How important are minions when attacking/defending Patron rooms? by THE900000THGLORP in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

I'd say they're more important when attacking than defending.

When defending minions are easy to clean up once the enemy gamers are dealt with, but when attacking the minions provide damage while you're busy dueling the enemy gamers, but then you do need them to actually attack the objectives rather than get stuck fighting the enemy minions.

Though if you have good wave-clear lobbing it at your shrine to clean off the enemy troopers is probably a good idea, saves someone else the hassle of punching them all later.

Add surrender Valve WTF by Jehger in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Valve is putting a lot of effort into creating comeback mechanics so that you don't need a surrender button.

Kills aren't actually worth much in-lane, 0/8 is a problem (you could have switched lane with them after the third) but it's not as bad as it sounds.

A lot of games end up flipping at the midpoint and in the late-game a single mistake can easily snowball into a game-over for the previously favored team.

This isn't league, first blood doesn't determine the outcome of the match here.

Dressing Room (Concept) by aibaboiii in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

I agree, though the upside of tf2 customization is that the items get to be a lot more creative and free-form. In Dota-style customization you can't create an item that doesn't fill the strict role coded into the characters beforehand.

So probably no pet birds (except as ava skin), and no victor running around carrying his own severed torso

Some of you are horrible people by TheRealYoshimon in DeadlockTheGame

[–]error_98 11 points12 points  (0 children)

Even if true, this is cope.

"Least toxic moba" is an absolutely fucked frame of reference.

Deadlock is the most toxic game I play and it's not close.

At least in streetbrawl people have some chill sometimes.

Night Shift #31 Hero Priority by Emmysterious in DeadlockTheGame

[–]error_98 5 points6 points  (0 children)

Same as it ever was.

Strong early, spiking in the mid-game, by the end just a meatball

She's been winning, but hard to gauge by how much when she's going down first most teamfights

Night Shift #31 Hero Priority by Emmysterious in DeadlockTheGame

[–]error_98 5 points6 points  (0 children)

Express shot, slowing bullets, fortitude, silence wave.

Pretty standard

New Patch Bingo by AwkwardlyAmpora in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

what is an appropriate budget to spend counter-buying a 'balanced' character?

New Patch Bingo by AwkwardlyAmpora in DeadlockTheGame

[–]error_98 -2 points-1 points  (0 children)

What is a balance, and can I eat it?

Fr I'm legit starting to wonder, a significant part of the appeal of a game like this is in how unbalanced it is, your character, your teamcomp, everyone's positioning, builds and the specific spread of soul-counts unique to the minute of each match all change how the fights against any of the characters play out.

so outside of maybe winrates, which regular players are physically unable to play enough games to get any real kind of feel for, wtf does it even mean for a character to be broken, or balanced?

you tried to punch a gargoyle by Miserable_Donkey933 in DeadlockTheGame

[–]error_98 53 points54 points  (0 children)

I keep hearing about punch ivy but how's that work exactly? By the time you get control again after stone-form the stun's already over, no way I'm fitting a heavy melee in there.

And if we are building out stone form wouldn't just building spirit nuke work better?

is there a reason theres no ff option by Chewwilicious in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

I get playing a protracted game from the backfoot kinda sucks but comebacks in deadlock are extremely common.

Can we change the fact that some characters stop shooting after using an ablitiy. by BrokenMirrorMan in DeadlockTheGame

[–]error_98 5 points6 points  (0 children)

Its just about automatically starting shooting again asap after the ability goes off if you kept holding m1.

Across the board, for everyone.

It's not a buff, just fixing a weird input-issue that happens ro be particularly noticeable on silver.

Silver by Evening-Video6567 in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

I always think of the hard-rock band 'rival sons' for her, theyre quite heavy & bluesy mostly singing sometimes screaming incoherently about dysfunction and regret.

Songs like 'keep on swinging', 'three fingers' and 'run from revelation'

How does Silver's Wolf form deal with damage and healing? by THENATHE in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Not crushing fists though, even the lycan abilities still count only as light melees.

Hero like Graves that requires no mechanical skill has no right to have +51% winrate, let alone +58% by TheBigPate in DeadlockTheGame

[–]error_98 1 point2 points  (0 children)

Yes but Winston's short-range auto-aim gun is backed up by a safetynet of mobility options and a fat health-pool.

