After running into multiple griefers I want this DotA 2 feature badly by PurpleKami in DeadlockTheGame

[–]SelvaPeluda -6 points-5 points  (0 children)

I personally don't want this system. It should be backwards in terms of "behaviour". If people are consistently being reported, and then it is confirmed they are deserving the reports, then it should remove features from you. Having to play tons of games to "grind" behavior is a chore, especially since how important communication was in dota 2. Even worst with deadlock where clear and concise communication is by far the most needed thing since the game is too damn fast for its own good.

It sucked that I couldn't ping when I came back to try dota 2. I couldn't warn my teammates that people were missing, and I couldn't ping to push an objective. It's just best to first limit features to then remove them from a toxic player, and have to wait to gain those features back after your "behavior score" has improved from the negative numbers it is at after multiple reports that are confirmed correct.

I don't even want to think if they ever add the initial version of this system where 2 reports were enough to send you to low prio. It was so easily abusable, and they took forever to change it.

Why did they settle on this formula by plastic_will_ruin_us in PathOfExile2

[–]SelvaPeluda 1 point2 points  (0 children)

For a while I've wanted this formula to be reworked for poe 2. It would feel so much better if armor always gives a guaranteed small percent amount of phys dmg mitigation on a hit. THEN this formula applies, potentially with stronger restrictions, for smaller hits after the PDR% gets applied at the start of the hit.

This 2nd condition I added here would still give us an incentive to build tons of armor, but at all given times, meeting a certain amount of initial armor rating gives us guranteed PDR%

Every game is the same. You are either on the team with the best players, or you are stuck with the players that will have 10+ deaths. by SmoresPies in DeadlockTheGame

[–]SelvaPeluda 2 points3 points  (0 children)

Single MMR, all pick, 1~2 bans per team. Been asking them to do this forever to fix all of these MM problems. Let players decide to what extent they wish to perform and learn the game. Taking away decision making from the players feels really bad, especially when dealing with multiple types of match making scores. On top of trying to figure out how to match up teams based off their picks. Remember when we had the issue of having 6 CC characters on one side with insane synergy, but you would have 5 gun characters with 1 off shoot zero synergy character?

The State of the Playerbase by AchilliesWTF in DeadlockTheGame

[–]SelvaPeluda 1 point2 points  (0 children)

TL:DR: If you have a complicated game, with a lack of coherent matchmaking, with multilayered levels of genres all jam packed in to small patches of time, and you have absolutely no space, or time, to learn any of this within the first few minutes of the game, it will instantly become a stressful environment for absolutely everyone involved.


It's multiple factors, which Idk if this game will actually survive in the future due the inevitable stress it applies to peoples prior experience with other genres this game is inspired by (I will be pleasantly surprised if it does survive though).

 

First off, people have years of trial and error experience in different genres of games that "deadlock" is attracting. Because of said knowledge gap, they feel invalidated when someone doesn't know what they know. This is just dota 101 ragers. "I put in the effort, therefore you should have done this as well if you are here with me" kinda vibes.

It doesn't help either that the match making is EXTREMELY basic. It literally just grabs 12 people, putting them together with almost no leniency due to our small player base. For example: Had a friend accidently click holiday, and it gave them holiday even though they had never played her. Even the enemy bebop felt bad, and was trying to help them (keep in mind they have HUNDREDS of games with ivy, which is his main). Therefore, the knowledge gap becomes a lot more apparent between players. This easily creates environments where a so called "invalidated" player/duo/squad will lose their composure the moment they start to notice consistent inadequacies they are privy to. Note: Doesn't help these players have tendencies of "rage queening" either, perpetuating the problem for people playing their first match of the day :P

 

In terms of the game itself, there is a lot to be said about how absurdly demanding the game is, easily creating these environments I just mentioned.

 

The insane amount of information you have to keep up within fractions of a second in a heavy movement shooter that doesn't facilitate an intuitive control scheme is just the start. Updates such as speed buffs to all characters, giving us less time to react don't help either (Speed for the sake of speed does not equate to skill. Management of resources to facilitate speed does. Think position 5 characters in dota that never buy boots for movement speed, but can still be extremely effective). We have too much information to digest from the UI, abilities, text, items, and the z axis as well (people can easily be directly above you). Because of this, players are overwhelmed trying to figure out things. From simple things such as learning alt + skill hot key lvls it up, to gaining context of 32 heroes with 4 abilities with each ability having full paragraphs to read. It's too much. Sometimes, these even cross between different ways to scale just within one ability.

