@@breakthecode4634 yes but the tech was interesting and made taking a tower more engaging and rewarding to players who could do it, removing skill expression is not good. Increasing guardian hp (or doing something similar to what they did with minions) is an easier fix especially since the new tower damage range feels very clunky and restrictive
I think this is where Deadlock becomes better. Instead of having a pure aggression meta, we will now see players express themselves a bit more, some will farm, some will be aggressive, some will support failing lanes. I think this is a healthy change for the game and thankfully is moving in a great direction
I disagree, the difference between this and other mobas is that it rewarded aggression ALOT and they’re toning that back. What I mean is that you play vs urgot top lane he’s freezing the lane until he buys 1 or 2 items and you can’t fight him anymore which is cringe. The changes were relatively good in terms that they incentivize farming sooner instead of running your laner into the ground in low elo but it’s a lot stacked on top of each other almost too much
@@chiefinasmithI also disagree here this is probably the shallowest moba in the genre which is why they keep buffing mid boss and urn, routing and positioning (large scale) aswell as lane states esp past walkers are almost entirely irrelevant. Maybe you’ll be a tad late to a team fight or miss a few minions which is a big deal don’t get me wrong but there’s a ton of mechanics and the capabilities a 3rd person fps brings which mitigate that pretty considerably.
In dota, towers are waaay harder to take down and they protect you as much as you protect them. Diving towers is a tricky businessband you can die a few times without them knocking it over.
you can take a tower at 1-3 mins but you need very specific heroes. otherwise you and 4 or 5 heroes with flasks to tank hits. same with roshan you can do it early but it needs full commital
and as always people never forget: whatever changes the dev team make, they are not shy of amplifying, reversing or completely transforming them again. just because the tower damage rules have been heavily changed for the early game this specific patch does not mean it will stay like this until 1.0 so regardless if you think change x is good or bad, don't get to attached or angry at them. it will change. some things will change many more times.
IDK if it's just the urn changes or what but this latest patch has felt less Deadlock-y than previous patches. Multiple games last night I saw matches with 80-100k+ soul difference towards the end. Previously it felt like everyone was 1-20k difference most of the time and the game could pivot at any point. Now it's just been stomp or be stomped.
I disagree, I've seen WAY too many players just bum-rushing me (especially when I'm playing guist) at the start and dying to the tower without doing much damage to either me or the tower.
I didn't even know about the ramp tech before videos like these. From a MOBA player, I'm glad they removed that. As for muh skill expression, it's literally sliding back and then walking upwards again to get infinitr ammo lol.
I feel like he's actually stronger than before now the extra half percent is crazy, and loosing 2 stacks is no big deal if you just self cast before death. Even when I die I almost always gained at least two stacks from the fight
Isn’t the urn spawn time actually a big change, not a little? It was reduced from 25 to 12,5 seconds, isn’t it huge? That’s not just „a little bit faster“
Ramp slide is whatever, won't affect my Abrams gameplay. Urn changes are sad. But potentially make games shorter which is good. I like the stealthy part of it all, but I guess 'win more' mechanic should stay a 'win more' mechanic. Overall good update 👍
glad their are making the towers more resistant early game. If you died once on the lane against certain heroes you basically lost it almost the game soon started
Another thing is that if games last longer characters like paradox become weaker late-game while characters like Haze become very strong late-game, so it is a technical nerf/buff accordingly.
Paradox definitely been hit by this. And they nerfed her even more with the cooldown increase... Paradox seems pretty weak for solo queue now. If the game goes over 30minutes she becomes quite weak on her own. Her swap only works well with a good coordinated team anyways.
I hate the laning phase. It's one of the most boring phase now because people just tuck and hide behind guardians all game. Dual lanes are fun usually but I dread solo lane now. It's so boring. Some heroes are good and made for ganking, like Lash, but now I can't do any plays because people against me have some ranged harassment skills and stick to the guardian the entire 9 minute laning phase. When I then go to gank other lanes I find that I can't because I've been babysitting my lane and it keeps being equal unless I leave it on purpose. Also no one comes to gank side lanes at all. Too far.
@@jonathanrussell6525 I've been getting increasingly frustrated getting put in solo lanes as a ganker (Haze, Mirage) and the enemy is just free to rotate +2 people from their midlanes to come gank me without consequence. God, it's frustrating.
you know, at first when i heard that lifesteal was getting hit, i immediately thought " oh no, geist is getting put down" but considering that geist USUALLY buys more then one lifestealing item anyway, maybe it wont be that bad? hopefully... maybe?... please?
it's not the lifestealing that's getting nerfed. it's the lifesteal stacking. the main concern is that infernus gets very oppressive if ahead enough. it forces anyone who engages him to buy toxic bullets/decay + healbane. it's precedent for what stacking is going to be like in this game and it's healthy. it hsould promote diversifying stats, not stacking it all in one bucket until it's difficult to counteract it.
@nanaapple8100 yeah that's why I felt like it's ok for Geist, cause she usually would stack healing anyway so making all heros having to stack makes little difference to her.
@@SethMoorerunner we agree. in the first place i don't think lifesteal items should be core. they just round out builds to help end a game. most of the high impact ones are 6200 souls anyway. you would never buy a lifesteal item as your first 6200 item.
