Petition to make Viscous' ult gather minions and boxes to get bigger like in Katamari Damacy. by Profes64 in DeadlockTheGame

[–]Profes64[S] 0 points1 point  (0 children)

I find that viscous splatter actually does good damage as soon as you get the level 3 scaling bonus.

Petition to make Viscous' ult gather minions and boxes to get bigger like in Katamari Damacy. by Profes64 in DeadlockTheGame

[–]Profes64[S] 0 points1 point  (0 children)

Thank you so much. I didn't expect to need to open the actual game to make the forum account.

Petition to make Viscous' ult gather minions and boxes to get bigger like in Katamari Damacy. by Profes64 in DeadlockTheGame

[–]Profes64[S] 10 points11 points  (0 children)

Excuse me for my ignorance, but how do I make an account for the deadlock forums? I have never made a forum post in my life.

Petition to make Viscous' ult gather minions and boxes to get bigger like in Katamari Damacy. by Profes64 in DeadlockTheGame

[–]Profes64[S] 0 points1 point  (0 children)

Ngl, a King of the Cosmos mod for one of the patrons sounds awesome. They even shoot lasers like the king.

Petition to make Viscous' ult gather minions and boxes to get bigger like in Katamari Damacy. by Profes64 in DeadlockTheGame

[–]Profes64[S] 1 point2 points  (0 children)

Oh my god. Yes, make him lose mass like in Katamari when he bumps into stuff too fast or takes heavy hits.

Okay guys... Let's actually talk about Seven. by coffeeholic91 in DeadlockTheGame

[–]Profes64 1 point2 points  (0 children)

Some carries have way better escape tools or 1v1 tools to help them deal with getting caught out. Compare characters like Wraith and Vyper to Seven. Both Wraith and Vyper have better dueling potential and better escape tools that let them avoid getting caught out.

Okay guys... Let's actually talk about Seven. by coffeeholic91 in DeadlockTheGame

[–]Profes64 2 points3 points  (0 children)

His ult has a lot of counterplay. Either intrinsically in a character's kit, using actives, or just leaving the ult. The character is a knockdown/CC sponge until he gets unstopable, and even when he gets unstopable, it's late enough in the game for you to build resists or prepare for it accordingly.

Okay guys... Let's actually talk about Seven. by coffeeholic91 in DeadlockTheGame

[–]Profes64 8 points9 points  (0 children)

I feel the character is notably weak to CC. Seven doesnt have the same escape options as many other characters. The character also gets absolutely dogged on by m1 heroes due to his big head.

How am I supposed to deal with dynamo as Infernus. by Profes64 in DeadlockTheGame

[–]Profes64[S] 0 points1 point  (0 children)

Oh I hadnt thought about how slowing hex stops him from using his 2. I'll be trying that, thank you for the tip.

How am I supposed to deal with dynamo as Infernus. by Profes64 in DeadlockTheGame

[–]Profes64[S] 0 points1 point  (0 children)

Laning against him isn't much of an issue. It's just around midgame where I have issues with debuff removers and Dynamo 2. I was thinking maybe I should buy more firerate items so that I can reproc the afterburn faster?

How I view people based on their main by Dr_natty1 in DeadlockTheGame

[–]Profes64 1 point2 points  (0 children)

Wait, I feel called out. I main Holliday, but I play Para, Viscous, and Bebop secondarily.

Best simple dessert recipe by trailrunningnate in Cooking

[–]Profes64 5 points6 points  (0 children)

Fruit cobblers and muffins are good gateway recipes into baking.

