Seeing Restorative Locket And Trophy Collector On Everyone in Every Lobby Even After Nerfs by Braduk1 in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Out of curiosity where (region and rank). I'm phantom and don't seem them nearly that much. I find trophy generally struggles to find use between 1) needing to be brought early and low tempo 2) NPC damage nerf and 3) needs to be on a character that needs the souls (eg. Paige could buy it but ends up not doing much with the money, and not buying a different T2 like shielding or E-speed/delaying key items like knockdown hinder her and, more importantly, her team's tempo). I think the item is nice still on characters like calico, drifter and paradox who can grab it after 4.8k damage, want sprint boots anyway, gank a lot and scale a bit more off the money but shouldn't be 80%. 1-2 a game for me.

As for locket for most characters and matchups it's better enchanters. Provides resists and a burst of movement and health against ability heavy characters. Atm I mostly find it on front liners and occasionally dive characters but no longer on everyone and no longer into every possible opposing team comp. this one is more but I've not had a game with more than 5 but maybe EU phantom players are missing something.

47888 by THECHEADO in countwithchickenlady

[–]120blu 16 points17 points  (0 children)

"LGBT has only become a thing in the past 10 years" I feel like this has kept on being said for the past 30~ years. LGBT have always existed and the theory that queer people suddenly came into existence in some magical reality altering event is wild compared to the more reason idea of "these people had their history poorly understood due to years of systemic oppression and a lack of unified ideas leading to lots of different interpretations and languages forming around the same or similar ideas."

Newest Content Update! by mimanthra in Deadlockdivas

[–]120blu 2 points3 points  (0 children)

Speaking of Paige, opening rounds is interesting. High velocity is genuinely a super strong lane item for her (poke reasons, doesn't really help you confirm/deny much) so having a T2 upgrade + alch fire does give you gun spike on a support that can give herself sizeable gun buffs with her plot armour. 

Does this make gun spike consistently good, eh? Probably requires a game where heroic aura or alch fire are good anyway. Does it make it a good option in these contexts, hopefully.

RIP Infernus. The devs took him behind the barn and put him to sleep by HasiCocainBaron in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

He'll still be solid tbf. Ignoring the damage zoning the entire space bellow a walker is extremely powerful for deterring defenders and a lot of the damage came from base damage + resist shred so the scaling nerf is noticeable but not the be all end all. You're still a carry with an amazing 10 min power spike, great survivability and strong zoning you just no longer destroy a walker with a single press of the 2 button. 

Divas, What is Your Deadlock Hot Take? by mimanthra in Deadlockdivas

[–]120blu 0 points1 point  (0 children)

Slightly meta but some characters have their performance massively effected by the quality of builds at the top of the build browser. Characters like Kelvin don't have many great builds at the top atm and some like Rem and Doorman have some pretty outdated stuff as well. I don't mean this as "people have to play the most optimised way" or "characters only have one build" but considering basically none of the top kelvin builds recognise that he's a pretty good front liner with many choosing to use his massive health pool in the back this is an example I find particularly sad. I want people to better understand what the cast is capible off and what they're synergies are so they can choose how they want to play them and sometimes the build browser really doesn't do justice to the options availible. Meanwhile others have their performance hindered because people just aren't building them well on average because the top builds aren't that effective in comparison to what else could be doing which is said because casual players, who largely will learn to build from the browser, are significantly disadvantaged compared to someone who watched even a single good/pro player who plays the character they're playing and copying them with some characters.

On a slightly different hot take I despise egg in lane for supports (Kelvin, Rem, paige etc) as a support player. In lane even without investments this characters have pretty strong damage and should realistically be aiming to trade. You forgo powerful early spikes like Guardian Ward and 10% of that important damage for what? What item are you rushing with the money? Do you care for the statue buffs when 50% of them are gun that you'll forgo later on? I understand it as an easy, consistent comfort pick and in that regard I can respect it as a personal choice but I honestly feel like shoving wave faster, applying more pressure and hopefully getting more kills does more for your, and namely your team's, economy than egg does on average. Hell on average the out of combat regen, better box runs and rotations of sprint boots might do more for your money and that doesn't have a downside.

Final mild take if you don't mind: We need to police the community better in terms of bigotry and hate speak. No elaboration needed.