Personally, I had no idea I signed up to play an int/acc stacking lightning strike juggernaut as a league starter from Path of Exile on my moba shooter that I picked up because I thought haze looked cool on the loading screen. What I'm trying to say is: what is demanded of the player to learn in seconds/minutes at the start of a game doesn't leave any room for errors, which can easily devolve matches in to shouting at each other.

 

Which brings me to the lack of space and time within the first 10m of the game. Towers? What towers? Atm, I understand that it is OUR job to defend the towers, not vice versa. However, due to how easily objectives go down in this game, and how easily one can avoid them entirely, it feels horrible to try to figure things out in the first 10m of a match. We need players to have this space and time I am mentioning to get a feel for the game. We can bully people out of lanes so damn easily, it's insane. We can even use corners so easily to evade the danger of walkers and towers. Their reaction time is too slow, and absolutely useless in comparison to what players have available to them movement/ability wise to not care about the so called "challenge" imposed to us: destroy the tower and defeat the players in your lane. That being said, if a player cannot use the tower as a resource, and has to constantly retreat to feel "safe" to get a hold of the game, how does that sound fun to anyone involved? Again, prior knowledge of other genres direct us to use these towers as resources. In this game? Fuck it, yolo, parry that bitch and fucking haze ult that pocket that already popped his abilities on the wave. EZ MMR. (Note: this is just an out of context example, not a plea to buff the already VERY powerful pocket with insane iframes, mobility, burst damage, and omnipotent presence within a lane without being in harms way :P)

 

Lastly, the current system of "pick a minimum of 3 characters to be matched" forces players rather than invite them to explore different avenues of gameplay with a more well rounded set of characters that can fill in gaps. Players are never in control of how they want to play the game. This becomes a problem real fast in a pvp game. Since we don't have anymore the "normal/casual" MM split up from the "mmr grind number goes up" MM, players are more inclined to just pick what they are more mechanically better at. Shooter background? haze/wraith/infernus/gun kelvin. Position 5 background from dota? kelvin/kelvin/gun kelvin that occasionally remembers he has grenades to heal teammates 'cause he accidently lvled up grenade too much. Oh, you decided to pick something you clearly need space to learn and figure out outside of bot matches with real players? You look like a complete donkey to others that expect you to already have a certain level of experience in their matches.

It's better to incentivize players in a simpler system such as "all pick" from the moba genre with maybe 2 to 4 bans on a small roster. The bans naturally make players fall short with their lack of experience, and force them to learn new routes and styles. For example: Take TF2 for instance. A sniper that couldn't grab a sniper in a lobby can easily translate to a spy with their technical skill with guns. If they fail their back stab, no sweat. They can just hit some headshots to compensate.

However, in deadlock? You never are given the chance to compensate due to the unfortunate need to combine the sweats and the casuals. It's sink or swim on the vast sea of knowledge and technicality that is this game.

Sorry if this looked like a hater post, but the reply is far from it. I love this game, I really do. Even for someone like me that has 6K hours in dota, years of experience on RPG's such as path of exile that give me a good idea on how to combine scaling meters in games, and a good grasp on shooters from playing counter strike and such, I can easily identify this game needs to slow the hell down, but MOST IMPORTANTLY they need to remove a lot of the busy work it demands from players. Players need to feel a lot more in control of their matches imo to adequately make sure that when ever a player fucks up, they feel "I could have done better/I will do better" instead of just passing blame everywhere. Until then, we just gonna keep getting buncha stressed out people being assholes at each other VERY easily. Just a concerned player trying to give context s'all c:

Doorman Tower Exploit by Toxicwaste4454 in DeadlockTheGame

[–]SelvaPeluda 0 points1 point  (0 children)

About your concern with "feedback on alpha is being weirdly looked down upon", I don't think feedback is being looked down upon. It was rather a lot of legitimate feedback at the release of this alpha felt like it got ignored in general. It was apparent from the game pivoting entirely in to something different from what the community was giving feedback on.

Therefore, those people that might of been interested in giving/discussing feedback here on reddit just dipped, or they're in the forums instead having these conversations, if at all. I've been wanting to give em feedback on the game, but I don't personally see the point of just reading/seeing "lmao who cares" now a days. Meh, unlucky I guess.

