Deadlock - An FPS MOBA by Valve.

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McGinnis is annoying if she's going ult build, but you can stomp her pretty easily. The annoying part is that they just rat all game regardless. If you're dealing with a Kidnap Doorman just take blue walker as 6 ASAP and he's fucked for the rest of the game. If he's spirit nuker, just die I guess.
I think part of it is that a lot of the characters I play don’t have particularly good guns to deal with the turrets outside of lane.
 
I think part of it is that a lot of the characters I play don’t have particularly good guns to deal with the turrets outside of lane.
Just build gun on every character? Hello????

Seriously though Monster Rounds gives outsized value against McGinnis, even on characters with really poor guns, though her turrets still scale to insane HP levels late. Heavy melee from around corners also works in laning phase, and if you kill them as she places them she has difficulty exerting control over the lane. Just gotta really bite the bullet on her until the monkey's paw curls on her. Stop me if you know this stuff.

But who do you play, and at what rank, if I may ask?
 
Just build gun on every character? Hello????

Seriously though Monster Rounds gives outsized value against McGinnis, even on characters with really poor guns, though her turrets still scale to insane HP levels late. Heavy melee from around corners also works in laning phase, and if you kill them as she places them she has difficulty exerting control over the lane. Just gotta really bite the bullet on her until the monkey's paw curls on her. Stop me if you know this stuff.

But who do you play, and at what rank, if I may ask?
Seeker hell. Started in Alchemist after not touching MOBAs or Overwatch for like 10 years and didn’t adapt well to the changes that came after the new characters. As for who I mainly play: Abrams, Billy, Mo, and Victor at the moment. I’ve flipped between carries, supports, and frontliners and the last one seems to fit best for now.
 
Seeker hell. Started in Alchemist after not touching MOBAs or Overwatch for like 10 years and didn’t adapt well to the changes that came after the new characters. As for who I mainly play: Abrams, Billy, Mo, and Victor at the moment. I’ve flipped between carries, supports, and frontliners and the last one seems to fit best for now.
That's rough, buddy. As you climb McGinnis gets less and less annoying, then really really annoying again.

If I may:

You'll find a lot of success and it will make games more stress free if you work on memorizing timers and learning proper map positioning. Minion waves spawn every 30 second, small camps at 2 minutes, boxes at 3, bridge buffs every 5 minutes, ect, and if your team is in the right place at the right time 9/10 times, and your opponent is in the right place at the right time 8/10 times, they will lose the game invariably every time. And the main difference between soembody in low elo and high elo is just time investment. And like I said, focus McGinnis' turrets as she places them, tell your team to deal with them, or flank her and bypass them entirely when the opportunity presents itself. When she places a wall, immediately heavy melee it. If you're on the outside, it takes one melee from somebody on the inside to get themselves out, and it's faster to melee twice to escape than to bypass it a lot of the time. If you'd like some codes for builds I've found success with, let me know. I play mostly the same characters as you. Good luck in your games.

On a different note, it's really pissing me off how Yamato's 1 and Apollo's ult can hit you around corners and through walls. I swear to God they're the most forgiving hitboxes in the game.
 
Ostatnio edytowane:
That's rough, buddy. As you climb McGinnis gets less and less annoying, then really really annoying again.

If I may:

You'll find a lot of success and it will make games more stress free if you work on memorizing timers and learning proper map positioning. Minion waves spawn every 30 second, small camps at 2 minutes, boxes at 3, bridge buffs every 5 minutes, ect, and if your team is in the right place at the right time 9/10 times, and your opponent is in the right place at the right time 8/10 times, they will lose the game invariably every time. And the main difference between soembody in low elo and high elo is just time investment. And like I said, focus McGinnis' turrets as she places them, tell your team to deal with them, or flank her and bypass them entirely when the opportunity presents itself. When she places a wall, immediately heavy melee it. If you're on the outside, it takes one melee from somebody on the inside to get themselves out, and it's faster to melee twice to escape than to bypass it a lot of the time. If you'd like some codes for builds I've found success with, let me know. I play mostly the same characters as you. Good luck in your games.

