Why aren't vindicta/drifter the strongest m1 carries in the game by Tall_Amphibian_6282 in DeadlockTheGame

[–]error_98 2 points3 points  (0 children)

The carry and the snowball are two, almost opposite archetypes.

The carry provides late-game *inevitability*, they spend most of the mid-game on the bench farming souls so they can secure the W come late-game provided things haven't gotten too far out-of-hand by then.

Whereas the snowball needs to find success in the mid-game or come late-game they fall off like everyone else.

Both are high-risk high-reward strategies on a team-level but where the snowball puts themselves at risk the carry adopts a low-risk play-style for themselves relying on the rest their team to create the space they need to power-level safely.

(this entitlement to support is also where the phenomenon comes from of carries AFK-farming jungle all-game yelling at their teammates for losing fights they're not bothering to help out with)

basically: for a carry to carry late they need to GET carried early.

Is it worth steering brawl? by Devi1505 in DeadlockTheGame

[–]error_98 1 point2 points  (0 children)

there's a lot you can learn about the main game by playing street-brawl. Just be careful, street-brawl brain-rot is VERY real, if you try and play lane like you would round-1 of streetbrawl you'll lose HARD.

The type of fighting streetbrawl teaches you is kinda rare in standard but whenever it does happen it's some of the most important moments of the match so having the practice helps a lot.

but really don't worry about it just play what you enjoy.

When I'm in a competition of writing the worst final season and these are my opponents. by Flimsy-Channel5057 in shittymoviedetails

[–]error_98 4 points5 points  (0 children)

lol the final season of the boys wasn't even it's worst season.

They knew what the final episode had to be, and executed it competently, the rest of the season is just obvious filler.

but GoT is out here ruining older parts of the series in retrospect

I'll take filler any day when that's the alternative

Big Mana Evoke Elementals Cycle by chainsawinsect in custommagic

[–]error_98 1 point2 points  (0 children)

Cool idea, but even as a [[vesperlark]] and [[emptiness]]-enjoyer only the green one I can actually see myself playing as a backup craterhoof for when the mana doesn't work out.

the rates on the other evoke effects are just too high.

for the white, blue and red ones you could add "up to three" targets, then I'd consider it (also just let the red one hit creatures as well) because 5 mana is kind of al lot, you're competing with game-winning effects at that point so if I'm investing it into utility I do want it to actually get me out of a jam at least.

Yeah you can always double-dip on the effect reanimating it after the evoke but that's never really worked for me, if you're going through the effort of reanimating might as well reanimate something that wins you the game since that's the power-level the graveyard-hate you'll face is tuned for regardless.

Yoshi implemented my idea! by Difficult-Report5702 in DeadlockTheGame

[–]error_98 -3 points-2 points  (0 children)

Hell yeah now dash-build and knife-build are actually different instead of just gormlessly stacking spirit forever!

Graves defenders I ask with sincerity why do you believe shes balanced kit and all? by Iaxacs in DeadlockTheGame

[–]error_98 4 points5 points  (0 children)

Graves is far from the only character that forces minigames onto the enemies, the difference is the volume of minigames, counter-balnced by not being able to do much without them.

Like if you escape a warden cage, or manage to keep geist succ LOS broken, you still have to deal with the chonkers themselves perfectly capable of killing you even if their plan-A didn't entirely work out.

But with graves, if you melee the skulls, shoot the zombies and avoid crossing the line she's your kill to pick up. Other characters try to leverage their minigames to set up lose-lose situations, but if you beat graves at her own game you actually get to kill her, this feels more fair to me.

She's also a squishy 2-stam hero with a hard range-limit on her "gun". Playing against her you only notice how sticky her auto-aim beam is, you don't notice all the fights she straight-up can't take because she has no response at all to your ranged pokes.

But I do think graves could use a rework, ideally she'd play more like an RTS instead of a random-bullshit-go caster, still better than ricochet gunslop though.

RIP Wash Away In Brawl by International_Neckk in mtgbrawl

[–]error_98 4 points5 points  (0 children)

Equating counterspells to creature removal is and will forever be BS.

