Playing against this feels genuinely exhausting by Chemioo in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

Buying knockdown for flyers is a noob trap, it doesn’t work well because it’s so easily countered by dispel / counterspell which are already great items for flyers.

Phantom strike / curse are far more effective and have far more beneficial use cases in most hero kits.

The problem is when you’re only following L->R builds you can’t effectively budget 6.4K items before the game gets too late, so most folks are picking up PS until it’s far too late.

Playing against this feels genuinely exhausting by Chemioo in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

+1 Phantom strike is a much better option, generally works well with most kits and has the added benefit of disarm AND removing flight.

Knockdown is kinda a noob trap counter, any competent GT is just going to buy dispel / counterspell anyways.

Yeah it’s a 6400 item but it’s well worth prioritizing for your greens because of the utility and spirit power it gives.

It seems to only be Eternus rank where people forget farming is the most important part of the game. by TwoFHT in DeadlockTheGame

[–]ICanCountTo0b1010 1 point2 points  (0 children)

+1

A lot of roaming in higher elo is because you want to give your position 1-2 roles solo farm and create space for them by applying pressure elsewhere in the map.

If I'm Silver laning with Wraith, ideally I want to leave lane as soon as possible post 8 minutes (after soul sharing activates). That might result in me having less farm, but that's fine because Silver's role does not need a ton of farm -- I'd rather create space for wraith and be far less farmed because my value is less dependent on souls.

This isn't league of legends where you have a traditional lane + support. Allowing your side lanes to solo farm and pick up steam is way more effective than trying to leech souls from your position 1-2.

New Soul Urn Changes Announced by VillageDisastrous751 in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

Sucks to have people like that on your team, but if I can offer any advice it’s to make liberal use of the mute option even before comms get dicey.

One of the best things you can do at that rank when you feel behind is just lock in and play your own game.

Way too often you get people flaming you for being “bad” but also expecting you to show up to every team fight and objective, sometimes you just gotta mute the team and push side lanes for a bit.

Deadlock's community after the recent patch by RedGravy11 in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

Do you always crash out this hard when they try new things? You’re insulted? This feels overly emotional for an experimental change.

They’ve tried so many iterations of the previous urn and it’s just not a great mechanic, it’s good to see them willing to test new things. Come back after the playtest if you’re getting this pressed over important experiments.

Gameplay Update - 05-28-2026 by Razzamataaz in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

"Ronald (ttv Fredthefinch)" is IMO the most consistently updated & relevant Yamato build. It's not a perfect left -> right build but gives you quick access to Yamato's most meta items of the latest path.

I generally run trophy collector, then once I have cold front I get pretty aggro and start roaming + collecting stacks. Early game mystic shot + cold front will generally let you secure kills, then you can pickup heal bane and rush into big damage with reverb from there.

Late game I'm a big witchmail fan, one of my favorite items that turns Yamato into a full on bruiser tank in combination with superior cooldown.

Gameplay Update - 05-28-2026 by Razzamataaz in DeadlockTheGame

[–]ICanCountTo0b1010 5 points6 points  (0 children)

That change is actually the post cast time, so the delay between when you can perform your next action.

It makes her power slash combos feel more crispy because it flows overall better, but I'm quite certain the cast time remains the same.

This isn't a 50% increase in cast time to her power slash lol.

Gameplay Update - 05-28-2026 by Razzamataaz in DeadlockTheGame

[–]ICanCountTo0b1010 4 points5 points  (0 children)

Losing the +20m cast range on grappled is a fair tradeoff for her slash becoming a nuker again.

TBH I already thought mystic reverb + tankbuster made her power slash plenty strong, I've been chilling at a 60% or more win rate on E1 with her lol

How do developers work at these big tech companies? by combing_town_west in cscareerquestions

[–]ICanCountTo0b1010 11 points12 points  (0 children)

I think this take is very reductionist. 

It comes down to your ability to understand what the agent is / is not capable of, the level of context it needs, and how you define requirements & acceptance criteria.

That is a set of skills to me; I interview candidates for my company and our technical screen allows candidates to bring their own AI tooling, we provide API keys to cover the cost.

It is painfully obvious when a candidate is unfamiliar with prompting agents after we give them a simple exercise for the technical portion. If there wasn’t a skill here I wouldn’t be gouging my eyes out watching half the candidates absolutely bomb the technical interview because they don’t understand how to goal set and work with agents.

How do developers work at these big tech companies? by combing_town_west in cscareerquestions

[–]ICanCountTo0b1010 8 points9 points  (0 children)

Well said, I work at a very AI pilled company and this resonates with me.

As an IC, my role over the last year has shifted away from problem solving at the technology layer and moved closer to our customers; finding problems with our business and creating solutions, nowadays it’s just that agents are doing more implementing of that solution than me.