@nanaapple8100 i do hope that they manage lifestealing better then smite did. As it stands now, lifesteal and anti heal it basically required for most of the cast. I really would like it if that could be avoided. Especially with characters like Anubis in smite, or Lady Geist in deadlock, who depend on that sustain so much. Any nerfs that go to lifsteal- or any sustain for that matter- are an indirect nerf to them. It'll be very interesting to see where they go with this.
@@SethMoorerunner i can tell you how they handle it in dota 2. they don't. there are items like vampiric burst in dota. it's called satanic or it's part of their hero kit. you're supposed to bait the item use and just kite it out. you are supposed to burst the characters. i don't play geist but this is my experience against her as well. you just stun and ranged burst her down, forcing her to buy items like warpstone or appropriate armors just to play normally. eventually positioning will matter a lot more in this game to the point where you'll have one carry hero sitting in front hitting towers on their own while everyone else sits behind in safe distance and waits to save them like with rescue beam. you'll have people do something called cutting waves, where they'll wait for creep waves while the enemy team pushes, then clear them fast from behind them to keep backdoor protection up, forcing them to give up a good push timing. heroes like pocket would be amazing at that. if hero lifestealing is meant to do anything significant in this game it's to sustain after fights and get between places healthy.
why does the tower change affect shotgunners in particular? everyone could extend their mag infinitely at the cost of firing speed. low attack speed heros like abrahms didn't have to make the tradeoff, but yamato definitely did- the nerf hits low attack speed high damage heros marginally more, but it's a buff to volatile laners- i bring it up because it was probably a net buff for yamato
Probably because they are low attack speed high damage heroes. Since the shotgun bullets spread and the guardian has a big hitbox it would get hit by all of them. On top of that the tech for shotguns didn't require sacrificing firing speed because the delay between the shots could be timed with going up the ramp again.
The last part I mentioned could be true for left click high ammo usage heroes as well, like Yamato, Viscous and Shiv. But I don't remember how damaging these were for the towers.
It is the full value soul distribution for the 1 2 2 1 lane setup. Remember the thing about you're griefing soul from your team if you entered to other's lane? This laning-phase mechanic lasted for 10m before this patch, now it's 8m.
@@Nikkibuh Its not just that though. Before 8minutes if theres 2 people on lane they both get the full value of the creep and orb. After 8minutes the money is split. So if you are 2v1 in a lane after 8 minutes the person being alone will get the full value while the 2opponents have to share it. Basically if you are 2 on a lane without intent to kill you will lose out on alot of farm after 8minutes. I play duoqueue and we now agreed on that 1 person leaves the lane completely after the 8min mark and goes ganking/jungling so that we don't grief each others soul-economy.
@@nowaylater80 If it makes you feel any better, we can't combo EShift into cloak anymore since you have to stick the full duration of EShift post patch.
hardly in shambles really. Now they can't attack the tower infinitely and have to reload. This also effects every other hero so thats hardly bad for them anyways.
I do think the game has become a lot more fair, especially with the soul gain weight changes that weren’t discussed in this vid… But man, I HATE the new lane phase. Feels like such a drag, and it also makes going missing from your lane super early feel like it has no consequences. I’ve had so many games already that eventually devolve into both teams trying to do 2v4s during lane and since pushing guardian before 10 minutes sucks now, despite several players being missing from their designated lane the players left alone in their lanes couldn’t pick up as much progress as the stacked lane. These didn’t make or break games, but it didn’t FEEL fun to play. Really soured the mood. I don’t expect (or want) them to revert it, but they should keep digging, here’s hoping they don’t leave it like this for good. Edit: also, can’t really say I care for ranked mode in any game. I play games to reduce stress, not increase it. So I’ll probably steer clear. Luckily, knowing Valve the game will have workshop support like DOTA Arcade. Plenty of fun between regular matches.
I would rather have a longer laning phase where there are more opportunities to roam and take camps then be stuck in a lane because if you leave for 30 seconds your entire guardian is gone 4 minutes into the game.
@@dopiercomic4106 and I’d rather have a lane phase where I fight against my lane opponents and don’t have to deal with the 2v4 or 1v3 robbing me of having fun. Yeah, the new lane phase isn’t detrimental, but it’s not FUN. Fun is first in games.
So if my team defeats the mid boss twice and the enemy team manages to defeat it the third time, will they receive the maximum bonus or the initial bonus?
as someone used the guardian slide tech alot I'm glad I dont have to do that anymore cause tbh it felt REALLY cheesy and was really boring, either you did it and almost certainly got their guardian first or very low or you didn't and they did it to you, extending out the games a bit more and giving more early game options for failed lanes should make the overall game feel alot better even if you're getting slapped, I've had PLENTY of games where I basically dont get to do anything, can't farm, can't push out and obviously can't kill anyone cause they have some sort of lead I'm literally too broke to counter (even with ability/hero/situation specific items) I feel like alot of that comes from bad early games so more options there is appreciated, I'm also quite interested in the map changes as they're small but again, give more options for areas that would have been death traps against alot of characters, I know I've jumpscared some people on yellow walker as mcginnis cause they have basically no where else to go other than back down the lane or into the other lane (with a well placed wall that is)
I don't like the fact they're extending the game by gating guardians. I find 50+ minute games the most taxing and usually they end my play sessions. I wish they'd push for average game time of 30 minutes, with only handful of games to finishing in 20' or go to the super late stage of 40 minutes.