On a different note, it's really pissing me off how Yamato's 1 and Apollo's ult can hit you around corners and through walls. I swear to God they're the most forgiving hitboxes in the game.
I’m aware of the timers, actively tell lane partners to stay behind waves whenever they can, try to get myself or my teamates runes, and try to steal the level 1 camps in lane at minimum. At least my K/D is generally positive now. Sometimes there’s just nothing you can do.
 
I'll be real seeing all the trans and woke posts about this game and then hoping in a round and our drifter immediately clocks the enemy mina as a tranny, figures out his mom is dead and then proceeding to make fun of him the whole game till the tranny leaves fills me with hope
 
Fuck it, I’m so tilted from some of these matches that I’m thinking of running carry again. I had this Venator last night who had the audacity to say their lane was fine and they weren’t feeding when he was like 1-12 with me as Mo massively outdamaging him. He also, somehow, only had 320 objective damage. If I’m going to try and improve to get back out of Seeker it might as well be on something where I’ll have more impact. If I’m given no choice but to play lane janny I might as well play something like Infernus, Wraith, or Mirage who’ll actually benefit from the souls. What the fuck is wrong with some of these players?
 
Ostatnio edytowane:
Good luck. It doesn't get any better. I've witnessed more bullshit 5+ minute long teamfights over nothing in Archon than in any other rank, and there was always at least one turbo feeder in the match.
I understand and sympathize with that, but my thinking is that I’ll have more means to dictate stuff if my mediocre ass is taking a carry spot instead of some other retard. I’d probably rather be telling the other team’s problem people to go fuck themselves with Mo or Abrams, but that gets harder and harder if your carry is huffing paint.
 
Ne update dropped: https://store.steampowered.com/news/app/1422450/view/688635449342692003?l=english

[ Urn / King of the Hill ]


- King of the Hill objective has been rethemed and renamed to "Unstable Rift"

- Unstable Rift no longer requires an Urn delivery to trigger the start of the event. It now has a variable start time of +/- 1 minute. There is a global announcement 25s before it spawns. 60s before that there is also an in-world only visual effect to let you know which lane it'll randomly spawn in.

- Unstable Rift spawn interval increased from every 6 minutes to every 7 minutes

- Unstable Rift comeback bonuses (resists in the area, extra comeback bounty, and trailing/leading team claiming timer) now all scale linearly based on the amount of NW they are trailing (scales from no bonus at 0% NW behind to full bonus at 15% NW behind)

- The team that secures the Unstable Rift now also has a wave of 5 Rift Troopers sent down from the rift location. When trailing, spawns up to 12 troopers instead (using the same linear ramp from 0% NW to -15% NW)

- Rift Troopers drop no souls when killed

- Rift Troopers spawn with 100% extra health and damage (they also look larger and have custom VFX). Their bonus health and damage grow slightly per event (first one is 100%, then 120%, 140%, etc)

- Any players in the Unstable Rift Zone are now revealed on the minimap

- Unstable Rift bounty increased by 35% (to account for the 35% loss with no urn runner bounty, overall objective bounty is unchanged)

- Unstable Rift no longer grants +1 permanent buff to each player (there is also no +3 buffs to the urn runner)



- Urn running is now its own objective. Spawns on either end of the map (where the previous neutral pickup locations were), and gets delivered to the opposite end. Spawns at 10/15/20/25/etc.

- Urn runner is no longer revealed and is not disarmed or silenced (going through a doorway or mirage teleport still drops it)

- Urn cannot be manually dropped. It gets dropped when you get hit with a light or heavy melee, are stunned or are killed. It stays where it drops and does not walk back home.

- Urn runner can no longer parry

- Urn bounty value starts decaying after 45s from being picked up. It drains gradually over another 45s and then the urn is removed when the bounty is empty.

- Urn is deposited immediately at the drop off point.

- Urn bounty when deposited is worth 250 + 70/min for just the urn runner. Still has the comeback bounty component. Upon deposit all of the souls are released as orbs into the air (if another ally secures the orbs, they share the bounty with the urn runner).

- Urn runner gets +4 permanent buffs on deposit

- Urn is now louder when it talks and is easier to hear by nearby enemies

- After 3 Minutes from spawn the Urn will start walking very slowly on his own towards the deposit location

- Urn runner's passive bonuses while holding it now scales based on how behind you are, rather than being on or off (same as the Unstable Rift 0%-15% NW linear scaling). Bonuses are the same as the previous urn runner bonuses.



