Just a tip, while the 20% resist means 20% more health is great for just quick in-game thinking, the correct formula is actually health/(1-resist), so a 20% resist actually gives 1,000/(1-0.2)=1,250 so 25% more health.
No worries! Thanks for all your videos, they're honestly really good for people who have the basics down but are trying to break into higher ELO/MMR brackets.
I feel like effective health isn't a perfect way to look at this either. Thing is that it's easier to heal back 500 HP with a 20% damage reduction, than having 20% more HP at 600. You have to heal a lot more to get back to 600 than to 500. If I'm a regeneration heavy hero, I'll take the one with less health and more reduction. Faster to get back to a healthy state.
I've found Veil Walker to be great for running Urn as well. On top of the movement buff, there are two veils closer enough to the turn in that you can turn it in before the invis wears off.
TLDR: If you intend to buy Veil Walker, buy shields. If not, buy the armor the resists the majority of the enemy teams damage (you can tell by what they are building), and a shield for the other type (eg: enemy team is majority spirit damage go spirit armor and bullet shield)
@@MsDoubleTeamBarriers are more impactful early, they come with a bigger power spike. Casual barriers without veil walker can be great on squishes like Vindicta
I think Shields would be better if there were more items and ways to refresh them. Veil Walker isn't enough. If there was like some upgrade to Reactive for example that refreshed your shields than it'd be really good and kind of counter the CC meta.
I really love the low skill floor and high skill ceiling. Do you want to go super in depth and learn all the mechanics and formulas of the game? Go for it. Do you just want to play a game with really great smooth movement and tons of things going around on the map for you to explore? You can do that too.
This is a great video format, Deathy! I feel like I learned so much practical information in such a short time, thanks for posting! I would love to see more breakdowns in this style.
I think spirit shields are better than bullet shields in general: it's much easier for the opponent to put out sustained bullet damage whereas spirit damage often comes in bursts
Depends on how much you get early on. Trading is often not down higher up because cs is so important. If you trade too much you can win that exchange and still lose the lane if they get items much earlier due to denies when you have no ammo or just missing last hits which affects experience. Items like headshot booster take advantage of this by maximizing the shots you do take and this applies to creeps as well.
@ozoz189 great comment but headshot booster only applies to heroes and not npcs. If you headshot an enemy player you'll see the item go on cooldown and applies it's damage but when used on npcs nothing happens
@thelaw3536 that's always the signifier of a good player. Knowing when to trade and what to do with that won trade. You gotta have a reason for the aggression. A camp to steal, a tower to break, an objective to take. As the best commentator for Smite used to say, "it isn't about the kills, it's about the stuff after the stuff." And it's held true for every Moba I've ever played. Fighting is fun but it's not the end all of the game.
I’d like to see a “how to carry” guide, had a game where I was 20k ahead with warden, and I was winning fights against their carry, but felt like I struggled to make a grand impact apart from jumping in and picking their carry, still would lose most team fights/over extend. Do i focus on staying alive? Sticking with my team? Solo pushing unattended lanes? Focus on team fights? Keep up the good work bro
One important lesson I learned is if you are carrying, try not to go solo because the team is very likely to notice you and jump you with 4 or 5 to kill you, then make a push for your base
Imho thinking of it like Dota n stuff carries are 2nd or 3rd in after initiation. Goal is to just use ur lead to do the most damage. U don't have to hide just don't be the initiator
You'll often have to get a read on what your teammates are doing when you've become a priority target like this. If they're decent at doing the fights and just behind in souls, you'll probably want to fight with them. Otherwise, you may need to split push and handle the waves they aren't taking care of as they crash the base so you can set up a favorable situation with a pick or multiple pushed up lanes for the opponents to handle individually. You can take your pick of the litter for a split or full push then.
Enchanters barrier is great for mo if you play more as a ganker. Its one of the best ways to buff your burrow, torment pulse, scorn, and combo opener, and late game diviners will help with the buff
The conditional shields might be unexpectedly strong because they apply later in fights, after you've been tagged by like four instances of mystic vulnerability. It seems to me like shields are the offense oriented option because of the extra benefits they come with, while also being cheap so less souls are spent on vitality overall.