Are they? They're making the very beginning a little longer, but making the late game stuff stronger and more volatile. Like, respawn timers ramping up faster, so a mid to late game gank will snowball into more taken objectives.
@@Calsifyr Interesting, haven't played much myself. Been busy enjoying Fragpunk Playtest instead. More time on the death timer isn't ideal either, hopefully they land on something acceptable for game duration.
"Not having infinite ammo really hurts the meta". I feel like I have played with some people that complain about everything that hurts their playstyle even though it is obviously unbalanced. The game is beta for the sake of balancing, of course your broken strategy is going to get nerfed.
I hate that they’re slowing the game down, deadlock doesn’t need it, it needs to be as fast as possible. Is it really fun for you to hit creeps for 10 min straight like in any other moba? I don’t understand it, this tower update is just wrong, not taking about slides ofc
So you want the alternative of losing tower after 3 minutes, losing shop, being open to ganks from your laner, and other lanes being open to them roaming? At 3 min?
@@jhinzho4852 I want a possibility of it and low cooldown zipline boost, especially at the start of the game, not a farming simulator. I quit dota for deadlock only because deadlock feels more active, what is the point of slowing it down? To make people spend more time? Tell me please I’m curious. Go lose your tower at 3 min if you WAISTED your zipline boost, you had your second chance, that’s it. 3:00 - t1, 15:00-25:00 - patron, go next. Everything should be faster, that’s what I’m saying. Slowing any element of the game doesn’t help it.
The problem is a bit more complicated than that, in higher elo the game is actually pretty reasonably paced. And in the highest elo it is actually a fast-paced game. But for the average person you are right this is a slow as hell paced game.
Her late game needs a serious rework. Once you get silencer and unstoppable you can insta-wipe the entire enemy team. Metal skin is an easy counter till then.
@@SkullfaceTalks nah, metal skin lasts only 4 sec while her ult with duration spirit is basically infinite beyblade spin Metal skin+knockdown is far better, but its 4-5k for just one hero (and she still can just outdps you by simply spamming with infinite ammo bc spirit scaling ammo with passive)
@@golodniyhistoryck171 you are supposed to use the metal skin to escape the ultimate. It is an ultimate, making it useless was never the desired intention as it is supposed to be strong. If you don't like how it was designed that is totally personal and imo short-sighted.
@@SkullfaceTalks yeah, its totally possible in short span of 4 sec to evade it with your full team to not let her farm supports Gl with not letting her farm BTW while you running and getting backshots from her infinite ammo spirit scale The problem is that its strong in early game, mid game and fucking nightmare in late game even on hight MMR The warden is problem bc he can control the lane and your positioning with 1 button. But haze literally forces you to EVADE combat at all cost until her ult is casted and run for your life every time you see her I'm saying it as the one who played haze for 102 games and secured 82 wins by simply poking and pushing
haze in a nutshell: inconspicuous in early-midgame, lategame she just deletes everyone. (except if its a noob haze who doesn't buy unstoppable or didn't farm at all)
They removed the ability to instantly zip back to lane on 1st death some patches ago (good change, being able to respawn in 3 seconds and instantly zip back to lane even after losing was annoying). Because of this change, they created a new issue where the winning opponent, now with more time to commit to shooting the turret + infinite ammo from the slide, could easily kill the guardian in 1 pass. Losing a guardian
I'm sorry for your loss, but also fuck your main he was making the game miserable to play. This bandaid needed to get ripped off sooner or later lol. Hopefully they buff him back up soon though to make sure he's still playable.
Still not nerfed enough in my opinion. Shotguns are stupid and shouldn't do so much dmg long range considering how easy it is to hit with them. And abrams needs to not be able to cancel his reload. He got too much going for him considering how batshit easy he is to play in the first place and mostly punches creeps anyways and then gets rewarded as well for being able to deny every soul ever because he never has reload-down-time.
Why is league the only moba that the tower will hit your enemy if they focus u. It’s a huge deal if u are behind. With deadlock they can just dive u or 2-3 man dive u and your guardian just hits minions.
The same goes for dota 2, dont know whats going on with the guardians' A.I in deadlock but them dealing almost zero dmg to divers or just out-right ignore them just suck.
@@allstarreject Not true, in dota if an enemy is in range of the tower and they attack, the tower automatically targets them. Spells don't draw aggro from towers or creeps though.
This is a bad change. The guardian should simply do much more damage to opponents and provide a safe haven when behind like dota. Preventing players from pushing when they double kill their lane and taking away the slide just feels bad for the game. If the guardian defended you while behind it would provide a healthy option for players who are behind while still punishing them for death as it should be.
lash is so annoying ngl. Doesn't feel like theres much to not make him snowball either. Too much damage midgame considering his mad mobility. Nothing to shut him down.