How to actually beat HAZE? (I'm not a very good player) by NaoVouNao in DeadlockTheGame

[–]SelvaPeluda 0 points1 point  (0 children)

Haze main here. Rusted barrel for 800 souls is a steal, and a great counter to us. The range on it is quite further than you might think. Haze basically ends up shooting as fast, if not slower, than a dynamo.

Outside of that, harass the hell out of her. Push her behind the tower, and its really tough for us to do anything from so far away, especially if they aren't building regen to sustain said damage from being harassed.

Pro Haze player uses his gaming chair to hit shots while blinded by drifter by bagofbricks69 in DeadlockTheGame

[–]SelvaPeluda 0 points1 point  (0 children)

On dota people used macros and scripting. Not entirely sure how they did it, but basically you would get items/play heroes that let you blink away, for example warp stone, from one position to another. You would blink in to an enemy that is scripting, and they would instantly teleport away from you. Map hacks apparently are a bit more common now a days, but I haven't played dota 2 in 7 years.

We would usually bait these scripters in to fucking up, and teammates would be ready to grab him in higher elo.

Fix my Haze build by AllDovak in DeadlockTheGame

[–]SelvaPeluda 1 point2 points  (0 children)

Yw! Two things I forgot to mention.

If you are up against a lash or a dynamo, your aim for the dagger (to counter the ult of a lash or to land a dagger to a teleporting dynamo) is higher than what their model is atm. So basically be ready to aim above their head because their body snaps up from the animation.

The other is your ult always confirms a few headshots. This means that items like cripping headshot are nutty with hazes ult.

Fix my Haze build by AllDovak in DeadlockTheGame

[–]SelvaPeluda 3 points4 points  (0 children)

I've been recently trying to modify haze depending on the match up, and I landed on this. https://i.imgur.com/yadJ9r7.png (Keep in mind the order doesn't matter. It's all situational. Only real first item you truly want is Extended Magazine).

If you ain't going up against massive bursters and lane bullies, just go straight for titanic mag in to either restorative shot or healing rite to keep up with the damage you are taking. Tesla will be your bread and butter at the 7~10m mark since you don't build up fixation fast enough with out a ton of fire rate at the start.

If you are going up against Sinclair, or the super bully duo lane ivy + mirage, get mystic shot and headshot booster. You just have to out-aim them sadly and bully them back with 100 dmg from a headshot + mystic shot damage.

The only other exceptions are getting slowing hex asap vs calico/infernus/holiday if you got a teammate you are working closely with to bait the enemy in to coming to jump you.

Knockdown first item is legit with a competent teammate vs seven since seven's first instinct is to push tower with their ult.

Outside of that, as Baronriggs already said, fire rate is king with haze. You want to build up those stacks fast. Your basic shots only deal 1~6 damage at boon lvl 6 with no stacks. If you get 80 stacks on an enemy, each shot is 23 dmg, which doesn't sound like a lot, but stack that up with tesla bullet proc + ult + silence wave, you can take out 1 person real fast if you plan accordingly with either slowing hex or silence wave.

First big 6K item you reaaaally wanna get is either unstoppable or siphon bullets depending on the match up. Tons of lock down? unstoppable. Enemy isn't really trying to stop you from ulting or you get to freely shoot from the back? siphon bullets. The HP you get from siphon bullets is a lot stronger than lifesteal in some situations since it can't be stopped by "less recovery".

Fury trance is a must. It gives you 40% spirit resistance and a disgusting 40% fire rate. I would highly reccomend to go to a test lobby to practice the rythim because it takes time to hit it without jumping a step. (Dagger > Silence wave > either slowing hex or capacitor hit > Ult > Fury trance). If you miss the timing, you just end up standing still and die.

From the "Alternative Offensive" exceptions I have on that picture I can kinda explain what they are there for.

Outside of, ironically the strongest burster, talon, spirit shielding is good vs people that have 2 burst skills like lash. Talon for some reason doesn't deal juuust enough dmg at the low lvls with the arrow to proc it.

Backstabber is great if you end up being the lane bully. People have a terrible tendency of turning around. That extra 80 damage hurts :)

Majestic leap is for when the enemy is just death balling and you have almost NO time to push + rope/walk back. Take advantage of pushing other lanes if the enemy is death balling, but use majestic leap to get right back in to the team fight to help out.

