The eagerly awaited EA FC 25 is soon to land, and it’s going in with its hallmark Road to the Knockouts (RTTK) promo. This year, though, there are a number of changes to how the promo will work, reflecting the ever-changing nature of European club competitions as we know them.
Similar to last season, the RTTK promo bases its rewards on real-life performances in the UEFA continental club competitions. However, as it relates to changes in the format of the Champions League, Europa League, and Conference League for the 2024/25 season, upgrades need a change in methodology as well.
EA has also given RTTK a new upgrade track that will be accessible by each of the four available players chosen. The player can receive the first two upgrades at any time during the promo, provided his team wins three league matches or scores in four different matches. What’s interesting about this is that it requires the team as a whole to score, rather than just the player himself, giving the option for more defensively-minded players.
Let’s take a look at the EA FC 25 Road to the Knockouts (RTTK) players:
Name
Club
Nation
Position
Rating
Jude Bellingham
Real Madrid
England
CAM
91
Julian Alvarez
Atletico Madrid
Argentina
ST
90
Jeremie Frimpong
Bayer Leverkusen
Netherlands
RB
88
Jeremy Doku
Manchester City
Belgium
LM
87
Federico Dimarco
Inter Milan (Lombardia FC)
Italy
LB
87
Ollie Watkins
Aston Villa
England
ST
87
Benjamin Sesko
RB Leipzig
Slovenia
ST
86
Noa Lang
PSV
Netherlands
LW
86
Donny van de Beek
Girona
Netherlands
CM
85
Stefan Posch
Bologna
Austria
RB
84
Benjamin Andre
Lille
France
CDM
84
Kadidiatou Diani
Lyon
France
RW
90
Claudia Pina
Barcelona
Spain
LW
87
Nathalie Bjorn
Chelsea
Sweden
CB
86
Christian Romero
Tottenham
Argentina
CB
88
Rayan Cherki
Lyon
France
CAM
87
Robin Koch
Eintracht Frankfurt
Germany
CB
86
Stephen Eustaquio
Porto
Canada
CDM
86
Moise Kean
Fiorentina
Italy
ST
85
Only the best of teams though, can qualify to participate in the final update, and that will be teams that eventually end in the top two spots of their league. Of course, the competitiveness of the tournaments makes this possible only to a few.
A new era in Europe's top competitions.
Road to the Knockouts returns in #FC25, now with all-new upgrade opportunities based on the new League Stage of UEFA's most storied tournaments.
Then, there would be a huge number of players in the EA FC 25 RTTK promo, and each can be acquired in different ways. In addition to packs, players can also be obtained through SBCs and Objectives.
Ex-Valorant pro TenZ recently opened up about a comeback into competitive CS2. In a candid response to a fan question, he admitted that the level of play in the current CS2 is indeed too high for him to make a realistic comeback into professional-level competition.
He said that it would be hard to contest the quality of CS2 players from the top tier, and in particular, from Europe, and the type of commitment needed for that level. TenZ then adds the games against legends like s1mple and Zywoo are top of mind. The games were anchored by unmatched mechanical skills and game sense.
“I was playing Train against s1mple and there was just one shot that he hit on me… He flick one-deaged me. It was one of the most crazy shots I’ve ever seen in my life,” TenZ recounted.
The streamer continued, describing Zywoo as a “killing machine,” focusing on the unremitting ferocity by which the Frenchman seems to dominate any given match. TenZ’s assessment shares much with the prevailing public sentiment in CS2 North America, which has been struggling to match up to Europe in recent years.
While his professional CS:GO career was fleeting, TenZ at least made some noise – helping Cloud9 to a fourth-place finish in a 2019 Blast event. Still, the former Valorant pro has since signaled that he has no intent of ever seriously going back to competitive esports and is instead set to continue creating content and explore other opportunities in the influencer space.
Recently, TenZ went with his teammate to TwitchCon, which would be his first time after missing all sorts of events over the years due to professional responsibilities. Even if he was competing again due to good luck, TenZ may not be interested in going back into competitive form.
G2 Esports has taken down Team Spirit to book a spot in the semi-finals of BLAST Premier Fall Finals, where they will face Vitality for a spot in the semi-finals. The stars of G2 in, NiKo and m0nesy found themselves in fine form against the CIS side despite the rest of the squad struggling given their usual standards. G2 managed to overcome their usual woes to close the series in 2-0 fashion.
Spirit found themselves on the backfoot right from the get go, as G2 got off to a good start. With the first gun round going their way, Spirit managed to level the scoreline and tested G2’s defence to a stalemate. The lack of dynamism in their defence enabled Spirit to take a lead which G2 managed to equilize by the end of the first half as both teams took 6 rounds each.
