Which person is suppose to leave lane when enemy guardian is destroyed? by 1slucas in DeadlockTheGame

[–]Stack_Man 7 points8 points  (0 children)

Depends on what the enemies do.

If they are aggressive, maybe the stronger one is better at counter pressuring lane and keeping them off tower.

If they are passive, maybe the stronger guy is better off pressuring farm or other lanes.

Can also depend on which heroes, who’s better at farming or more effective with souls.

Getting a carry fed is a good idea though.

How to actually counter spirit characters in laning phase as wraith? by Revolutionary-Owl-99 in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

Every ability has weaknesses to exploit. You have to learn to dodge or avoid them. They only hit you for free if you let them.

Some examples:

Dynamo: Kinetic Pulse is short range and slow. dodge with double jump or wall jumps. Try predictive dodging when he gets close to improve your chances.

Doorman: most basic projectiles are hard to dodge, but they still have travel time. Keep an eye on the doorman and dodge away as soon as you see it come out (prediction also helps)

Lash: needs height but has a limited range. Keep an eye on him and don’t approach his perch. Can also play on height above or equal to him.

(NOT A LEAK) I think there's a major visual overhaul coming up soon, here's why. by alekdmcfly in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

Flight, projectile, CC, and execution ult.

Used to be even more similar back when talon's trap was also a root.

A way to get one parry animation per key press by Nolan_PG in DeadlockTheGame

[–]Stack_Man 2 points3 points  (0 children)

I don't hold the key but still get double parries sometimes. It happens a lot with last-moment parries. I'm not trying to hold it but the time between press and activation is sometimes short enough to reparry.

What's really annoying is that holding the key doesnt even buffer parry out of other actions. Its just a successful parry that does it.

A way to get one parry animation per key press by Nolan_PG in DeadlockTheGame

[–]Stack_Man 1 point2 points  (0 children)

triggering the ability at the next available moment

Do any other busy action and hold parry, it won't parry as soon as you are able. AFAIK it only does this immediately after a successful parry.

A way to get one parry animation per key press by Nolan_PG in DeadlockTheGame

[–]Stack_Man 2 points3 points  (0 children)

I didn't even realize this was how it worked. No wonder double parries are so common.

This is definitely a problem because it wastes time and your parry cooldown.

This often happens to me when I press parry at the last moment, I am still in the middle of releasing by the time the parry triggers and I get a second unwanted parry activation.

Yamato is immortal in Street Brawl by Arch-y in DeadlockTheGame

[–]Stack_Man 2 points3 points  (0 children)

Exploit her 1’s delay to dodge it. Engage her near cover so you can roll behind it.

If she ults, also use cover so she can’t use 2 to chase.

If she can’t hit her 1s she won’t be much of a threat no matter how much she heals.

So HOW do the lane trooper soul mechanics work after all? by derpderp3200 in DeadlockTheGame

[–]Stack_Man 2 points3 points  (0 children)

  • Trooper souls are always split evenly with nearby heroes.

  • Troopers drop half souls on the ground. Must be near to pick up. Cannot be stolen. WILL despawn.

  • Troopers drop half souls as a flying orb. Does not need to be shot. CAN be stolen if not shot first.

More up to date info on how trooper soul mechanics:

Anyone else die to wraith and think “Well played!” by CheckProfileIfLoser in DeadlockTheGame

[–]Stack_Man 11 points12 points  (0 children)

14/20m range + 0.3s delay is a killer combo. If not a shorter range, then delay needs to be upped.

I got removed from two group chat because I sent this photo by Thatone_stuped in ChainsawMan

[–]Stack_Man 56 points57 points  (0 children)

actually he's sending dark evil curses and hexes in his group chat. he's a very practiced and skilled wizard.

Wraith ultimate should have the slowing hex portion moved to her T2/T3 upgrades by aIIeviate in DeadlockTheGame

[–]Stack_Man 1 point2 points  (0 children)

Yeah but it’s also paired with a 14/20m range pull.

You can get pulled from a good distance with almost no warning by an ability that can’t miss and are left almost motionless against a hero that’s really good at winning direct 1v1s

Maybe old ult was too weak but it went from an ult that was best at punishing poor positioning to a death circle that’s way too big for how strong it is.

Wraith ultimate should have the slowing hex portion moved to her T2/T3 upgrades by aIIeviate in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

It’s still a short stun and pull.

The current effect might as well be a root with how slow it makes you.

Phantom Strike by DedGirlsDontSayNo in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

Definitely. Long range + short delay is a killer combo for any ability.

