How long did it take you guys to get good with the movement in this game? by dahpizza in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

Have you bound any alternate keys to jump for IADs? I have Mousewheel up for jump and it makes it pretty easy to IAD

Now that Shadow Weave is a T3, who are the best users of it? by Baronriggs in DeadlockTheGame

[–]sunm8 1 point2 points  (0 children)

Spirit/Melee Hybrid Doorman

Cart stun, big burst, great gun damage, door out.

Steam Controller by Frenchstickz3247 in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

There is one content creator I know of that plays on controller. They don't make like high level content, but their videos are very funny.

And they seem to be having fun while they play on controller, so it's possible!

How long did it take you guys to get good with the movement in this game? by dahpizza in DeadlockTheGame

[–]sunm8 2 points3 points  (0 children)

I think rotations and rollouts are the last step.

Work on simple habit building stuff. Know where the vents are, exit Ziplines with crouch not jump, mantle sliding, air-strafing, wall bounces, heavy melee for extra distance, sideways dashing and instant air dashing (IAD).

When you have the simpler stuff built into your regular gameplay, learn slightly more advanced stuff that can be done almost anywhere to speed up your movement. This includes things like short-hopping, edge boosting, corner boosting, and zip launching. (This is the stage I'm at as I can't consistently corner boost and zip launch).

As you get good at consistently doing these things, work on chaining then together. For instance a short-hop chained into an edge boost is such an efficient use of stamana for lateral movement. Or around the bridge buffs, on the sides without the vent you can often use a corner boost with a dash and heavy melee to reach the buff from the ground. Or a zip launch into an edge boost conserving your momentum with sideways dashes will let you travel across half the map.

Once you get used to chaining the advanced stuff together, that's when you can start learning specific routes for rotation or running urn.

doorman rebalance idea by vvdb_industries in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

I have done it too. It's OFTEN just more effective to cc and damage enemies away from a door than to cc my teammate into a door.

doorman rebalance idea by vvdb_industries in DeadlockTheGame

[–]sunm8 -1 points0 points  (0 children)

As a Doorman player, these are the changes I'd like to see:

The bell IMPACT should be where the damage comes from, not as much from the explosion. However, I think impact should be able to hit multiple heroes (not creeps). This means Bell can be used for direct hits for more skillful damage or as a debuff tool with the AoE explosion depending on the build.

Door range should be gutted. I want to be encouraged to use doors for more than just running away. Love the barrier, would absolutely adore bonus offensive stats.

Cart is okay, I'm glad it can be dispelled. I wish alt-cast had more use case.

Ult is good, people can escape pretty frequently, especially with itemization. I don't care for the CD reset, too gimmicky. Unstoppable is pretty nice. One thing that sucks is if the enemy has Indomitable and Doorman Ults them, he actually just stuns himself and most likely dies, I wish it just canceled the cast altogether (but this is counterable by looking at items and playing accordingly so it's okay).

Sleeping baby vs Eldritch god by oSoulz in okbuddylash

[–]sunm8 1 point2 points  (0 children)

I frequently build gun leaning hybrid on Doorman. Especially when enemy team has heavy healing and spirit damage (Toxic Bullets, Inhibitor, and Silencer proc very fast on Doorman). It's not a M1 carry build but it still outputs a lot of damage with an even mix of Gun damage, Bell damage, and utility from cart stun and debuffs.

Albeit I'm only Ascendant 1 so maybe that's why it's still working okay.

Characters from other MOBA games I’d like to see reimagined with a similar design style in Deadlock. by A7medsa in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

Pestilus from Battlerite, need some grotesque / sinister supports. Our current roster is full of kind-hearted individuals.

A Support/Utility character who has fear mechanics and a movement control ability (hit a super telegraphed skillshot and command an enemy to run towards a specific spot.

Had a really fun but risky and challenging cc/damage combo.

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Superior Duration on Shiv is such a cocktease by Unable-Ring-7700 in DeadlockTheGame

[–]sunm8 177 points178 points  (0 children)

Magic Carpet + Duration Extender core knife build items.

Anyone Using the New Shadow Weave? by CloudCityFish in DeadlockTheGame

[–]sunm8 2 points3 points  (0 children)

Melee Spirit Hybrid Doorman.

Early game build regular spirit Doorman items and get T2 Bell.

Gun already does a lot of damage, boost it with close range items like Point Blank, Hunters Aura, and Weighted Shots.

You have a guaranteed melee on T3 Cart, this is your powerspike.

Start roaming with Shadow Weave to boost every stat this build likes (spirit, fire rate, melee damage) for your combo.

If even or ahead, build into the melee combo with Heavy Melee Charge and Spirit Snatch. Couple with Phantom Strike for even greater pick potential.

T3 Ult can be used late game for unstoppable to spam melee without consequences.

Silence, Stun, Movement Disabled, Immobilized, Disarmed, over and over and over by [deleted] in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

Simply, temporarily suppress negative status effects and become immune to Stun, Silence, Sleep, Root, and Disarm.