God no, they're doing farm till lategame meta just like they did in dota a few years ago, and it was BORING. They should allow games to end quickly. Disgusting changes
@@lyrebird5982 Not a big deal lol they buffed the only character you can 100% remove from the game with curse, knockdown, metal skin, return fire, etc.. The most counterable hero in the game relying almost entirely on one dimensional gun damage
@@RJWoodMoroseTenacity She can buy and use unstoppable in her ult negating curse and knockdown Metal skin won't save the rest of your teaming dying Lifesteal ends up negating return fire But yeah she's the most counterable hero in the game
The lane changes are honestly so good imo. One fuck up in lane against certain heroes and your guardian was done and your laning phase was over.
RIP Ramp slide attack 2024-2024
It's a good thing
@@breakthecode4634 how?
@yes6707 because getting someone's tower in 3 mins no matter the circumstances in any moba is bad design. But that's just an opinion so.
@@breakthecode4634 yes but the tech was interesting and made taking a tower more engaging and rewarding to players who could do it, removing skill expression is not good. Increasing guardian hp (or doing something similar to what they did with minions) is an easier fix especially since the new tower damage range feels very clunky and restrictive
@@breakthecode4634 umm... well- why don't they just double the tower hp then?
Shotgunners in shambles? Brother, all games I've had this patch there's a 30/2 Abrams/Shiv
Lmao 100%
*against lane guardians
@@DerfyRedits kinda still fine though, you just get some bullet velocity or monster rounds and you're chillin
Abrams/Shiv duo lane has so much sustain
Abrams is now slightly worse with the nerf to melee charge. Then again the dash reload 1250 was almost core on him anyway
I think this is where Deadlock becomes better. Instead of having a pure aggression meta, we will now see players express themselves a bit more, some will farm, some will be aggressive, some will support failing lanes. I think this is a healthy change for the game and thankfully is moving in a great direction
eh, fighting is the fun part
@@pigeon7777but there’s way more that goes into the game than just fighting
It'll be fun once they renerf seven so he can't throw orbs the size of the map
I disagree, the difference between this and other mobas is that it rewarded aggression ALOT and they’re toning that back. What I mean is that you play vs urgot top lane he’s freezing the lane until he buys 1 or 2 items and you can’t fight him anymore which is cringe. The changes were relatively good in terms that they incentivize farming sooner instead of running your laner into the ground in low elo but it’s a lot stacked on top of each other almost too much
@@chiefinasmithI also disagree here this is probably the shallowest moba in the genre which is why they keep buffing mid boss and urn, routing and positioning (large scale) aswell as lane states esp past walkers are almost entirely irrelevant. Maybe you’ll be a tad late to a team fight or miss a few minions which is a big deal don’t get me wrong but there’s a ton of mechanics and the capabilities a 3rd person fps brings which mitigate that pretty considerably.
Im glad, I get its a thing in dota but losing guardian at 3 minutes because of one mistake feels like shit
In dota, towers are waaay harder to take down and they protect you as much as you protect them. Diving towers is a tricky businessband you can die a few times without them knocking it over.
you can take a tower at 1-3 mins but you need very specific heroes. otherwise you and 4 or 5 heroes with flasks to tank hits. same with roshan you can do it early but it needs full commital
Lmao it's not a thing in Dota. It requires a lot of coordination to take down a tower early in Dota.
It's not a thing in dota either, you also have glyph on top
@@Notllamalord it's literally not a thing in Dota. What are you taking about
the abrams in the thumbnail is _cursed_ dawg
How he'd look if you have your finger 0.001 cm to the parry key
I WAS WAITING YOUR VIDEO OF THE PATCH I KNEW IT WILL BE SO EASY TO UNDERSTAND AND WELL EXPLAINED, YOU ARE AWESOME DUDE! TOP 1 REFERENCE IN DEADLOCK
Haunting thumbnail
and as always people never forget: whatever changes the dev team make, they are not shy of amplifying, reversing or completely transforming them again. just because the tower damage rules have been heavily changed for the early game this specific patch does not mean it will stay like this until 1.0
so regardless if you think change x is good or bad, don't get to attached or angry at them. it will change. some things will change many more times.
IDK if it's just the urn changes or what but this latest patch has felt less Deadlock-y than previous patches. Multiple games last night I saw matches with 80-100k+ soul difference towards the end. Previously it felt like everyone was 1-20k difference most of the time and the game could pivot at any point.
Now it's just been stomp or be stomped.
Matchmaking was bugged, or maybe it still is for some. Good players were matched against bad players. It's mentioned on Discord.
@@lukkkasz323this would explain why I haven’t noticed anything on OCE as matchmaking has been like that for a long while due to our small player base.
idk I felt like it was stomp or be stomped even before lol.
I think right now it's all random so you can either get players who never played or sweats
Those are just bad games , if people are up that much and not ending it’s low elo games
That insane differences, i have not seen anything close to that and the last 10 of my games have been close
Brother this recap is amazing. Thank you.
Earlier today I baton passed the urn to my friend in another lane.
Didn’t want to leave lane but still wanted the early urn, was a cool tech to use (:
great coverage of the patch notes. thanks man. :)
Biggest lane W changes so far that actualy make this a MOBA, was a random chaos shooter before
More forgiving early game and more punishing late game makes for better match pacing, and all these changes seem to push in that direction.
>Guardians do 20% more damage to diving players
No matter how many percent you add to zero, it'll still be zero.
