Deadlock June 17 Update: Gameplay and Map Changes

The June 17 Deadlock Overhaul brings about a significant revamp, focusing on map layouts, objective strategies, and character equilibrium.

This update combines graphical enhancements and tweaks to the fundamental rules, aiming to boost smoothness, understanding, and strategic complexity.

Mid Lane and Boss Area Overhaul

The main map area where Guardians typically operate has undergone a complete overhaul in design. Previously congested areas in the mid lane, such as Deadlock, have been decluttered by eliminating the Arch Monument, access points using ropes, and numerous low-cover objects like barrels and stalls.

These removals clear sightlines and allow for better movement during fights.

Instead of the former narrow bridge, there’s a broader one now, providing ample space for activities. Adjacent blind spots have been relocated and lead directly into the Middle Boss Room.

The wall expansion moved nearer to the latest bridge, offering additional strategic possibilities while avoiding excessive congestion in the area.

In the Mid Boss area, you’ll notice an early sewer-themed design has been incorporated. Now, there are rope shafts connecting to higher levels, making for smoother vertical movement as these entrances have been elevated.

As I dive into this game, I’ve noticed some exciting changes! Now, there are new slopes by the staircase leading from the pit, making it easier for me to navigate during those tight battles. It’s like they’ve added a secret shortcut! Also, they’ve tweaked the underground breakables to minimize clutter and make interactions more consistent. It feels much smoother now when I’m blasting through walls or crates.

Key Objective and Bounty System Adjustments

A key aspect of the June 17 Deadlock Update involves revamping the bounty system related to Guardians, Walkers, and hero eliminations. The flexible slot now accommodates up to three Guardians or three Walkers rather than two, offering teams increased versatility in their composition selection.

As a gamer, I’m stoked about this new system for sharing bounties! Now, when an enemy Guardian or Walker falls, if I’m nearby and have dealt some damage in the past 20 seconds, I’ll score 40% of that sweet bounty. It’s all about teamwork now, making every battle count and every ally important.

The rest, which amounts to 60%, is shared equally among all team members. This promotes fair play by deterring last-hit theft and encourages cooperative play instead.

In simpler terms, the reward for killing bounties in this game has been increased significantly. At the start of a match, the reward is 300 points, but by the 40-minute mark, it can go up to a whopping 2000 points! Unlike before, when soul orbs were generated, now, the killer and any assisting players receive the souls directly.

In a similar vein, consistency also applies to destructive actions having an objective. This simplifies the reward mechanism and enhances the satisfaction derived from conflicts.

The damage that Troopers inflict on Walkers has decreased, but the base reward for Troopers is a bit lower. However, the value of Troopers grows faster over time, particularly in the later stages of the game. This adjustment makes the trooper waves in the late game more significant.

Urn and Soul Orb Mechanic Revisions after Deadlock Update

To speed up the game, several Urn timers have been shortened. If a player possesses an Urn, they’ll now sustain damage after 45 seconds instead of the earlier 90. Inactive Urns will return to their original location in 45 seconds and can be picked up within 12 seconds (down from 20). Moreover, the range for automatically claiming a soul orb has been decreased from 40 to 35 meters, encouraging players to participate more actively.

Boons, Power Scaling, and Passive Tweaks

Now, advancement is steady: every stage grants a single stat increase and an ability point. Although the total number of ability points has decreased marginally, there are more stages to progress through. This balance in overall power level is maintained because of revised value adjustments.

In this update, we’ve made several changes to passive items and their modifications. The opening rounds no longer impact objectives. Additionally, regeneration effects have been balanced out throughout the game.

Changes have been made to defensive modifications such as Fortitude and Resilience versions, making them either harder to trigger or requiring a longer wait before they can be used again. Radiant Regeneration’s healing capacity has decreased, but it now grows in proportion to Boons, giving more importance to the way your build is structured.

Hero Balance and Ability Updates

The Deadlock June 17 Update also introduces sweeping changes to many heroes.

  • Calico’s Ava now requires a melee input to break boxes. Her health and damage outputs have been slightly reduced to curb early aggression.
  • Kelvin’s Arctic Beam cooldown and range were trimmed.
  • Lady Geist, Viscous, and Wraith all saw reductions to damage output, with some abilities receiving adjusted scaling or range to maintain utility.
  • Warden and Wraith in particular saw key changes to their burst potential and survivability. Warden’s Last Stand no longer benefits from cooldown resets when interrupted.
  • Wraith’s signature abilities like Card Trick and Full Auto now do less damage but have added utility or better spirit scaling to compensate.

Closing Thoughts about Deadlock June 17 Update

This latest update on June 17, titled “June 17 Deadlock Update“, brings significant improvements to the tactical and technical elements of the game. With a revamped mid lane, wiser bounty distribution, and a more balanced roster of heroes, players can anticipate a more polished and intense gaming experience.

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2025-06-19 06:31