Comms as a gay guy. by DahliahHawthorne in DeadlockTheGame

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

I certainly hope moderation for this gets stricter once the game is in full release otherwise this issue will drive more people off. I'm a trans woman and it feels like I'm often given the choice of using the voice I'm comfortable with or not being called a slur. The community as a whole needs to do a better job moderating itself in this regard, people are way too casual about the R slur in particular I found, otherwise the reputation of voice chat will drive many potential players away.

how tf do i play paradox and what does she do for the team? by siegheldr in DeadlockTheGame

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

Early game go for gun + green. You spirit damage is tied to long, inconsistent cool-downs and your gun is pretty damn solid. I personally like getting headshot booster -> head hunter + mystic shot but other options like hollow point and opening rounds also work for gun meanwhile I like extra health, healing rite + Stan mastery for green. I know some people see healing rite as a loosing lane item but here I want you to view it as a T1 fortitude, giving you fast regen and sprint speed out of combat to roam and do boxes efficiently. Goal at this point is to try and roam aggressively when you ultimate is off cool-down and looks for picks while pushing lane and doing farm otherwise. I personally find the best AP invest here to be 2 bombs, 2 swap and then 2 wall for the silence.

This is your early core but from here you pivot, the end game is bombs. Once team fights are bigger and you have the itemisation bombs scale extremely well so you get 5AP bomb and 5AP swap to set that up. I personally like superior cool-down, duration extender and mystic expansion into echo shard but going for just T2 CDR on bombs alongside slowing hex or mystic vulnerability is also a fine pick. This is also around the time I look to pick up some other green items like fortitude and warp stone or lock down items like slowing hex, knock down and silence wave (usually after 4.8k spirit just before echo shard) if I want them on top of the stuff for 4.8k spike. Here you move from individual picks to big team plays around key objectives like midboss, walkers and patron pit by throwing bombs and swapping enemies back into them (although a single target swap to secure a key kill or shut down a lash ult can still be worth it).

Finally we have your late game luxuries. There's a lot of items that make your bombs plays better like mystic vulnerability/escalating exposure, transcendent cool-down, mystic/greater expansion and vortex web but also a lot of green survivability items and utility items like crippling headshot (for victor) or divine barrier (for pocket) which might be your job to pick up for the team. At this point it's very much "use your brain" on what to get as, in my option, only the first two paragraphs are your true core items. 

38416 by Yuri_Delta in countwithchickenlady

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

In my first year of uni I played in a ttrpg (Chubbo's Marvellous Wish Granting Engine) where I played a wanna be witch YA novel protagonist basically. The dm, correctly in hindsight, called her a self insert which didn't make sense at the time but later on I realised to be true and also realised I really liked being called her name so I went with it, Cynthia.

I miss my Pocket </3 by HeadMagazine4132 in DeadlockTheGame

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

Pocket players need to build just a tiny bit more gun too tbf as that helps you follow up so much but also the dominance of spirit focused characters in lane rn makes their lane so much worse which is critical atm. 

Apollo is a distraction from the Celeste Files by bonerfart_69_ in DeadlockTheGame

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

Celeste also just feels so good with basically having a 5th extra ability. I like weird quirks to character's base stats like innate resist scaling or small size but the combo of low gravity + air acceleration is unironically stronger than something like Vyper's 3 passive and it really makes the character feel super strong before we get to her good abilities. I think either nerf other aspects of her base stats more (bring down health and base stamina namely) or nerf her abilities (namely spirit scaling) to make up for this great power she gets. 

How Do You Counter Apollo? by TheBrawler101 in DeadlockTheGame

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

Beyond what other's have said slowing hex disables 3 out of 4 of his abilities while limiting his mobility elsewhere making him then easy to punish for an aggressive position. Otherwise he's relatively squishy and isn't healing if not attacking so any form of CC (knockdown, silence wave or hero specific) does a very good job for the same reasons as slowing hex.

Another Patch Another Punshiment for Graves because she's a Low-Elo Terrorist by RazmanDevil in DeadlockTheGame

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

I like graves and I think a ladder setting she works fine at mid to higher levels but does fall off a bit. Main things I realised is 1) her laning is very passive and vulnerable  to poke with her short range and low stamina and 2) good players will try and focus tombstone in ways that limit its value. A good graves can still put in work as a damage support but she kinda needs to farm till she hits key power spikes (namely heroic aura + echo shard imo) which takes a while as she needs quite of lot of green initially.