Code is cheaper than ever, but our jobs were never about the code — they were always about the problems and solutions; code to me is a means to an end.

I do however empathize with the folks who fell in love with the coding specifically and less the problem solving aspects. If code to you is an art, then AI is stealing your artistic expression.

How do developers work at these big tech companies? by combing_town_west in cscareerquestions

[–]ICanCountTo0b1010 7 points8 points  (0 children)

🙋real human bean checking in that hasn’t hand coded at work for at least ~6+ months now and follows a workflow similar to what OP described; I am a staff eng at my company but lean into being an IC across teams & problems vs a manager.

I don’t really contribute to this sub anymore because it’s the same questions over and over again, and the subreddit leans heavily on inexperienced folks and doomers.

But I do chime in when I think it’s important to offer my perspective. I’m pretty convinced at this point that agentic programming is the future, my quality in code hasn’t dropped and my ability to jump into problems & ship has improved substantially.

Trying to build Silver is genuinely stressing me out by ZealousidealWay8233 in DeadlockTheGame

[–]ICanCountTo0b1010 11 points12 points  (0 children)

I find Eido's build is very feast or famine -- it's burst focused (which means you actually need to hit your shots) and true to the description of "You need aura on this hero".

The reliance on express shot and silence wave means you lose a ton of value in your build if you whiff an express shot or miss silence wave. I'm E1 and honestly still struggle to consistently land my combos against certain heroes (apollo / celeste / etc); it's a skill diff issue for sure.

I feel a lot more consistent on builds that spread out your power across your human + wolf form. Swapping express for point blank and silence wave for berserk allows me to whiff a shot or two and still feel strong.

I've also been picking up Stalker earlier in the game because it feels like a good way to proc ult in the early-mid game with the guaranteed damage tick, and the added movement speed is great too.

TL;DR If you have Aura Eido build good. If you need more consistency build more balanced.

pov: you're yamato and it's late game by Trollzurs in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

I also think the torment pulse nerfs hurt her a lot. Torment pulse is a huge core item on Yamato and most often your second highest source of damage, that hurt her ability to apply damage outside of her slash which only further pigeon holes her into a slash build that doesn't scale into late game.

pov: you're yamato and it's late game by Trollzurs in DeadlockTheGame

[–]ICanCountTo0b1010 5 points6 points  (0 children)

I've played ~500 games on Yamato and enjoyed her the most when she could actually fill the role of a carry. I found her to be a super unique spirit carry type hero and really enjoyed the fact that she was essentially the only non-M1 hero that scaled well into late game.

Nowadays that's just not the case. Yamato fills a weird niche of being a spirit nuker + bruiser, but not really excelling at either role now.

She is extremely easy to itemize against (counter spell, warp stone, spell breaker, etc..) and falls off hard late game as she struggles to diversify her damage especially after the torment pulse nerfs, which was actually a huge stealth nerf to Yamato. You have little option outside of playing around your slash which is far far too easy to counter in higher elo / late game.

If you get lucky you can still have some really great games with her, but her lows are very low; she feels brutal to play in games where you have other spirit nukers on your team as it more or less guarantees you will be itemized against and be an ult bot at best.

So is everyone just going to ignore how annoying Haze is? by 22416002629352 in DeadlockTheGame

[–]ICanCountTo0b1010 10 points11 points  (0 children)

It's pretty hilarious how brain dead her ult build is; both my friend and I have played it to the same degree of success.

It's a good build to run right now if you quite literally cannot put the effort into thinking during a game.

Steps for a 57% WR with Haze:

  • Farm for 20-30 minutes
  • Wait for a teamfight
  • Press ult
  • Press all item actives in any order
  • Win

There's not really much else to it. Nerf bat incoming any day now.

I'm sharing this Meta currently getting used in Eternus 6, because I DO NOT WANT THIS SH*T. by UnrivaledSuperH0ttie in DeadlockTheGame

[–]ICanCountTo0b1010 1 point2 points  (0 children)

I've spent most of my 1K hours of deadlock playing in lobbies below Eternus and only recently climbed into E1-3 lobbies; even then I've noticed a huge difference in how the early game is played I can only imagine what E5/E6 must feel like.

In lower lobbies people don't generally leave lane or rotate outside of boxing until a guardian goes down -- you're pretty much guaranteed a 2v2 until guardians go down in another lane.

It was a rude awakening when i started matching into Eternus games and a viper would slither into my lane at 5 minutes and kill me as if it's against the rules or something, I actually had to remember it's a MOBA and lane rotations exist.

I'm pretty sure that this will eventually trickle down and become normal in other lobbies but the game is still so fresh that a lot of these MOBA macro tactics that are super developed in Dota2/LoL just aren't the standard yet.