I saw Deathy do a Veil/Shield build on Lash in a game and thought it looked like an interesting way to go. I really like it on Lash! It's definitely a midgame power spike which is great, and late-game the goal with the character is not that you're going toe-to-toe with enemies, but that you have enough survivability to not just get outright killed if they do manage to get some hits in while you're dodging around. Lash is so mobile and is really good at getting to veils, and I've gotten to learn where most of them are on the map so I can quickly go and "heal" and get back to fights.
I recently started using a shield build on paradox, and Its insane how many times Ive gotten out of a 3v1 situation that Im almost guranteed to lose but I happened to pop ult and walk through a veil to immediately refresh like 1600 of each shield and get away also pro tip, shiv and grey talon ults DO NOT CARE about your shield and only your current hp and WILL still execute you if you are low enough
To me shield items are good with veil walker yes but also when snowballing. No better way to push a lead then getting effiecient defenses and still getting significant damage like the shield items get you. I do feel that the shield items are sort of a trap due to you really wanting both items because veilwalker does seem so necessary and you want to try and get the full vslue out of it.
@@redgluster does it count as early gane when you already have several T2/T3 items? Especially considering that T1 items are very cost efficient so you often wanna get more of those instead of saving up for bigger ones
Shields are their own pool, HP is separate and affected by resistances, so your shields are like a smaller healthbar ahead of your base HP, it is not bugged it is just how it works
A not so important bonus of shields is that if you are low and have shields enemys overextend most of the time, not realizing you are actually still quite healthy. great for outplays, but less important with people learning the game.
Reactive barrier is insane. It almost makes you unkillable for the first 12 minutes agains characters that require lockdown to kill early like haze or vindica
Vindicta needs lockdown early? She outputs some of the highest damage in the game in lane, with level 0 flight... Midgame different story. Flat damage carries her early then she needs to scale. She gets neither mid game
Vindicta needs lockdown early? She outputs some of the highest damage in the game in lane, with level 0 flight... Midgame different story. Flat damage carries her early then she needs to scale. She gets neither mid game
So resistances do not make you take that % less damage. For example, if I get hit for 100 and have 20% bullet resistance, shouldn’t it only hit me for 80?
It appears that multiple sources of resistances do not add directly together instead they each apply as a separate divisor. So 10% and 5% -> 1 - (1 - 10%) * (1 - 5%) = 14.5% This is a better balance because it means that it is impossible to reach 100% mitigation (invulnerability) and it is also better because it means that each additional source is not exponentially more valuable than the last (because of Effective Hit Points). HOWEVER, if you upgrade from one item to another like with Bullet Armour or Spirit Armour items, then those are WAY more effective than the previous item as they replace them directly.. These items are VERY good.
Yes. I think the confusion is when you try to compare it to HP increases. It's not 20% more effective HP as comment stated above, it's a bit more. ex. 50% reduction would be half damage, and thus you can take double the amount of dmg -> double effective HP.
Paradox is EXCELLENT with veil walker shield build; despite not benefitting from fire rate buffs, the buffs they get to Kinetic Carbine and their playmaking potential around veils and kiting opponents is extreme with shield item stats. Couple this with the fact that a common fight-turn option for Paradox is Diviner's Kevlar for the instant huge spike on using your swap, and you have a recipe for something shockingly difficult to duel, and which can be difficult for a team to pin down without several heavy CC members collapsing on them
weird question, if resists dont apply to shields, does that also include negative resists? so for example, since vindicta has -10% bullet resist, would buying bullet barriers on her be the same as any other character?
