Deadlock - An FPS MOBA by Valve.

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I'm just mortified this is somehow still common in the literal retard ranks.
Oh yeah no it's bad. I have no idea what the fuck they did to the matchmaking but it feels like they rigged it to keep you in Archon forever. I've been fluctuating between Archon 3 and 6 because the second I get close to oracle, people who have less than 20 games played, die once afk/leavers, ebin MLG pros, or screeching retards find their way onto my team for 5 games in a row.


EDIT: I'm far from a perfect player myself, but it's insane how many people are actively hostile or a detriment to their own team for pretty much zero reason. I do enjoy the free wins though when the enemy has a lobotomite.
 
as I play more warden I get the realization that you don't unlock fun until you get his late stage iteams
Until then, he's very underwhelming, so what I do now is just never leave my lane and farm the shit out of it till I have such a lead over the whole game and just carry at the end since no one can kill me
As a wardenfag, same. Game is boring as hell until you reach at least 3 max abilities. You also better hope your teammates capitalize on successful cages early-mid game.
 
This is one of the reasons why I've pretty much switched over to playing street brawl + random hero exclusively. Rolled a viscous build where I could spam punches at SF2 chun-li speed and I haven't enjoyed a match that much in months.

Drifter with healing booster + rescue beam + nova + divine barrier was funny as hell too. The ambulance build. Lights out here comes the healing you're going for a ride pops rescue beam
 
As a wardenfag, same. Game is boring as hell until you reach at least 3 max abilities. You also better hope your teammates capitalize on successful cages early-mid game.
This is why you get a duo who will jump niggas the second they're caged. I used to play with a guy and he'd cage people and i'd 100-0 them with Mina in lane phase, was very annoying to deal with im sure.
 
Decided to play a match before work and it was of course a shitshow. Had a Dynamo and Infernus arguing on mic for what was probably 10 minutes of a 20 minute game. I swear every time I roll Abrams things just go to shit.

Does anyone have tips for playing him by the way? This game clearly wasn’t my fault but I still blow ass with the character.
 
Decided to play a match before work and it was of course a shitshow. Had a Dynamo and Infernus arguing on mic for what was probably 10 minutes of a 20 minute game. I swear every time I roll Abrams things just go to shit.
I would just mute them at that point.
Does anyone have tips for playing him by the way? This game clearly wasn’t my fault but I still blow ass with the character
Learning to melee is key. Abrams is a bit of a noob trap IMO as there is a fair amount to him then meets the eye. Learning to fast melee and parry is pretty key for him, as well as juking melee hits to have the enemy waste their parry.
 
This game fundamentally being a statslike means that 99% of the time the gameplay is going to feel absolutely shit and unresponsive whenever the items I pick does not numerically trump the items of my opponent, I need an Asian guy backseating me every time I open the buy menu or else this is unplayable.
Maybe they invented the first game that needs a copilot button to read every item of the entire enemy team and spit out the best course of action at me with a high pitched Navi voice.
Or they need to learn from indie deckbuilder shit, that I don't play, like Balatro or Vampire Survivors and throw more particles and lights and numbers at me when I buy something so it doesn't feel like nothing happened.
 
This is one of the reasons why I've pretty much switched over to playing street brawl + random hero exclusively. Rolled a viscous build where I could spam punches at SF2 chun-li speed and I haven't enjoyed a match that much in months.

Drifter with healing booster + rescue beam + nova + divine barrier was funny as hell too. The ambulance build. Lights out here comes the healing you're going for a ride pops rescue beam
If the planets ever align in your favour and you end up getting both rapid recharge + that one legendary item (omnicharge signet i think?) you can imbue goo and basically play a match of splatoon, like 5 goo projectiles you can just spam in a second.
 
General


- Base health per boon reduced by 7

- Vitality Investment bonus increased from 8/10/13/17/34/39/44/48/52/56% to 9/12/15/20/38/42/46/50/56/62%


- Weapon Investments bonus rescaled from 7/9/13/20/49/60/80/95/115/135% to 9/12/15/18/46/55/70/85/100/115%

- Reduced bullet damage growth by 10% for the following heroes: Bebop, Pocket, Vyper

- Reduced bullet damage growth by 5% for the following heroes: Victor

- Increased bullet damage growth by 10% for the following heroes: Mo & Krill, Apollo


- Guardians, Base Guardians and Shrines now have 10% Bullet Resistance

- Walkers Bullet Resistance increased from 15% to 25%


- Medic Trooper missing health percent heal reduced from 14% to 12%

- Medic Trooper fixed regen growth per minute reduced from 3 to 2


- Getting knocked off bounce pads now sends you downwards quickly rather than continuing the trajectory towards the bounce pad destination


- Souls required for boons after 13.2k/15k/17k/+2k per boon to 13.2k/14.5k/+1.5k per boon (ends at 40k instead of 49k)


- Fixed Alt Fire scaling for Yamato and Viscous not working recently




[ Items ]


- Added a new T4 Vitality item, Indomitable. Upgrades from Reactive Barrier. Causes the next Stun, Chain, Immobilize, Sleep, or Silence from players to be automatically removed. When this happens, you gain a barrier and all your ability cooldowns are reduced by 20%. Cooldown: 55s. Innate: +8% Bullet Resistance and +8% Spirit Resistance.