I disagree, I've seen WAY too many players just bum-rushing me (especially when I'm playing guist) at the start and dying to the tower without doing much damage to either me or the tower.
@@thunderspark1536 Then it's a skill issue. Avoiding tower aggro in this game is braindead easy,
@@thunderspark1536 you just kill couple of enemy creeps so your wave aggroes the guardian and keep your distance from it. It's VERY easy.
@@lincorecybergnida Yes it is, but I've seen too many do it anyway. Mostly sevens.
its a really good change. 2 people diving me at tower feels much more fair and more punishing for the divers.
this mans is a good speaker, subbed
I didn't even know about the ramp tech before videos like these. From a MOBA player, I'm glad they removed that. As for muh skill expression, it's literally sliding back and then walking upwards again to get infinitr ammo lol.
I would love you to also cover individual hero and item changes, atleast the ones that are somewhat more important.
its time to make another video cause they unnerfed bebop
I feel like he's actually stronger than before now
the extra half percent is crazy, and loosing 2 stacks is no big deal if you just self cast before death. Even when I die I almost always gained at least two stacks from the fight
@@havefun123for just noticed they removed cap, bomb bop might be even more annoying lol
at least link the twitch of the person ur spectating in the vod bro
this lystic game is FRESH fresh
Isn’t the urn spawn time actually a big change, not a little? It was reduced from 25 to 12,5 seconds, isn’t it huge? That’s not just „a little bit faster“
Thankfull for many of these changes.
bruh why are they called vaults when they're legit slot machines
In-universe they are, but mechanically there's no gambling to using them.
@@BrainGeniusAcademy It literally looks like a slot machine and rolls a random golden statue buff
you could say its more like a toy capsule machine
Soulot Machines
Probably just prior internal naming used by devs before the whole slot machine Sinners Sacrifice design
How can you change the team colours? Your colour choices work so much better than default (Red / Green colour blind)
It's the replay. Red and green are in-match colors, when you are playing, those colors are default for teams in observer mode
smaller text looks a lot better. Thx
ramp slide was actually a fun mechanic they should keep in the game
it's still in the game, wdym?
@@nanaapple8100This guy didn't listen to the teacher😂 Just heard "cant ramp slide" on "cant ramp slide attack towers"
the talon gameplay is really good, is it yours?
Ramp slide is whatever, won't affect my Abrams gameplay.
Urn changes are sad. But potentially make games shorter which is good. I like the stealthy part of it all, but I guess 'win more' mechanic should stay a 'win more' mechanic.
Overall good update 👍
I don't like that they are trying to extend game time. One thing I like about deadlock was how the games were shorter than traditional mobas.
glad their are making the towers more resistant early game. If you died once on the lane against certain heroes you basically lost it almost the game soon started
only here for the thumbnail good work
Another thing is that if games last longer characters like paradox become weaker late-game while characters like Haze become very strong late-game, so it is a technical nerf/buff accordingly.
Paradox definitely been hit by this. And they nerfed her even more with the cooldown increase... Paradox seems pretty weak for solo queue now. If the game goes over 30minutes she becomes quite weak on her own. Her swap only works well with a good coordinated team anyways.
They nerfed the core items of the Ivy bomb build. : (
Bebop already got another change, they removed the cap. Praise be!
more importantly fixed the hook hitboxes
nice but ult is still dead
Do they fix Seven's giant lightning ball as well?
@@gaunterdimm7522 11 seconds of several hundred DPS that has 100% lifesteal is not "Dead" you're just gonna have to use it more wisely.
@@actingempty3108Bebop mains when they can't just ult-refresher-ult enemies out of existence be like:
I hate the laning phase. It's one of the most boring phase now because people just tuck and hide behind guardians all game. Dual lanes are fun usually but I dread solo lane now. It's so boring. Some heroes are good and made for ganking, like Lash, but now I can't do any plays because people against me have some ranged harassment skills and stick to the guardian the entire 9 minute laning phase. When I then go to gank other lanes I find that I can't because I've been babysitting my lane and it keeps being equal unless I leave it on purpose. Also no one comes to gank side lanes at all. Too far.
Meanwhile my friend is constantly getting 2v1 and 3v1 ganked in all his games lately
@@jonathanrussell6525 I've been getting increasingly frustrated getting put in solo lanes as a ganker (Haze, Mirage) and the enemy is just free to rotate +2 people from their midlanes to come gank me without consequence. God, it's frustrating.
you know, at first when i heard that lifesteal was getting hit, i immediately thought " oh no, geist is getting put down" but considering that geist USUALLY buys more then one lifestealing item anyway, maybe it wont be that bad? hopefully... maybe?... please?
it's not the lifestealing that's getting nerfed. it's the lifesteal stacking. the main concern is that infernus gets very oppressive if ahead enough. it forces anyone who engages him to buy toxic bullets/decay + healbane. it's precedent for what stacking is going to be like in this game and it's healthy. it hsould promote diversifying stats, not stacking it all in one bucket until it's difficult to counteract it.
@nanaapple8100 yeah that's why I felt like it's ok for Geist, cause she usually would stack healing anyway so making all heros having to stack makes little difference to her.
