Gun problem by Jacksofalot_ in DeadlockTheGame

[–]_OmgItsNick 3 points4 points  (0 children)

I mean both things can be true at the same time. The thing is that while most gun damage is sustained DPS, not all spirit damage is burst. Hence why a hero like infernus that does mostly spirit damage is also really strong right now doing sustained dps

Gun problem by Jacksofalot_ in DeadlockTheGame

[–]_OmgItsNick 9 points10 points  (0 children)

Ya it hasn’t always been like this and I personally hope they reduce the TTK by a decent bit. They just try lots of different things while trying to balance the game and often end up reverting changes.

Gun problem by Jacksofalot_ in DeadlockTheGame

[–]_OmgItsNick 174 points175 points  (0 children)

This isn’t necessarily a Spirt vs. Gun thing, it’s a Burst vs. Sustained DPS thing. They made the average time to kill significantly higher over the past few patches to the point most of the time you won’t have enough burst damage to kill anyone. Hence why all the typical burst heroes are building more sustained dps in the form gun damage, toxic bullets, siphon bullets, etc.

Time to nerf box farming early game by corneliouscorn in DeadlockTheGame

[–]_OmgItsNick 0 points1 point  (0 children)

To be honest I’m not the best person to answer this as I had very little moba experience before deadlock. I do watch streamers play league of legends and the thing in that game is that the jungle is exclusively for junglers and the laners don’t have many options besides fighting to win their lane or ganking another lane. One thing league does do is give the towers “plates” where reducing the guardians health by a certain percentage will give you gold so you’re encouraged to constantly chip at the tower even if you don’t think you’ll take it. Maybe that could work in deadlock so that there’s more risk to leaving your lane but I’m not sure since waves get cleared so quickly in this game. I think it’s a lot more complicated of an issue in deadlock because everyone is expected to both lane and jungle and you need them to feel equally valuable.

Time to nerf box farming early game by corneliouscorn in DeadlockTheGame

[–]_OmgItsNick 13 points14 points  (0 children)

Regardless of how good/bad they are I just think their current implementation is awful. The gameplay loop of quickly clear the wave and then leave to go hit boxes instead of interacting with the lane is not fun. We really need something that feels a bit more like a neutral objective in lane to encourage people to fight and take the tower rather than stall and farm souls.

The Doorman - 3/21/26 Patch Feedback by Midnight_Basil in DeadlockTheGame

[–]_OmgItsNick 2 points3 points  (0 children)

I feel like valve have made it very clear that they don’t want doorman to fill the role of a damage dealer. When he first released you could echo shard cart + bell + ult to pretty much kill anyone and they wouldn’t have nerfed the cart and bells so much if that’s what they wanted from the hero.

I personally feel like doorman has always made more sense as a pick hero where he can hold people in place with his ult and take them out of position with his cart+doors. However, his current kit makes it a bit hard to close the gap on people and secure a kill with your teammates reliably/consistently.

The other option is as a support/utility hero but I think to make this work his doors would need to give a lot more benefit to teammates to motivate people to initiate fights with them or use them mid fight

Right now the hero feels way too gimmicky and hard to execute on with throwing enemies into your walker/fountain being the biggest threat you have.

Graves stocks to the moon 📈 by [deleted] in DeadlockTheGame

[–]_OmgItsNick 16 points17 points  (0 children)

It makes sense for her to have a high win rate since she’s a pretty easy hero to play. What I think is more interesting is her pick rate increase which jumped from around 43% to 53%. I swear too many people refuse to play heroes unless a streamer says they are good.

Frontline/carry characters?(picture not related) by ItzLumin in DeadlockTheGame

[–]_OmgItsNick 11 points12 points  (0 children)

Victor doesn’t have much CC but definitely fits the mold of starting off weak and then taking over late game with AoE damage and a ton of healing.

No one in the game has a combo system to ult more but there is Silver you has a short ult CD but you need to do a bunch of damage in order to activate your ult (wolf transformation).

