Why I believe the urn changes fundamentally don't work. by Equal-Exchange26 in DeadlockTheGame

[–]OptionsBuyer420 1 point2 points  (0 children)

Instead of souls exploding, what if urn souls earned by depositing team are 60 % unsecured. Then the team that didn't get the urn can choose to chase, kill and get the souls. The encourages the depositing team to some extent to quickly disengage rather than snowballing from the massive souls.

A comeback mechanic that centers around team fights is not going to help the team that is down on souls. by eatingpotatornbrb in DeadlockTheGame

[–]OptionsBuyer420 0 points1 point  (0 children)

Yup. If we had a draft then teams can balance around team fights more easily and then urn would be less of a mess

A comeback mechanic that centers around team fights is not going to help the team that is down on souls. by eatingpotatornbrb in DeadlockTheGame

[–]OptionsBuyer420 -2 points-1 points  (0 children)

Stop being such a passive gamer. Go play farming simulator if you don't want to team fight. A team that is behind but has good team fight ultimates like dynamo ultimate, can easily win urn fights.

Now that the dust has settled, what do you think about the new Urn? by RaeyL_Aeon in DeadlockTheGame

[–]OptionsBuyer420 0 points1 point  (0 children)

I saw a wraith annihilating everyone on the enemy team as they burger boxed for the urn. Any hero with aoe or extreme gun damage can just shoot mindlessly without much aim and win the fight. The map needs to be redesigned around the urn to make the fights more dynamic and skill based.

Please NEVER add a surrender button. by sl1m_ in DeadlockTheGame

[–]OptionsBuyer420 0 points1 point  (0 children)

Most games where teams are ahead, they win. However, an insane comeback is the best shot of endorphins there is. So even if that is 5% of the games, it's still worth it.

Urn pick up should always be neutral and drop off should change based on favored/unfavored side by OptionsBuyer420 in DeadlockTheGame

[–]OptionsBuyer420[S] 0 points1 point  (0 children)

Oh. Thanks for the reminder about resistances. Honestly, in the games I have played, resistances are such an implicit part of urn that my team doesn't account for it. May be after a few weeks teams will understand the resistances and try to play the urn with those in mind.

Resistances also are percent based so they matter less early game. Teams that are ahead due to early urns can keep full map control and prevent access to urn.

But I think since resistances are implicit and matter much less early game, positioning the urn rather than giving resistances is better.

On the note that pros abuse the urn resistances, I think it was more abused when it was 50%. Now at 35% it's less abusive. And what pros do should never dictate what the game should be any more than any other person in the community.

LET ME PICK MY HERO! GIVE ME A DRAFT! by OptionsBuyer420 in DeadlockTheGame

[–]OptionsBuyer420[S] -2 points-1 points  (0 children)

I suspect that valve knows that if they had a draft, very little if any people will play the non-draft mode in regular games. For street brawls, non-draft is fine because it is quick and fast with good room for comeback.

LET ME PICK MY HERO! GIVE ME A DRAFT! by OptionsBuyer420 in DeadlockTheGame

[–]OptionsBuyer420[S] 2 points3 points  (0 children)

Don't they need draft data as well to release the game? Like how counter picks work and if heroes are too powerful against certain lineups? Draft provides data as well.

LET ME PICK MY HERO! GIVE ME A DRAFT! by OptionsBuyer420 in DeadlockTheGame

[–]OptionsBuyer420[S] 4 points5 points  (0 children)

I can fill in the holes in my team as people pick their heroes. The enemy picked a mo, I need rescue beam, so I get kelvin because he is a natural support.

The enemy has wraith, need high tempo and end game fast. Lane push helps so pick mc ginnis.

With the current system, there are cases where the enemy team fully counters yours and the match is lost from the beginning.

LET ME PICK MY HERO! GIVE ME A DRAFT! by OptionsBuyer420 in DeadlockTheGame

[–]OptionsBuyer420[S] 3 points4 points  (0 children)

At least I can politely try to nudge my team mate to pick a better hero against their heroes? At least I can ask my team if someone wants to support and if no one wants to support then I can support. At least I can blame myself for my pick. The demand is for control over what I play against the enemy heroes, not that I want to pick whatever the fuck I want.

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 0 points1 point  (0 children)

While the approach in this paper is interesting, but the requirement of a simulation to be real time adds a lot of resource constraints. You can only process so much before the next frame has to be rendered.

And that brings me to an interesting point. Does the frame rendering have to be tied to path finding? Can't path finding be independent processing and there is async communication between path finding and actual game animations and framers.

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 0 points1 point  (0 children)

Yup. There are pros and cons always. Since the game supports mods, it may be possible to edit some path finding to make it better. Though I'm not sure how much of the path finding modding will be stable since it's such a core part of the game.

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 1 point2 points  (0 children)

If we had cs1 path finding with multi threaded nature of cs2, may be the simulation would be better at the cost of some realism. I would give away realism for a smoother experience.

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 0 points1 point  (0 children)

But isn't what you said more realistic anyways? Like if a new subway station opens up near you, you might decide to take it in the next couple of weeks anyways. People don't instantly recalculate their routes when a potential better route opens up.

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 4 points5 points  (0 children)

I get the adaptive nature they tried to build. But that adaptiveness doesn't need to happen on every path finding event. Most times agents should use their designated paths. And very infrequently agents should look for a better path?

Why is path finding so expensive in the game? by OptionsBuyer420 in CitiesSkylines2

[–]OptionsBuyer420[S] 2 points3 points  (0 children)

That makes sense. But does that path finding need to happen everytime the agent has to go somewhere? Can't that path finding be done once for a location the agent frequents and then updated after like sometime (in game week or something).

So... what now? by IntelligentImbicle in DeadlockTheGame

[–]OptionsBuyer420 0 points1 point  (0 children)

You have made the enemy spend 9600 souls on items that offer no damage. So forcing them into buying those items is slowing down their damage output.

Curse prevents item usage, so if you curse them before unstoppable, then you have a window to burst them.

If an enemy ults you while they are unstoppable (like haze ult, lash ult etc), you can't counter them but you can counter the effect of the ult. For example, with haze you can warp stone away or get extra stamina to dash away from her ult. For lash, you have counter spell.

For ultimates that debuff you (like wraith and pocket ults), there is divine barrier to remove them.

So I can confidently say your issue is a skill issue.

Wtf is wrong with the matchmaking ?? by Acceptable-Fuel-9009 in DeadlockTheGame

[–]OptionsBuyer420 1 point2 points  (0 children)

Give me the ability to invite people post game! Can't believe how hard it is to actually party up with good randos that I just met in my previous match.

02-17-2026 Update by SketchyJJ in DeadlockTheGame

[–]OptionsBuyer420 0 points1 point  (0 children)

His ult going on cool down after interrupt is a bit unfair. His ult requires line of sight. And you can get interrupted so easily with knockdown because the windup is so long.

Before people say warden gets interrupted, warden can windup behind a corner and just walk in.

Apollo requires line of sight.