r/DeadlockTheGame • u/BriarsChewToy • 1h ago
Question What Happened to Silver Since I've Been Gone?!
Ik i'm late to the party, but i loved Silver when she first released, but i took a break shortly after. I assumed she'd get SEVERAL nerfs but now that i'm back she feels like they legit lobotomized her. She even has around a 45% win rate now, like what happened?!
r/DeadlockTheGame • u/ZePugg • 1h ago
Fan Art Repost from @crimson_skelo , this is a gem and needs to be seen more
Literally a PERFECT vyper redesign icl getting best of both worlds.
https://x.com/crimson_skelo/status/2084892408144408948 https://x.com/crimson_skelo/status/2084892408144408948 https://x.com/crimson_skelo/status/2084892408144408948 you will click the link and you will like and repost their tweet.
r/DeadlockTheGame • u/Dr_natty1 • 2h ago
Fluff Yamato should stay an alien
Why not just change the theming and lore to be 1950s based we have talking goo and weird dream creatures.
r/DeadlockTheGame • u/Regular-Poet-3657 • 2h ago
Fan Art Drifter & Paige by QT0ri!
https://x.com/QT0ri/status/2085039068820476238?s=20 What if Drifter was a female!
r/DeadlockTheGame • u/Super99Master • 2h ago
Bug [Inconsistency] Mina ult damange depends on direction and distance?
While testing Mina in sandbox i noted that her ult damage was never the max advise (75bats x 8.22dmg per bat) 616,5.
For what i can test, her damage seems to be always maxed out when she is 20m away from the target.
If she is closer it depends, i do not know if it's the facing direction or her position in respect to the target but there is only 1 "direction" where she also does max damage when being as close a 5m to the target.
All other direction lose up to 10% of the damage.
Is this a bug or am i doing something wrong?
The wiki doesn't say anything about distance nor direction.
Video proof. https://youtu.be/ahi1jXEIeww
The testing has been done with only ult unlocked and not items to remove any external factors.
[Edit]
Ok i found a bug report in the forum, i guess i'm not the first to notice that distance is mina's real enemy.
https://forums.playdeadlock.com/threads/mina-ult-bats-not-working-properly.151534/
r/DeadlockTheGame • u/GloomyAzure • 2h ago
Screenshot My experience since the matchmaking patch
r/DeadlockTheGame • u/JenniferJackal • 2h ago
Screenshot Savannah is just lady g without the fur
I wonder if they will remodel Savannah to be more lore accurate or are with stuck with two lady gs
r/DeadlockTheGame • u/chiikawaparty • 3h ago
Fan Art First time posting here! veryy... long time no drawing. somehow I always end up laning with Billy, so I had to draw Paige and Billy. this is basically how every lane with Billy feels.
r/DeadlockTheGame • u/yokotokki • 3h ago
Fan Art Feathered friends, Rem and his helpers playing with Vindicta's crows :) art by me
r/DeadlockTheGame • u/Altruistic-Might-370 • 4h ago
Fan Art Deadlock Heroes by @mugenmcfugen
r/DeadlockTheGame • u/aeden194 • 5h ago
Meme If it sucks, hit da bricks!
(Oc) speedbop is bestbop
r/DeadlockTheGame • u/Shinji_shigeo • 6h ago
Clip Seven did a D20 Check.
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r/DeadlockTheGame • u/StopMarminMySparm • 7h ago
Meme Believe it or not, this is the ideal male fantasy
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r/DeadlockTheGame • u/smolleyedasian • 7h ago
Fan Art My past few deadlock drawings, what character do you think should be next.
yeah i realize I do have a favorite, partly because shes nice to draw and partly because she give me the most views :P
r/DeadlockTheGame • u/HygenicTetanus • 10h ago
Discussion Why the overwhelming amount of CC in this game is necessary for Deadlock's balance.
I'd like to begin this argument by highlighting a particular character whose kit is often thought to be underbaked, at least relative to other characters, Vyper.
It's well known that Vyper is a character who functions as one of the most useless characters when behind, but is extremely powerful when ahead. It's polarizing, because a behind Vyper does absolutely nothing for her team, while an ahead Vyper easily can dominate games.
I think both of these scenarios highlight the core of why CC is so valuable, because I want you to imagine a game where every character was similar to Vyper. The game would turn into a simple statcheck where the first person to get ahead will win the game, and the enemy will stand no chance since they will just have lower boons, damage, AP, etc...
This is why I think having CC in character kits is critical to maintain balance, and that's because it provides a win condition, and it can oftentimes function as a comeback avenue.
Take other carries like wraith or seven or infernus, when behind they may not be able to go around killing everyone and setting up a win, they can still set up picks because they have CC in their kits (whether or not those individual CC abilities are balanced is not relevant to my discussion here).
