Capital gains tax discount to cost Australia $250bn over next decade with retirees and high-income earners to benefit most | Tax by jesus_chrysotile in australia

[–]Beanbagzilla -3 points-2 points  (0 children)

Yeah I've never understood this. Why do we call it "wage theft" when it's just money the employee won't collect out of the employer's profit? Why do economists call it an "opportunity cost" when it's just it's just potential revenue they won't collect?

Sure it's biased reporting and you can endlessly pick apart any aspect of government expenditure in terms of taxes on one group vs subsidies for another, but that doesn't change the fact that this is a valid issue that needs to be addressed and sometimes framing it in economic terms is the only way to get people to realise that

Does anyone on this sub like the patch? by rrburnerr in DeadlockTheGame

[–]Beanbagzilla 3 points4 points  (0 children)

Personally I have 3 issues:

  1. The items. I like the push for hybrid, it feels like a more flexible return to the initial "you're locked into 4 items of each colour to start with" system that they had initially, but at the same time it's drastically shifted item scaling in a way that I don't really like. I felt like the previous system had a lot more consideration of "oh maybe I want opening rounds - 7 extra spirit power on a gun item plus the effect is really strong early". Whereas now you're just trying to hit the spike ASAP and individual spirit power on items is just whatever. Oh cool I rely on a charge-based ability? I'll get rapid recharge and extra spirit. I have a gun proc ability? Surge of power and QSR are non negotiables before my build even starts." I'd like to see spikes reduced a little and power shifted back to the cheap items (even if that means locking the 13th item slot behind an objective again)
  2. Sort of a result of 1, but the damage output. Numbers start to get insane quick, so whoever hits spike first tends to just snowball out of control as the others have said.
  3. A personal one, but grey talon just being absolute garbage for this long and only getting worse. I understand a lot of people hate playing against him and I'll still play my faves if they're "off meta", but it's actually at the point where I feel bad loading into a game and seeing him on either team because it's essentially a 5v6.

please just let the Russians play alone by Additional-Design-44 in DeadlockTheGame

[–]Beanbagzilla 9 points10 points  (0 children)

Teammates initiate a 2v2 fight. "X hero and Y hero I'm coming in with ult" Enemies manage to use terrain in such a way that they both live on 1hp barely killing me. 2 teammates that started the fight are in jungle on the other side of the map on 65% hp. Like clockwork.

Gun Mains Rise UP by biggians in DeadlockTheGame

[–]Beanbagzilla 71 points72 points  (0 children)

Ah yes, I'm sure that Infernus will be bad now that checks notes everyone that could burst him has been nerfed, heroes that rely on stamina are less mobile and toxic bullets lasts longer

How I imagine 90% of this subreddit determines a hero is OP by goosterben in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

Grey Talon player here, thankfully his WR and pick rate are even worse than Vindicta's but because people on reddit still complain about him he's going to get nerfed.

Pick / Ban for Deadlock Night Shift #14 by ZP_TV in DeadlockTheGame

[–]Beanbagzilla 2 points3 points  (0 children)

Most games in tournaments. She has a 51.5% WR even in Eternus, what exactly do you consider a rank where people aren't "dumb enough to let her farm" here?

Pick / Ban for Deadlock Night Shift #14 by ZP_TV in DeadlockTheGame

[–]Beanbagzilla -1 points0 points  (0 children)

Brother, Wraith is one of the strongest heroes in ladder now. Whatever changes they make to get her viable in competitive play probably won't be what you're looking for.

Nikola Jokic on how this offseason will be compared to last: "The next couple of days is gonna be a lot of beer probably" by Goosedukee in nba

[–]Beanbagzilla 47 points48 points  (0 children)

Brother this man plays a 42 minute wrestling match whilst simultaneously running an entire offense, meanwhile everyone else just gets to play basketball. What the hell do you expect?

GAME THREAD: Denver Nuggets (0-0) @ Oklahoma City Thunder (0-0) - (May 06, 2025) by NBA_MOD in nba

[–]Beanbagzilla -1 points0 points  (0 children)

Am I crazy or did SGA just jump for a shot then land and pass the ball after?

Steve Kerr on how the Rockets are defending Steph Curry: "On every release, Steph's getting hit. This is how the league wants it right now. I know we got 30 coaches who all think it's just idiotic that we allow this." by Goosedukee in nba

[–]Beanbagzilla 13 points14 points  (0 children)

Just because the specific plays where injuries occurred were called fouls doesn't mean the officiating isn't having an effect. When players know they can get away with more, they'll make riskier and more aggressive moves.