Do penetration items apply to shields? I feel like I've noticed they don't- that for the duration of the shield my opponents take noticeably less damage. Maybe it's just me
I dont think youre right on how you are explaining the 20% bullet resist. It doesn't mean that you have 20% more hp but that the damage that OTHERS do to you is 20% less. So it doesn't scale on your hp but on others people dmg and thats a huge difference. As an example you can have 1k hp but if someone shoots you with a bullet that does 10k dmg the effective dmg that you will recive will be 8k, and thats 2k hp more for you even if you have just 1... To make a comparison with LoL it's like the armor boots in lol that reduce the dmg of every autoattack by 12% or the item "death's dance" that makes you take 30% of all dmg as dot and clense it if you kill. If I'm not missing something that's how you should understand it by the way its phrased. 🤔
Shields seem a bit undeveloped. Veil walker being the only way to get shields back in the field is strange. I'm not actually sure if shields regen in base......
Would you say that Pocket also favors shields, since he kind of harasses at range and then goes in for the kill moreso than taking sustained fights? Also he starts with a negative resist which the shield doesn’t get effected by, I assume spirit shields are especially good on him since he can already kill bullet damage with like mystic slow and hunter’s aura or something like that.
you forgot maybe the most important point: resists stack diminishingly, so the more resist you have, the less value you get from buying extra resist, this can make items like divine kevlar much more worth than buying extra resists I also would love to know if the green items base effects is based off of the characters currents base health or starting base health? what exactly is base health?
I think base health is litteraly the base health you have on your characters without items. Can you explain more about what you said first on the resist stack diminishingly pls ?
@@babtoudegwer it stacks diminishingly like many things in dota Try it out, get a character that has 0 natural bullet res, first item gives full benefit, second item does not
@@pooshpoosh9232 just tried in sandbox and I'm pretty sure you're wrong? first item siphon bullets should give 18% bullet resist, which it does (0->18%), second item improved bullet armor is 18%->59%. In other words, it reduces the bullet damage I take from 82% down to 41%... which is 50% reduction, as advertised. It's not diminishing, you get full value.
It doesn't need to be if you dont want it to be, you can use community builds and mindlessly click through items and have a ton of fun, I dont put too much thought into buying and I still love this game.
This video contains an insane amount of misinformation/misunderstood concepts, especially regarding the mathematic calculation of effective health which leads to an absurdly inflated value perception of barriers that don't at all compete with resistances.
They werent suggesting that Shields were better than resists, just that they were undervalued as an additive. As they pointed out, a lot of offensive items already have resists. They didn't inflate the helpfulness of shields and offered multiple downsides to them.
@@eebbaa5560 unironically real scrum masters (whatever that even is) get pissed off at me when they figure out im a faker and im besmirching their profession (or title, or phd or whatever)
There's a pocket build by I believe Eidolon [sp?] that invests in shields and feels pretty great to run, but I'm not sure how effective it is in higher MMR.
Armor. Noun (countable and uncountable, plural armors) Given the context of the video, armors is correct because he is speaking about two different types (spirit & bullet). It’s not “always just armor”. Good try though.
this is really good info but to be honest i think a lot of this needs to change, there are way to many items that just do way to much and give to many different stats, the overall tankyness and damage of a lot of characters needs to come down and there are a few things that just should not exist, i don't think you should be able to play someone like seven and have an ult that covers half the map and lasts 30 second that's way to long i don't think almost EVERY character in the game should have cc in some way, why do some dots last for almost 30+ seconds and just keep you in base because you cant heal waiting for it to run out for 9 years. i know its early stages of the game but some of this stuff is really common sense and i have no idea how it made it through to begin with lmao.
@@dr.cheeze5382 i know i have played league for years but that does not mean that having an ult lasting 30+ seconds and being able to use it 50 feet in the air is balanced. nor is it a good thing to have so many people with cc. in league its different in a shooter getting perma CC just leads to the same issue overwatch had, pick more cc and win thats not good for the game
Just a tip, while the 20% resist means 20% more health is great for just quick in-game thinking, the correct formula is actually health/(1-resist), so a 20% resist actually gives 1,000/(1-0.2)=1,250 so 25% more health.
Thanks for the correction! Pinned for visibility
No worries! Thanks for all your videos, they're honestly really good for people who have the basics down but are trying to break into higher ELO/MMR brackets.
