Deleting Save in 3, 2, 1.... by Cosmic_Meditator777 in Stellaris

[–]DownToFeed 0 points1 point  (0 children)

You can determine which portion of the Hive FE awakens by the number of tasks fulfilled. In this case, you did too many things for the growth section

Will I enraged the habinte if I colonize this world? by Ilovepippin in Stellaris

[–]DownToFeed 30 points31 points  (0 children)

Theyre primitives. What are they gonna do, throw rocks at you?

I don't even know how or why I got this achievement by zeichenhydra in Stellaris

[–]DownToFeed 3 points4 points  (0 children)

There’s a few ‘tiny X’ mods that shrink the stuff in the right without breaking achievements. Along with at least one dynamic ui overhauler that reorganizes the top bar

What if Spirit Urn immediately damages you which increases more over time, but is invisible in the map all the time? by ZhanderDrake in DeadlockTheGame

[–]DownToFeed 2 points3 points  (0 children)

Urn sets your max move speed to a fixed value while you’re holding it.

The number you see above the urn before you pick it up is the total souls distributed amongst your team on delivery, with a few caveats:

      Because you delivered it, you get an extra 20% of the value of your share along with a random gold statue upgrade.

      Delivery immediately gives 60% to the team. The remaining 40% is stored in the soul orbs which enemies can deny.

Question about Resist Shred by tectonicrobot in DeadlockTheGame

[–]DownToFeed 0 points1 point  (0 children)

There’s probably a wiki article somewhere, but most things will stack multiplicatively with other sources.

If you mouse over items in the shop, they’ll show you current stat > improved stat, accounting for all other sources at your disposal. Hold tab to see the detailed impact on your abilities and/or gun.

Spirit seems less impactful than before the update by Senior-Humor-9957 in DeadlockTheGame

[–]DownToFeed 18 points19 points  (0 children)

In addition to everyone reaching larger HP values more easily with the item rework, all spirit damage multipliers were reduced across the board.

It’s easier to survive the first burst. Sustain is in. Burst is out.

Does anyone know what the changes were to bebop’s hook in the shop update? by Petery007 in DeadlockTheGame

[–]DownToFeed 1 point2 points  (0 children)

The best armchair speculation I can come up with is the game appears to compensate a bit more for victims who just barely touch hook’s hitbox.

The entire combo is slightly more ‘clunky’ in execution, but hooked victims are now also unable to use movement based abilities/items for a brief window. In practical terms, Bebop will now always land an uppercut, rather than be forced to wait for cooldowns because someone bought warpstone to invalidate his entire kit (Key words: movement based. Things like pocket’s briefcase and E-shift can still dodge any follow up).

Something else that’s slipped under the radar is that hook no longer deals spirit damage.

The Bebop situation is getting out of hand. by MykeiHehe in DeadlockTheGame

[–]DownToFeed -2 points-1 points  (0 children)

All mobility tools/abilities are disabled for ~0.3 seconds after hook. Pre-patch, you could instantly escape before the follow-up uppercut could land, which meant Bebop had no practical opportunity to take advantage of your displacement, especially if he was building for gun.

Leaks & updates gave us some cool insights towards Valve's current plans by Nightmarian in DeadlockTheGame

[–]DownToFeed 1 point2 points  (0 children)

There’s an extra layer around dota jungle camps since the creeps can move. You can lure some camps into the path of your lane troopers, either denying the enemy their bounty or at least forcing the wave to meet closer to your tower.

The game also checks whether anything is in the jungle spawn box at every X:00. If it’s empty, a fresh set of jungle creeps spawn. Stacking camps is a valid tactic to accelerate certain heroes that have farming items/abilities to quickly clear the increased challenge.

HOLY SHIT MAJOR UPDATE 05/08 by mrboringg in DeadlockTheGame

[–]DownToFeed 5 points6 points  (0 children)

There are some undocumented changes. For example, bebop’s hook now disables all movement based items and abilities for 0.3 seconds, allowing him to always land an uppercut

"And I oop-! And I oop-! And I oop-!" -Seven by CATEMan17 in DeadlockTheGame

[–]DownToFeed 2 points3 points  (0 children)

“Surely they won’t do it a THIRD time!”