There are two debug commands you can use to test these out

- citadel_force_spawn_idol - This spawns the Urn

- citadel_koth_dev_test_spawn - This moves your hero and spawns the Unstable Rift in the early warning state then quickly transitions to the 25s broadcasted timer






[ General ]



- Health per boon reduced by 5%

- All ultimate base and upgrade cooldowns nerfed by 15% (rounded to the nearest multiple of 5)

- Rejuv buff duration reduced from 4 minutes to 3

- Respawn ramp changed from 8-30s from 5-19m to 8-35s from 5-20m

- Guardian bounty reduced from 1500 to 1250

- Walker bounty reduced from 4000 to 3500

- First blood bounty reduced from 150 to 125

- Base kill bounty reduced from 250 to 200 (max is still 2200 at 40m)

- Trooper bounty rescaled from 116 + 1.16/m to 100 + 2/m (less before 20m, more after)

- Trooper bounty ratio in the deniable flying orb increased from 40% to 50%

- Minimum unsecured souls allowed to drop reduced from 150 to 50 + 5/min


- Dash Jump input window increased from 0.2s to 0.25s duration (start time: 0.3s to end time: 0.55s)

- Dash Jump distance increased from 18m to 19m

- Dash Jump vertical impulse increased from 400 to 425


- Jump Pads on top of the double sinner buildings have been removed


- Hovering an item in the shop now shows you a preview for your investment bars


- Street Brawl: No longer locks you out of getting off the zipline in the first few seconds

- Street Brawl: Increased item randomness a bit

- Street Brawl: Fixed Enhanced Sharpshooter and Enhanced Spiritual Overflow not maintaining the bonuses from their enhanced components




[ Items ]


- Mystic Shot: Cooldown increased from 8s to 9s

- Toxic Bullets: Bleed damage increased from 1.7% to 1.9%

- Scourge: Max Health DPS reduced from 3.5% to 2.6%

- Scourge: Max Health DPS now scales with spirit power (0.0055)

- Cursed Relic: Damage Penalty increased from -10% to -14%




[ Heroes ]


- Abrams: Siphon Life T3 reduced from +3m Radius to +2m

- Abrams: Shoulder Charge T3 reduced from -20s Cooldown to -18s


- Apollo: Riposte T1 increased from -7s Cooldown to -8s

- Apollo: Riposte grace window to target after channel increased from +1s to +1.3s

- Apollo: Riposte cast range increased from 25m to 35m

- Apollo: Riposte targeting angle increased from 70 to 90

- Apollo: Flawless Advance Heal on hero hit spirit scaling increased from 1 to 1.3

- Apollo: Itani Lo Sahn T3 increased from +40% Bonus Damage to +50%


- Billy: Bullet damage per boon reduced by 10%

- Billy: Bashdown melee scaling reduced from 1.1 to 0.9

- Billy: Bashdown T3 reduced from 60% Heavy Melee damage to 50%

- Billy: Rising Ram T3 Max HP Damage reduced from 10% to 8%

- Billy: Rising Ram T3 Max HP Damage spirit scaling increased from 0.017 to 0.035 (break even at 111 spirit power)


- Celeste: Dazzling Trick cooldown reduced from 35s to 32s

- Celeste: Radiant Daggers buff duration increased from 25s to 30s

- Celeste: Radiant Daggers spirit scaling increased from 0.56 to 0.63

- Celeste: Shining Wonder bounce range increased from 15.5m to 16.5m

- Celeste: Shining Wonder damage increased by 10%


- Doorman: Doorway cooldown increased from 40s to 45s


- Drifter: Health per boon increased from 41 to 43 (global hp boon reduction is after this)

- Drifter: Rend cast time reduced from 0.5s to 0.4s

- Drifter: Rend post cast time reduced from 0.5s to 0.4s

- Drifter: Rend T2 increased from -7s Cooldown to -8s

- Drifter: Bloodscent T1 increased from +2m/s while near an isolated enemy to +3m/s