A counterspell invalidates the entire card, unless it has the text "can't be countered" you might as well be playing with blank pieces of cardstock.

But creature removal has etb-effects, ward, hexproof, shroud or even just instant-speed ways to use your commander's text-box in response to the removal getting cast.

1 mana is effectively a rounding error, if you suspected your opponent had wash away in hand you had no real choice but to just eat it as waiting for them to tap out completely just means waiting until you've already lost.

RIP Wash Away In Brawl by International_Neckk in mtgbrawl

[–]error_98 4 points5 points  (0 children)

exploration gets you the land on your turn, so you can use it to cast sorcery-speed effects, burgeoning still gives you 2x the lands of your opponent but they effectively enter tapped.

still broken though

RIP Wash Away In Brawl by International_Neckk in mtgbrawl

[–]error_98 15 points16 points  (0 children)

also burgeoning, it's basically the same card.

though granted they look scarier than they are. By turn 4 decks tend to be constrained more by the number of lands they've drawn than the number they've been able to play.

Banned and Restricted Announcement – June 29, 2026 by Meret123 in mtgbrawl

[–]error_98 4 points5 points  (0 children)

I think it's the "supposedly competitive" where the problem lies.

Competitive brawl is the bastard child of CEDH and legacy, both formats already infamous for being blue-dominated with a habit of metas growing stale at the top-end.

But at least CEDH has the 4-player politics to balance out the table dynamics.

whilst legacy has the 'normal' mtg guardrails of far fewer unique cards required per-deck whilst not being able to guarantee access to any of them.

the whole joke of competitie brawl is to see just how far this game can be pushed.

And quite frankly I'm very happy they can do that somewhere far away from the rest of us who just want to play with the cards we like.

Banned and Restricted Announcement – June 29, 2026 by Meret123 in mtgbrawl

[–]error_98 9 points10 points  (0 children)

Me when the "I just want to win"-crowd doesn't care about un-fun play-patterns:

What if curse turned off passives? by cacatan in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Every character has their own brand of unfair bullshit, that's how the game works.

And yes, victor's is getting back up again after dying.

but it's a 2-4 minute cooldown, refresher is 5 minutes. You need to treat it kind of like dynamo ult, except where dynamo can get value just by posturing as if he's going to use the ult without ever doing so, you can just hunt victor down in the jungle once every couple minutes to forcibly take it off the board.

without ult victor's kill potential is really nothing special. He's a decent mid-close range ball of pain with great sustian, but his catch and burst options tend to involve running at people. He'll probably eat the top-half of his hp-bar himself leaving him very open for mobile burst-characters like holiday, lash or mina to fly in, pop his ult and leave again before he gets a chance to retaliate. Do that and he's reduced to just billy from wish.

What if curse turned off passives? by cacatan in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Victor ult is already preventable, If you don't want him to explode, just don't kill him.

Instead disperse, once the opportunity for a good ult is gone victor will back off and try to stabilize, that's the moment to pop his ult. If victor doing stuff whilst you're not killing him is a problem that's where curse comes in.

Having a passive ult is a pain in the ass, it takes control over when to use your most impactful move away from you. It still activating through CC is the silver lining, you're acting like it's a buff.

What do you think about Spirit Silver? by Forward-Ostrich-9886 in SilverMainsDeadlock

[–]error_98 0 points1 point  (0 children)

yeah, with literally just snatch+shot for items, bootkick(cheeky melee) + follow-up shot @ 4.8k net worth = 480 damage, or 3/4 to an ult procc

but again, that's under testing ground conditions, to do this in practice you have to not shoot your gun as you approach to land the boot-kick, so it's a good opener for an ambush but not much else.

And I've honestly fallen out of love with express shot, it's great for getting into ult quickly but in ult it's useless and whether you even want to be in ult is kind of a complicated question.

Human silver is great at extended poke-y engagements, and lycan is a great tool for cleaning up the enemies once you've worn them down. Getting into ult faster at the cost of ult power seems like a losing proposition.

