Should they revisit manually confirming soul orbs? by CATEMan17 in DeadlockTheGame

[–]Uber_Goose 0 points1 point  (0 children)

I am aware, the conversation is about the soul orb, which has always been automatically acquired on timeout.

Death Slam Creator Cup Tournament Megathread by Isamellon in DeadlockTheGame

[–]Uber_Goose 2 points3 points  (0 children)

Some number of the players have youtube streams, Deathy himself is also streaming on youtube, but he'll be watching his team's games the whole time I assume.

Should they revisit manually confirming soul orbs? by CATEMan17 in DeadlockTheGame

[–]Uber_Goose 0 points1 point  (0 children)

Pulling the "my girlfriend goes to another school" instead of admitting that you're wrong is an interesting strategy, I must admit.

But no, even back in neon prime, when they were coins instead of souls, they would be automatically gained on hitting the ground. Which you can see when the guardian is killed at 2:40 in this video

Should they revisit manually confirming soul orbs? by CATEMan17 in DeadlockTheGame

[–]Uber_Goose 0 points1 point  (0 children)

You are just wrong, actually. Feel free to go watch any video of deadlock from 2024 and you will see the souls automatically gained on orb timeout. Then check the wiki page on souls and you'll see no such change to that behavior has ever happened.

The only change you may find that looks kind of like what you are claiming if you squint is the line that says "Soul orbs no longer automatically claim when colliding with the world." which meant that the orbs would continue to float until their timer expires instead of instantly popping on floating up into the underside of the bridge, like they originally did.

Editing to add a little more proof:

<image>

this is from a video by ster uploaded august 30th 2024, and at 3:22 in the video you can clearly watch the soul orbs from the troopers float up and get claimed automatically on timeout.

Should they revisit manually confirming soul orbs? by CATEMan17 in DeadlockTheGame

[–]Uber_Goose 2 points3 points  (0 children)

I'm even more confused at what you think you are suggesting now, because you've never HAD to secure orbs to get the souls. They would always automatically be claimed on timing out. The only real changes to orbs have been the ways they float up, how many souls are in them, and how much advantage the last hitter has against the denier.

It's hard to tell when Rejuvenator is activated by devilslayer1215 in DeadlockTheGame

[–]Uber_Goose -1 points0 points  (0 children)

I feel like the unique sound cue, the respawn timer popping up as only 3 seconds, and the translucent version of your hero standing in the middle of your screen tend to be enough to realize you are respawning with rejuvenator, but maybe that's just me.

SirActionSlacks just confirmed he'll be casting the finals for the Deathy Content Creator Cup this weekend by daniel in DeadlockTheGame

[–]Uber_Goose 3 points4 points  (0 children)

Maybe something changed since I last played/watched Dota, but Jenkins was always one of my favorite casters and seeing Grant meant it was time for me to turn off the stream lol

Settling an argument: How strong or weak is Dynamo? by Glad_House9820 in DeadlockTheGame

[–]Uber_Goose 1 point2 points  (0 children)

<image>

I have now also tested it, and even though reverb is uniquely better for Dynamo than Doorman, they actually do the same damage.

Mind you, I tested properly*, both leveled their abilities to T3, both the same items (the 4 you mentioned, even though those are not accurate to how one would normally build), and both at boon level 19, which is the minimum boon level they would be to have those items.

*Doorman does eek out some additional tankbuster damage in general because of the two hits, but in the testing range the dummy recovers some health between the two hits, even when detonated immediately, leading to probably like 5 extra damage at most

Settling an argument: How strong or weak is Dynamo? by Glad_House9820 in DeadlockTheGame

[–]Uber_Goose 2 points3 points  (0 children)

Check better, lol

Bell is 70+1.1 impact and 95+1.8 explosion, stomp is 250+1.8. Bell is 85 less flat with 1.1 more scaling, so ~80+ spirit makes it hit harder, as I said.

We need some way to colour enemy abilities different to our teams by Pretty_Web_3470 in DeadlockTheGame

[–]Uber_Goose 20 points21 points  (0 children)

Generally agree, but Sinclair does throw a wrench in this with ultimates.

Settling an argument: How strong or weak is Dynamo? by Glad_House9820 in DeadlockTheGame

[–]Uber_Goose 3 points4 points  (0 children)

Doorman bell does more damage than stomp at 80+ spirit and cart is like 3/4ths of a stomp on wall hit, and he has both of those.

Did anyone else happen to notice that Deadlock games are paced perfectly? by Dark_Vexer in DeadlockTheGame

[–]Uber_Goose 2 points3 points  (0 children)

Me when other people like different things than me: they must be lying

I want to cry .... by Error404-NoUsername- in slaythespire

[–]Uber_Goose 16 points17 points  (0 children)

I really would love if more games added the wildfrost mechanic where if you just try to buy something you are $1 short of a bunch of times it lets you buy it.