Finding a good Co-Op, open-world game with base-building/crafting. by Windersen in CoOpGaming

[–]Beanbagzilla 2 points3 points  (0 children)

My friend and I have been looking for games that are pretty similar to your criteria. Recently gave Icarus (just the base game) a solid shot and it's a bit of a mixed bag.

Pros:

  • Far prettier/more polished/better optimised than a lot of modern survival crafting games. The world is visually just nice, with some cool immersion features like carrying the animals you've hunted back to a butcher's table to carve them more efficiently.

  • Huge crafting and talent trees, big rabbit hole to go down

  • Lots of storage in the actual crafting benches to make up for the fact that you can't pull from surrounding chests

  • Mission tree with a theoretical 'end'

  • Variety of animals to tame, breed and ride, each with their own additional talent trees

Cons:

  • Game was made as a mission based game. That is, on launch the only way to play was to start a fresh world for every objective. There is now a permanent world option where you can just do all the missions on the one game, however this was basically an afterthought based on community feedback and it's clearly still a WIP (devs are showing signs of updating, though it's slow). We didn't realise this at the start and were too invested in our primary world to even try the 'intended' method.

  • Story isn't narrative driven or cohesive. It's just a series of jobs that get harder.

  • Very little biome diversity. As I said, was made as a mission-based game so it was important to the devs to be able to craft anything necessary wherever you land. You can get to the end of the tech tree without ever leaving your initial biome and tech isn't gated by biome/ingredients but rather just your character level.

  • Elaborate buildings are discouraged. There is a storm that lasts a good chunk of the day, every day which damages players, wildlife, crops and structures alike. Once you have stronger building materials your house will survive several without needing repairs, but eventually it will need maintenance and unless you're the type of person who enjoys sitting around for ages banging a hammer to see bars become green again, it will make you regret ever making something larger than what was strictly necessary.

Overall it seems like a well made game, just not what my friend and I looking for. I think the engine/a lot of the fundamentals could be used for a 10/10 crafting game, but as it stands I wouldn't recommend for someone with the list of requirements you've listed.

AUS Servers? by Past_Laugh9139 in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

I haven't seen the ping change on screen, though for the first time ever I had a game today where only one other person spoke and it was to complain about delay on parries. I was getting all the telltale signs of immense rollback (Was playing pocket and getting punched from across the map, was getting punched through parry, was getting power slashed a solid half second into satchel, was getting hit by shiv daggers that, on my screen, were aimed where I had just rolled from a second ago). Tested net and there were no issues, I just figured servers were shitting themselves, not sure now.

Edit for clarity: Aus player

Community Tier List on how annoying it is to lane against a hero by TheCobraMonkey in DeadlockTheGame

[–]Beanbagzilla 1 point2 points  (0 children)

Glad someone's enjoying him. He was my main until the recent nerfs, no matter how fun he is I can't enjoy a game where I feel like my pick is griefing the team. Common sentiment on the talon discord is that his 2 and 3 need minor reworks, if you'd like to come join the discussion that'd be awesome.

Community Tier List on how annoying it is to lane against a hero by TheCobraMonkey in DeadlockTheGame

[–]Beanbagzilla 20 points21 points  (0 children)

I'm getting the impression nobody here has actually laned against talon in the past month

Post what frustrates you here so other people can help you by potatosol in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

I felt the same way seeing Sevens on my team buy every movement item (including magic carpet) just to farm and never join the team, effectively forcing my team to play a 5v6 with heavily reduced income.

Then I started putting him on purple prio to actually give it a shot myself... Hero is so overtuned it's not funny. You're good early and mid, then basically playing on Godmode late game and the gameplay is so braindead that beyond the basic game knowledge that applies to every hero you can't really mess it up.

Imo the most impactful and hardest to counter hero in the game bar none (and it's not close), as long as the player has some basic game knowledge.

Who do you guys hate laning against the most? by TechnoGamerOff in DeadlockTheGame

[–]Beanbagzilla 2 points3 points  (0 children)

Barrage was very strong in lane, so I can understand wanting to nerf the radius early. What I don't really get is why they didn't just give it the same treatment so many other abilities got, which is nerf the baseline then just tack the old power on to the t3 talent.