Quick maths 👍
I feel like effective health isn't a perfect way to look at this either. Thing is that it's easier to heal back 500 HP with a 20% damage reduction, than having 20% more HP at 600. You have to heal a lot more to get back to 600 than to 500. If I'm a regeneration heavy hero, I'll take the one with less health and more reduction. Faster to get back to a healthy state.
@@eugkra33 just count as if resists also improve your effective healing
I've found Veil Walker to be great for running Urn as well. On top of the movement buff, there are two veils closer enough to the turn in that you can turn it in before the invis wears off.
Very true!
Holy shit, this is totally gonna be meta once it catches on... Good eye
@@jettywango3939can't go through teleporter with the urn when you're urn gaming
TLDR: If you intend to buy Veil Walker, buy shields. If not, buy the armor the resists the majority of the enemy teams damage (you can tell by what they are building), and a shield for the other type (eg: enemy team is majority spirit damage go spirit armor and bullet shield)
overall armors > shields
@@MsDoubleTeamBarriers are more impactful early, they come with a bigger power spike. Casual barriers without veil walker can be great on squishes like Vindicta
@@drewpeacock9087 that's true but I just never find myself needing barriers on vindicta because I get blink fairly early
I think Shields would be better if there were more items and ways to refresh them. Veil Walker isn't enough. If there was like some upgrade to Reactive for example that refreshed your shields than it'd be really good and kind of counter the CC meta.
That or buffing their redresh rate
I really love the low skill floor and high skill ceiling. Do you want to go super in depth and learn all the mechanics and formulas of the game? Go for it. Do you just want to play a game with really great smooth movement and tons of things going around on the map for you to explore? You can do that too.
Yeah, the game is already amazing
This is a great video format, Deathy! I feel like I learned so much practical information in such a short time, thanks for posting! I would love to see more breakdowns in this style.
In the works! Thanks for the support, much appreciate it
I think spirit shields are better than bullet shields in general: it's much easier for the opponent to put out sustained bullet damage whereas spirit damage often comes in bursts
Depends on how much you get early on. Trading is often not down higher up because cs is so important. If you trade too much you can win that exchange and still lose the lane if they get items much earlier due to denies when you have no ammo or just missing last hits which affects experience.
Items like headshot booster take advantage of this by maximizing the shots you do take and this applies to creeps as well.
I like to cook in seven ults
@@thelaw3536 Very valuable comment!
@ozoz189 great comment but headshot booster only applies to heroes and not npcs. If you headshot an enemy player you'll see the item go on cooldown and applies it's damage but when used on npcs nothing happens
@thelaw3536 that's always the signifier of a good player. Knowing when to trade and what to do with that won trade. You gotta have a reason for the aggression. A camp to steal, a tower to break, an objective to take. As the best commentator for Smite used to say, "it isn't about the kills, it's about the stuff after the stuff." And it's held true for every Moba I've ever played. Fighting is fun but it's not the end all of the game.
I’d like to see a “how to carry” guide, had a game where I was 20k ahead with warden, and I was winning fights against their carry, but felt like I struggled to make a grand impact apart from jumping in and picking their carry, still would lose most team fights/over extend. Do i focus on staying alive? Sticking with my team? Solo pushing unattended lanes? Focus on team fights?
Keep up the good work bro
One important lesson I learned is if you are carrying, try not to go solo because the team is very likely to notice you and jump you with 4 or 5 to kill you, then make a push for your base
Thanks for the suggestion and the support :)
Imho thinking of it like Dota n stuff carries are 2nd or 3rd in after initiation. Goal is to just use ur lead to do the most damage. U don't have to hide just don't be the initiator
@@TTHJJD100 which means when your team refuses to initiate, you lose!
You'll often have to get a read on what your teammates are doing when you've become a priority target like this. If they're decent at doing the fights and just behind in souls, you'll probably want to fight with them. Otherwise, you may need to split push and handle the waves they aren't taking care of as they crash the base so you can set up a favorable situation with a pick or multiple pushed up lanes for the opponents to handle individually. You can take your pick of the litter for a split or full push then.