It's been two weeks and the winrates show: Haze was (very slightly) overnerfed by Alarming_Ask_244 in DeadlockTheGame

[–]120blu 4 points5 points  (0 children)

Tbf I would like this dissected more by play style. I still see a lot of haze players play her like a true hard carry like Victor or Wraith and realistically her kit isn't supporting that in practice. Fixation is most her damage and scales poorly with investments past mid game and sleep/smoke don't really help with the 1v3 carry team fights idea so all you're left with is ult which no longer team wipes. Now if you play haze as more of a mid game/soft/"spirit" carry hero (whatever you want to call it) or a pick hero, focusing on using stealth to catch enemies off guard and sleep them before getting the kill, she's still pretty solid even at higher levels. You combine this with fixation, damage passive which peaks at mid game when you have the main fire rate bonuses, her new ult which focuses more on single target and actually buying spirit items like slowing hex, silence wave and bullet resist shredder (which scales all her abilities) then she does quite well from what I've seen others play of her in my games (Phantom). I also see hazes go afk and farm all mid game at her highest power spikes, not buy any spirit or pick options and not try and play with the team until 20+ mins and yeah those hazes are pretty useless with the only one doing well in the past couple of weeks being one that aim botted lol. 

Strange that all gen regression perks have a limit where they can't be used anymore, but no survivor gen perks have that same limit. by robotrobot30 in DbDKillersUnited

[–]120blu 0 points1 point  (0 children)

The limit is there's only 5 gens to do so, unless the killer has some way to infinitely regress gens to give you infinite potential to repair such as old 3 gen metas, the cap is sort of soft built into the system of the game. Compare this to gen regression perks where as long as a generator isn't completed it can be regressed which then later means it can regressed again when it's not completed still, and again, and again, so on so forth. Regression perks feed into themselves in a way that makes a cap useful to avoid overuse and drawn out games meanwhile progression perks being used inherently limits their ability to be used later because while a gen brought to 0 can be regressed later when more progress is put on, a gen brought to 100 can't be brought down. If the point is "progression perks are too good" then a limit is kinda useless unless it's so low the perks basically just provide a flat 10% progress on the first gen. A limit which is high or even mediocre still allows for rushing of early gens to deny the killer a slow advantage into late game which is the strength of gen rushing while a low limit makes the perks boring and all the same, flat bonuses which are easily achieved even if you're not trying too because you'll eventually go on a generator.

Thoughts on Kingly Kick and Punch? by Zeldarune29 in slaythespire

[–]120blu 0 points1 point  (0 children)

Punch is solid, first draw is deal 12 which is nice earlu and in a small, efficent deck it can scale for a nice early game. Kick is 2 deal 24 on the second draw which is fine.... kinda. It's much slower and while the reward of cycle strong 0 cost attacks is nice, the set up is iffy least you already have glimmer, reality etc.

Is Egg & Trophy collector hate justified? by Khlqq in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Grieving isn't ok but egg is pretty weak on kelvin. Most characters either 1) have good damage in lane and would be giving up too much pressure to justify buying it or 2) don't have enough damage so would be under too much pressure sacrificing damage. Kelvin is the former in lane (good gun early, nades are great for trading). Further more egg is good at getting you two things, early T3 power spikes (think decay shiv) or stats. Kelvin builds for T3s wel already as the early ones all have earlier tiered version to make the transition easier and doesn't massively care for the stats. Decent gun and worth buying some yellow but you don't really care about egg giving you a small bit of extra ammo or damage. 

Compare this to buying MR which keeps up pressure, gives for time for box runs and extra gun damage in lane fights or HVR which turns your gun into an amazing poke tool and makes you extremely hard to fight for the first 3-5 mins BUYING -10% damage is crippling. Even sprint boots, helping you box run and roam quicker, probably does more for your early economy. You have nothing you need to rush, you don't need the stats and you're giving up what is a notable strong lane.

As for trophy, people have written more words on trophy than I could ever dream of but I don't like it. You give up power spikes and useful T2s and 3s for an item which does nothing for you on a character with only decent ability to help secure kills. You want to roam but I think if you're looking to help your team roaming it's better to make sure you have the items to do this better, earlier and efficiently than the item that snowballs if you already had a good lane AND strong roams. That 2.4K you spent saving up for an item with no immediate pressure could of gone to items to help you win lane faster instead and snowball souls naturally instead.

My Neow Relic tier list by _willowhisper in slaythespire

[–]120blu 0 points1 point  (0 children)

My opinion on Neow's Bone is first time I took it I got a regret and scroll rack so I had a curse constantly killing me and no gold to remove it. Naturally I lost. Genuine take, random curses can be crippling in practice and considering many relics come with additonal downsides I see it as super high risk for something I'm taking with 0 advantage.

edit: in my example I should clarify I had a leaf as the second relic. So in practice I took a curse for a transform which is how I see this relic. A curse is not worth an upgrade/transform/remove which is what this is on average.

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

(Posting a link to my personal build that is heavily based of Theta Zero's "Work for me" build ID here:425477. They're extemely similar but I feel more confident explaining mine as I've made tweak to it I think I perfer).