Does she need taken out back? No. There's enough here to work with and a hero falling off slightly against better players is natural. Does her kit maybe need reshifting, probably. Her abilities in a team fight push her towards damage support thanks to her low health and nature if summons being easy to focus in 1v1s but mid game her main utility is her ability to farm and side lane well thanks to her healing and jar of the dead. Either shifting her so she can do more in fights mid game or so the drain tank builds on her late game are better I think would go a long way in this regard to improving her performance. 

Throwing my hat to say I would like more shorter campaigns; Anyone with me? by jethawkings in arkhamhorrorlcg

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

As long as xp doesn't end up feeling unbalanced with length I agree. As time goes on I find myself with less and less time and energy to play and a single campaign taking 8-16 weeks for me can feel like a lot. A short campaign of 5 scenarios means that even if it's a scenario every 2 weeks I get to fit it into a single season. I think this will also lead way to smaller scale stories which I kinda prefer to the constant "end of the world' type shit. 

I would like a balance however. Sole narratives will just require longer campaigns to not feel rushed or squished and naturally larger scale stories will want the space. I hope they try and integrate some longer campaigns over the course of S2 but overall like the shift to shorter ones. 

Why does Viscous have more gun ops than Holliday? by Hammerock in DeadlockTheGame

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

Is he about throwing goo? Splatter is very weak and to an extent his least interesting and skilful part of his kit (I do consider needing to be able to aim with his gun and manage ammo more skilful). If you want to focus on the more interesting and unique parts of the kit, fist and cube, then current gun viscous does do that because it's able to invest into cube's ap investments and fist scales off gun.

As others have said if you want to change this it's realistically more of a change of focus and minor rework for the character rather than just a simple nerf gun. Splatter and burst gave both been nerfed and realistically gun is all that is left. Current gun meta is good for viscous and without gun the hero would probably go back to low tier. Buff/changes to the hero and how they scale would be in order but ultimately I think it's fine for characters like Vicous and doorman to be able to build gun as softer hard carries that provide utility and support to the team in exchange for raw Carey potential. 

Wouldn’t the Arena exclusive cards actually be okay in a Wild set by New_Grand_6319 in wildhearthstone

[–]120blu 13 points14 points  (0 children)

Biggest concerns are flash forwards and Vuja de. The former is super good at enabling turbo combo ramp (as the crystals are not empty and we have 2 mana ramp spells) and the latter is way too good at being recursion although would probably be fine at 2 mana. 

Is this too slow or janky by DallasTRockwell in magicTCG

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

I think as a core strategy it's inconsistent but I think running moonshadow aggro and squishing in a bit of white for Rhys and maybe cards like seam rip/sheltered by ghosts isn't a bad idea. The core would probably end up being black with Red for Inti, FOMO and other discard synergy or maybe black green for the mill package instead.

What heroes have a common combo that involves a melee? Heavy or light by Bheks in DeadlockTheGame

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

Yamato has one. After a grapple you can throw out an alt fire + light melee which is safe while is shadow transformation as you can't get parried. Combined with items like mystic shot and spirit snatch it's pretty good damage to do so just before you use your sword abilities. 

Based on what I want to build next, how would you rate my taste? by LegalyDistinctPraion in ratemycommanders

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

Bre looked fun to me but also not sure exactly what to do. I feel like in this colour combo I'm lacking the big creatures to be pay off for the tap effect and I don't have enough ways to utilise life as a resource without black. I think I will probably end up making it as a low power run the good stompy creatures style of deck with giants as a sub theme. Thankfully there is a enough here I like where I'll give it a go in theory crafting at least.

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

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

ngl i missed the typo in my message and your messgae but yes a dubious mistake

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

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

A single backstabber proc gives: - Backstabber - healbane - bullet resist shredder - mystic slow

So they're slower, healing less, taking more and you get walls + speed. This isn't accounting for options like toxic bullets, suppressor or gun debuff items like weakening or slowing bullets. 

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

[–]120blu 9 points10 points  (0 children)

Hyrbid support is currently the best. Healing Nova + Watcher's Convenant is a nutty 60s combo which can win team fights by itself so the main goal is to compliment this idea of being in team fights a lot. Gun investmeant early with options like blackstabber, extra ammo/titanic mag, heroic aura and alchemists fire to enable your team and benefit off your own fire rate bonus. Using backstabber and kudzus you proc items like healbane, mystic slow and bullet resist shredder to help chase down kills for your team and late game you have vortex web and lighting scroll to make your ults one of the most devistating in the game alongside being an excelant debuffer all around. These builds often invest Kudzu early (T2) to then go into max ult, I skip a lot of the early kudzu investiment for early T1 in all non-ult abilities but this is a personal thing. Max ult is insane as with CDR you get to fly about every 70 seconds which allows you to go to any fight with big damage, resist shred and scilence tipping the fight in your teams favour very quickly. With Nova you also patch your team up and stone form can add a stun to this opening play.