G2 really came on to their own in the second half, only losing 3 rounds in the process. Their T side rounds came in thanks to the individuals showing their prowess when it mattered. NiKo, m0nesy and malbs were able to come up with big rounds of their own while the likes of huNter and Snax struggled to keep up. The Guatemalan closed the map for G2 with a stellar ace, winning the game with a 13-6 scoreline. With a 1.38 rating and 20 frags to his name, NiKo consistency throughout the map was instrumental in G2 going 1-0 up in the series.
Map 2: Mirage; Pick: G2; Winner: G2
Despite showing their prowess in the last map, G2’s T side had become too predictable, especially in the likes of Mirage and Inferno, which was evident given how Team Spirit managed to read them on a plethora of occasion. With only 4 to their name, G2 was struggling to keep with Team Spirit as the first half concluded with a 8-4 scoreline favouring the Russians.
The second half saw G2 step it up a notch, as much better performance from the whole squad inspired a comeback as we pushed to the first overtime of the map. G2 starting on the defence managed to win 2 rounds as they found themselves 2 rounds away from taking the series home. Despite Spirit cutting both rounds close, the second half of G2 saw the G2 close the map a with 16-13 scoreline. Once again, consistency across regulation and overtime from NiKo and m0nesy but 31 frags from the latter saw him take home the MVP for the map and the series.
Team Spirit’s tactical problems were once again highlighted and with top players on their roster, it is only a matter of time before they figure out a system that suits their players. With the major approaching, they have their backs against the wall given the limited time in their hand to iron out their issues.
Blast has announced that they have requested for a special formal investigation by the ESIC in lieu of the emergency substitution by Astralis at the Blast premier fall final.
The request seems to have come in after Astralis had already concluded their campaign and exited the tournament in joint last place.
“We have held what we had hoped would be final discussions with Astralis and the players representatives over the last few days to clarify the situation which resulted in both parties voicing different positions,” said Blast. Wild there was no explicit declaration Alexander “br0” and his representatives seem to be the ones who are being talked about in the statement.
The situation seemed to have begun when Casper “cadiaN” Møller was signed into Astralis and some of his first matches for the team were played at the Blast fall final despite roster submission rules, stating that no new player can be signed after the final two-week notice prior to the tournament.
Even then, blast announced that they had sent an email to all the teams attending the event- that they had approved a special emergency scenario where Astralis’ roster was changing due to a medical emergency with one of their players.
All hell broke loose when br0’s agent later stated via X that his client wasn’t dealing with any “ health issues” but was in fact “ fully healthy, and ready to perform”.
This suspicion into Astralis’ request for an emergency substitution led the captains of the remaining seven teams attending the Fall finals to organize a protest against Blast’s decision to allow this emergency sub and also signed an open letter to the tournament organizer on the Fall finals media day.
This furthermore led to a lot of public pressure being applied on Blast, who then ended up releasing a public statement that said: “There has been no reason to question Astralis’ original statement”. Since then they have changed their position on the matter due to what probably was a discussion between br0’s representatives and the ESIC.
The latest event in Pokemon Go, namely the Legendary heroes has brought up an unexpected feature – to everyone’s surprise. The hidden feature whose details were unknown right until a while back, lets the players expand their collection. The Shadow Galarian Weezing – dual poison & Fairy type Pokemon distinctly stands separate from the standard poison type – Weezing.
But this is what makes it special. The new archetype not only means it has immunity to Dragon type attacks but also has an elaborate set of moves that it never had before. A boon and a bane is its weakness to Ground, Steel, and Psychic type moves that demand that the players be wary of its weaknesses when in battle.
The Evolution Pool & the Shadow Galarian Weezing
As a part of the Legendary Heroes event, the game now lets players evolve their shadow Koffings into Shadow Galarian Weezings. This aspect of the evolution was something that was never revealed before which took everyone by surprise. Although, to everyone’s relief the players will have to only gather 50 Pokemon candies, the same as evolving a Koffing into its Weezing form.
In order to obtain a Shadow Koffing, players have to enter the 1-star shadow raids during the event, which may or may not include Pokemon like Galarian Ponyta, Jangmo-o, Goomy & even Darumaka. If you do not already have a Shadow Koffing, here’s your chance to grab one!
Although, should you evolve your Koffing?
In order to progress, you need to defend or attack gyms – but the Shadow Galarian Weezing evolution of your Koffings not only brings advantages but also brings some newer chinks in your armor, which might not necessarily make it easier to defend or attack gyms.
Also, remember that there are no concrete timelines around how long players can evolve their Koffings so make sure to take advantage of this opportunity as soon as you can!