@@SethMoorerunner we agree. in the first place i don't think lifesteal items should be core. they just round out builds to help end a game. most of the high impact ones are 6200 souls anyway. you would never buy a lifesteal item as your first 6200 item.
@nanaapple8100 i do hope that they manage lifestealing better then smite did. As it stands now, lifesteal and anti heal it basically required for most of the cast. I really would like it if that could be avoided. Especially with characters like Anubis in smite, or Lady Geist in deadlock, who depend on that sustain so much. Any nerfs that go to lifsteal- or any sustain for that matter- are an indirect nerf to them. It'll be very interesting to see where they go with this.
@@SethMoorerunner i can tell you how they handle it in dota 2. they don't. there are items like vampiric burst in dota. it's called satanic or it's part of their hero kit. you're supposed to bait the item use and just kite it out.
you are supposed to burst the characters. i don't play geist but this is my experience against her as well. you just stun and ranged burst her down, forcing her to buy items like warpstone or appropriate armors just to play normally.
eventually positioning will matter a lot more in this game to the point where you'll have one carry hero sitting in front hitting towers on their own while everyone else sits behind in safe distance and waits to save them like with rescue beam. you'll have people do something called cutting waves, where they'll wait for creep waves while the enemy team pushes, then clear them fast from behind them to keep backdoor protection up, forcing them to give up a good push timing. heroes like pocket would be amazing at that.
if hero lifestealing is meant to do anything significant in this game it's to sustain after fights and get between places healthy.
And somehow Abrams was still able to tower dive me multiple times with only one item and not die
why does the tower change affect shotgunners in particular? everyone could extend their mag infinitely at the cost of firing speed. low attack speed heros like abrahms didn't have to make the tradeoff, but yamato definitely did- the nerf hits low attack speed high damage heros marginally more, but it's a buff to volatile laners- i bring it up because it was probably a net buff for yamato
Probably because they are low attack speed high damage heroes. Since the shotgun bullets spread and the guardian has a big hitbox it would get hit by all of them. On top of that the tech for shotguns didn't require sacrificing firing speed because the delay between the shots could be timed with going up the ramp again.
The last part I mentioned could be true for left click high ammo usage heroes as well, like Yamato, Viscous and Shiv. But I don't remember how damaging these were for the towers.
Can someone explain trooper spawn/bounty lane what exactly is that and what changes?
before that time, the trooper soul gain is split 50/50 between on-kill and in the spirit orb. after that time, all of it is in the orb
It is the full value soul distribution for the 1 2 2 1 lane setup. Remember the thing about you're griefing soul from your team if you entered to other's lane? This laning-phase mechanic lasted for 10m before this patch, now it's 8m.
@@Nikkibuh Its not just that though. Before 8minutes if theres 2 people on lane they both get the full value of the creep and orb. After 8minutes the money is split. So if you are 2v1 in a lane after 8 minutes the person being alone will get the full value while the 2opponents have to share it. Basically if you are 2 on a lane without intent to kill you will lose out on alot of farm after 8minutes.
I play duoqueue and we now agreed on that 1 person leaves the lane completely after the 8min mark and goes ganking/jungling so that we don't grief each others soul-economy.
wraith didnt get enough nerfs plus them buffing mo and krills combo???
really questionable but the rest of the changes were dubs so its not all bad
30secs in... AIMMMMM please! ok back to watching
I’m new and bad at video games so removing the infinite ammo slide is hype for me.
Pocket feels the shotgun nerf the hardest 😭
pocket fans down bad
+ nerf to damage falloff 😢
Good.
Pocket got the wrong nerf. This Puck-like twink is super annoying and hard to catch. Mobility tools should be nerfed instead.
@@nowaylater80 If it makes you feel any better, we can't combo EShift into cloak anymore since you have to stick the full duration of EShift post patch.
So where is the "Shotgunners in shambles" section of the video?
He mentions that at the very beginning with the ramp slide guardian strat being removed
hardly in shambles really. Now they can't attack the tower infinitely and have to reload. This also effects every other hero so thats hardly bad for them anyways.
lash and paradox also got infinite ammo on ramp
I do think the game has become a lot more fair, especially with the soul gain weight changes that weren’t discussed in this vid… But man, I HATE the new lane phase. Feels like such a drag, and it also makes going missing from your lane super early feel like it has no consequences. I’ve had so many games already that eventually devolve into both teams trying to do 2v4s during lane and since pushing guardian before 10 minutes sucks now, despite several players being missing from their designated lane the players left alone in their lanes couldn’t pick up as much progress as the stacked lane. These didn’t make or break games, but it didn’t FEEL fun to play. Really soured the mood. I don’t expect (or want) them to revert it, but they should keep digging, here’s hoping they don’t leave it like this for good.
Edit: also, can’t really say I care for ranked mode in any game. I play games to reduce stress, not increase it. So I’ll probably steer clear. Luckily, knowing Valve the game will have workshop support like DOTA Arcade. Plenty of fun between regular matches.
I would rather have a longer laning phase where there are more opportunities to roam and take camps then be stuck in a lane because if you leave for 30 seconds your entire guardian is gone 4 minutes into the game.
