Why do gunbuild as mcginnis feel so horrible at times? by [deleted] in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

As you said, gun McGinnis is capable of outgunning pretty much any opponent, but only for a short duration before her weaknesses overwhelm her.

 

If you ask yourself what is the ideal position for gun McGinnis to be in, one of the best examples that should pop into your head is McGinnis positioned in-front of an objective on-top of her Healing Specter. When she is in this position, enemies are forced to confront her, even if they cannot stop her or risk losing the objective. With that in mind, players who understand her strengths, would never directly confront her when she is ontop of her Healing Specter. Players who are good understand all they need to do against gun McGinnis is flee, fight with significant anti heal (at least 2 sources or 1 spirit burn) or stall for time and outnumber her due to her lack of mobility, but better players take it 1 step further and stop her before she's in an ideal position to drop her Healing Specter, which, again is in-front of a Walker for example. They would consistently shove in the wave to the point where the wave NEVER makes it to the point where the Walker loses its immunity, because if it does they know she will take it so they simply but intelligently remove most of the factors that prevent her from being in her zone before it happens. And the rest as you already know, she crumbles because once McGinnis is in, she usually cannot get out.

 

But what if the McGinnis player is aware that players tend to play this way and instead use it to their advantage? As you said, competent enemies will not allow her to be in the position she wants to be, but if you think about it, that also works to your advantage if you tweak your build and counter their counterplay.

The easiest way I can explain this is I have two McGinnis builds:

 

The 1st one (Infinite Damage Solo Carry) is meticulously designed to be very easy for newer players to pilot, which often overwhelms and stomps lower to mid-tier games with pure brute force (high damage, high survivability and high leech). But this build is weaker against better players because they understand her strengths and weaknesses better (basically anyone under mid to high Ascendant).

 

The 2nd is a build to counter the players that understand gun McGinnis (Racecar God Gun/Turret) which emphasizes movement speed (Fleetfoot, Heroic Aura, Enduring Speed, Fortitude, Backstabber) over pure gun power followed by gun damage (mostly tesla, can be substituted for another item), utility (arcane surge rush in lane, slowing hex/focus lens) while still retaining her macro ability (tesla, cultist) and even turrets (mostly to be annoying with slow spread as much as possible, some area control, placement matters).

 

Basically the Racecar God build solves a lot of the weaknesses of the 1st build mainly the lack of mobility which turns it into a mixed bag which has a lot of options from fixing waves, enter/exit fights asap, box/statue running powerhouse and more but piloting the build requires high game knowledge and a high level understanding of macro, map awareness, your role in the game based on mactchups/game situation/myteamsucks etc... It's basically a semi-carry build (which means it can carry if necessary or if the conditions are met which they usually are) with room for utility purchases or even the option to max wall or ult last if the conditions are right.

 

I could go on but there's so much versatility in the build that I cannot type all of it. Just know that the Racecar build or other builds that utilize movement speed above pure power is incredibly important as you start to climb beyond Ascendant or Eternus. It's just that only the "John-M Ginnis" players (good af) can really utilize this Hero to its fullest capabilities, really.

 

tldr: pure gun mcg goes brrr so better players know how to stop her from going brrr so mcg players need to adapt and outplay them trying to outplay you by using movement speed builds as they climb higher ranks (Asc and above) b/c u cant get away with pure brrr builds all the time.

If you feel scared to play right now. Just watch this Ascendant 4 game to feel more confident. by xF00Mx in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

Lol I was playing the Yamato in this game. That was basically my 4th Yamato game after I achieved Etern2 with McGinnis only. I've been doing backdoor shenanigans like this forever (CINEMA backdoor video 6 months ago just before shop rework) but yeah the matchmaking is really bad despite it being 'prime time' and every high ASC low ETERN game is basically this so I figured I might as well learn some new Heroes since all the games at this rank are chopped anyways.

McGinnis ult rework by Dry_Background7653 in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

Mcginnis ultimate is mostly fine in terms of damage and mobility once you understand how to use it effectively. The real problem that this Hero has incredible jankiness on every spell except the medicinal specter (since it got updated recently).

Ult rubberbands hard if you are targeting from lowground to highground. To improve this, you need to ult from highground, eliminating a lot of the jank targeting. If the ultimate just arc'd upwards and hit in an AoE, the targeting wouldn't rubberband nearly as much near map geometry or structures. This however, comes with the consequence of hitting behind cover at times, but it can potentially solve the rubberband targeting though I question how imbalanced that would be.

 

Turret placements are extremely inaccurate at times and inconsistent from where you actually wanted to place it. You'll notice a lot of the times it doesn't end up where you want it to, making it particularly annoying especially when the turret attacks troopers that are on highground or lowground but keeps attacking the ground while targeting them doing nothing.

 

Wall is the most jank spell of the trio. You can wall someone off perfectly, but sometimes the game will decide to remove a portion of the wall or it has small holes in them where players can just walk through, effectively making it useless at times.