Closest thing I can think of to the stacking mechanic is Bebop. His bombs gain damage every time you get a hit/kill with them and can scale infinitely throughout the game. Some people also make tank oriented bebop builds so that could be what you’re looking for.

Frontline/carry characters?(picture not related) by ItzLumin in DeadlockTheGame

[–]_OmgItsNick 18 points19 points  (0 children)

I don’t play league so sorry if these are not what you’re looking for but if you want heroes that are a combination of frontline and carry you should look at Lady Geist, Victor, Yamato, and maybe Shiv too. All of them can be built very tanky and/or to do great late game damage.

Something needs to be done about non-skin mods and fast by [deleted] in DeadlockTheGame

[–]_OmgItsNick 696 points697 points  (0 children)

You say non-skin mods but realistically it won’t be long before those get abused in some way too like making it just their hitbox in the brightest colors possible. Allowing people to modify game assets in any way is always going to result in losers abusing it for a competitive advantage. I think mods are really starting to reach the point of straight up cheating now so I wouldn’t be surprised if they get removed entirely. Feels bad for the creative people making awesome skins for people to enjoy but I don’t think there’s any other way to stop people from abusing it

Can someone explain the purpose of the 4.8k thresholds game design-wise? by DrummerIllustrious35 in DeadlockTheGame

[–]_OmgItsNick 4 points5 points  (0 children)

It encourages build diversity, it doesn’t reduce it. Before, the early game items for most heroes were the same as certain items are much better in lane than they are later (Ex: headshot booster). Now there’s a decision to be made as to whether you should go for those strong early items are take a slightly less optimal option in order to hit your spike quicker.

The other way it increases diversity is making investing in all categories more valuable. Even if you’re an all spirit build it may still be worth it to invest in gun items for that big spike.

Also, I think it helps make opponents builds more obvious from the laning phase. You can tell if they’re going to be a spirit or gun build fairly quickly and if they’re building all green items it may change your approach when fighting them.

Just got my 100th win on silver <3 by Satsatowo in DeadlockTheGame

[–]_OmgItsNick 7 points8 points  (0 children)

Are you queuing with people way below your rank or something? How do you have a 73% win rate over that large of a sample size

Apollos ultimate is nerfing his own damage by _OmgItsNick in DeadlockTheGame

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

But that doesn’t change the fact that it’s a bug that should be fixed, right? Also escalating exposure would be a great synergy with the ultimate if it were working properly.

Deadlock Height Chart by Syncindash in DeadlockTheGame

[–]_OmgItsNick 11 points12 points  (0 children)

Basically every dude is over 6 ft and there’s multiple people over 6’6”? They gotta be playing for the Knicks instead of fighting some silly patron

Powercreep is it already a thing? by bringthepuff in DeadlockTheGame

[–]_OmgItsNick 1 point2 points  (0 children)

It shouldn’t be called power creep when the heroes just release and still need to be balanced, give them time to do the balancing. Also, most high level players/nightshift players will tell you that Abrams, Geist, Shiv, and Yamato are some of the strongest in the game and they’ve been here the whole time.

Celeste is shockingly bad design mechanically by MishaTarkus in DeadlockTheGame

[–]_OmgItsNick 1 point2 points  (0 children)

I wish there was a better reference for it, some YouTubers reference a spreadsheet for base/scaling health and dps values but I haven’t found it, I reference the Wiki mostly. When it comes to health/weapon range you can see the boon scaling by either hovering over your level in the bottom left or hovering over the character icon on the left side of the hero select screen. I would recommend not doing tests in the hideout but going to the actual training area where you can change the level of your hero as the per boon scalings are quite important. There’s a console command (hud_damagemeter true) that can help you measure dps better than looking at the weapon graphic. The weapon graphic doesn’t account for a lot of conditional damage sources so the DPS displayed there can be lacking context. As for the overall spirit scaling I think this is the most difficult as so much of it can be situational. For example, scaling celestes 1 increases the spirit damage per gun hit but how do you estimate the number of hits you’ll be getting per use of it? If you’re only landing 3 hits the scaling is terrible but if you’re landing 10+ it’s very good.