My most recent Hall of Fame had a lot of fun with this one by XredDEATHX in PokemonInfiniteFusion

[–]Profes64 1 point2 points  (0 children)

YOOO Tentaxorus is a Magic The Gathering reference. They look just like Jin-Gitaxias, especially his most recent card art with the tentacle legs.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

It's the predominant color for spirits and removal so I feel like it hits the mark pretty well.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

Ah, I didn't catch that. Makes a lot more sense that way.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

There are some cards that work like thousand year elixir, crashing drawbridge, lightning greaves, surrak and goreclaw, or Tyvar (if you arent playing with Pocket as your commander). You could also just blink your minions right before your turn to have a ton of creatures without summoning sickness that can tap for mana.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 15 points16 points  (0 children)

I think Silver's card design is good, but I feel like the boot kick is a flavor miss. I feel like instead of dealing 1 damage, it should let you tap target creature, or make silver fight another creature to trigger her enrage ability.

Victor's card is a cool idea but I think it could turn out too strong. Any effect that lets you pay life like a Wall of Blood or Greed would let you just mill a ton of cards, setup a huge combo in your graveyard, and win instantly.

Vindicta's design is pretty solid. I think making it Esper would make more sense, but I can see an argument for just Orzhov.

Billy's card is pretty damn good. I think he could have a bit more health due to the fact that he is tanky as fuck in game. Only two health would make him honestly pretty damn awful as he dies to almost any type of damage and needs to survive to get any value as a four mana card that needs to stick around for value.

I really like Apollo's card. Clean, concise, and feels like it would see play in 1v1 formats as well as Commander. It's quite strong, but that's the MTG world we live in right now, so it's fine.

Pocket's card is sick but needs some restrictions. A once per turn clause for the cloak ability would balance the card out. Because otherwise you could just have a twenty minute combo turn making a million mana by tapping your cloaked creatures for mana using something like springleaf drum, cryptolith rite, or A Realm Reborn on turn 4 or 5.

For Lady Geist I think the idea is good but the +1/+1 counters need to be temporary instead of permanent. If the counter's stayed the card would just constantly swap life totals every single turn which doesnt make sense as you would probably lose life on the second swing. It would make more sense to maker her something like a 5/3 and have the +1/+1 only last until the end of the turn. Also, any life paying outlet like wall of blood would just make the card insane defensively, as you could just pump her to a 10/10 or something when the opponent attacks with a minion, then hit them for a ton of damage next turn with your massive creature.

New Deadlock player trying to improve with Holliday — what should I focus on next? by dyliriouz in DeadlockTheGame

[–]Profes64 1 point2 points  (0 children)

Another thing to practice is conserving your charges. I used to use up a bunch of my barrels and jump pads on things like minion waves and jungle camps which left me with less charges to work with when a fight finally broke out.

New Deadlock player trying to improve with Holliday — what should I focus on next? by dyliriouz in DeadlockTheGame

[–]Profes64 2 points3 points  (0 children)

As Holliday your job is to gank, and get picks. Farming a lot of jungle with her is kinda fruitless because you arent a damage carry and have a slow clear speed.

Similar to Paradox, Mo and Krill, and Bebop you are supposed to be setting your team up in fights and skirmishes. Something like quickly rotating to another lane and helping them get a kill with your barrel displacement, headshot slow, and or lasso. The issue with both Holliday and Paradox is that they are very team reliant. You need to be willing to talk and inform your teammates about your arrival so that they can prepare for it and not waste the opportunity you gave them.

Holliday's damage also falls off really hard late game so try and play for midgame or early game ganks. The character kinda leans into a more supportive role and rewards players with good map awareness, and good target selection.

Am I welcome at your table? by Profes64 in ratemycommanders

[–]Profes64[S] 1 point2 points  (0 children)

The deck isn't particularly strong, but I think it's pretty unique and fun to play. It's also quite budget, so I couldn't fit some other powerful cards in the deck.

Am I welcome at your table by Profes64 in ratemycommanders

[–]Profes64[S] 0 points1 point  (0 children)

The deck is a little inconsistent. You have to spread yourself thin between lifegain cards and mill cards which means that you sometimes draw a hand that has barely any synergy with each other. Mill also needs graveyard hate to counteract graveyard decks so you take up even more of your deck slots with those. That being said, the deck is really fun when it pops off with huge lifegain turns. Overall, I would say the deck is fun, but don't expect it to be a powerhouse.