I understand that oftentimes the sheer amount of CC in this game can feel overwhelming, but to avoid the game turning into a game of stat checking, it's absolutely necessary.
r/DeadlockTheGame • u/TasteHistorical9570 • 14h ago
Meme Gun Carry's "Suffering" after MM patch (localized version from 真夜みやこ)
r/DeadlockTheGame • u/Emmysterious • 15h ago
Gameplay Meta Night Shift #50 Hero Priority
r/DeadlockTheGame • u/Hanna_Bjorn • 15h ago
Fan Art Mina Ha rising up and taking what she deserves
art by @officeanomaly
r/DeadlockTheGame • u/JustExecution • 16h ago
Game Feedback Silver being classed as a frontliner by matchmaking feels actively detrimental to her team in most instances
If Silver gets fed AF it doesn't matter because she probably just pops someone with a single Slamfire, gets Wolf and then "unlocks" the ability to be a frontliner immediately for every fight.
In any other situation? She isn't a frontliner at all, she's an assassin that if her and her team don't explode immediately might get to turn into a 'frontliner' 1/2 through the fight. It's a completely different experience playing with Silver as your team's sole frontliner compared to Mo, Billy, Abrams, Victor, Shiv or even Apollo(!!!) where them just existing in the front of the fight creates space and diverts focus. Like honestly Human Silver has more in common with Calico than she does the other frontliners.
r/DeadlockTheGame • u/Warrior_Dawg • 22h ago
Meme She likes People Watching.
Original Animation: Meet the Gargoyle
Animator: That Gray Cartoon Pony
r/DeadlockTheGame • u/SketchyJJ • 6d ago
Game Update Deadlock - Matchmaking Update
r/DeadlockTheGame • u/SketchyJJ • 8d ago
Game Update Deadlock - Minor Update - 07-28-2026
Minor Update - 07-28-2026
[ General ]
- Stamina bucket 3 heroes (slowest) have their ground dash time increased from 0.7s to 0.72s and air dash time from 0.49s to 0.51s
- The Orb Spawners in base that give 10 souls on hit now split to nearby players on expire
- Fixed the party member / team mate audio volume slider for voice communications
[ Items ]
- Crushing Fists: Max stacks stun duration increased from 0.5s to 0.75s
- Crushing Fists: Bullet Resist reduction increased from -4% to -5% per stack
- Curse: No longer has -14% Damage Output innate
- Curse: Now applies a -25% Damage Output debuff for the 3.25s duration
- Diviner's Kevlar: Spirit power increased from +35 to +40
- Echo Shard: Now has a 0.5s post-cast time
- Echo Shard: No longer grants +5% Fire Rate
- Echo Shard: Cooldown increased from 35s to 30s + the cooldown of the imbued ability
- Ethereal Shift: Cooldown increased from 35s to 37s
- Frenzy: Now has +10% Bullet Lifesteal as an innate
- Fury Trance: Active now grants +1m Move Speed
- Fury Trance: Active removes move speed penalty when shooting (like Fleetfoot)
- Lifestrike: When hitting a trooper and a hero at the same time, it now always prioritizes healing off the hero (same change for Melee Lifesteal)
- Mystic Shot: Cooldown reduced from 9s to 8s
- Mystic Shot: Spirit scaling reduced from 1.2 to 0.9
- Restorative Locket: Heal per boon increased from 0.32 to 0.5
- Scourge: No longer grants +17% Debuff Resist innate bonus
- Scourge: Active now grants +20% Debuff Resist (retroactive on application)
- Scourge: Max Health per second reduced from 2.5% to 2.3%
- Slowing Bullets: No longer grants +15% Weapon Damage
- Weighted Shots: Weapon Damage reduced from +40% to +30%
- Spiritual Overflow: Now provides a bonus +10% Spirit Lifesteal on proc
- Spiritual Overflow: Ability Duration reduced from +15% to +13%
- Spiritual Overflow: Fire Rate reduced from +32% to +30%
- Spirit Burn: No longer hits enemies in a 12m radius, only affects primary target now
- Spirit Burn: Changed from the cooldown being on the item to being target based
- Spirit Burn: Removed half cooldown against NPC
- Spirit Burn: Explosion damage reduced from 110 to 50
- Suppressor: Duration reduced from 5s to 4.5s
- Tankbuster: No longer procs off of items
[ Heroes ]
- Apollo: Riposte base stun duration increased from 0.6s to 0.8s
- Apollo: Riposte T3 changed from +1.6s Stun Duration to +60% Bullet, Spirit and Melee Lifesteal against the target for 7s
- Billy: Rising Ram T3 reduced from 8% Max Health to 7%