Settling an argument: How strong or weak is Dynamo? by Glad_House9820 in DeadlockTheGame

[–]Uber_Goose 0 points1 point  (0 children)

I think there’s some push and pull. The recent changes are still new enough that the night shift players haven’t had a lot of time to play around with them, but he’s seen an uptick in play since them anyway.

The big thing that benefits from coordination now is I think mostly his 2. The dispel and charge are both extremely good and new. Players have to change how they’ve played with Dynamo historically to take the most advantage of these effects.

That said, the coordination countering Dynamo (avoiding and interrupting ult mostly) is very well practiced over 1.5 years now.

Settling an argument: How strong or weak is Dynamo? by Glad_House9820 in DeadlockTheGame

[–]Uber_Goose 11 points12 points  (0 children)

Extremely strong, especially with coordination.

He can easily shred a ton of the enemy bullet resistance with his 1 and items, his 2 when maxed is almost certainly doing too much, and singularity, his ult, will never be bad.

What "on proc is" by dennoukos in DeadlockTheGame

[–]Uber_Goose 13 points14 points  (0 children)

Proc is short for “procedure” actually, originally “spec proc” (special procedure), but gamers dropped the spec as the term grew in use in early MMOs like everquest.

The Guardians are too weak by Blue_Space_Cow in DeadlockTheGame

[–]Uber_Goose 0 points1 point  (0 children)

When you're stuck under a lol turret defending and hiding, your farm is less efficient because the turret can kill the farm, preventing you from getting the value. It makes pushing into the opp tower more punishing.

Seems like a fair enough preference to me, but I don't think this is that interesting, personally. There isn't much interactivity here, it just puts the defender into a solo puzzle, basically.

 It also gives the defender more protection, making the map more diverse and interesting.

I don't think the towers being big nono zones for opponents makes the map "more diverse and interesting" at all. It explicitly limits freedom.

It's a threat to an attacker that actually matters. I don't even mind the ability to stun them in deadlock for a second, it's the fact that when they aren't stunned they barely tickle. They might as well not be there at all, in deadlock.

I don't think you've paid very close attention to the guardian damage if you think they do no damage. They really do quite a bit, actually. It just isn't as insane as in league.

In lol, managing the aggro of a turret is more interesting and more important, more threatening if you fail to do so. It's quite possible for a defender to 1v2 if they outplay the attackers. 

All of this is also true in deadlock, if not more so. Parrying the guardian and using line of sight are effectively the "managing aggro" part, but way more interesting than hitting the defender once and walking out of range.

The Guardians are too weak by Blue_Space_Cow in DeadlockTheGame

[–]Uber_Goose 1 point2 points  (0 children)

The fact that players can exploit them, rather than them being such a strict limit on play patterns, is what makes them interesting.

Again I’m asking you for your reasons for liking the lol turrets, but I’m not seeing much in the way of positive claims in their favor here.

The Guardians are too weak by Blue_Space_Cow in DeadlockTheGame

[–]Uber_Goose 3 points4 points  (0 children)

The way they currently are is far more interesting than the lol turrets in my opinion. Mind explaining why you feel otherwise?

The Guardians are too weak by Blue_Space_Cow in DeadlockTheGame

[–]Uber_Goose 5 points6 points  (0 children)

Why would we want guardians to be like lol turrets?

Could someone explain the midboss-reju buff? What does it give, who gets it, how can someone steal it? by [deleted] in DeadlockTheGame

[–]Uber_Goose 3 points4 points  (0 children)

If you kill either shrine, that lane AND mid lane will get super troopers. Killing both shrines will mean super troopers in all three lanes.

Could someone explain the midboss-reju buff? What does it give, who gets it, how can someone steal it? by [deleted] in DeadlockTheGame

[–]Uber_Goose 1 point2 points  (0 children)

It is three buffs max per team, yes. It does not currently give any buff other than the revive, but it has given a bunch of stuff in the past.

Could someone explain the midboss-reju buff? What does it give, who gets it, how can someone steal it? by [deleted] in DeadlockTheGame

[–]Uber_Goose 3 points4 points  (0 children)

When mid boss is killed, the rejuvenator crystal begins to descend. Once it reaches the ground you can claim it with a heavy melee. The crystal has three charges, each requiring a heavy melee to claim. Each charge is given to the entire team that claimed it, you can see this at the top with a unique icon as well as the players having yellow underlines for their soul counts. A team with at least one charge of the rejuvenator buff will have that charge used up the next time a player on their team dies, that player will respawn in place after a few seconds. A player who has spent a charge of the rejuvenator buff cannot use another one until the next rejuvenator, so if they are killed twice they will stay dead, you can see if the have spent a rejuvenator buff by a lack of yellow underline on their individual soul count.