With the September 26 update, the Night Market makes its return to Valorant, bringing with it tons of exciting discounts on all the fan-favorite skins in the shooter.
As we have already discussed earlier, the Episode 9 Act 2 Night Market will continue for nearly a month before coming to a conclusion on October 22nd, giving players ample time to grab their Night Market discounts before they disappear.
Low lights can mean a big come up. Night. Market returns SEP 26 – OCT 22.
For the uninitiated, Valorant Night Market is a limited-time event that returns to the shooter once every few months and provides players with the opportunity to get hefty discounts on upto six random skins in the game. These Night Market discounts can range from anywhere between 10% and 49%.
However, not all Valorant skins can appear in the Night Market. In fact, skins in Valorant have to meet certain requirements in order to be eligible for the Night Market discounts.
Valorant Night Market Skin Requirements
Skins in Valorant have to meet the following requirements in order to be eligible to appear in your Night Market:
The skin has to be Select, Deluxe, or Premium edition.
If it’s a Melee skin, its original price should be under 3550 VP.
The skin has to be released in the Store at least two acts prior to the one the Night Market was opened in.
No Gear skins.
No Battle Pass skins.
All Skins You Can Get in Valorant Episode 9 Act 2 Night Market
Below, we have listed all the Valorant skin collections that you can get in the Episode 9 Act 2 Night Market:
Select Edition
Convex
Daydreams
Endeavour
Fortune’s Hand
Galleria
Infantry
Intergrade
Luxe
Prism II
Reverie
Rush
Sensation
Smite
Switchback
Deluxe Edition
Abyssal
Altitude
Aristocrat
Avalanche
Chromedek
Emberclad
Holomoku
Horizon
Kohaku & Matsuba
Luna
Minima
MK.VII Liberty
NO LIMITS
Nunca Olvidados
Orion
Prism
Sakura
Sarmad
Silvanus
Snowfall
Team Ace
Tigris
Titanmail
Wasteland
Winterwunderland
Premium Edition
Aemondir
Black Market
Celestial
Crimsonbeast
Cryostasis
Doodle Buds
Ego
Forsaken
Gaia’s Vengeance
Gravitational Uranium Neuroblaster
Ion
Magepunk
Nebula
Neptune
Oni
Origin
Prime
Prime//2.0
Radiant Crisis 001
Reaver
Recon
Soulstrife
Sovereign
Spline
Tethered Realms
Undercity
Valiant Hero
VALORANT Go! Vol. 1
VALORANT Go! Vol. 2
Xenohunter
XERØFANG
Note that not all Melee skins from the aforementioned list can appear in the Night Market since their price exceeds 3550 VP.
On September 26th, Valve added a new update to their upcoming hero shooter Deadlock, and the patch brings a ton of changes to the game including a new hero, a live anti-cheat system that turns hackers into frogs, and more.
The anti-cheat detection system is undoubtedly the highlight of the September 26 Deadlock update. Upon detecting a cheater, it enables players to punish the hacker in a hilarious fashion, providing them with the option to turn cheaters into harmless frogs for the rest of the game (and banning them afterward) or outright canceling the match.
Alongside the aforementioned changes, the new Deadlock update adds a bunch of quality-of-life changes, bug fixes, hero adjustments, item changes, and much more.
Without further ado, let’s check out the detailed patch notes for the September 26th Deadlock update.
Deadlock September 26 Update Patch Notes
Here are the official patch notes for the new Deadlock update, as officially confirmed in a blog post by Valve:
[ General Changes ]
– Added new hero, Mirage.
– Added an initial Anti-Cheat detection system. When a user is detected as cheating, during the game session the opponents will be given a choice between banning the user immediately and ending the match or turning the cheater into a frog for the rest of the game and then banning them afterwards. The system is set to conservative detection levels as we work on a v2 anti-cheat system that is more extensive. We will turn on the banning of users in a couple of days after the update is out. When a match is ended this way, the results will not count for other players.