- Drifter: Bloodscent T2 increased from 18% missing health heal to +24%


- Dynamo: Rejuvenating Aurora regeneration increased from 25/s to 30/s


- Grey Talon: Rain of Arrows cooldown increased from 23s to 25s

- Grey Talon: Guided Owl permanent spirit bonus reduced from 10 to 8


- Holliday: Powder Keg velocity reduced slightly

- Holliday: Powder Keg charge delay increased from 7s to 7.5s

- Holliday: Powder Keg spirit scaling reduced from 1.4 to 1.2

- Holliday: Powder Keg T3 reduced from +100 Damage to +80


- Haze: Sleep Dagger T1 increased from -8% Bullet Resist to -10%

- Haze: Sleep Dagger T2 increased from -17s Cooldown to -18s

- Haze: Smoke Bomb T3 increased from +40% Bullet Lifesteal to +50%


- Ivy: Entangling Thorns spirit scaling increased from 0.45 to 0.55

- Ivy: Kudzu Connection Replicated Healing per boon scale increased from +0.5 to +0.85

- Ivy: Air Drop cooldown reduction when used on allies increased from -25% to -30%


- Lash: Ground Strike cooldown reduced from 21s to 18s

- Lash: Flog angle increased from 30 to 38


- Mina: Rake missing health as damage increased from 5% to 6%

- Mina: Sanguine Retreat T3 now also increases range by +3m

- Mina: Nox Nostra damage increased from 4.45 to 4.6

- Mina: Nox Nostra T1 damage increased from +1.74 to +1.9


- Mo & Krill: Sand Blast T2 slow increased from -25% to -30%

- Mo & Krill: Sand Blast T3 increased from -20s Cooldown to -25s

- Mo & Krill: Combo bonus max health per kill increased from 30+1/boon to 40+2/boon


- Paige: Health per boon increased from 29 to 33

- Paige: Bookwyrm T1 changed from "+2s Trail Duration and +1m Radius" to "-12s Cooldown"

- Paige: Bookwyrm T2 changed from "+10m Range and -12s Cooldown" to "+1 Charge, +1m Radius and +2s Trail Duration"

- Paige: Bookworm T3 changed from "+100 Damage, +30 DPS and +1 Charge" to "+100 Damage, +30 DPS and +12m Travel Range"

- Paige: Plot Armor T1 fire rate spirit scaling increased from 0.13 to 0.16

- Paige: Plot Armor T3 increased from 75% Barrier to 100%

- Paige: Rallying Charge is now properly counted as a "miss" (for the -50% CD Reduction) if the only thing that was impacted were non-heroes

- Paige: Rallying Charge T3 Max Amp increased from +50% to +70%


- Paradox: Kinetic Carbine T2 now also increases move speed spirit scaling (0.06)

- Paradox: Kinetic Carbine T3 changed from affecting Max Damage Scaling to affecting both Min and Max Damage Scaling


- Pocket: Bullet damage per boon reduced from 0.16 to 0.14

- Pocket: Flying Cloak T3 reduced from -12s Cooldown to -11s


- Rem: Tag Along healing per second spirit scaling reduced from 0.66 to 0.4

- Rem: Tag Along T3 missing health spirit scaling reduced from +0.02 to +0.016

- Rem: Lil Helpers Spirit Resist reduced from 15% to 12%

- Rem: Lil Helpers T1 changed from "+1 Helper" to "+1 Helper and +1.5m/s Move Speed"

- Rem: Lil Helpers T2 changed from "+8% Spirit Resist and +1.5m/s Move Speed" to "+1 Helper and +15% Trooper Damage and Resist"

- Rem: Lil Helpers T3 changed from "+2 Helpers and +20% Trooper Damage and Resist" to "+1 Helper and +15% Spirit Resist"


- Seven: Lightning Ball charge delay reduced from 7s to 6s

- Seven: Storm Cloud time to expand increased from 1.5s to 3.5s

- Seven: Storm Cloud damage interval increased from 0.25s to 0.3s (DPS unchanged)

- Seven: Storm Cloud T2 now also increases Initial Radius by +5m


- Shiv: Alt Fire damage now has a custom value per boon (+0.2)

- Shiv: Alt Fire ammo consumed per shot increased from 3 to 5

- Shiv: Alt Fire knockback movement is now disabled by slowing hex state

- Shiv: Serrated Knives cooldown reduced from 18s to 16s

- Shiv: Slice and Dice now deals +25 light melee damage (75 total) instead of 60 spirit damage