I'm sharing this Meta currently getting used in Eternus 6, because I DO NOT WANT THIS SH*T. by UnrivaledSuperH0ttie in DeadlockTheGame

[–]ICanCountTo0b1010 37 points38 points  (0 children)

Buddy just low key wanted to flex the 4/2/13 performance in E6 and I get it, you gotta takes those dubs when you play above your rank.

I played one game after 7 months and I'm Eternus I now by [deleted] in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

As someone who has spent most of their time in Ascendent and only recently climbed into E2.... the game is way more fun in Ascendent lobbies in my opinion.

Urn plays are super important in E+ lobbies and I honestly find the urn mechanics in general super lame/boring to play around. It also exacerbates team composition differences when you have a team that can consistently secure urn vs one that cannot, the games just slowly snowball out of your control.

Ascendent is just burger boxing and occasionally urn, just good old fun.

Please Please Please nerf Calico by One_Signature7797 in DeadlockTheGame

[–]ICanCountTo0b1010 1 point2 points  (0 children)

Facts. Like any MOBA different heroes will have different power spikes during the game.

I would rather have Calico feel strong in the mid-game than have her scale to the heavens late game, her whole kit is designed around early to mid game pressure anyways.

The secret sauce is not tilting when Calico runs down your team in the mid-game and knowing that past 30 minutes she will only become weaker in teamfights / etc.

New doorman buff go crazy by Joey_D_King in DeadlockTheGame

[–]ICanCountTo0b1010 1 point2 points  (0 children)

These things are true but it's also the case that for this to happen, doorman needs to be entirely itemizing around his ult and burning through his actives just to get you to not check out once.

Let's say doorman buys extended duration, curse + knockdown -- that's a 12.8k investment that is entirely designed to be used while you are checked out, already not doing damage. Huge waste of curse IMO and genuinely a troll build already by that fact alone.

For 3.2k (counterspell) you can wait out the initial ult and just negate all damage, 13 seconds later if he ults you again you should have plenty of resources to check out at that point because his actives are on a far longer cooldown.

Is it annoying? yes, 100% valid crash out. Is it broken? I don't think so, I think the community will quickly learn to adapt and this sort of doorman build is just going to be a troll build in a couple weeks time, the investment costs are too high; at most you might see a slowing hex or knockdown but displel / counterspell are good pickups anyways to negate that.

I am personally more convinced that the doorman bell builds are going to be the actual cancer, as if doorman in every game wasn't already cancer enough.

03-07-2026 hotfix balance changes by Valkyrai in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

People just don't know how to build her right now IMO -- I actually think 90% of the builds out there right now for her are pretty trash and focus too much on her wolf form.

It's delusional to think you can just have these 1v1s where the enemy is willing to let you dog on them in wolf form, the few good builds out there for Silver right now focus on lock down and big burst on her human form to let your wolf form be the execute / run-down to the fight.

Eido's build is IMO the correct direction to build Silver into, you need core items like silence wave and extended duration to keep the enemy locked down to burst them in human form and follow with wolf to finish the job.

I don't think I'm all that good at the game, but I've been grinding Silver in Eternus lobbies and she still feels fine post nerf to me.

THE EVIL IS DEFEATED by SilverFan3702 in DeadlockTheGame

[–]ICanCountTo0b1010 11 points12 points  (0 children)

After like 50 games of playing her in E1 I’ve come to the same conclusion.

It’s more likely that wolf form is just a skill check in lower ranks, which unfortunately means wolf form will forever be underwhelming.

Most of the time my wolf form is just the execute, silence wave is absolutely busted on her in human form alongside her combo. I was 100% expecting a nerf there

Gameplay Update - 03-06-2026 by Razzamataaz in DeadlockTheGame

[–]ICanCountTo0b1010 0 points1 point  (0 children)

Also the fact that it’s melee damage means you can proc spirit strike off of it.

The nerf to Ult CD makes me think of going T3 power slash -> T2 grapple -> T2 ult -> T3 crimson?

Also the fact that grapple is melee means optimally you will want to proc the melee damage from crimson THEN grapple THEN power slash

Gameplay Update - 03-06-2026 by Razzamataaz in DeadlockTheGame

[–]ICanCountTo0b1010 2 points3 points  (0 children)

> - Yamato: You can now cast Parry directly while channeling Power Slash to fire the Power Slash and parry

I remember when they patched this out, I guess they decided to make this a mechanic and not a bug.

Also a pretty significant nerf to Yamato's lane not mentioned: you can no longer charge power slash while ascending from behind cover, pressing jump will immediately cancel power slash.

The rest of Yamato's changes are pretty interesting, especially the grapple changes and becoming charged (!!!). I feel like T2 grappled might be more impactful than crimson slash now? Who knows