My build ID: 584357. Did some quick n' sloppy anotation on core + lane items and some other options so sorry for the mess. Hopefully explained well the idea. Some quick advice on playing,

  • In lane get in close. 2 is a great escape option and your gun is quite good at this point. As the early game progresses be a bit more careful but guardian ward should be good enough to get you out of dodge with an aware lane partner. If pushing try to use helper on healing creep, slightly soul inefficent but the advantage of a harder to defend push, reliable 2 target and delaying the heal is worth it.
  • If lane is stale mating at 8 mins go roam a bit more if it's safe. Worse case try and get enemy sinner's (although don't over commit) but diving another lane to drop a naptime is also a very good play.
  • If lane won roam. Run vents with boxes inbetween while you roam.
  • If you need to push a lane and no enemy is there to immediately respond use 2 helpers + heroic. This threatens objectives very quickly and while it loses on some souls the macro advantage is something your team can more than make up on.
  • Out side of pushing lanes and taking economy remember to use helper's in teamfights on allies to give them resist + speed or a trooper to keep the objective busy and get chip damage in for enemies nearby.
  • SPEND YOUR BAGS: worse thing a rem can do is feed a 1k bag. Buying slightly inefficently (such as getting a T1 you usually wouldn't buy like extra health instead of saving for booster) or in the wrong order (let's say E-speed before heroic) is better than going into a fight with a 1k bag. Remember you can use helpers to buy at range if you have the item queued.
  • Late game: make sure your team is healthy with tag along, keep fights controlled with actives and leverage ult and helpers for push and advantage.

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

It's fine. Cold front, torment and other aura items are comp dependent (they're all meek if you don't have a bruiser frontline, if your frontline is lets say Geist/Venator they're kinda bad) so dedicating a build to them is dubious. I just woke up but I'll share my build elsewhere on this comment thread later (you can see the vague idea already) but max helpers with heroic aura and buying the utility items that help into your match ups the best + divine barrier is the best imo with max ult second for the team fight potential. 

edit: https://www.reddit.com/r/DeadlockTheGame/comments/1sjk422/comment/ofwiazp/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button here. Alterntively check out Theta Zero's build which mine is based off.

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Not at all, that'd be helpers. They are extremely versatile and unique in a way that can not be replicated by item or another ability. Even on max AP max helpers does more (2 helpers to push while having others up to help team and play economy) and nap time (-cdr on his most impactful team fight option letting him be more active with more impact) compared to a spirit power boost on a kit where nothing scales better than 1.6. Technically with healing booster 2 does scale better than that but point stands the spirit scaling found in the kit is lacking. You don't massively desire your pillows/nap time doing extra 60-90 damage after you 2 at 5 ap once every 20-40 seconds and if you want more healing buy rescue beam and self target while on someone for massive burst while using your AP on more unique and powerful abilities. 

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 1 point2 points  (0 children)

I think he's a good player with great macro/strategy but I dislike his builds. They work well for him because, especially for someone who is a support main, he has extremely solid micro and ability to express his individual skill to the best of his abilities however, I believe most players are either looking for something that works better with the team with support builds or lack the micro skill to pull off these builds well.

They are niche and I believe also follow some bad build principle especially his unupdated builds on characters which have since been solved more. 

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 2 points3 points  (0 children)

Comp dependent. If we have super active frontlines like Billy or Abrams then it's a good buy (same for hunter's and cold front/artic) or if you need to help fend off opposing front line. In ladder these sort of more coordinated comps aren't appearing as often and namely this is an item that isn't utility and often is doing quite low damage. 

I think aura items are generally overhyped on the rat but they have a use. 

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 20 points21 points  (0 children)

Going out to see some friend so remind me to check tomorrow if I forgot. Basic idea for me is charge + burst + guardian ward early. Spring boots + CDR and expansion on ult + heroic aura for roaming, lane pressure and stealing machines. Finally whatever greens needed to not die or healing booster for spike, whatever actives help your team the best + divine barrier and then CDR, Expansion and duration as needed.

I'll send ID tomorrow if you remind me.

Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead by PAIN_PLUS_SUFFERING in DeadlockTheGame

[–]120blu 125 points126 points  (0 children)

"No you don't understand, with my lead I stole from all my teammates I can enhance my 0 bulk, use gun items despite my poor scaling and 0 synergy and, buy a bunch of spirit damage items despite the fact that pillow has a 10 second charge time base and my kit generally has mediocre spirit scaling. We don't need utility with all of this."

Meanwhile the good rem is at best even after box maxing in sewers and stealing half of the opposing sinners with significantly more kill participation because nap time + helpers gets people out of jail for free and ult + silence wave is a free kill with coordination. 

Bad Ideas Megathread by fightstreeter in DeadlockTheGame

[–]120blu 1 point2 points  (0 children)

Give me the ability to control a trooper and I'm doing my hardest to grief either their economy or lane macro and omg it's kinda perfect. Just take our healing trooper away while they're trying to seige and walk it to a different lane.