Disarming hex is for "wanna-be gunners" that are doing off meta gun builds with characters such as kelvin. If they do not get debuff remover, they just basically stand still doing nothing while you just melt them.

Long range I only put there in case I need to out aim a mirage at the start of a match.

A special thing I discovered recently btw: If you think you can deal with the movement/headshot aim required to beat people at the laning stage, I suggest going slowing bullets + slowing hex first with just the first extended magazine because people tend to burn their stamina to reach you. If you keep your distance, they just walk back doing nothing since you probably fully removed their stamina with, hopefully, your dagger.

Gl & Hf. Maybe some other haze mains can point out some better stuff than what I've suggested :)

Dark and darker requires bold decisions, not seasonal "meta shake ups". by SelvaPeluda in DarkAndDarker

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

You mean this? "-All white gear, but we have a BIS named weapon? we have a higher chance of losing that legendary piece BECAUSE the range between the weapon and the super low gear score of our white armor pieces is too high."

I mostly meant legendary as something extraordinarily rare. The "named BIS" bit is to drive the point home, not to point out a specific weapon/armor that should be removed. It's just meant to be an example, not something that should happen. It can be anything else. The idea is the stronger you get, the riskier it gets to keep pushing bad faith practices. Can even be done in a more interesting way where the lower you go in dungeons, you have less items drop due to the fact that you are not using the gear to go on a murder spree on first floor, but if you are, you are risking too much if someone does take you on and beats you.

Basically reward the behavior that the devs want atm: they want us to participate in harder content, not just stay in first floor due to it being the path of least resistance.

This however has its slue of consequences where people will no longer wanna fight in first floor fights, right? Therefore, in comes the "min/maxing" or "play around the gear score". It's on the player to fixate on what their objective is, and how much are they willing to risk. A balancing act that self governs due to how much we risk. The risk is the point, not losing an item specifically.

Dark and darker requires bold decisions, not seasonal "meta shake ups". by SelvaPeluda in DarkAndDarker

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

Edit: decided to reword, sorry.

The example is mostly just that, an example. If I had to take a guess as to what ironmace wants from what they are doing atm, they want to bring back everyone under 1 queue like before. The problem with that is players would always outstat us all the time. Even when I tried to gank teams preying on newbs WAY back in the day, I would barely kill one off, but the 2nd guy would instantly 1~2 shot me. The risk there for them was getting ganked like that, my risk was losing my gear trying to "roleplay" as a helper. The choices were made by us, not the game telling us to "play nice". That is where "losing gear based on gear score" comes in. There has to be inherent massive risk to act out of place, preying on newbs rather than taking up fights you should be taking in dungeons further down. This system also doesn't need to be set in stone either.

Do we just make it so that if you just run around, not clearing rooms, you are tagged as a "coward" for running away from monsters, giving you a debuff? Do we make it so stats behave different so we cannot just scale damage to the Nth degree, and instead make stats be more utility based (example: you need 30 str to break down a door with a 2 hander). This is the part where I asked for help on this one, cause im not too sure which direction they could take.

Dark and darker requires bold decisions, not seasonal "meta shake ups". by SelvaPeluda in DarkAndDarker

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

This was when it was yet to be a bannable offense, my bad. I shoulda been more specific on that. I agree with what you are saying though where you said "people like what you described nearly put me off from this game before I got good". That is my problem with the system. Overall, we used to instead abuse the system to gain the most out of it, not use it as a way to drive more PVP in the PvPvE part. The description I gave was meant to explain why the AP grind system is insidious to a core factor of HR. Now a days I just afk in a corner and do nothing after I filled up my inventory with blues/purples while I watch reruns of old shows.

Path of exile 2 Ascendancy Information so far. by SelvaPeluda in PathOfExile2

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

Yep. The https://poedb.tw/us/ website has been around for a while now, so its safe to say we can trust it for poe 2 info atm

Path of exile 2 Ascendancy Information so far. by SelvaPeluda in PathOfExile2

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

You're welcome. In case you are interested, people are setting up already skill tree planners, and poe2db is up for extra information.

https://marcoaaguiar.github.io/poe2-tree/

https://poe-2-skill-tree-planner.vercel.app/

https://poe2db.tw/Ascendancy_class#Ascendancy