@@dopiercomic4106 and I’d rather have a lane phase where I fight against my lane opponents and don’t have to deal with the 2v4 or 1v3 robbing me of having fun. Yeah, the new lane phase isn’t detrimental, but it’s not FUN. Fun is first in games.
What does golden statue buff mean ?
The small buffs you get randomly by destroying the golden statues that spawn around the map
Damn the urn distraction pushes are gone now RIP
So if my team defeats the mid boss twice and the enemy team manages to defeat it the third time, will they receive the maximum bonus or the initial bonus?
The maximum.
Rip Grey Talon, squishy and slowpoke now.
RIP Fleetfoot + Heavy Melee cancel
Feel like ivy might be a monster on lane now because kudzu bomb probably still damages guardian outside 19m
Ivy is a monster throughout the entire game
@@chiefinasmith not really
@@VaporCun no you dont get it, shes a monster
@@niersu she is
@@VaporCun her ult is insane and her kudzu is dot and slow + poke in lane + invulnerability on top of a stun lmao
as someone used the guardian slide tech alot I'm glad I dont have to do that anymore cause tbh it felt REALLY cheesy and was really boring, either you did it and almost certainly got their guardian first or very low or you didn't and they did it to you, extending out the games a bit more and giving more early game options for failed lanes should make the overall game feel alot better even if you're getting slapped, I've had PLENTY of games where I basically dont get to do anything, can't farm, can't push out and obviously can't kill anyone cause they have some sort of lead I'm literally too broke to counter (even with ability/hero/situation specific items) I feel like alot of that comes from bad early games so more options there is appreciated, I'm also quite interested in the map changes as they're small but again, give more options for areas that would have been death traps against alot of characters, I know I've jumpscared some people on yellow walker as mcginnis cause they have basically no where else to go other than back down the lane or into the other lane (with a well placed wall that is)
fuck the ramp slide thank god thats gone
I don't like the fact they're extending the game by gating guardians. I find 50+ minute games the most taxing and usually they end my play sessions. I wish they'd push for average game time of 30 minutes, with only handful of games to finishing in 20' or go to the super late stage of 40 minutes.
Yeah same here, the game at some points, actually felt like wars of attrition. Now it's gonna be a drag
Are they? They're making the very beginning a little longer, but making the late game stuff stronger and more volatile. Like, respawn timers ramping up faster, so a mid to late game gank will snowball into more taken objectives.
@@iswhatheisthat’s the reason why I couldn’t get into DOTA, those games are way too long.
The games I've played so far this patch (so take with a grain of salt) have actually been consistently shorter, interestingly.
@@Calsifyr Interesting, haven't played much myself. Been busy enjoying Fragpunk Playtest instead. More time on the death timer isn't ideal either, hopefully they land on something acceptable for game duration.
The unlimited stairs ammo cheese was totally stupid and I'm glad they fixed it. Some of us don't have uber micro korean-starcraft APM fingers.
they slaughtered bomb bebop losing stacks on death isn’t a bad idea but they gutted his late game damage so bad
Edit saw the new patch lol nevermind
Bebop is back
Gray Talon is like a completely different agent now with removal of fire rate and move speed spirit scaling
RIP double bomba bebop
"Not having infinite ammo really hurts the meta". I feel like I have played with some people that complain about everything that hurts their playstyle even though it is obviously unbalanced. The game is beta for the sake of balancing, of course your broken strategy is going to get nerfed.
if shotguns can look in your direction and steal every soul i dont care that they also cant abuse infinite ammo crutches anymore either
Well this was poorly timed
Bro missed the 10/11 patch by like 2 minutes
Luckily it doesn't effect anything I talked about!
I hate that they’re slowing the game down, deadlock doesn’t need it, it needs to be as fast as possible. Is it really fun for you to hit creeps for 10 min straight like in any other moba? I don’t understand it, this tower update is just wrong, not taking about slides ofc
So you want the alternative of losing tower after 3 minutes, losing shop, being open to ganks from your laner, and other lanes being open to them roaming? At 3 min?
@@jhinzho4852 I want a possibility of it and low cooldown zipline boost, especially at the start of the game, not a farming simulator. I quit dota for deadlock only because deadlock feels more active, what is the point of slowing it down? To make people spend more time? Tell me please I’m curious. Go lose your tower at 3 min if you WAISTED your zipline boost, you had your second chance, that’s it. 3:00 - t1, 15:00-25:00 - patron, go next. Everything should be faster, that’s what I’m saying. Slowing any element of the game doesn’t help it.
The problem is a bit more complicated than that, in higher elo the game is actually pretty reasonably paced. And in the highest elo it is actually a fast-paced game. But for the average person you are right this is a slow as hell paced game.
👌
seems like a pretty shite patch to me outside of ranked release, will be happy if I'm wrong tho
I just wait for them to nerf haze
She horrendous to play against on both high and low MMR
Her late game needs a serious rework. Once you get silencer and unstoppable you can insta-wipe the entire enemy team. Metal skin is an easy counter till then.
@@SkullfaceTalks nah, metal skin lasts only 4 sec while her ult with duration spirit is basically infinite beyblade spin
Metal skin+knockdown is far better, but its 4-5k for just one hero (and she still can just outdps you by simply spamming with infinite ammo bc spirit scaling ammo with passive)
@@golodniyhistoryck171 you are supposed to use the metal skin to escape the ultimate. It is an ultimate, making it useless was never the desired intention as it is supposed to be strong. If you don't like how it was designed that is totally personal and imo short-sighted.