- Shiv: Slice and Dice changed from -6% Spirit Resist to +4% Damage Amp

- Shiv: Bloodletting T2 changed from "+15% Incoming Damage Deferred" to "+35% Deferred Damage Cleared"

- Shiv: Bloodletting T3 changed from "+50% Deferred Damage Cleared" to "+15% Incoming Damage Deferred"

- Shiv: Killing Blow now deals damage to troopers and neutrals along the way

- Shiv: Killing Blow executing a hero now instantly fills the rage bar

- Shiv: Killing Blow now has the T3 "recast within 20s on a hero kill" as part of the base ability

- Shiv: Killing Blow Full Rage Damage Bonus reduced from +12% to +8%

- Shiv: Killing Blow range reduced from 18m to 12m

- Shiv: Killing Blow T1 now also increases range by +6m

- Shiv: Killing Blow T2 increased from +10% Full Rage Bonus Damage to +16%

- Shiv: Killing Blow T3 increased from +5% Enemy health Threshold to +10%


- Vindicta: Stake T2 reduced from -20s Cooldown to -22s

- Vindicta: Crow Familiar T2 increased from -12s Cooldown to -16s

- Vindicta: Crow Familiar collision radius between each crow increased slightly

- Vindicta: Assassinate Max Bonus Damage spirit scaling increased from 2 to 2.3


- Viscous: Splatter T3 spirit scaling reduced from +1.1 to +1.0

- Viscous: Puddle Punch T3 increased from -12s Cooldown to -14s

- Viscous: Goo Ball T3 increased from +6s Duration to +7s


- Vyper: Screwjab Dagger T3 now also reduces charge delay from 4s to 2s

- Vyper: Slither T3 spirit scaling increased from 0.6 to 0.8


- Warden: Bullet damage per boon reduced from 0.34 to 0.28

- Warden: Willpower T2 increased from -22s Cooldown to -24s

- Warden: Willpower T3 increased from +2.5 spirit power scaling to +2.7

TLDR: New King of the Hill objective working like the urn before this update did. Another urn change, working like before the whole urn changing fiasco and balance changes.
Overall posite changes.
 
Shiv currently has a bug that lets him generate rage on troopers and neutral camps. Clearing a single tier 1 camp or 2 troopers gives him full rage. He's absolutely broken now that he can build melee as well.

Edit: Literally 2 minutes after I made this post they patched it. Mind over matter ig.
 
Anyone gotten any games in on the new patch? Not sure if I’ll have a chance to play much for a few days.
 
Still forming opinions. Urn no longer feels as urgent or impactful, but is now the lowest risk neutral objective and feels like it gives appropriate awards. Rift is the medium risk objective, and its variable spawn timer mixed with being physically visible a minute before it spawns and 35 seconds before it notifies everyone makes holding down side lanes or having scouts very valuable. The minions they spawn fucking suck and get cleared really easily, though it does demand somebody attend the lane or helps you go straight from Rift fight to a hard push. Overall I see more 3v3s or 4v4s in Rift vs the mandatory 6v6 Urn fights, and the change to scaling comeback instead of on/off is a fantastic change.
Mid Boss is still high risk, high reward, and it ends the game for you.

New Shiv is a rapist, again. Thanks Yoshi.
Rem unfortunately got nerfed, but the gradient for gaining his helpers is nice. Need to play more matches with him.
The global ult nerfs hit Victor especially hard, and Dynamo is probably bad now. I think in general it helps the flow of the game. May need some more tweaks.
The new Boon table is nice, makes laning and mid game a little faster despite gaining ults 200 souls later, but scaling late game is a tad slower.
Since Urn can't be dropped manually characters that can force a drop like Doorman or Mirage become the only characters that can bait an urn. Not as valuable as before, but since you can't be detected you can force somebody to search canal or the drop off for about 30 seconds before just dropping it in a random spot after jungling since you can shoot with it now. The value dropping off after 45 seconds also discourages baiting. I'm interested to see if intentionally draining the urn becomes a strategy.

The Urn depositing itself is pretty funny. Decent patch all around imo. Nerf Bebop.
 
gun wardon is dead and yoshi is a faggot
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I'm gonna try to make some sort of claw and potion build and annoy the shit out of everyone till I get my gun back
 
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