– Added global quickcast support. You can now configure your abilities and/or items to be on quickcast mode globally. You can also customize each ability individually to be quickcast or not. This also supports grenade style abilities. – Hero specific keybinds now say the ability name instead of ability 1-4 – Added Zipline hotkey that can be independently bound from space/jump – Fixed per-hero keys not inheriting user-defined default keys properly – Added keybind indicator for hero-specific binds showing which keys have been bound for that hero
– Added Custom Match play mode – Private lobbies now have an option to turn on cheats – Private lobbies now let you select the specific servers to use – Private lobbies now have an option to make the match publicly visible or private to only the players – Private lobbies now support post-game and replays properly – Private lobbies now allow picking specific lanes (solo and dual lane colors are displayed)
– Added a cheat report option in-game and post-game – Can now mute and report enemy players using ESC while in-game
– Updated the game access invite UI to make it clear when users have been accepted (in most cases we look into where a user said their friend wasn’t accepted, the user was actually accepted but they never claimed the game on the Steam notifications side)
– Added voice indicators for when players are speaking in party and team chat (green for party, white for team) – Updated Player Card and action menu when clicking on a player in the friend list or ESC menu – Fixed Rich Presence for Steam and in-game friend lists – Party Code is now hidden when you enable Streamer Mode
– Added Region indicator to the matches on the watch tab – Fixed search by MatchID not working for games that are live – Added Spectator Fog of War toggle (hotkeys available in settings)
– Added South Africa servers – Added Italian localization
– Instead of showing the total number of favorites for each build, we now tag popular builds using a mix of both recent and historical usage so that newer builds are easier to find – Builds that haven’t been updated in 30 days now have a distinct visual
– General rendering performance improvements – Shadow quality improvements for higher shadow settings – Fixed issues with player outline rendering in FSR2 – Fixed regression with saturation volumes outline not showing up – Displacement mapping no longer an official option and will likely be cut (it can be enabled with a ConVar after the game starts) – Lighting improvements in map
– Picking up a powerup will now list all the stats they modify in the HUD instead of a generic name like ‘Casting’ or ‘Gun’ – Spirit scaling is now always shown on the tooltips without needing to hold alt/tab – Updated Viscous icon to look more different from Dynamo – Added frosted shell effect on the rejuv crystal when Frozen Shelter is active – Music and Sound effects will now pause during game pause – Fixed Guardian trying to shoot people unsuccessfully behind cover
– Fixed Quicksilver Reload bonus damage not working correctly with things like Scorn and Flog – Added timer sound to the last couple seconds of Flying Cloak – Wall Jumps now use better animations to communicate directionality – Fixed jumping between ziplines consuming stamina – Fixed Magic Reverb not getting increased bonus damage from damage amps – Improved preloading during queue time – Updated Killing Blow effects – Updated Lightning Ball effects to reduce some visual noise – Fixed some issues with Crimson Slash effect not appearing reliably – Viscous Puddle Punch will now show a red preview for when the punch is out of range but within 2x of the cast range – Fixed Ricochet not respecting LOS when picking the targets – No longer play low ammo sounds when firing while sliding – Fixed not being able to bind Reload to Mouse Wheel Up/Down – Minimap line colors now match the color of the hero drawing them – Fixed spectator keybinds not showing correctly – Updated Flying Strike effects to reduce some visual noise – Fixed Flex Slot unlock order not matching the usual order of unlocks – Updated Sleep Dagger projectile, impact and sleeping debuff visuals – Fixed imbue and active abilities dialog not responding to keybinds if your ability/item binds included a modifier key or were bound to the mouse wheel – Fixed Dynamo not playing an animation during the cast delay on Singularity – Updated bullet shield break effects – Updated Unstoppable effects to be clearer at cast time – Warp Stone: Casting while on the ground will no longer stop the player in place, will try to move forward along the ground instead – Warp Stone: Fixed cases of Warp Stone getting caught on geometry – Fixed various projectiles going through bosses (Wraith cards, Geist bombs, etc) – Fixed Dash not always breaking breakables – Breakables