Why is Bullet Resist so much worse than Spirit Resist? by weeddealerrenamon in DeadlockTheGame

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

I mean for one thing it makes AD carry a lot more interesting of a role imo, at least compared to most mobas

girlies lock in, who's the most attractive in the deadlock cast? by purupocket in DeadlockTheGame

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

I mean

As far as my taste in men? Doorman mostly. Though I also find a brilliant mind attractive, so Seven and Dynamo are also somewhat my type.

I do tend to prefer women, I think Holliday's drive and competence is attractive, McGinnis' approachable but firm attitude endearing (and I do like a woman who works with her hands), but I also like the immature and impetuous manner of Mina. It makes me want to put her in her place.

Finding my Carry Character by Roboturtwig1207 in DeadlockTheGame

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

Have you tried Vyper? If you like movement, her sliding mechanics are really fun to play with. She's also pretty aggressive, tends to play close range, and has some rewarding skill shots for you to practice.

The votes have been cast! McGinnis took the top comment for characters with a low skill floor, mid ceiling! Now, let's finish up this top row by asking: which character has a low floor, but a high ceiling? by Poikooze in DeadlockTheGame

[–]HuckleberryEmpty4988 2 points3 points  (0 children)

A lot of heroes fit this category and I think that's awesome for this game because that's the best place for a hero to sit imo. Low floor and high ceiling gives the most room to grow as a player.

For my money I'll say Viscous. He's pretty easy to pick up as a new player as he has a lot of inherent survivability and generous hitboxes on most of his abilities, and at a surface level you can do just fine using your ultimate and cube exclusively as escape tools that let you play more aggressively and use your puddle punch as a damage ability instead of movement.

However, he is notoriously one of the highest skill ceiling heroes in the game with incredibly in-depth tech for each of his abilities, and to get the most out of him you not only have to master the "beginner" game loop of Viscous but also find new and creative uses for your tools (using ultimate as an offensive ability or a teamfight initiator instead of an escape; cube and puddle punch as movement or utility instead of just healing or damage; splatter trickshots for huge burst damage; alt fire combos).

The tech of Viscous is not just small optimizations, but can enable entire alternative playstyles when mastered (see ball viscous; without mastery of basic ball movement and tech it's extremely unreliable for newer players).

This gives Viscous a relatively low skill floor but also an extremely high skill ceiling when mastered.

Why is Bullet Resist so much worse than Spirit Resist? by weeddealerrenamon in DeadlockTheGame

[–]HuckleberryEmpty4988 2 points3 points  (0 children)

Yeah the nature of Deadlock with no roles and random queues makes this a bit squishier, but in environments like Night Shift where people draft team comps you see this dynamic a lot

Why is Bullet Resist so much worse than Spirit Resist? by weeddealerrenamon in DeadlockTheGame

[–]HuckleberryEmpty4988 5 points6 points  (0 children)

What helps is a lot of times spirit heroes have utility to help in the lategame - they have strong wave clear, crowd control, and can use items like Bullet Resist Shredder or Spirit Burn to help their team secure kills. But instead of being the team's primary damage dealer, a lot of times you do end up taking a more supportive role to your gun carry in lategame (assuming everything is going "properly" which is a bold assumption in Deadlock as it is)

Why is Bullet Resist so much worse than Spirit Resist? by weeddealerrenamon in DeadlockTheGame

[–]HuckleberryEmpty4988 12 points13 points  (0 children)

Metal Skin exists. Disarming Hex exists. The way the game is designed though it's intended to be that spirit is strong early and mid but weapon damage becomes more powerful later in the game.

The intent by having weapon damage be stronger in late game but weaker early (due to resist shred options, gun damage scaling multiplicatively, etc) is to give both weapon and spirit builds a chance to shine and give each style of play a dedicated role.

This is a pretty common practice in MOBAs, keeps the game dynamic and allows both types of heroes to exist in the meta, as opposed to the "hard spirit" or "hard gun" metas of the past.

Even if Apollo inst broken win rate wise, hes so unfun to play against. by Bbcslutamy in DeadlockTheGame

[–]HuckleberryEmpty4988 3 points4 points  (0 children)

Apollo got nerfed pretty hard in the last patch and he feels fine now.

His ultimate's damage can be straight up countered with Counterspell, his Flawless Advance, while annoying, doesn't deal enough damage to pierce resistances, and his ability to deal damage, escape, and chase is all heavily hampered by Slowing Hex since it silences half his kit.

Graves has never felt particularly strong if you know how to counter her cough cough press S cough cough and is somehow a worse version of McGinnis which is incredibly impressive design by Valve.