- Active Reload: Fire Rate increased from +22% to +25%

- Opening Rounds: Weapon Damage reduced from +45% to +30%

- Opening Rounds: Now upgrades from High-Velocity Rounds (includes it's stats)

- Opening Rounds: Spirit Power reduced from +10 to +7

- Split Shot: Max Stacks reduced from 6 to 5

- Split Shot: Weapon Damage per stack reduced from 10% to 8%

- Split Shot: Cooldown increased from 24s to 27s

- Shadow Weave: Moved from T4 to T3

- Shadow Weave: Out of Combat Regen reduced from 10 to 5

- Shadow Weave: Duration reduced from 18s to 10s

- Shadow Weave: Ambush duration reduced from 8s to 5s

- Shadow Weave: Cooldown increased from 32s to 45s

- Shadow Weave: Spot Radius increased from 18m to 20m

- Shadow Weave: Ambush Spirit Power reduced from 35 to 20

- Shadow Weave: Ambush Fire Rate reduced from 32% to 20%

- Shadow Weave: Ambush Melee damage reduced from 25% to 20%

- Alchemical Fire: Spirit Power increased from +8 to +10

- Heroic Aura: Cooldown reduced from 25s to 22s

- Heroic Aura: Bullet Resistance aura increased from 15% to 17%

- Blood Tribute: Now has an innate 8% Debuff Resistance

- Blood Tribute: Active Debuff Resist reduced from 40% to 35%

- Spiritual Overflow: No longer grants +15% Spirit Lifesteal as base stat

- Spiritual Overflow: Now provides +15% Ability Duration

- Spiritual Overflow: Activated buff no longer provides +20% Ability Duration

- Spiritual Overflow: Activated buff now provides +20% Spirit Lifesteal

- Frenzy: No longer grants +20% Spirit Resistance when below 50% Health

- Frenzy: No longer grants +15% Base Spirit Resistance

- Frenzy: No longer grants +0.75m Base Move Speed

- Frenzy: Now grants +160 Health

- Frenzy: Base Fire Rate increased from 10% to 15%

- Frenzy: Low HP Move Speed increased from 2.5 to 4

- Frenzy: Low HP now grants +30% Debuff Resistance (when Low HP procs, any existing debuffs are reduced by 30% duration)

- Frenzy: Low HP Fire Rate increased from +25% to +40%

- Frenzy: Low HP bonus is now given for a duration and has a cooldown, whenever you are below the 50% threshold. Lasts 10s and has an 16s Cooldown.



- Restorative Locket: Max Stacks increased from 20 to 25 (max stamina restore happens at 25 stacks now)

- Restorative Locket: Heal per stack reduced from 20 to 16

- Return Fire: Bullet Resistance increased from 8% to 10%

- Return Fire: Bullet Damage Returned increased from 60% to 65%

- Reactive Barrier: No longer restores 1 stamina on trigger

- Reactive Barrier: No longer grants +6% Spirit Resist

- Reactive Barrier: Now triggers off of Silence (same trigger set as Indomitable)

- Reactive Barrier: Cooldown increased from 40s to 55s

- Reactive Barrier: Barrier spirit scaling reduced from 2.1 to 1.8

- Trophy Collector: Moved from T3 Item to T2

- Trophy Collector: Souls per stack reduced from 25 to 18

- Trophy Collector: Out of Combat regen reduced from 4 to 2

- Trophy Collector: Ability Range reduced from +1% Per Stack to +0.75%

- Trophy Collector: No longer gives +20 Health per stack

- Dispel Magic: Spirit Resistance reduced from 16% to 10%

- Veil Walker: Now upgrades from Sprint Boots (includes it's stats)

- Veil Walker: Bonus Health Reduced from +175 to +125

- Bullet Resilience: Now grants +3 Out of Combat Regen

- Spirit Resilience: Now grants +3 Out of Combat Regen

- Counterspell: Cooldown increased from 20s to 23s

- Counterspell: Bonus health reduced from +75 to +50

- Rescue Beam: Cast range increased from 32m to 35m

- Colossus: No longer grants +300 Bonus Health

- Colossus: Base Health increased from +15% to +25%

- Leech: Bonus Health increased from 120 to 160 (the sum of the two components)