will now wait to spawn if a player is in the way – Abrams now has a new custom heavy melee animation – Updated Haze VO – Fixed a bug where Kelvin desperation VO for Arctic Beam and Ice Path were flipped – Turned off a Shiv line where he referenced slowing down enemies when he wasn’t actually doing so – Removed reason 31 of why Lash is better than Bebop and replaced it with reason 26 of why Lash is better than Bebop (fixed a bug with Lash’s hero select lines) – Replaced a Grey Talon select line to make his intentions more clear – Infernus will no longer appear in every bot match – Bots can now choose to play Lady Geist, Mirage, Shiv, and Warden – Fixed min/max falloff range displaying incorrectly on Weapon Stats Tooltip – Updated Rejuvenator buff effect – Updated wall bounce effects for Viscous in ball form – Added citadel_give_gold cheat command – Improved read on the connecting rope for Flying Strike and reduced visual obstruction of the ending slash – Music bug fixes for replay and spectating – Allow announcer lines for kill streaks and various hero lines to play while the player is in an active combat encounter – Timing critical music and sfx will pause and resume in response to game pause
[ Misc Gameplay ]
– Side lanes are now a little further apart from the middle lanes – Added a First Blood bonus bounty for the first kill each player gets. Grants 150 bonus souls. – Lane setup is now always 1-2-2-1 – Zipline Boost now starts on cooldown again – Trooper damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now) – Trooper share radius reduced (from allied hero to allied hero 50m->40m, from orb to allied hero 40m->35m) – Reverted recent creep sharing duplication changes (back to how it was over a week ago, we want to see if it’s still an issue with the other changes in this patch)
– Some latency-related calculation improvements that help orbs be a little less deny favored – Orbs now appear a little smaller to the enemy that is trying to deny them
– Added a Soul Generator (like the one in hero sandbox) in the respawn area. Starts spawning orbs at 3 minutes. Each orb is worth 10 souls when shot. (primary purpose for this is cases when you are very close to an item purchase)
– Fire Rate slows now stack diminishingly
– Rejuv bonus creep HP increased from 50% to 70% – Rejuv bonus is no longer consumed for dead players, they have it on their next life now
– Troopers no longer give half bounty when base guardians are destroyed for that lane – Killer to Assist bounty ratio reduced from 2.0 to 1.7 (slightly more to assists) – Midgame respawn time increased a bit (reaches 50s at 20 min instead of 40s at 20 min) – Teleporter delay reduced from 5s to 4s – Guardians now deal 10% more damage to players
– Sinner’s Sacrifice now grants a permanent golden statue bonus when it is killed – Fixed Sinner’s Sacrifice sharing bounty to nearby allies
– Added indicator on the hud to help track your passive cooldown items when they are 1s from ready (headshot Booster, Medic Bullets, etc)
– Boon count increased from 11 to 14 (added to 16/18/20k) – Non-Health boon bonuses rescaled over the 14 levels (same total as before)
– Aggressive crouch spamming within a very narrow window will now cause you to very briefly move progressively slower – Added Rejuv drop on a loop in the sandbox mode – Added infinite ammo option to sandbox (“No Reload”) – Fixed dashing downwards not destroying breakables – Silence now deselects your ability if you had it open when silenced
[ Weapon Items ]
– Monster Rounds: Bullet Resist vs NPCs reduced from 35% to 30% – High-Velocity Mag: Bullet Velocity reduced from +30% to +25% – Restorative Shot: Cooldown reduced from 6.2s to 5.5s – Hollow Point Ward: Spirit Shield increased from +85 to +95 – Headshot Booster: Fire Rate reduced from +5% to +4%
– Kinetic Dash: Fire Rate reduced from 25% to 20% – Kinetic Dash: Fire Rate max duration reduced from 8s to 7s – Berserker: Damage required per stack reduced from 110 to 100 – Mystic Shot: Damage spirit scaling increased from 0.6 to 0.8 – Melee Charge: Impact now increases your ammo for that mag instead of reloading (so if your ammo is 2/8, it becomes 10/8). Reloads you instantly if in the middle of a reload. – Melee Charge: Cooldown increased from 8.5s to 10s
– Intensifying Magazine: Max Weapon Damage reduced from 75% to 60% – Escalating Resilience: Fire Rate reduced from 14% to 12% – Headhunter: Now requires Headshot Booster – Headhunter: No longer grants +50% Bullet Velocity – Headhunter: Now grants +5% Fire Rate – Headhunter: Fixed not being affected by cooldown reduction – Pristine Emblem: Now requires High-Velocity Mag – Pristine Emblem: Now grants +35% Bullet Velocity – Titanic Magazine: Ammo increased from 100% to 120% – Sharpshooter: Fixed falloff reduction not working properly