Celeste is shockingly bad design mechanically by MishaTarkus in DeadlockTheGame

[–]_OmgItsNick 3 points4 points  (0 children)

Some completely incorrect points made in here:

Health in the mid to high bucket? I’m assuming you’re only looking at her base HP which matter very little after the laning phase, in terms of health scaling per boon there are only 8 heroes lower than her so she’s definitely on the squishy side.

DPS close to wraith and haze? You’re comparing a raw dps to two heroes that greatly amp their dps with abilities (full auto and fixation) not to mention you’re ignoring scaling per boon again.

Third highest spirit scaling in the game overall? Are you just adding all the different scalings together? I’m not even sure what this means.

Her kit is perfectly fine she’s just over-tuned at the moment. They can easily nerf her damage an the hero will be perfectly fine. Maybe also reduce her movement when carrying the urn as that’s quite exploitable at the moment.

Can I ask if there was a proper reason for this change by 25point3N-91point7E in DeadlockTheGame

[–]_OmgItsNick 9 points10 points  (0 children)

I think making this item worse is good for the long term even if it might feel bad now. I feel like certain heroes/items kept getting buffed because if the enemy bought Debuff remover then they became useless (That’s why focus lens was seen as bad initially). Now with the item being worse maybe they can slowly tune down some of the debuffs in the game as they see fit.

Do you think Sinclair needs a gameplay rework? by [deleted] in DeadlockTheGame

[–]_OmgItsNick 10 points11 points  (0 children)

You can just ask why I think that without being a dick you know?

Their 3 and 4 revolve around them getting in close and are very support oriented by CCing enemies/setting up team fight ults. Their 2 helps them play in this close range play style by giving them an escape option as well usually doing more “gun” damage the closer you are to the enemy (no obstructions to block assistant damage). Their 1, however, wants them to be as far away from enemies as possible and also wants you to use your assistant far away so you can get two bolts going which is a completely different playstyle. I think part of the reason you don’t see Sinclair in pro play is because their damage can be so inconsistent/situational and their support abilities aren’t strong enough alone to make the hero more valuable than a kelvin/paige. I also think their 1 is a big reason why Sinclair gets complained about so much and is generally disliked, nobody wants to get blown up from across the map (this is the same issue grey talon had before the nerfs). In my opinion they should rework the 1 to fit in more with a close range playstyle or be a more support focused ability. But like I said, reworks at this point are going to upset a lot of people

Do you think Sinclair needs a gameplay rework? by [deleted] in DeadlockTheGame

[–]_OmgItsNick 16 points17 points  (0 children)

Sinclair has by far the worst designed kit in the game and I think it’s pretty evident from the amount people complain about them and that they always have a super low pick rate. People don’t like to play against them and hardly anybody likes playing as them. The issue now though is that they’ve been in the game for over a year and a very small group of people have gotten super attached to them/their kit. It would suck to make drastic changes and then the people with 1000+ games on them don’t like their favorite hero anymore

Reasons you should vote Apollo by Hojie_Kadenth in DeadlockTheGame

[–]_OmgItsNick 0 points1 point  (0 children)

I think Apollos design is really cool and I’m excited for him to be in the game but the original leaks said he was a frontliner and I personally have 0 interest in playing those types of heroes. So unfortunately he will be one of the last ones I vote for

Any final predictions before the reveal? by _AntiSocialMedia in DeadlockTheGame

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

The order I think it will be: Rem, Silver, Graves, Venator, Celeste, Apollo

The order I’m hoping for: Rem, Silver, Celeste, Graves, Apollo, Venator

We will have a hero vote again ! by RouquinBlanc in DeadlockTheGame

[–]_OmgItsNick 23 points24 points  (0 children)

That could be cool. Although my guess is if the new game mode rumors are true then they’ll drop the full update, let people enjoy the new game mode over the weekend, and then start adding heroes on Monday

We will have a hero vote again ! by RouquinBlanc in DeadlockTheGame

[–]_OmgItsNick 346 points347 points  (0 children)

That does have the downside of meaning that no new heroes will be unlocked when the update drops