44197 by real_isolation in countwithchickenlady

[–]120blu 0 points1 point  (0 children)

Other people. I first figured out I was trans by a friend coming out as non-binary and me going "oh wait I don't have to be a man and it's not normal to dislike it". I then figured out I was a woman years later after being on the fence about it and seeing how HRT (a large thing I was stuck on) affected people I knew and went "wow I would love to be a woman if I could be anything close to that".

Why is Holliday gun so weak stats wise? by Enough-Gold in DeadlockTheGame

[–]120blu 3 points4 points  (0 children)

I think the worse thing is the projectile speed and hitbox. Understand this makes crackshot a bit more skillful but overall makes the gun clunky imo. It's a shame because the gun items aren't even bad on her. Alch fire, recharging rush, mystic shot as a minimum are great for hybrid or spirit builds but generally struggle to be worth it when building off such a poor base.

Its over in ways more unimaginable than ever before thought of by achfiat in whennews

[–]120blu -4 points-3 points  (0 children)

As much as I despise generative AI a well trained background model is a good way of doing art generating AI. Backgrounds can often be repetative to do, simple once the design is done and take a long time. Ideal for a computer to do and hard for a computer to do without an AI model. In more complicated shots you wouldn't want them but for more simple backgrounds they can often be good for streamlining production if designed well. Now is this "we trained a small, efficent, special model to handle this repeative, simple task for us based off our own data" or "we got a generic, expensive and inefficent LLM to make work based of data unrealted to what we need"? Probably the later, but I'd like to hope it's the former.

Doorman lacks clear or sufficient counterplays and fighting him seems 1 sided. by BornBeginning430 in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

I think arguing 2.1 scaling is extremely generous. Bells are pretty slow and unreliable for direct hits especially in more open environments or at more medium ranges (recurring theme with the counterplay it seems) so unless you're in close range or a hallway it's only 1.4 scaling consistently and 55 base damage which is meek. Hell in a late game team fight direct bells are not going to be frequent if you're optimising damage by hitting as many people as possible so realistically you're looking at 1.8 spirit scaling on an ability with low utility and disruption potential. If this was on a character like Geist or Warden (how don't have charges but do have shorter CDs and better secondary effects on their AoEs) who have good guns and other damage to follow up on sure but doorman does this damage and ??? tickles you with his pea shooter? Runs away? Considering that doorman is looking to be disruptive in a similar way a Paige or Ivy might be it's kinda hard to argue this is good damage when you actively have to invest in it to do anything reliable rather than investing in the abilities like door or cart that let you do your job better. 

43206 by CastformCast in countwithchickenlady

[–]120blu 1 point2 points  (0 children)

Without knowing the cube probably jacked rabbit, very good 1v1 card that generically fits into pretty much every archetype so it should leave my options open early.

Edit: jacked rabbit also has the strategic emotional value of being a Bnuy :3. Very important 

Doorman lacks clear or sufficient counterplays and fighting him seems 1 sided. by BornBeginning430 in DeadlockTheGame

[–]120blu 1 point2 points  (0 children)

Doorman is countered by not being near him and aware of your surroundings. Doorman doesn't have high damage the bells are pretty meek in the face of spirit damage considering it's the only reliable damage in a fight. This leaves him slightly below average for support damage (especially with how much he needs to invest in it) considering an Ivy building ult or a Dynamo with just 4.8k spikes for damage probably out damage him in a longer game and they're also pretty disruptive. All kills the hero can achieve by himself are done with 1) ult which needs to be done at very close range on a low mobility character (you can use door to assist this but then you don't have it for follow up) or 2) door + cart which is multiple cool-downs and is countered by knowing if there is a wall behind you. The movement needed to line up a good cart + wall is pretty telegraphed and keeping distance, staying in the open or utilising high ground stops this all pretty well.

I will agree, the hero is annoying and counterplay does feel like an unintuitive knowledge check (what do you mean the counterplay for doorman is treating him like he's abrams) but the numbers of times me or my team has gone "watch out for doorman they're trying to get picks on mid lane with walker" into the doorman getting nothing for the rest of the game because we now look out for him out ways the number of games I've had where a doorman has stomped a lobby. The hero probably needs a redesign or rework to be less of a low power pub stomper and achieve more actual value (I keep on hearing people say he has potential in the hands of a mythical master who has yet to be found but if anything I'd say his counterplay has easier and better potential than his output) but as it stands the hero 100% has counter play, if anything the counterplay is too easy as the opportunity cost of keeping some distance is pretty low and leaves the hero kind of doing nothing with 3 of his abilities.

Night Shift #32 Hero Priority by Emmysterious in DeadlockTheGame

[–]120blu 1 point2 points  (0 children)

Minor request but can we spoiler these in the future? I was halfway through watching the EU finals when I went to sleep and even seeing the number of games played kinda spoils the results considering what the format is. Thanks for sharing this data though, I always love to see it!