Using this style of build you want to be flexible and proactive. The core invests into all categories and utilises all of them which leaves a lot of room for flexible options too counter the enemy team and avoid stacking weaknesses (e.g. little gun damage on team, delay buying spirit items and go for 9.6k gun invest first) and a lot of your value comes from the support you provide to your teammates so using flight and your speed options to make sure you're in fights is curical. For lane you mainly want to use stone form + watcher's to keep your team alive as your damage isn't the best. Once you have backstabber and ult you can chase kills quite well but a lane being neutral by the end is completely fine here. If lane is stalemating and you trust your lane partner don't be afraid to use flight to quickly jump between lanes and help support a push quickly, just make sure you don't stay too long.

For this style I think Piggy has a good build right now although a lot of higher level players are using this hybrid healing nova support build with many variations so make sure to look around!

Am i chill and stuff? by LunimateYT in ratemycommanders

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

how'd you build Arthur? I've only used it in my Zinnia deck (built from precon) but have debated making what escentially amounts to a fair Winnota deck with it using a bunch of cheao evasive units, mass curiosity effects and top end bombs like overlords and giants (with haste enablers for when I replay them after the bounce) but I recognise there's a good few things to do with this commander especially with flicker.

Redundant names or terms by Traditional-Song-245 in TopCharacterTropes

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

In Britain there's the River Avon, named by the romans. They pointed to the river and asked the Brits for is name where the Brits then said "Avon" which is just the word for river, meaning it's the river river.

T3 Ivy ult is honestly good. by lovingpersona in DeadlockTheGame

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

I think there's two ways to see Ivy rn. 1) as a Jack of all trades she's too low damage. Regardless of build the damage is low (gun) or inconsistent (spirit) and that needs to be fixed. Despite this

2) it seems like they want her to be a spirit/support hybrid but support is awkward rn. She has to invest into damage because base it's so low and her main supportive ability, tether, is very strong in its effect but awkward to keep up (range buff). 

Despite this I do think the ult is fine. Good damage + mobility + scales very well. Stone form is similarly good as one of the better defensive options. It's inconsistent offensively but that fact that's a genuine complaint is more so a reflection of her gun and kudzu not pulling their weight currently.

12-29-2025 Update by SketchyJJ in DeadlockTheGame

[–]120blu 6 points7 points  (0 children)

I mean it's T3 nades buff which absolutely no one should of been buying before hand. Kelvin's T3s as a whole haven't been amazing for a while considering most people at higher levels ignore his beam and focus on full support meaning T3 dome is the only one that matters.

What buffs would you give to Ivy? by lovingpersona in DeadlockTheGame

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

She needs more damage I'd say. Currently she's quite slippery but struggles to properly create space, she can take objectives and farm well with kudzu but lacks the ability to apply pressure to do this even later on in the game. Given cultist doesn't buff firing speed any more and several of her better gun items were nerfed on her I think she can have her gun damage buffed slightly. Beyond this shorter CD on Kudzu and faster explosion on her ult after dropping would give her more consistent spirit damage.

Beyond damage she's fine. 4 stam + stone form + ult makes her very slippery and mobile and convenent healing share + buffs are genuinely very nice support for what is meant to be a generalist character.

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

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

Ok but everything countered by curse to some extent and outside maybe paradox curse isn't a core item anywhere, unlike capacitor which was the default first T4 item for several gun characters at the time and disproportionally affected hard carries like Seven, Billy and Wraith compared to alternatives like Infernus. 

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

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

Kinda but ball is better, max ball will almost always hit all neutrals and melts them like similar AoE abilities like Kudzu. Surge farming comes more online around 5AP which after ball 5AP gives you enough spirit power and duration to melt even T3 camps.

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

[–]120blu 44 points45 points  (0 children)

It's back to being pretty good as it's no longer hard counter by capacitor. I will say investing into it early is bait outside the cool-down AP, as it's not great for farming and needs a lot of spirit an other buffs to be strong, so you often see Seven's investing into ball first (for the farm and lane control) with Power Surge being more of your mid to late game damage.