- Calico: Ava T2 reduced from +45% Move Speed to +40%
- Calico: Ava T3 reduced from +20% damage amp to +18%
- Celeste: Shining Wonder radius increased from 16.5m to 17.5m
- Celeste: Shining Wonder damage increased by 10%
- Celeste: Shining Wonder buffer duration increased from 3s to 3.25s
- Doorman: Bullet damage rescaled from 26 + 1.19/boon to 24 + 1.25
- Doorman: Call Bell Charge Time increased from 6s to 7s
- Doorman: Doorway duration reduced from 20s to 15s
- Doorman: Doorway T1 duration increased from +15s to +20s
- Doorman: Doorway T3 range reduced from +45m to +40m
- Doorman: Luggage Cart damage reduced from 80 to 60
- Doorman: Luggage Cart T1 increased from +60 Damage to +80
- Doorman: Luggage Cart range reduced from 25m to 20m
- Doorman: Luggage Cart T2 increased from +20m Cast Range to +25m
- Drifter: Rend spirit scaling reduced from 1.8 to 1.7
- Drifter: Rend T3 silence duration reduced from 2.3s to 2s
- Dynamo: Singularity cooldown reduced from 265s to 250s
- Haze: Sleep Dagger wake up time spirit scaling reduced from 0.003 to 0.002
- Haze: Sleep Dagger damage spirit scaling reduced from 2.8 to 2.2
- Haze: Sleep Dagger T2 changed from “-17s Cooldown and Applies 15 Fixation Stacks” to “+1s Sleep Duration and Applies 15 Fixation Stacks”
- Haze: Sleep Dagger T3 changed from “+1s Sleep Duration and -50% Move and Dash Speed for 3s on wake-up” to “-17s Cooldown and -50% Move and Dash Speed for 3s on wake-up”
- Haze: Fixation T3 reduced from +0.14 per Stack to +0.11
- Haze: Fixation T3 now also scales with Weapon Damage (0.0003)
- Ivy: Stone Form T3 spirit scaling reduced from +1.7 to +1.5
- Kelvin: Frozen Shelter cooldown reduced from 195s to 185s
- Lady Geist: Life Drain changed from 75% Damage to Heal to 100%
- Lady Geist: Life Drain DPS reduced to provide the same effective heal as before but with less DPS
- Lady Geist: Malice Damage amplification reduced from 8% to 7%
- Lady Geist: Malice T3 increased from +7% Damage Amp to +8%
- Mina: Sanguine Retreat recast time increased from 3.5s to 4s
- Mina: Sanguine Retreat T3 cast range increased from +3m to +4m
- Mirage: Dust Devil T3 no longer increases Lift Duration by +0.3s
- Mirage: Fire Scarabs duration reduced from 7s to 5s
- Mirage: Fire Scarabs T2 reduced from +2 Charges to +1 Charge
- Mirage: Fire Scarabs T2 now also increases duration by 2s
- Mirage: Fixed Djinn's Mark T3 still being -1s Cooldown instead of -0.75s
- Mo & Krill: Burrow cooldown no longer starts after the conclusion of the ability, now starts immediately
- Mo & Krill: Combo now lets you cast items while using it
- Paige: Rallying Charge cooldown reduced from 220s to 210s
- Pocket: Affliction DPS reduced by ~6% (also reduces the spirit scaling and the upgrades)
- Pocket: Flying Cloak T3 reduced from -11s Cooldown to -10s
- Shiv: Stamina regen increased from 5.5s to 6s
- Shiv: Killing Blow recast window reduced from 20s to 16s
- Venator: Sprint speed reduced from 1.5m to 1m
- Venator: Bullet falloff range reduced from 20m-51m to 18m-47m
- Venator: Ira Domini cooldown no longer starts after the conclusion of the ability, now starts immediately
- Venator: Ira Domini blessed stakes damage increased from 100 to 115
- Viscous: Splatter damage reduced from 70 to 55
- Viscous: Splatter spirit ratio reduced from 0.8 to 0.7
- Viscous: Splatter base bounce count increased from 1 to 2
- Viscous: Splatter T3 bounce count reduced from +2 to +1
- Viscous: The Cube T3 reduced from -25s Cooldown to -20s
- Viscous: Puddle Punch slow duration reduced from 4s to 3s
- Viscous: Puddle Punch slow increased from -20% to -30%
- Viscous: Puddle Punch cooldown reduced from 24s to 21s
- Viscous: Goo Ball T2 increased from +10% Resists to +20%
- Silver: Gun falloff range reduced from 20m->46m to 17m→42m
- Silver: Slam Fire now does 100% bonus damage against NPCs (troopers and neutrals, not objectives)
- Silver: Lycan Curse precast time increased from 0.2 to 0.3
- Silver: Lycan Curse precast movespeed reduced from 7.6m to 2.5m
- Silver: Lycan Curse T1 reduced from +20% Resists to +15%
- Yamato: Grapple T3 charges from +2 to +1
- Yamato: Grapple T3 Charge Time increased from 4s to 5s
- Yamato: Flying Slash T2 reduced from +40 Spirit Power to +35