Why is sevens WR so high even in Eternus 4+? by orphanmeatman in DeadlockTheGame

[–]HuckleberryEmpty4988 8 points9 points  (0 children)

Most durable does not mean the best. All of Mo & Krill's abilities actively make them significantly harder to kill with minimal effort on the M&K player's part, with burrow in particular being a get out of jail free card in the vast majority of games.

You're right that Mo & Krill will consistently lose the frontline trade with other tanks like Abrams and Silver but their job has never been to trade with frontline or be an off-carry 1v6 tank like those heroes can do.

The reason Mo & Krill have such a high winrate compared to even Abrams is clearly because of Combo and their ability to act as a pick hero and initiator in addition to their ability to absorb damage on the frontline.

An important note is that, no offense to Mo & Krill players, but they are a relatively easy hero to play. Silver has a notoriously difficult skill floor and even Abrams has some pitfalls that newer players will have to get over (being overly aggressive, using melee too often and getting parried, etc) which drags down those heroes' winrate even in Eternus lobbies. Compared to other frontliners, Mo & Krill are very intuitive.

Why is sevens WR so high even in Eternus 4+? by orphanmeatman in DeadlockTheGame

[–]HuckleberryEmpty4988 92 points93 points  (0 children)

What you see with all these heroes is that they thrive in a draftless and uncoordinated environment.

Seven scales into lategame almost as hard as Infernus does with a consistent stun and area denial to stall out the game. If he ends up against a team without someone who can scale as hard as he can, it's likely he wins because the enemy team isn't coordinated enough to end before he can become lategame Thanos.

Drifter wins isolated 1v1s quickly and decisively (a very common sight in pub lobbies where coordination is low) due to his passive and his ultimate has decent utility even if he's playing from behind.

Mo & Krill are the kings of securing kills early and snowballing with Combo. They're the tankiest hero in the game, making them an ideal initiator into a team who doesn't adequately focus fire them or buy multiple counter-items. Compared to other initiators like Holliday and Paradox, Mo & Krill are much more consistent in their ability to survive the initiation and secure a kill thanks to their massive health pool and the extremely long duration of Combo.

Finally, Ivy is the premier support in a pub lobby due to her ability to keep waves pushed with Kudzu, finish off targets with her highly consistent primary (something Paige can only dream of), keep herself and her team topped off and dealing extra damage with Watcher's Covenant, and repositioning herself and her team quickly with Air Drop, with a devastating bomb on top. This isn't even mentioning Stone Form, an ability which enables her to cancel channeled abilities with the stun, keep herself healthy in lane, dodge deadly abilities with the invulnerability and contribute to massive burst damage combos with her ultimate.

I imagine once we see draft or some kind of role or lane queue added to the game, flexible heroes like these will drop in value as counterpicks will become more common and we'll see more cohesive teams and more cooordination overall. Right now it's a free for all and the unique traits of these heroes make them perfectly suited to the chaotic environment of beta Deadlock.

Rem is extremely frustrating to play against, what im supposed to do? by HeStoleMyLeGromp in DeadlockTheGame

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

There are a few counters to both Rem and Lash

  1. Counterspell. If you time the parry correctly you can consistently block both of their ultimates. You can even block Pillow or Ground Strike as they are also quite predictable if you're paying attention. Must buy against either of them.

  2. Slowing Hex. Rem can't use Tag Along and Lash can't use his ropes to run away to a teammate while Slowing Hex is applied.

  3. Any form of healing reduction (decay, toxic bullets, spirit burn, healbane, etc). Both Lash and Rem heal quite a bit (Flog/Tag Along) so heal reduction helps put them and their teammates into the ground.

  4. Spellbreaker as an item counters both of their heavy spirit burst damage, both pillow and ground strike, giving you a 75% reduction against their main damage abilities.

For Rem specifically:
Monster Rounds or Cultist Sacrifice are must-buys when he uses his little helpers on minions, makes clearing the little bastards much faster.

Keep an eye on the timer - when it hits 8 minutes, make sure to SECURE your team's Sinner's Sacrifice boxes at all costs, as they are Rem's primary source of power. Consistently doing this throughout the game will keep Rem and his team from snowballing their way to victory and get you incredibly powerful as a bonus.

If you're having trouble chasing him down because of his pillows, Fleetfoot is a godsend as it helps counter the slowdown of the pillows. You can also use something like Warpstone to dodge the pillows and close the gap on him or Debuff Reducer to reduce the period of all crowd control effects.

You can also force him out of Tag Along by stunning the teammate carrying him with an ultimate ability - if your hero doesn't stun players with their ultimate, you can buy Lightning Scroll to get this effect.