– Frenzy: Low HP Spirit Resist changed to Bullet Resist – Spiritual Overflow: Now grants +250 Bullet Shield – Silencer: Now grants +12 Spirit – Ricochet: Fire Rate reduced from 12% to 10% – Vampiric Burst: Fixed casting it interrupting sliding – Siphon Bullets: Moved to T4 Vitality – Shadow Weave: Now a T4 Weapon Item
[ Vitality Items ]
– Melee Lifesteal: Melee Damage reduced from 13% to 12% – Melee Lifesteal: Heal vs non-heroes reduced from 40% to 30% – Extra Stamina: Stamina Recovery increased from 10% to 14%
– Restorative Locket: No longer requires max stacks to restore a stamina point – Divine Barrier: Bonus Health reduced from 75 to 50 – Combat Barrier: Fire Rate while shielded reduced from 8% to 6% – Combat Barrier: Weapon Damage while shielded reduced from 28% to 25% – Combat Barrier: Bullet Shield increased from +300 to +325 – Health Nova: Weapon Damage increased from 10% to 12% – Return Fire: While active grants +25% Bullet Resistance – Return Fire: Bullet Damage Returned reduced from 70% to 60% – Return Fire: No longer grants +7% Fire Rate – Return Fire: Spirit Power increased from +7 to +9 – Return Fire: Fixed Ricochet’d bullets not returning the right amount of damage – Bullet Armor: Bullet Resist increased from 20% to 25%
– Veil Walker: No longer grants +20% Fire Rate – Improved Bullet Armor: Bullet Resist increased from 45% to 50% – Fortitude: Bonus Health increased from 275 to 300 – Lifestrike: Cooldown reduced from 5.25s to 5s – Lifestrike: Fixed proccing heal more than once when hitting multiple targets
– Shadow Weave: Moved to T4 Weapon – Siphon Bullets: Now a T4 Vitality Item – Siphon Bullets: No longer grants +28% Weapon Damage – Siphon Bullets: Now grants +18% Bullet Resistance – Colossus: Slow radius increased from 12m to 14m – Soul Rebirth: Increases base respawn rate by +15s – Unstoppable: Can no longer be cast during channels
[ Spirit Items ]
– Ammo Scavenger: Ammo reduced from 15% to 10% – Ammo Scavenger: Health reduced from 60 to 40 – Ammo Scavenger: Duration reduced from 35s to 30s – Ammo Scavenger: Max stacks reduced from 12 to 10 – Spirit Strike: No longer grants +0.8 Health Regen – Mystic Reach: Ability Range increased from 16% to 18% – Mystic Reach: Now provides 6% Bullet Resist instead of 6% Spirit Resist
– Withering Whip: No longer grants +8% Fire Rate – Withering Whip: Spirit Power increased from +4 to +6 – Withering Whip: Now grants +1 Sprint – Withering Whip: Cast range increased from 24m to 30m – Withering Whip: Fire Rate slow increased from 40% to 45% – Quicksilver Reload: No longer triggers if your ammo is at max value already – Decay: Cooldown increased from 32s to 45s – Decay: Cast range scaling reduced from 0.2 to 0.16
– Improved Reach: Now provides 12% Bullet Resist instead of 12% Spirit Resist – Improved Spirit: Spirit Power increased from +21 to +23 – Knockdown: Now causes enemies to fall down faster – Torment Pulse: Health Bonus increased from 140 to 160 – Torment Pulse: Spirit Power damage scaling increased from 0.25 to 0.33 – Rapid Recharge: Faster Time Between Charges increased from +55% to +65% – Rapid Recharge: Cooldown Reduction For Charged Abilities increased from +25% to 30%
– Magic Carpet: Fixed it consuming stamina when jumping off – Escalating Exposure: Fixed the bonus damage being reduced twice by resistance – Refresher: Bullet Resist increased from 8% to 16% – Refresher: Spirit Resist reduced from 16% to 8% – Echo Shard: Now has a 0.3s cast delay (like Refresher)
[ Hero Changes ]
– Abrams: Infernal Resilience reduced from 16% to 15% – Abrams: Infernal Resilience T3 reduced from 9% to 8% – Abrams: Siphon Life spirit scaling increased from 0.2 to 0.3 – Abrams: Fixed Cases where Shoulder Charge was unexpectedly ‘slamming’ in to walls and stairs
– Bebop: Hook range reduced from 30m to 25m – Bebop: Hyper Beam duration spirit scaling reduced from 0.08 to 0.06
– Dynamo: Singularity radius reduced from 8m to 7m
– Grey Talon: Arrow cycle time reduced from 0.4s to 0.45s (overall dps unchanged) – Grey Talon: Rain of Arrows can be alternate-casted to remain near the ground – Grey Talon: Fixed air dash during Rain of Arrows going half the distance – Grey Talon: Guided Owl bonus spirit on death now has a 3s buffer window – Grey Talon: Guided Owl: very slight turn rate improvements – Grey Talon: Guided Owl radius increased from 12m to 13m
– Haze: Sleep dagger hitbox reduced by 10% – Haze: Fixed refresher not working properly with Smoke Bomb – Haze: Fixed some items that didn’t proc before: Tesla Bullets, Lucky Shot, Mystic Shot – Haze: Bullet Dance now more accurately shows who it is shooting – Haze: Fixed Bullet Dance sometimes not obeying line of sight accurately – Haze: Bullet Dance bullets are now affected by Time Wall – Haze: Bullet Dance evasion reduced from 50% to 25% – Haze: Bullet Dance fire rate reduced from 25% to 15%