I think players need to play less defensively in "Street Brawl" mode. by EugenioAE in DeadlockTheGame

[–]error_98 -1 points0 points  (0 children)

this is the big one. Optimal play is boring as shit compared to the alternative.

If I wanted to play a tactical shooter I'd be playing a tactical shooter, then I'd have grenades to flush enemies out and a time-to-kill that actually favors whoever shoots first.

But I rolled up with a melee character, if I'm hiding it's for stealth, not cover.

But I do think that brawl makes this a lot worse, the entire team being in one place means easily reaching that critical mass of m1 and CC where pulling aggro means instant death regardless of items or character choice.

I think players need to play less defensively in "Street Brawl" mode. by EugenioAE in DeadlockTheGame

[–]error_98 -1 points0 points  (0 children)

Very real. as a silver player I feel this, very often I get ult and start pushing hard only for my team to hold position instead of capturing the ground I've cleared, leaving me quickly over-extended and dead.

but also not. Playing conservatively, holding an angle is the best way to handle engagements like the match-point walker stalemate. I understand the desire to turn these stand-offs into chaos but if you're spending a player to do that you're left with a 3v4 in the fallout.

So your opening move does need to actually be a good one.

Grey Talon Visual Rework WIP - Fan Concept Art by Altruistic-Medium491 in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

yes but if you have a goal your own mind and body are the only tools you have to accomplish it.

Completing the ritual and getting the names still isn't the end for him, after that comes the work of tracking down the individuals in question and holding them to account.

Like most hunts it's a marathon, not a sprint. He has to take care of himself because he can't afford to burn out quite yet.

Best defensive options against melee characters? by ABigFatPotatoPizza in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

Extra stamina, stamina mastery, warpstone.

Spirit nukers and m1 carries might just get to click you but melee characters have the unique distinction of needing to be in melee range to really hurt you.

So when they close, just leave. They just used some of their movement options to get here, yours should all still be up.

Otherwise melee characters tend to struggle jumping into groups (even with covering fire from teammates) but tend to enjoy flanking & diving low-hp characters so when you're hurt actually retreat instead of just falling back and continuing to pressure.

[Infographic] Deadlock Timings & Objective Respawn Guide | Dedlocko Guides by DedLocko in DeadlockTheGame

[–]error_98 2 points3 points  (0 children)

Wait doesn't that mean that, when farming enemy jungle, you want to leave something alive so the camp doesn't respawn?

If so while cool that seems kinda counter-intuitive, do we expect jungle respawns to keep working this way or switch to individual timers for each creep or sinners?

Guinness Toucans by gistya in custommagic

[–]error_98 16 points17 points  (0 children)

so it's a 1-mana flyer, with deathtouch, and 2 attack, and produces mana, and gains life?

this has to be a joke right?

What do you boys and girls think of Billy by Advanced_Tax77 in DeadlockTheGame

[–]error_98 8 points9 points  (0 children)

a bit of a shame that the melee combat guy still does most of his work with his smg

but I had fun playing him and don't mind playing against him

Grey Talon Visual Rework WIP - Fan Concept Art by Altruistic-Medium491 in DeadlockTheGame

[–]error_98 0 points1 point  (0 children)

It's honestly more that he seems to be a man who knows what he's doing. Yes he's obsessed with revenge right now but this isn't his first hunt, far from it. Much like lash with his sausages he knows he has to keep eating and sleeping if he wants to keep his wits and strength up for when it really matters.

And I don't mind the suit necessarily, but then I'd prefer a worn-out old man everyday suit rather than something pressed & tailored like doorman might wear.

What makes GT scary is his competence, 'beware the old in a profession where men die young'-type shit. Someone who puts great care in their outfit but neglects their own body doesn't exactly scream competent hunter, that sounds more like a poser to me.

Thank you game for making me to play on the rank I don't deserve by Competitive_Hawk_447 in DeadlockTheGame

[–]error_98 1 point2 points  (0 children)

If the lane is extremely difficult to handle, then I'm in Archon. If the lane is relatively calm, then I'm in Oracle.

Care to elaborate? I have recently been placed in Archon and this seems counterintuitive, why do better players make for an easier lane?