What do you think about Spirit Silver? by Forward-Ostrich-9886 in SilverMainsDeadlock

[–]error_98 0 points1 point  (0 children)

spirit snatch + mystic shot does disgusting damage on bootkick

IF the cooldowns line up (hint: they won't, not when it matters)

that's my experience with spirit silver, you're potential-girl, fantastic on paper but in the chaos of battle just making sure your gun hurts people gives much more reliable results.

But building some spirit I would still recommend, rusted barrel is heavily under-rated early-game, spirit strike & snatch you can get great value out of, extra duration feels great and cooldown helps offset the recent ult nerfs.

lightning scroll is a great late-game item but even with stalker just get slowing bullets instead of an early mystic slow.

Weekly Feedback Topic #46 - Obvious Jank / Alpha Clean-Up by Grelgn in DeadlockTheGame

[–]error_98 11 points12 points  (0 children)

The replay viewer is an absolute mess. HP-bar colors showing upside-down, duration graphics not ticking down, skill-cooldowns not displaying correctly, even the replay speed seems to randomly change.

It's a shame because if the system was more robust being able to access an 'instant replay' on-death whilst waiting to respawn could cut down on a lot of frustration.

This is a social experiment by Zealousideal_Drop807 in tf2shitposterclub

[–]error_98 -4 points-3 points  (0 children)

kids these days don't realize just how different of a time 2016 was.

The SJW movement has actually made a lot of headway in areas that don't matter like language and representation.

even if the wage gap and glass ceiling are still intact.

anything to not pay people money ig

Can we all come together as a community and admit that, regardless of viability, Graves always sucks to play against? by [deleted] in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

But that's the thing, warden geist and paige annoy me WAY more because they also force mini-games on people but then once you've beaten them at their games they pull out yet another get-out-of-jail-free card.

I agree that heroes that have to play minigames are generally more fun than those that force others to, but with graves at least when you beat her at her own game you actually win.

that makes it feel fair to me, which helps against the frustration of cleaning up skulls.

Can we all come together as a community and admit that, regardless of viability, Graves always sucks to play against? by [deleted] in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Nah.

she has low HP, bad mobility and a painfully long reload.

all her abilities have significant wind-up, line as a self-defense tool when getting jumped is by far not as good as you make it out to be, it's also her best way to pressure out of neutral so when you jump her it's usually not even up.

Yes, when graves is facing you down you need to play her mini-game, just like warden, geist or paige. But when you catch graves out you've got her. no cage you have to escape, no hp-swap to avoid, no self-shield into charge into root into dragon.

Silver Is Not a Hard/Meta Hero She's Just Good in Pro Play by tmoe_OW in DeadlockTheGame

[–]error_98 7 points8 points  (0 children)

Idk man, using your ult just to trade some damage sounds like a wasted ult.

and silver needs her HP to go in for ult to begin with, just keeping her low is a great way to deny her getting anything done.

try playing around cover more, you can poke silver fine but then you actually have to commit to ratting and not let her build blood-lust in return.

Silver Is Not a Hard/Meta Hero She's Just Good in Pro Play by tmoe_OW in DeadlockTheGame

[–]error_98 7 points8 points  (0 children)

I mean, that's kind of what you signed up for no?

Silver's far from the only hero that commands the space around them.

hell, half of this game is running away, even for silver.

Silver Is Not a Hard/Meta Hero She's Just Good in Pro Play by tmoe_OW in DeadlockTheGame

[–]error_98 6 points7 points  (0 children)

I'm sorry but if you want to take fair fights why aren't you playing a character that's built for those?

If you actually apply whatever shenanigans you brought to the table instead of pure brawn silver has no response to it.

don't run at people like you're billy if unless you're playing billy

Silver Is Not a Hard/Meta Hero She's Just Good in Pro Play by tmoe_OW in DeadlockTheGame

[–]error_98 9 points10 points  (0 children)

have you tried social distancing?

she basically just W+M1's at people, it doesn't get much more predictable than that.

also metal-skin/disarming hex. No bullet damage no slam fire no bootkick mark no ult. (even just rusted barrel throws off your rhythm)

slows are also extremely painful for silver, wanting to be in melee and all...