– Ivy: Stone Form now works against airborne targets – Ivy: Kudzu Bomb T3 now also grants +2m Radius – Ivy: Kudzu Bomb spirit power scaling increased from 0.6 to 0.7 – Ivy: Fixed clicking noise when flying while disarmed – Ivy: Fixed being able to Stone Form during the Take Flight animation to circumvent the vulnerable cast period
– Kelvin: Headshot bonus damage reduced by 20% – Kelvin: Bullet damage growth reduced from 1.2 to 0.9 – Kelvin: Arctic Beam movement slow reduced from 70% to 50% – Kelvin: Moving through breakables while on Ice Path now destroys them
– Lady Geist: Life Drain cooldown reduced from 42s to 30s – Lady Geist: Malice cooldown reduced from 6.25s to 6s – Lady Geist: Malice T1 improved from -2.75s Cooldown to -3s – Lady Geist: Fixed Life Drain not healing extra based on amplifications (like Soul Shredder and Malice stacks) – Lady Geist: Sprint increased from 1 to 1.5
– McGinnis: Fixed looking up circumventing the min range on Wall and Barrage – McGinnis: Can now cast parry to cancel your ult – McGinnis: Fixed various issues with Spectral Wall indoors and near walls spawning the wrong number of segments
– Mo & Krill: Combo duration reduced from 2.75s to 2.5s – Mo & Krill: Combo damage spirit scaling increased from 0.8 to 1.1 – Mo & Krill: Combo kill trigger now has a 3s buffer window to get credit – Mo & Krill: Sand Blast T1 reduced from +1.5s to +1s – Mo & Krill: Sand Blast range increased from 30m to 35m – Mo & Krill: Burrow base speed increased from 3 to 4 – Mo & Krill: Burrow T3 speed reduced from +3 to +2
– Paradox: Pulse Grenade T3 now also grants +2% Damage Amp – Paradox: Fixed being unable to be damaged by multiple Time Walls
– Pocket: Affliction no longer goes through walls, now respects line of sight – Pocket: Barrage T3 reduced from +5% to +4%
– Seven: Static Charge stun duration reduced from 1.1 to 0.9 – Seven: Static Charge T3 reduced from 1.1 to 0.9 – Seven: Static Charge radius reduced from 6m to 5m – Seven: Static Charge can now be alternate-casted on self (does not stun you) – Seven: Static Charge now respects line of sight
– Seven: Lightning Ball T3 now also gives +1m Radius
– Shiv: Slice and Dice T2 reduced from +85 to +75 – Shiv: Killing Blow Rage buildup per spirit damage reduced from 0.02 to 0.013 – Shiv: Killing Blow Rage drain rate increased from 0.3 to 0.35 – Shiv: Killing Blow Full Rage Bonus Damage reduced from 20% to 15% – Shiv: Killing Blow T2 increased from 5% to 10%
– Vindicta: Gun cycle time increased from 0.19s to 0.22s (same overall dps) – Vindicta: Stake: distance enemies are allowed to move increased from 6m to 8m – Vindicta: Max Falloff reduced from 58m to 45m – Vindicta: Fixed Flight ending if you touch the ground – Vindicta: Low HP indication now also shows up while unscoped – Vindicta: Assassinate Base damage reduced from 160 to 140 – Vindicta: Assassinate zoom level reduced a little bit – Vindicta: Flight duration spirit scaling reduced from 0.2 to 0.15
– Viscous: The Cube cleanse is now part of the T2 – Viscous: Puddle Punch enemy warning time increased from 0.35s to 0.45s – Viscous: Bullet Damage reduced from 13 to 12 – Viscous: Can now use down dash during Goo Ball – Viscous: Fixed Phantom Strike not positioning you correctly when using it with your Goo Ball – Viscous: Splatter post cast delay reduced from 0.5s to 0.2s
– Warden: Binding Word escape range and escape time increased by 15% – Warden: Last Stand spirit scaling increased from 0.9 to 1.2
– Yamato: Bullet damage growth reduced from 0.5 to 0.45 – Yamato: Crimson Slash fire rate slow reduced from 30% to 20% – Yamato: Fixed various issues with Flying Strike pathing – Yamato: Shadow Transformation duration reduced from 5s to 4.5s – Yamato: Shadow Transformation T3 duration increased from +1.5s to +2s – Yamato: Shadow Transformation no longer provides unlimited ammo
[ Map Changes ]
– Outer lanes at the middle of the map pushed further away from the inner lanes
– Added connection from canal near the urn platforms through the Radio Station and Apartment buildings
– Reworked interior corridors of Fish Market/Nursery to exit to the buildings sooner – Added interior room partition from the Fish Market/Nursery to the Shops – Moved rope to the Fish Market/Nursery rooftop to the back of the building – Removed upper interior hallway from rope to the Fish Market/Nursery rooftops – Moved truck from in front of archway with cosmic veil to the back of the Fish Market/Nursery
– Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple
– Added interior passage beside Subway Entrance to the outer lanes
Blizzard Entertainment recently announced a brand-new collaboration between Overwatch 2 and the extremely popular anime, My Hero Academia. Inspired by the most iconic characters of the anime, these five unique Legendary skins will be available.