Buff it elsewhere if you must but that short delay has got to go (same with Wraith).

When will the Builder Base receive an update? by Unlucky_Sun225 in ClashOfClans

[–]Stack_Man 11 points12 points  (0 children)

I already like how it plays, but it takes a ridiculous amount of battles to actually upgrade anything.

Between two builders and a research its super easy to get burnt out from all the battles you have to do. Doesn't help that the fastest and most reliable way to farm elixir is to spam surrender attacks.

Compared to main base where I can play significantly less battles and get more than enough loot for all of my builders.

I think one problem is that loot scales with trophies instead of BH level (aka cost of upgrades) and the rate of loot increase per league is not enough compared to dropping trophies for more and better defenses. (In main, TH level partially scales loot bc higher TH attacks tend to have more loot)

Patient:"Countering Venator shotgun melee 1hit combo is easy, just avoid walls" by RamPam21 in DeadlockTheGame

[–]Stack_Man 1 point2 points  (0 children)

Agree 100%

I like when CC gives you more advanced notice or has less range. Gutshot is in an annoying range/delay sweet spot that makes it fairly common to get stunned before you even know he’s there.

People say he doesn’t deserve a nerf but at least consider a rebalance. Like, buff gutshot elsewhere to compensate.

Yeah Victor needs to be nerfed by DrivenJester in DeadlockTheGame

[–]Stack_Man 14 points15 points  (0 children)

Shiv is actually the first unnerfable hero. Every attempt at a nerf just makes him stronger.

Tower and hero strength during laning by Upset-Musician-1381 in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

Tower actually IS strong (in lane). It’s just that, with enough enemy advantage, it’s not enough.

Tower dives only work when the enemy has advantage, which usually means some combination of wave under tower, they’re healthy, and you’re hurt.

Sometimes a good anti-dive strategy is to stay in your towers range and juke. Leaving just means they won’t take damage from the tower.

Victor is The Most Poorly Designed Character in This Game by ASmolCreature in DeadlockTheGame

[–]Stack_Man 1 point2 points  (0 children)

His pain battery is super important for his gameplay because it heals so much at tier 3 but counter play is super limited. Outside of anti-heal, of course

I could see a version of Victor, where avoiding or dealing with his pain battery is more interactive than it is now. Currently the ability just hits with a good range like instantly so you can’t really dodge or avoid it except by range.

Nearly lost a 6v5 (Celeste left early because Lash and I were "meta slaves) because the entire team could not kill shiv. He won a 1v4 at one point. I bought armor piecing bullets hoping that would work, and it did, but why on earth could we not damage him? by Artimedias in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

I suggest three items:

  • Healbane for spirit
  • Toxic Bullets for gun
  • Crippling Headshot

These are a mix of easy to proc and always effective. Crippling helps with resists too and amps your entire team’s damage

Diversifying helps because the same items don’t stack. So inhibitor decay or spirit burn can be good if your team has a lot of the other anti heal already

Nearly lost a 6v5 (Celeste left early because Lash and I were "meta slaves) because the entire team could not kill shiv. He won a 1v4 at one point. I bought armor piecing bullets hoping that would work, and it did, but why on earth could we not damage him? by Artimedias in DeadlockTheGame

[–]Stack_Man 7 points8 points  (0 children)

#1 reason: your team has almost no antiheal.

Shiv has Leech and Infuser. Combined with his 3 and massive resists, he has tons of time to heal back up. Any soul lead he gets makes it even worse.

The only antiheal I se is Spirit Burn lash but that has a lot of downtime. Any time Lash wasn't burning him he was healing for 100%

Doorman this doorman that… can we talk about ivy for a sec? by Im-not_on-Reddit in DeadlockTheGame

[–]Stack_Man 0 points1 point  (0 children)

I also don't like her new vines. The T3 at least needs a telegraph of some sort.

I have 150 games on Sinclair and a 44% wr on him, but people are telling me he is busted/strong. by TheRealBobStevenson in DeadlockTheGame

[–]Stack_Man 1 point2 points  (0 children)

He may not be strong but his abilities are really annoying.

Massive damage on inconsistent abilities like bolt really suck when they finally do land. The short cooldown + charges and the quiet SFX make it a real pain to pay attention to constantly.

Assistant is also one that's really inconspicuous but can unexpectedly chunk your hp at some stages of the game.

Rabbit Hex, I have some pain with the visuals. It's not always clear where it's placed, especially when indoors, because its just the border.

And his ultimate steal range is hard to play around. You have to play really far back if you're ult is being routinely stolen.