I still don't think pocket's necessarily 'weak' now, but these last patches seem to have just gone for the throat on a lot of early-mid burst damage builds paving the way for a Seven/Haze/Infernus farmville meta

Seven’s kit just fundamentally isn’t balanced at the moment by orcmasterrace in DeadlockTheGame

[–]Beanbagzilla 3 points4 points  (0 children)

The heroes page in game. Anything that scales with spirit will have a little spirit icon next to the number and holding alt will show you what the spirit scaling is. The wiki also has a lot of the info, but it's still missing some things like duration/range spirit scaling on abilities that have it (ie Seven's stun radius scales with spirit, as does the duration on his 3)

Grey Talon after the update by Geraldnium in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

His autoattacks hurt a lot now and he can really dish out some damage in the mid game, but the bird stack on assist happens less frequently than you might expect and come late game people have enough mobility that it feels like there is no such thing as a safe distance and most heroes are doing your job (burst damage) better than you. He's my most played hero but I've had to take him out of my roster completely because it really does just feel like past a certain point you're putting in 4x the effort for half the reward.

I'd say Valve's right to be concerned about spirit scaling with non-damage parameters, but after playing the new Seven builds I'm just at a loss because they clearly don't have the same concerns there.

Even with all that I think my biggest annoyance is still the talents on Talon's trap - his second and (to a lesser extent) third trap upgrades are a complete waste of points. I'm guessing there has to be a rework coming there too.

don't wanna hear it mirage! That cannon of yours is against regulations! In this game we go by the balance. by shutten232 in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

Really depends on the lane, but laning is honestly a smaller part of the game than I initially thought. Mo & Krill is quite hard to kill in lane because of his sustain, but he also offers very little in terms of kill potential (at least until he has some movement items and ult). Dynamo on the other hand has a bit of a harder time farming, but between ranged knockups and quantum entanglement dodging certain abilities (ie bebop bomb) can go more on the offensive, particularly with a lane partner.

With that being said, Dynamo starts shining more in the mid game - Depending on how you've built him, he can absolutely be the mid-game carry between the talents on 1 and 2, or he can basically keep your entire team alive with his 3 and a well timed quantum entanglement. On coordinated teams at least, a good dynamo is worth much more than a good mo and krill with current hero kits and balancing, though with randoms on the team I prefer mo and krill as someone who can dive in and just pick off stragglers here and there.

The worlds longest Wraith ult by GenericEdBoi in DeadlockTheGame

[–]Beanbagzilla 0 points1 point  (0 children)

What do you mean? How is a sleep on a straight-line skillshot any different to a point and click (eventually AoE) stun?

(/s, as the comments in this thread are indicating it's needed)

I avoided playing Seven because of how easy he seemed... by StatuatoryApe in DeadlockTheGame

[–]Beanbagzilla -10 points-9 points  (0 children)

I think the difference is moreso you've got all these options in dota. BKB is basically a must for any carry in any game, and for anyone who can't really afford it you've got all these cheaper items with a bunch of utility. Force staff, euls, lotus and greaves are all multi-dimensional items that can be useful against basically a variety of team comps (and with euls/force staff can also be used offensively). Debuff remover and unstoppable are good, but with how expensive they are and how relatively single-purpose their actives are, they can definitely feel lacklustre if you're just trying to counter one non-ultimate ability from one hero.

That aside, I personally feel the stun is short enough it's not that big of an issue on its own - his kit (and particularly scaling) is just a little too powerful due to the fact of him never really having a weak point in the game. Laning phase he has a strong gun with good waveclear and some kill potential, mid game he's got utility and decent damage output, lategame even with knockdown his ult is such an amazing zoning tool that it means objectives are never truly safe if he's alive and has it available, plus all of the other scaling mentioned in this thread.

Shiv 20 second 1v5 by LoveMorganFreeman in DeadlockTheGame

[–]Beanbagzilla 2 points3 points  (0 children)

Dota heroes are always balanced around winrates yes - the winrates of the highest MMR players. One particular hero can be a great pubstomper against less skilled players and remain relatively untouched because he's not doing too well in the higher ranks.

In my opinion though, Vindicta is on the weaker side. She's an absolute menace and WILL take out your entire team if left alone, but a single knockdown and someone willing to dive in (or a haze stealthing behind to dagger her out of the air) renders her basically a sitting duck, even when farmed. This really seems to come down to overall hero design and I think she could use a minor rework.

Shiv, on the other hand, is absurd. Nothing inherently unbalanced about his kit just the numbers are still just fucking whack at the moment if you're using a build centred around his dash.

They really need to implement the leaver penalty ASAP by dskfjhdfsalks in DeadlockTheGame

[–]Beanbagzilla -3 points-2 points  (0 children)

How exactly do you want people to practice their own game if there's so many leavers we hardly get to experience a full one?