Skins that would be to the liking of fans of both franchises would include Tracer as Deku for the villainous part where Reaper is taken on as Tomura Shigaraki, who is the main leader of the League of Villains and Kiriko should make an appearance as Himiko Toga, who is a major antagonist in My Hero Academia.
In an attempt to make it even more attractive, Blizzard revealed that the My Hero Academia skins will be available in a special mega bundle. This bundle will contain more than the five Legendary skins but several other cosmetic pieces along the lines of those described later this week.
Introducing a new class of heroes and villains 🦸🦹
Check out the latest blog to learn more about our action-packed collaboration with My Hero Academia, and hop into Overwatch 2 x My Hero Academia Oct 17-30 💥
Here is a list of all the 5 Overwatch 2 x My Hero Academia skins:
Tracer Deku
Reinhardt All Might
Juno Uraraka
Reaper Tomura Shigaraki
Kiriko Himiko Toga
In addition to the skins, players receive five Overwatch 2 sprays and a weapon charm absolutely for free as a part of the cross-over event.
My Hero Academia crossover is among other collaborations growing in Overwatch 2, further increasing the number of variations available for skins. The game has so far featured collaborations with One-Punch Man and Cowboy Bebop.
Fans on social media showed their ideas for how other characters can be related to the respective skins, such as Venture as Red Riot, Lucio as Frog-Girl, Junkrat as Bakugo, and Soujorn as a character from the anime.
In a recent major update, the popular mobile FPS title Call of Duty: Mobile massively updated its avatar system. According to reports, prior to this move, players had been able to link up Facebook accounts to log into the game and access personalized profile pictures as avatars. Now, Activision has pulled this feature.
The company has not yet publicly commented on their reasons for this change. Presumably, it was because of a need to ensure they maintained an in-game experience more suitably appropriate to the interests of most customers. Many players were using pictures that were vulgar or inappropriate on their Facebook profiles as their avatars in Call of Duty: Mobile.
The decision has not been well taken by the people. Players argue that merely a few were taking advantage of the feature, while the entire player base is being punished for the acts of a few.
Although Activision’s decision sounds reasonable considering it has no control over Facebook content, some players have suggested that the company could institute more verification procedures before avatars are allowed into the site, preventing the publishing of inappropriate images as avatars.
It is up to the avatars all prepared and ready inside Call of Duty: Mobile, at least for now.
If you’ve been playing Deadlock recently, then you’ve probably noticed that there’s much more to it than shooting enemy heroes. In order to master the upcoming hero shooter by Valve, you’ll have to learn how to collect souls fast by maximizing your farming efficiency. While killing the lane troopers is certainly a great way to farm souls in Deadlock, there are times when farming the jungle should be your ideal option.
Despite the jungle being a great source for souls in Deadlock, the majority of players are clueless when it comes to jungle timers in the game. Similar to Dota 2, Deadlock features a vast jungle that is filled with small, medium, and hard camps for players to farm. Knowing the jungle timers for these camps can not only enable you to get some extra souls, but they can also help you get an advantage over your opposition and win early skirmishes.
Deadlock Jungle Timers Guide
For the uninitiated, all jungle camps in Deadlock have a specific timer when they spawn. After a team kills the jungle camp, the camps go on a respawn timer that varies between camps.
Additionally, there are also powerups located at the two bridges that spawn at specific times and can be picked up by either team for bonus stats.
In this article, we take a look at the detailed jungle timers for all camps and powerups in Deadlock.
All Deadlock Jungle Timers & Respawns Explained
There are three kinds of jungle camps that you’ll encounter in the streets of the Cursed Apple: Small Camp, Medium Camp, and Hard Camp. As you can guess from the names, the small camps are the easiest to take down while the hard camps are rather difficult till you have some items.
The easy camps start spawning when the timer hits 2:00 and have a respawn time of 4 minutes after they’re cleared.
The medium camps are the most abundant throughout the Deadlock map, and they start spawning when the game timer hits 7:00 with a respawn time of 6 minutes.
The hard camps spawn alongside the medium camps at 7:00 but have a respawn time of 8 minutes. These camps give plenty of souls to the player that takes them, which is why it’s often a good idea to invest utility like the Bebop ult to take them as soon as they spawn.
The powerups that are located on either side of the map start spawning at 10:00, and have a 5-minute cooldown after they’re picked up.
Now that you’re aware of the jungle respawn timers in Deadlock, try utilizing these to maximize your farming efficiency and get an early lead over your opponents. You’d be surprised to find out how big of a difference can these extra jungle souls make in your Deadlock games.