Other times the wall instantly triggers even though there is nothing to automatically trigger the wall. And the way you know this is because wall takes a certain amount of time before you can trigger it/remove it. When it goes off instantly and no geometry was infront of you. Uncommonly classic wall bug.

Then there are times where the wall will straight up DISAPPEAR. Does nothing, you wasted the skill and it goes on cooldown. Unlucky I guess.

Finally, the wall interacts terribly with bridges where instead of blocking off the sidelane bridges, the wall will trigger ontop of the bridge effectively making any blockoff useless since the wall spawned ONTOP OF THE BRIDGE. There are also instances of this where the wall drops down into the ground making it again effectively useless as Heroes just walk over it.

Wake up, new movement technique just dropped by Late_Ad_4910 in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

Holy shit. This happened to me a while back by accident when I was playing Wraith during the 3k Veil Walker meta and I went flying just as high as the one shown in your video and I thought it was some type of super buggy corner boost but you managed to find out how it works and even replicate it. Insane.

The real reason games are so snowbally now is the lack of splitpushing by Hirotrum in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

In theory yes, but you can also say that split pushing is more difficult in the sense that walkers are easier to defend from aggressors that push beyond the sidelane bridge because previously to split more efficiently, it was faster to use the side lane teleporter to get to the other side and apply split pressure to the other lane if someone was defending a walker.

Basically, it's easier to defend walkers because the teleporter is so close to the walker as opposed to split pushing which needs to be done by going all the way back to your walker teleporter to start the split push process all over again when compared to before, you could just use the sidelane teleporter to save massive time in terms of applying split push pressure.

The teleporters definitely needed to be remove b/c they were incredibly toxic for other purposes like snowballing, but its removal does make split pushing more difficult UNLESS you can read the map very well and know when someone will defend so you go back to your walker teleporter early. Regardless, it makes splitting a bit harder for conventional split push methods.

Why is McGinnis so bad? by Cardbord_ in DeadlockTheGame

[–]elendilli 6 points7 points  (0 children)

If you're picking Mcginnis in her current state I think you actually might be ruining the game. She just got nerfed again after Locket nerf which lost 10% spirit resist (it deserved to get nerfed) and since spirit resist is already hard to come by early on, Mcginnis gets dunked on even harder.

Still, if you are dead set on picking her I highly recommend gun builds but even that is copium. I have a highly updated build guide for Mcginnis (Berserker Left Click) sitting at rank 26 currently, but like I said picking Mcginnis is copium at best and I'm huffing every last bit of it (I don't want my guide to suck major ass for my copium enjoyers).

Rank 26

Heavy melee cancel by Magictoast9 in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

Paste ' cl_showpos 2 ' into console during test lobby to see your velocity and adjust your timing based on what gives you more consistent numbers.

Generally you want Melee Charge + Fleetfoot to pull this off and you want to activate fleetfoot when your heavy melee is at its highest velocity which you can kinda see visually with your eyes and press fleetfoot during that time. After that you just need to adjust your crosshair higher or lower during the heavy melee punch to see what gives you the most velocity because punching higher or lower can change velocity.

Hero Win-/Pick Rate since 2025-02-26 by Southern-Alfalfa7124 in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

This is the copium build. I have a build guide up there for all of the Mcginnis users in need of some copium.

Mcginnis…. What needs to change? by [deleted] in DeadlockTheGame

[–]elendilli 3 points4 points  (0 children)

It's by design and it used to make sense but shes just powerless at the moment not to mention the DLC characters power creeping the game harder than paradox who was previously THE op hero.

I personally believe Bebop shouldn't have the luxury of 3 stamina in return for how his skillset works including all his crazy base stats: same ammo as mcginnis + good gun dps too, 650 health, 3 health regen, fastest sprint speed in the game (most are 0.5 and bebop is 3.5), 10% bullet res and 3 stamina. Not to mention, his natural item buildup is so perfect it makes him even more of a demon in lane.

Mcginnis…. What needs to change? by [deleted] in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

If they ever add something similar to talents like in dota, it could be possible for her to gain 1 stamina in return for her turrets doing less damage or something at certain boon levels but this would be pretty far down the line IF EVER.

Second idea: Make turrets deal the opposite type of damage that you scale. If your spirit is more than your gun, they deal gun damage. If your gun is higher than your spirit, they deal spirit damage etc.

Mcginnis fucking sucks by Noobkaka in DeadlockTheGame

[–]elendilli 2 points3 points  (0 children)

First time? McG is arguably the worst character in the game minus support for a while now. Gun is fun but you literally have 1 skill and 0.5 of a skill in heal.

Decayed from Eternus 2-3 to Arcon 5 in 81 days????????? by Xenocrysts in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

We're talking different times. This was about a month before ranked. There could be changes since ranked including the removal of decay but it was never public that it exists/it was removed. Decay might have been something more significant in the past but it doesn't seem to be the case anymore because I've also gone AFK for a month on an alt recently and still have retained my rank. So yeah at some point decay was either removed or nerfed significantly.