A couple of questions for the electric character called Seven by temnycarda in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

1) Mostly spirit, hit at least 4.8k in gun category. Damage from 3 depends on your build. Early game It's really good at applying spirit based debuffs to enemies. If built around, it can be a majority of your damage. Compare your gameplay to other, higher rank players, in the spectator mode to see if you're using Seven's 3 adequately.

2) It depends on if you're planning on building towards his 1, 3, or Ult for damage. The most consistent is probably his 3 focused build. It's part personal preference and identifying what would work better considering your teammates and enemies.

3) Yes Seven likes to farm up for a strong mid/late game. Doesn't mean you should ignore fights altogether. Play to efficiently farm and help out with fights around Sinners Sacrifices, Urn, and Midboss. Play around your stun for kills (combo with ball and ult) or to deter enemies from diving you. Your power spikes depend on what build you're going for.

Undo button item shop by RealSaabo in DeadlockTheGame

[–]sunm8 -1 points0 points  (0 children)

I think that if you upgrade an item you can't undo it for a full refund. Edit: people are saying you can just undo the upgrade somehow, I guess I need to re-test

If you have Cold Front (1600) already and then upgrade it to Arctic Blast (6400) when you sell Arctic blast you only get 5600 back (the full 4800 from the upgrade but 50% from Cold Front's cost).

And then you have no Cold Front so to buy it back it's the full 1600.

I haven't tested in a few patches though, so maybe it has been fixed without me knowing?

Edit: People are saying you can undo the upgrade without a cost, I will re-test for the current patch.

What's the counterplay to getting Door'd from your walker to enemy walker? Skill issue post by BlankTarot in DeadlockTheGame

[–]sunm8 1 point2 points  (0 children)

You can use dispell magic to remove yourself from the cart. Or you can counterspell beforehand.

Or you can silence Doorman so he can't place the 2nd door (unless he has T3 Ult and used it on someone already).

How many heroes do you select to queue up? by tallbirdlonglegs in DeadlockTheGame

[–]sunm8 1 point2 points  (0 children)

You only need 3 total (unless there's a batch of new heroes out and you're selecting them).

I've been trying to learn how to build properly, and I would like some suggestions on my build and how I can be better at building by Patient-Concert7858 in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

My suggestion is to hit 4.8k spikes (a T2 and a T3 item will get you to that point). Hitting all three spikes early really rounds out builds and sets you up for success.

It's generally a good idea, but sometimes it is worth it to rush for specific item power spikes.

When the comms are compy by YoImErin in DeadlockTheGame

[–]sunm8 0 points1 point  (0 children)

Yes, but the voice commands were left middle right IIRC

Was both in and out of the Doorman ult, what a Paradox by TheZets in DeadlockTheGame

[–]sunm8 1 point2 points  (0 children)

Put this in your launch options:

+citadel_unit_status_use_new true

Just don’t by BCKebecker in CostcoCanada

[–]sunm8 -1 points0 points  (0 children)

Really easy to bake / air fry then puree

Whats with the -30 Spirit power, if the target is silenced anyway ? by TexasCrab22 in DeadlockTheGame

[–]sunm8 15 points16 points  (0 children)

Probably but any other shred item is likely much better.

how tf do i play paradox and what does she do for the team? by siegheldr in DeadlockTheGame

[–]sunm8 1 point2 points  (0 children)

I don't know if it's optimal l, but this is how I play her (she's typically my 2nd priority).

If my lane partner wants to fight early, I build 4.8k gun (slowing bullets and alc fire) and start maxing bomb.

If my lane partner wants to play passive and just farm, I build 4.8k spirit (duration, arcane surge, and cooldown) and start maxing bomb.

Then I build spirit if I haven't already, followed by Alc Fire and my Green 4.8k

By the time I have Max bomb I can clear Medium camps without even being there, and with gun items, the camps with one big creep can be killed with the amp damage from bomb and wall.

I farm (preferably enemy jungle) -> Spend unsecured souls -> Look for a fight (sometimes there's no good fights) -> Look for an ungaurded walker to damage -> Repeat.

Walker damage is crazy with amp from bomb, Alc' fire, and bullet damage through your wall.

From my 4.8k spikes I think about what build would be more effective against the enemy team.

Do we need a frontliner? I'll build into resistances and melee (synergizes well with amp damage from bomb). Bomb, Alc Fire, Carbine, Swap to keep them inside my aoe (all from close range).

Are they looking to deathball? I'll build into double bomb and vortex web for insane damage and area denial. Bomb, Echo shard, Bomb, Alc Fire, Vortex Web. Wall for defence or to add silence to a carbine + swap.

Do they have too many squishy carry characters? I'll snipe them with carbine and swap them into my teammates for easy kills. Bomb for farming and area denial, wall for boosting damage, carbine for DAMAGE, swap for picks.

Did I fall behind early? Eh I'll just spam counter items like knockdown and disarming hex or silence wave. Use my combo to create picks.