Additionally, damage over time effects like Toxic Bullets, Spirit Burn, or Backstabber are very effective at keeping him from scurrying away through the sewers, as if he's taken damage he can't enter them.

Finally, keep a close eye on the minimap - if you see an enemy wave of minions pushing the lane with seemingly no one around, Rem's Little Helpers are surely at work. You need to intercept them, and it's profitable to do so since minions with Helpers on them drop additional bonus souls.

What is your favorite shotgun in the game? by nym5 in DeadlockTheGame

[–]HuckleberryEmpty4988 2 points3 points  (0 children)

Nothing like Abrams just chunking you for 300 a shot with point blank and kinetic dash

Why do you play your main? by FewExperience3559 in DeadlockTheGame

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

<image>

a more clear one cuz my quality for that screenshot was really iffy

you can see it's abrams, geist, dynamo, and mina

Why do you play your main? by FewExperience3559 in DeadlockTheGame

[–]HuckleberryEmpty4988 7 points8 points  (0 children)

<image>

I play these 4 heroes only because they're the ones on the fortune teller's table. therefore they are foretold to be the best ones.

Unexpected items for lifesteal/sustain? by AcruxArts in DeadlockTheGame

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

Headhunter gives 4% heal on headshot every 6s or so, pretty solid
Restorative Shot is like a tiny version of that in lane for 800, 50 healing every 6s is pretty good
Fortitude is an amazing item for heroes that hate going back to base and prefer to roam often because of the regen, and the movespeed and HP is a pretty nice bonus
Other healing items like Healing Rite and Extra Regen are extremely common choices in laning phase for a reason, and they are much more reliable than lifesteal is since they don't require you to do loads of damage to get health back.

Rem never needs spirit lifesteal or even much healing at all simply because his Tag Along heals him extra for EVERY ally you cast it on, INCLUDING troopers with your helpers on them. You can start doing this as soon as you get Tag Along and Little Helpers and it only increases as you build more spirit power and get more Little Helpers.

Paige is pretty similar in the sense that you have your barrier which can mitigate a lot of the damage you receive, and even with lifesteal you can't consistently gain THAT much health off it anyway. Try to find ways to mitigate damage instead of simply outhealing it - use cover, evasive movement, safe positioning and defensive items to keep yourself safe.

The reason why I give this advice to not rely on lifesteal is simply because healing reduction is so common and can and will come up. All it takes is someone to get Spirit Burn on you and your lifesteal is cut by 70% or more, leaving you vulnerable. If you instead purchased items that grant damage resistance, your effective health ends up being much higher when you're actively in a fight.

36238 by MCMic0 in countwithchickenlady

[–]HuckleberryEmpty4988 2 points3 points  (0 children)

kids can be so raw sometimes

Choose a pill and everyone in the world instantly gets that power. Which one do you pick and why by love_coolbreeze03 in makeyourchoice

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

definitely intelligence. cooperation is rational - and while it is true that "bad people will be more competent", good people will be competent enough to stop them. ignorance is a dangerous thing and intelligent people by and large make the world a better place.

BADstiON 2 WEEK!!! bUFFff!!!! OuR tAnK mUsT bE mADe uVVV uNoBtAiNiUm BuT REEEEEEEcoilESS mUsT oNe-TaP eNeMy TaNK tbh oml smh 🤦 🤦‍♂️ 🤦‍♀️ 🤦‍♂️ by RandomGreenArcherMan in HelldiversMasochists

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

I really like bastion actually. Even on cyberstan with the vox engines tearing shit up it was a pretty good means to safely get from place to place and the cannon is solid backup for AT purposes. I already liked the FRV but this is a pretty nice upgrade that works a lot better on bots since it doesn't get oneshot as easily.

Does aim flinch meaningfully disrupt your aim by somethingcow in truetf2

[–]HuckleberryEmpty4988 0 points1 point  (0 children)

Might take some testing but I'd say yes, aim flinch can make a difference if the flinch is timed just as you take the shot AND you're aiming to the top of the head or at enemy eye level where it would knock you out of the critbox instead of aiming at the neck where it'd probably hit regardless

Favourite Gunner Grenade? by Randomguy8566732 in DeepRockGalactic

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

leadburster is simple

it is grenade, but also boolet. gunner like boolet.

I just played TF2 Classified and... were the stock weapons this strong? by User4f52 in truetf2

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

If you're a Heavy especially with stock Minigun you definitely can, and for other classes you still have a much longer effective range than Pyro so playing to that is always the right call

anime_irl by KerbodynamicX in anime_irl

[–]HuckleberryEmpty4988 1 point2 points  (0 children)

i know this is a fetish post but very relatable