ถ๐—บ๐—ฒ๐—ฟ๐—ฎ ๐—ฐ๐—ผ๐—ผ๐—น๐—ฑ๐—ผ๐˜„๐—ป ๐—บ๐—ฎ๐˜๐—ต The math for how the chimera calculates it cooldown has changed order it new subtracts the flat cooldown from your boons, then applies your percentage cooldown reduction. Before it did that in reverse. For example if we use the base 21s cooldown, 10 boons, and 20% cooldown reduction: Before (new boon values): 21 x 0.8 - 0.45 x 10 = 12.3s Now (new boon values): (21 - 0.45 x 10) x 0.8 = 13.2s This includes the boon buff for cooldown reduction but the math change slightly increases the cooldown from how it worked before. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—น๐—ผ๐˜€๐—ฒ ๐˜๐—ต๐—ฒ ๐——๐—ฒ๐—ฎ๐—น ๐—ฎ๐˜€๐—ฐ๐—ฒ๐—ป๐˜ When danny gets close to the top of his ascent he now loses less upward thrust than he did before, meaning he now retains more speed as he approaches the top. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—จ๐—น๐˜๐—ถ๐—บ๐—ฎ๐˜๐—ฒ ๐—ต๐—ฒ๐—ถ๐—ด๐—ต๐˜ ๐—ฎ๐—ป๐—ฑ ๐—ฐ๐—ฒ๐—ถ๐—น๐—ถ๐—ป๐—ด๐˜€ His ult's height check now uses a max map height limit of 1800 (1700 previously). Meaning he can now raise slightly higher into the sky. Ontop of this it now leaves a smaller safety gap below whatever the height check hits meaning you will get closer to the max allowed height for the spot you ult in. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—จ๐—น๐˜ ๐—ฐ๐—ฎ๐—ป๐—ฐ๐—ฒ๐—น๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป For his ult if the initial grab/charge fails or is cancelled before ascent, it's cooldown now has a minimum cooldown of 2 seconds. This only matters if the cooldown would've calculated below 2 seconds, it doesn't change the base full cooldown of 135 seconds if you fail the ult. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—ต๐—ถ๐—บ๐—ฒ๐—ฟ๐—ฎ ๐˜€๐—น๐—ผ๐˜„๐˜€ Now yoshi has been telling a little lie here... The patch notes state slows are 15% less effective in the air. The change however is as follows: Horizontal Slows: 1.0 -> 0.7 (m_flSlowEffectivenessLateral) Upward Slows: 0.5 -> 0.35 (m_flSlowEffectivenessVertical) Both new values are 70% of their old values so actually 30% less of the slow penalty gets through at this stage of the calculation. Note: These are findings from Deadlock's files, anything can be changed at any point and this post only reflects the current build.
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#Violet from #deadlock with some added โœจsparkleโœจ. Her glow material does indeed exist within her files I've just enhanced the glows and some of the other textures. This showcases what animations she currently has attached to her, these are likely to change, get more added, and be polished. The run animation is her running when holding something which adds to the goofiness of it.
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