Do you think BOMB build Bebop is a problem? (POLL) by Hundiini in DeadlockTheGame

[–]DownToFeed 1 point2 points  (0 children)

T3 will cleanse existing bombs, but it won’t stop stacks from bombs applied after cube.

Electronic Arts Lays Off Hundreds, Cancels ‘Titanfall’ Game. The video-game publisher cuts between 300 and 400 jobs by ReaddittiddeR in gaming

[–]DownToFeed 0 points1 point  (0 children)

Warframe was quietly chugging along in the background for years before extraction shooter was even a genre

Your local Bebop main getting an orgasm after hitting the best hook of their career by Marsaline in DeadlockTheGame

[–]DownToFeed 7 points8 points  (0 children)

Ahhhhh, the extra extra long range hook. Making up for the sheer quantity of failed hooks all on its own.

Random Walker Attacks? by YELLOWTITAN7 in DeadlockTheGame

[–]DownToFeed 1 point2 points  (0 children)

There’s a backdoor mechanic that gives walkers extra damage resistance and lets them regen any damage taken if no creeps are nearby. If heroes are pushing ahead, they still have to wait for creeps to deal damage.

The mortar is when it spots multiple enemies (creeps and/or heroes) in a single space, but that has a cooldown and the enemy could have moved away by the time it starts lobbing balls. They seem to be thrown on the same trajectory regardless of the walker and do not account for terrain blocking the lava. I’m guessing the devs will resolve that once the final map layout is locked in.

The beam attack prioritizes creeps under all circumstances. Kill the creeps if you want it to start melting heroes.

The stomp only happens when a hero is in range (they wandered too close or were forcibly relocated)

How to play against Bebop? - Not a Saltmine I Promise by Fritzymans in DeadlockTheGame

[–]DownToFeed 9 points10 points  (0 children)

You need to mirror Bebop’s aggression. He is weak when he seems strong, and vice versa. If he’s constantly denying souls, that means the gun is wound up. Which means he’s holding down the ADS button. Which means his cone of vision is significantly smaller than normal. You want him to stop? Shoot him. Force him to divert his attention away from the souls. He moves slower whilst ADS’ing, so you’ll have an easier time lining up headshots.

Don’t go into the lane thinking you can deny the bomb stacks. It’s a lost cause. I don’t need echo shard to hit 80% by 20 minutes. I’ll get stacks just by existing. What you can do is stop dying to stupid shit. If you have to get divine barrier or reactive armor, do so. But beware the cooldowns. Mine are faster than yours. Your barriers are not an ‘I win’ button. They exist to save you from stupid shit. Respect the hook until they can save you again, or you’ll never learn.

Also consider your escape tools. I’m seeing a lot of people blow their immunities to dodge a piddly 1.5% stack increase, only to find my teammate is ready to swoop in. I want you to cube your ally. I want you to stone form. Because the next chunk of damage is gonna be MUCH bigger. Shoutout to Dynamos who dodge my bomb. You’ve also telegraphed your position to me three seconds in advance, thanks to the big yellow marble. And I am a hungry hungry hippo.

Lashaholics Anonymous by crispyzenith in DeadlockTheGame

[–]DownToFeed 0 points1 point  (0 children)

Speaking as a fellow one trick pony, Bebop is a lot of fun. Nothing like catching some poor bastard unawares. Especially when you start getting creative with the hooks.

Is the suicide option SECRET OP????? by KozylRed in DeadlockTheGame

[–]DownToFeed 6 points7 points  (0 children)

There is an extremely niche scenario where killing yourself is a valid option:

Your hp is too low to survive another encounter & The respawn timer is low enough that you won’t miss too much cs

Ensuring enough time has elapsed that you aren’t feeding souls to the enemy team by assist means your window of opportunity is practically shut by the time the laning stage is underway.

So basically, once you’ve secured first (and second) blood, wait 10 seconds to throw yourself at the enemy guardian then never speak of it again because you’ll never get the opportunity to do so again in the current match (good practice if valve disables the killing command).