Enchanters barrier is great for mo if you play more as a ganker. Its one of the best ways to buff your burrow, torment pulse, scorn, and combo opener, and late game diviners will help with the buff
The conditional shields might be unexpectedly strong because they apply later in fights, after you've been tagged by like four instances of mystic vulnerability. It seems to me like shields are the offense oriented option because of the extra benefits they come with, while also being cheap so less souls are spent on vitality overall.
I saw Deathy do a Veil/Shield build on Lash in a game and thought it looked like an interesting way to go. I really like it on Lash! It's definitely a midgame power spike which is great, and late-game the goal with the character is not that you're going toe-to-toe with enemies, but that you have enough survivability to not just get outright killed if they do manage to get some hits in while you're dodging around. Lash is so mobile and is really good at getting to veils, and I've gotten to learn where most of them are on the map so I can quickly go and "heal" and get back to fights.
I buy veil walker mid game sometimes just to go from camp to camp faster, the stat bonuses are pretty nice too
I recently started using a shield build on paradox, and Its insane how many times Ive gotten out of a 3v1 situation that Im almost guranteed to lose but I happened to pop ult and walk through a veil to immediately refresh like 1600 of each shield and get away
also pro tip, shiv and grey talon ults DO NOT CARE about your shield and only your current hp and WILL still execute you if you are low enough
Thanks for all the guides!
To me shield items are good with veil walker yes but also when snowballing. No better way to push a lead then getting effiecient defenses and still getting significant damage like the shield items get you. I do feel that the shield items are sort of a trap due to you really wanting both items because veilwalker does seem so necessary and you want to try and get the full vslue out of it.
Veil walker is really fun in Mo and Krill
I often buy Enchanter's Barrier just for the extra bonus, not for the shield itself)
Vindicta : Veil Walker + Kinetic Dash + Burst Fire, with skill 2 = insta firepower kill early game with only a little investment.
early game?
@@hannayapelekai1628 yes, but now veil walker is not good now since the patch.
@@redgluster does it count as early gane when you already have several T2/T3 items? Especially considering that T1 items are very cost efficient so you often wanna get more of those instead of saving up for bigger ones
@@hannayapelekai1628 Yes, T1-3 on Vindicta has more value than T4 on terms of souls compare.
@@redgluster relevance?
"Shields are not affected by resistances"
I definitely feel like this is bugged at the moment.
It for sure is
Shields are their own pool, HP is separate and affected by resistances, so your shields are like a smaller healthbar ahead of your base HP, it is not bugged it is just how it works
Great video, it'll help alot of people for sure
I love the Divine Barrier on Paradox
A not so important bonus of shields is that if you are low and have shields enemys overextend most of the time, not realizing you are actually still quite healthy. great for outplays, but less important with people learning the game.
Are shields affected by cooldown reduction? Like the ones you find in gold vases and boxes?
Reactive barrier is insane. It almost makes you unkillable for the first 12 minutes agains characters that require lockdown to kill early like haze or vindica
Vindicta needs lockdown early? She outputs some of the highest damage in the game in lane, with level 0 flight...
Midgame different story. Flat damage carries her early then she needs to scale. She gets neither mid game
Vindicta needs lockdown early? She outputs some of the highest damage in the game in lane, with level 0 flight...
Midgame different story. Flat damage carries her early then she needs to scale. She gets neither mid game
so in game when you are looking at someone who gears shields they have like blue/yellow bars above their normal healthbars, right?
Yes.
amazing info, thanks
Awesome lesson
Love this thank you.
buy resist against spam/(geist ,7)(literally in one game save you up to 10k hp trust) sheild against burst. (lash
So resistances do not make you take that % less damage. For example, if I get hit for 100 and have 20% bullet resistance, shouldn’t it only hit me for 80?
It appears that multiple sources of resistances do not add directly together instead they each apply as a separate divisor.