@@SkullfaceTalks yeah, its totally possible in short span of 4 sec to evade it with your full team to not let her farm supports
Gl with not letting her farm BTW while you running and getting backshots from her infinite ammo spirit scale
The problem is that its strong in early game, mid game and fucking nightmare in late game even on hight MMR
The warden is problem bc he can control the lane and your positioning with 1 button. But haze literally forces you to EVADE combat at all cost until her ult is casted and run for your life every time you see her
I'm saying it as the one who played haze for 102 games and secured 82 wins by simply poking and pushing
haze in a nutshell: inconspicuous in early-midgame, lategame she just deletes everyone. (except if its a noob haze who doesn't buy unstoppable or didn't farm at all)
I actually liked the ramp slide tech, but I understand why they would remove it
They removed the ability to instantly zip back to lane on 1st death some patches ago (good change, being able to respawn in 3 seconds and instantly zip back to lane even after losing was annoying).
Because of this change, they created a new issue where the winning opponent, now with more time to commit to shooting the turret + infinite ammo from the slide, could easily kill the guardian in 1 pass. Losing a guardian
@@casserCOM Yeah, it's a good change. I'm just saying I liked the feel of it
EVERY CHARACTER I MAIN IS NOW DEAD
bro they need to just keep nerfing shotgunners into the dirt tbh. This mfer abrams can be picked up by a toddler and drop 25 kills
As a Bebop main, this was great because I love the fire rate build, but that hook change is such a fucking L. Holy shit.
i dont like nerfs much but bro that hook was stuuuuupid lol.
I'm sorry for your loss, but also fuck your main he was making the game miserable to play. This bandaid needed to get ripped off sooner or later lol. Hopefully they buff him back up soon though to make sure he's still playable.
Yeah the hook nerf hitting minions is a major L
@@LimpurtFan6969 HOLD UP THEY JUST BUFFED HIM AGAIN
They made Bebop great again
Rip vindicta 2024-2024
Shotgunners needed a nerf. They are insane at last hitting and stealing souls and get easy headshot procs, etc. Shotgun needed a nerf.
Still not nerfed enough in my opinion. Shotguns are stupid and shouldn't do so much dmg long range considering how easy it is to hit with them. And abrams needs to not be able to cancel his reload. He got too much going for him considering how batshit easy he is to play in the first place and mostly punches creeps anyways and then gets rewarded as well for being able to deny every soul ever because he never has reload-down-time.
Juego en decadencia. Imma uninstall Deadlock.
Joking, these where good (enough) patches.
WHATS HAPPENING
Why is league the only moba that the tower will hit your enemy if they focus u. It’s a huge deal if u are behind. With deadlock they can just dive u or 2-3 man dive u and your guardian just hits minions.
The same goes for dota 2, dont know whats going on with the guardians' A.I in deadlock but them dealing almost zero dmg to divers or just out-right ignore them just suck.
The expectation is that you protect the towers instead of the towers protecting you
its the same for dota but the game is so janky its hard to notice
It's the same for Dota. Stop the cap.
@@allstarreject Not true, in dota if an enemy is in range of the tower and they attack, the tower automatically targets them. Spells don't draw aggro from towers or creeps though.
Interesting patch overall. Bebop caught some strays tho. Undeserved.
He JUST got unnerfed! Kinda sorta
@@actingempty3108 in what regard?
This is a bad change. The guardian should simply do much more damage to opponents and provide a safe haven when behind like dota. Preventing players from pushing when they double kill their lane and taking away the slide just feels bad for the game. If the guardian defended you while behind it would provide a healthy option for players who are behind while still punishing them for death as it should be.
the worst patch so far, shiv lash doing in every match 20/2, strong heroes are even stronger
lash is so annoying ngl. Doesn't feel like theres much to not make him snowball either. Too much damage midgame considering his mad mobility. Nothing to shut him down.
God no, they're doing farm till lategame meta just like they did in dota a few years ago, and it was BORING. They should allow games to end quickly. Disgusting changes
Holy shit they are gutting this game, shame we never got to play ranked on the good deadlock.
go back to overwatch
asdf
Everyone who plays this game isnt use to mobas. Change my mind
I've done like 8 years of dota, on and off
imo the worst update so far. ruined bebop, ruined lanes and games are even longer
Buffed Haze
@@lyrebird5982 Not a big deal lol they buffed the only character you can 100% remove from the game with curse, knockdown, metal skin, return fire, etc.. The most counterable hero in the game relying almost entirely on one dimensional gun damage
Well they fixed Bebop again.
@@RJWoodMoroseTenacity
She can buy and use unstoppable in her ult negating curse and knockdown
Metal skin won't save the rest of your teaming dying
Lifesteal ends up negating return fire
But yeah she's the most counterable hero in the game
@@RJWoodMoroseTenacity nice bait
This kid cheats.
HI! Awesome video! I'm Guilherme, a thumbnail designer, I'd love to chat, do you have any social media where we can connect? Thanks!