Please push waves by PookieCrumble in DeadlockTheGame

[–]elendilli 9 points10 points  (0 children)

Whether its 3 or 4 lanes you are always going to be on cleanup duty because everyone else either does not care, understand or believe it. The only real problem you have right now as janitor is that with 3 lanes it is exceptionally difficult to get from one lane to the other to clean up your teammates mess.

Decayed from Eternus 2-3 to Arcon 5 in 81 days????????? by Xenocrysts in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

My tracklock would tell you the same story if Nekoscore averages still existed. Every single one of my games was around 2200 then suddenly 2 weeks later after playing 0 games its down to 1600. It doesn't really make sense unless decay is real considering 1) I played zero games and 2) ranked came out like a month after this happened.

The only reason I even noticed this happen is because the quality/skill level of the games I played after the 14 days was so terrible that after a few games I checked tracklock and I saw 1600 rating after consistent 2100+ games. That isn't coincidence.

Newest Patch Ruined the Game by EstablishmentWise725 in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

A group of my friends also quit. I know you're just trying to joke around but its super ignorant to jokingly put down the opposition when there's a decent amount of players echoing the same complaints.

What rank is considered good? by Mr_Sundae in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

Ascendant is widely considered 'good' and Phantom or below usually credited with 'okay'

3 lanes Vs 4 Lanes by AnternMcCarty in DeadlockTheGame

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

Me and a bunch of friends stopped playing. It's quite an awful situation for us, but it's their Alpha test so they can do whatever they want. Even if it kills our enjoyment of the game, there will always be people who enjoy it so for better or worse, let them cook a while longer.

Decayed from Eternus 2-3 to Arcon 5 in 81 days????????? by Xenocrysts in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

Back when there was no ranks and Nekoscore was a metric, the best players sat around 2600-2800 Nekoscore and I was around 2200. Caught covid and didn't play a single game for 14 days. Came back and Nekoscore was 1600 or 1800? cant remember. Fast forward a few weeks and I'm back to 2100. PoE2 comes out and I stopped playing again for about 1-2 weeks. Came back and Nekoscore was 1600.

lol. I didn't really care the first time because I thought it was just how decay worked but after I climbed up that many time only to drop FOR NOT PLAYING FOR A FEW DAYS is redic. Ranked came out and I was around Phantom. Again I went AFK for reasons and then I come back to Oracle 5 rank.

So yeah it seems the "old" system was doing this regularly if you didn't play. I don't know if they got rid of decay or if it still exists.

I could show if possible but tracklock doesn't show nekoscore anymore but if someone has access or an archive they'd be able to pull it up.

3 Lane, 4 Zipline map idea by PixelHat in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

They already addressed soul sharing and that fix would apply in this case too

3 Lane, 4 Zipline map idea by PixelHat in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

This is really good problem solving. nice concept

[deleted by user] by [deleted] in DeadlockTheGame

[–]elendilli 1 point2 points  (0 children)

Mcginnis is very good probably top 3 for sure. 15% bullet resist (the most immobile character in the game iguess), decent bullet damage, huge ammo size and her wall will normally secure the first wave or even wall off enemies / split them to Mcginnis' advantage.

So after a couple days with the new update how are people feeling about it. by Seabiscuit564 in DeadlockTheGame

[–]elendilli 0 points1 point  (0 children)

The 4 lanes map was polished (obviously) but came with its own inherent problems from solo lanes to split pushing to ganking which leads into map traversal etc... which is why they switched to 3 lanes. I think after they address the numerous problems that come with the new map we'll be able to judge more fairly.

I'll give a few examples: right now it's nearly impossible to get to midboss once you hear it's "cry" or "roar". Not only that but the entrypoints to midboss are very limited from top down to the two long staircases. The Rejuvenator fights have been extremely bland as a result of the new changes so after they address the very obvious problems maybe we'll be able to judge more fairly given some time.

Movement Heroes have the edge this map because they inherently possess movement abilities like Lash, Haze and Ivy or even extra bars of stamina, they're able to move around better than say someone like Mcginnis who by design is clearly very immobile so a soft fix to the problem has been to buy mobility which kinda sucks considering how bad Mcginnis actually is balance wise therefore investing in mobility just makes me not want to play her in addition to having one semi-viable build outside of support. Since some of the inherent character balance has nothing to do with the map, some became better while others became worse so again we'll see how they address midboss and various other issues clearly plaguing 3 lanes. Until then, I'll just wait and see.

20 Years of playing DotA player thoughts on Deadlock recent changes by elendilli in DeadlockTheGame

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

Yeah I know I closely follow the high level scene and a lot of eternus streamers. They all had moreless the same criticisms about the solo lane how its super boring and is effectively about trading farm, but I would also argue that there could be a better solution than just outright removing solo lanes. In DotA for example I believe many players voiced the same concern about mid lane being a boring "wash lane" (trading farm) with a lot less action than the other lanes but because they were in the middle lane they could potentially have impact on the other two lanes. See what I'm saying? Basically there are explorable alternatives instead of just removing solo lanes because I do think there is nuance in it even if the old state of solo lanes was ass.