So 10% and 5% -> 1 - (1 - 10%) * (1 - 5%) = 14.5%
This is a better balance because it means that it is impossible to reach 100% mitigation (invulnerability) and it is also better because it means that each additional source is not exponentially more valuable than the last (because of Effective Hit Points).
HOWEVER, if you upgrade from one item to another like with Bullet Armour or Spirit Armour items, then those are WAY more effective than the previous item as they replace them directly.. These items are VERY good.
Yes. I think the confusion is when you try to compare it to HP increases. It's not 20% more effective HP as comment stated above, it's a bit more.
ex. 50% reduction would be half damage, and thus you can take double the amount of dmg -> double effective HP.
Paradox is EXCELLENT with veil walker shield build; despite not benefitting from fire rate buffs, the buffs they get to Kinetic Carbine and their playmaking potential around veils and kiting opponents is extreme with shield item stats. Couple this with the fact that a common fight-turn option for Paradox is Diviner's Kevlar for the instant huge spike on using your swap, and you have a recipe for something shockingly difficult to duel, and which can be difficult for a team to pin down without several heavy CC members collapsing on them
If the shields are recharging and you rake damage, does the timer reset?
yes
Considering shield is better early game, 1 min to recharge seems too much!
weird question, if resists dont apply to shields, does that also include negative resists? so for example, since vindicta has -10% bullet resist, would buying bullet barriers on her be the same as any other character?
I think he mentions it in the video but negative resists also don't apply to shields. Every character essentially gets the same value from shields
That is correct, I do mention it, they don't apply yeah
ah my bad missed that part, thank you!
Do penetration items apply to shields? I feel like I've noticed they don't- that for the duration of the shield my opponents take noticeably less damage. Maybe it's just me
They don't yeah
if you ult does damage alot just get leech dont diviner's kevlar
I dont think youre right on how you are explaining the 20% bullet resist. It doesn't mean that you have 20% more hp but that the damage that OTHERS do to you is 20% less. So it doesn't scale on your hp but on others people dmg and thats a huge difference.
As an example you can have 1k hp but if someone shoots you with a bullet that does 10k dmg the effective dmg that you will recive will be 8k, and thats 2k hp more for you even if you have just 1...
To make a comparison with LoL it's like the armor boots in lol that reduce the dmg of every autoattack by 12% or the item "death's dance" that makes you take 30% of all dmg as dot and clense it if you kill.
If I'm not missing something that's how you should understand it by the way its phrased. 🤔
You earn yrself a subscription ❤
Is it worth it trying to get an early game timing in this game when in low MMRs almost all games go to 30 mins?
such a good video
matter of fact i’ll sub
And when to buy health?
Is it still the case that resistances don't apply to dmg done to shields?
Seems a bit unintuative to me. Is it deliberate from valve?
Shields seem a bit undeveloped. Veil walker being the only way to get shields back in the field is strange. I'm not actually sure if shields regen in base......
Very Pog.
10k subs incoming
Great crafting
Ultimate lash guide when
How do you tell what the hero passives are?
Not sure I understand your question, but everything can be found under the "Heroes" section in the Deadlock main menu. Have fun!
Would you say that Pocket also favors shields, since he kind of harasses at range and then goes in for the kill moreso than taking sustained fights?
Also he starts with a negative resist which the shield doesn’t get effected by, I assume spirit shields are especially good on him since he can already kill bullet damage with like mystic slow and hunter’s aura or something like that.
you forgot maybe the most important point: resists stack diminishingly, so the more resist you have, the less value you get from buying extra resist, this can make items like divine kevlar much more worth than buying extra resists
I also would love to know if the green items base effects is based off of the characters currents base health or starting base health? what exactly is base health?
I think base health is litteraly the base health you have on your characters without items.
Can you explain more about what you said first on the resist stack diminishingly pls ?
