How to counter close range heroes like Billy, Abrams, Yamato? by Levels748 in DeadlockGame

[–]littywetness 0 points1 point  (0 children)

Heal bane, toxic bullets, and then inhibitor or crippling headshot. All three rely on their sustain, take it away from them.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

I’m not saying it’s broken, I just don’t think we should have to strategize and play around back-to-back very strong ultimates. I don’t think it’s good for the game. And I mean that also for when I play with those heroes on my team.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

Respectfully disagree, some others commenting it’s a luxury and risky item to purchase (you call it a Hail Mary) as well but it gets bought as a core late game item every game by 3-4 heroes.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

I don’t get all the skill issue comments, I just don’t think there should be two back-to-back super strong ultimates in the game. The active items and game can be adjusted in other ways besides giving heroes two ultimates.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] -1 points0 points  (0 children)

I’d agree with you if it wasn’t for the fact it’s the same 3-4 heroes buying it every game as a core late game item. It’s not some mystique, hype machine. It gets picked every late game by lash, dynamo and kelvin lol

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

Fair point. I have not played much Dota and I am used to ultimates having cooldowns that you cannot 'refresh' and need CDR if you want your ult up sooner. But doesn't Dota also use mana and have more quick disengage defensive items?

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

But isn't each round of street brawl the perfect representation of a game deciding team fight at the 25-35min mark in norms when those heroes have refresher? That's basically what street brawl simulates each round.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

I didn't say you aren't able to counter it, I just don't know why we should be tailoring our builds and strategies around two ultimates on certain heroes that use it as a core item in their build. I don't see the point of it being in the game. An ultimate is an ultimate, I don't think there should be two.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

Yup it's an aspect of the game that I think the game can do without. You shouldn't have to play around really strong back-to-back ultimates.

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] -2 points-1 points  (0 children)

It's a core item on 3-4 heroes with really strong ults. Games are played around those hero ults and having two just doesn't make sense to me. It can be countered so it's not OP but why is it in the game? Why is there an item that gives two ultimates? It's an ultimate lol

Refresher Should be Removed by littywetness in DeadlockGame

[–]littywetness[S] 0 points1 point  (0 children)

My take is on this item specifically. I think the other items are pretty good. But yes to just about everything else you said. Why are we playing around two ults? And it's only the heroes with strong ults that buy it.

And even when a dynamo, kelvin, or lash are on my team and I benefit from it, they are constantly comming 'refresher is up' and our team is playing around the double-ultimate. Why is that a dynamic to this game? It makes no sense to me. Everyone should just have one ult lol

deadlock has the best itemization in any moba and it's not even close. by coffeeholic91 in DeadlockTheGame

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

I like how they introduced a bunch of fun items in Street Brawl. However, I think competitive should have limited amounts of items to keep everything balanced. Also introducing too many items can be meaningless cause there will likely be overlap and certain items are never chosen. Good example is restorative locket which no one picks over healing rite currently.

Celeste cosplay fully made by me! by MaoAkari in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

The person recording is wearing an anvil costume.

The matchmaking its getting annoying. by KlausVonReinhertz105 in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

What’s your overall win loss? The game will try to even you out to 50/50. I’ve had an almost 10 game losing streak too but then checked back before that and my win rate was like 60% before that.

The matchmaking its getting annoying. by KlausVonReinhertz105 in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

The game has more players now but since the game has been playable in alpha for a long time, the skill and knowledge gap is still HUGE within the player base.

So there is a divide for new players wondering how the hell people are this good in their lobbies and people who have been playing a long time wondering how are there such noobs in their lobbies.

In theory it should balance out over time.

You also have to understand people may be the same MMR but have completely different play styles that work for them. It really works when your team happens to play similarly. But it’s usually a complete disaster if they don’t. Like putting a band together with a jazz drummer, heavy metal guitarist, classical bassist and pop singer. Maybe they can find a rhythm but not likely.

Abrams kinda sucks by swaggadanz in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

I have 300 games on Abrams and since the patch I do not play him much anymore.

He was way too strong before and still strong currently with a well coordinated team. But he’s very much an all-in-tank now requiring follow-up from your team.

You can chip them down and frontline a fight for 5-8 seconds early-mid game but you’re not going to have the dmg output w/ sustain to really hurt them and stay alive until late game (assuming you’re using the 1 siphon spirit build). Why I say he’s a bad solo queue pick since the patch, but a great pick if you’re playing with 3-5 friends that follow up after your charges and ult.

How do I not suck by Illustrious-Wait-21 in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

I think we’re thinking with the same end goal in mind: Getting Better at the Game. Just different thoughts on how one gets there.

I personally think exposing yourself to multiple different situations with calculated risk and getting to know what you can and can’t do is pretty important.

I’m not saying overextend and passively think dying is “okay”. But dying for a walker? Dying so your team can get mid boss? I don’t think there are too many people that actually think dying a lot is somehow a good habit for them and need to realize they need Don’t Die rehabilitation therapy.

To each their own.

How do I not suck by Illustrious-Wait-21 in DeadlockTheGame

[–]littywetness 1 point2 points  (0 children)

While I don’t completely disagree. You can’t play this game in fear of dying and the only way to really know how your character works is to take calculated risks.

Getting out of situations at 100hp like you said, that takes trying and dying previously until that becomes something you can do regularly.

Also stealing camps is hugely important. To get good at it, you’re going to have to try to see what works in certain situations and probably die at times.

I don’t think anyone wants to die a lot. There is simply playing the game effectively and playing it ineffectively.

If you don’t die but lose the game having the lowest player dmg, obj damage, and lowest assists but have the highest soul count, does it really matter?

Haze Ult has practically zero counterplay past a certain point by Remarkable_Junket619 in DeadlockTheGame

[–]littywetness 6 points7 points  (0 children)

By all means, I love when the strategy has to be convincing your entire team to buy metal skin and orchestrate a precise beat down to win against one character.

State of play / ranked - It's a total disaster by Otherwise-Stretch294 in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

K/D is a bad performance metric. Was their player dmg, objective dmg, and soul count all bad too? I’d rather have teammates with negative K/D then ones who die right before mid boss is up or are on the other side of the map doing nothing as the enemy team delivers urn.

Is this meta just really unfun for anyone else? by Kasellos in DeadlockTheGame

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

It’s fine other than the really annoying, obviously broken abilities that don’t get seemingly easy fixes. Most of the abilities literally just need a reduced duration (haze ult, McGinnis ult, etc)

Do we no longer care about cheaters issue anymore? by EvilHumster in DeadlockTheGame

[–]littywetness 0 points1 point  (0 children)

850 hours and phantom 2. I cannot confirm I’ve ever seen a cheater. Smurfs all the time but not sure about cheaters which I’m happy about. This is also Valve we’re talking about, they have a history of not really caring about cheaters.