@@babtoudegwer it stacks diminishingly like many things in dota
Try it out, get a character that has 0 natural bullet res, first item gives full benefit, second item does not
@@pooshpoosh9232 just tried in sandbox and I'm pretty sure you're wrong? first item siphon bullets should give 18% bullet resist, which it does (0->18%), second item improved bullet armor is 18%->59%. In other words, it reduces the bullet damage I take from 82% down to 41%... which is 50% reduction, as advertised. It's not diminishing, you get full value.
@@dementedmanatee1298 no, you don't, otherwise we could get 100% spirit/bullet resistance by stacking items
@@dementedmanatee1298 ...
646 games played. I have like 20 and go up against people with 600+ games. I need more noobs in this beta. I'm about to spam invites.
What was the question? Ah, yes... Both
I SWEAR TO GOD I THOUGHT VEIL WALKER WAS A RANDOM PROC NOT WALKING THROUGH THOSE BARRIERS. Dude is teaching me random shit every day
You didn't read it? My dude lol
this game is a second job
Yeah all MOBAs are welcome :)
every competitive game is a second job if you want to be good at it. sometimes that sucks, but it sucks more to not be good at something you enjoy imo
it really isnt, compared to actual MOBAs
try Starcraft , this is a toddler level complexity as this point hopefully they continue to build on it
It doesn't need to be if you dont want it to be, you can use community builds and mindlessly click through items and have a ton of fun, I dont put too much thought into buying and I still love this game.
This video contains an insane amount of misinformation/misunderstood concepts, especially regarding the mathematic calculation of effective health which leads to an absurdly inflated value perception of barriers that don't at all compete with resistances.
They werent suggesting that Shields were better than resists, just that they were undervalued as an additive.
As they pointed out, a lot of offensive items already have resists. They didn't inflate the helpfulness of shields and offered multiple downsides to them.
Its good that you use comment from views, but just use them or dont, but dont talk about it (its info we dont need for educational video)
Plural of Armor is Armor, no S
So yeah invalid video, hope somebody gets fired for that blunder
so true
My bad, english isn't my first language, I'll take the blame on this one. Please forgive me scrum_master
only the kind of person who knows what a scrum master is and makes it their username would comment this
@@Deathy For real? Could have fooled me, you speak VERY fluently. What is your native language?
@@eebbaa5560 unironically real scrum masters (whatever that even is) get pissed off at me when they figure out im a faker and im besmirching their profession (or title, or phd or whatever)
There's a pocket build by I believe Eidolon [sp?] that invests in shields and feels pretty great to run, but I'm not sure how effective it is in higher MMR.
I've played a few matches of pocket and shields definitely work great on him. Really plays into his hit and run playstyle.
Stop saying "armors," the word is a mass noun, it's just armor, it's always just "armor."
Armor. Noun (countable and uncountable, plural armors)
Given the context of the video, armors is correct because he is speaking about two different types (spirit & bullet).
It’s not “always just armor”.
Good try though.
who cares?
this is really good info but to be honest i think a lot of this needs to change, there are way to many items that just do way to much and give to many different stats, the overall tankyness and damage of a lot of characters needs to come down and there are a few things that just should not exist, i don't think you should be able to play someone like seven and have an ult that covers half the map and lasts 30 second that's way to long i don't think almost EVERY character in the game should have cc in some way, why do some dots last for almost 30+ seconds and just keep you in base because you cant heal waiting for it to run out for 9 years. i know its early stages of the game but some of this stuff is really common sense and i have no idea how it made it through to begin with lmao.
I think that's just the moba side shining through. Hard countering based on build is how these games are played.
@@dr.cheeze5382 i know i have played league for years but that does not mean that having an ult lasting 30+ seconds and being able to use it 50 feet in the air is balanced. nor is it a good thing to have so many people with cc. in league its different in a shooter getting perma CC just leads to the same issue overwatch had, pick more cc and win thats not good for the game
@@dragonmaster1599 a fair point
Post this on the forum. The devs most likely aren't here to read your feedback.
@@dragonmaster1599 uh... the first thing you mention isn't a problem because of the second thing, lmao.
Deathy, You're fantastic! Let's be friends and have fun!
Great crafting