- Inhibitor: Weapon Damage reduced from 25% to 10%



- Supressor: No longer grants +50 Bonus Health

- Supressor: Now grants +8% Bullet Resistance

- Cold Front: Damage Height increased from 3.5m to 5m

- Spirit Snatch: Spirit Power Steal increased from 15 to 20

- Arctic Blast: Damage Height increased from 3.5m to 5m

- Scourge: No longer grants -4% Cooldown Reduction

- Scourge: Now grants +15% Debuff Resistance

- Spirit Burn: DPS Spirit scaling increased from 0.05 to 0.06



- Lifesteal Adjustments:

- Active Reload: Lifesteal reduced from 18% to 14%

- Bullet Lifesteal: Lifesteal reduced from 16% to 13%

- Spirit Lifesteal: Lifesteal reduced from 16% to 13%

- Spirit Shredder Bullets: Lifesteal reduced from 12% to 10%

- Spirit Rend: Lifesteal reduced from 12% to 10%

- Fury Trance: Lifesteal reduced from 18% to 14%

- Infuser: Lifesteal reduced from 16% to 13%

- Infuser: Active Lifesteal reduced from 80% to 70%

- Leech: Lifesteal reduced from 30% to 25%

- Vampiric Burst: Lifesteal reduced from 16% to 13%

- Vampiric Burst: Lifesteal reduced from 80% to 70%

- Mystic Reverb: Lifesteal reduced from 10% to 8%

- Mystic Reverb: Imbued Lifesteal reduced from 27% to 22%

- Spiritual Overflow: Lifesteal reduced from 20% to 16% (part of a global adjustment ontop of the prior rework to the item)

- Lady Geist: Life Drain heal reduced from 80% to 75%

- Abrams: Siphon Life heal reduced from 80/40% to 70/35%




[ Heroes ]


- Abrams: Fixed speed coming out of canceling Shoulder Charge being too high when hitting a hero


- Apollo: Disengaging Sigil base damage reduced from 100 to 85


- Billy: Rising Ram T3 now also reduces cooldown by 10s


- Celeste: Bullet cycle time reduced from 0.65 to 0.58

- Celeste: Shining Wonder radius increased from 14m to 15.5m

- Celeste: Shining Wonder damage increased from 120 to 135


- Doorman: Fixed a bug that could allow you to bring the Urn through a doorway


- Drifter: Rend T3 now also increases melee scaling (1.2 to 1.6)

- Drifter: Bloodscent T3 increased from +10% Amplified Damage to +12%


- Dynamo: Kinetic Pulse spirit scaling reduced from 1.8 to 1.65

- Dynamo: Quantum Entanglement cooldown increased from 19s to 20s


- Haze: Restored being able to slide while using Bullet Dance

- Haze: Bullet Dance range increased from 15m to 16m

- Haze: Bullet Dance now has 30% evasion in the base ability

- Haze: Bullet Dance T2 changed from "+10% Fire Rate and -45s Cooldown" to "+10% Fire Rate and +3m Move Speed"

- Haze: Bullet Dance T3 changed from "+60% Evasion and +4m Move Speed" to "+40% Evasion and -75s Cooldown"


- Holliday: Fixed Rising Ram interrupting Lasso

- Holliday: Spirit Lasso T1 increased from +68 Damage to +80

- Holliday: Spirit Lasso T3 increased from -30s Cooldown to -50s


- Infernus: Flame Dash DPS spirit scaling reduced from 1.0 to 0.7

- Infernus: Flame Dash DPS now does half damage to objective


- McGinnis: Mini Turrets bounty from 80 + 2/minute to 40 + 4/minute

- McGinnis: Fixed Mini Turrets being locked on objectives when they were invulnerable

- McGinnis: Medicinal Specter duration increased from 6s to 6.5s


- Mina: Nox Nostra DPS reduced by 6%


- Mirage: Base health regen reduced from 2 to 1.5

- Mirage: Fire Scarabs duration reduced from 8s to 7s


- Mo & Krill: Burrow move speed increased from +4 to +5


- Paige: Stamina increased from 2 to 3

- Paige: Dash speed reduced to slow bucket

- Paige: Plot Armor cooldown reduced from 30s to 28s

- Paige: Bookwyrm recharge timer reduced from 8s to 7s


- Paradox: Kinetic Carbine cooldown reduced from 30s to 28s

- Paradox: Time Wall T2 weapon damage increased from +30% to +35%

- Paradox: Kinetic Carbine now provides +20% Air Dash Distance when charged


- Pocket: Enchanter's Satchel spirit scaling increased from 0.9 to 1.1

- Pocket: Affliction cooldown reduced from 150s to 140s


- Rem: Fixed a bug with Naptime that allowed you to attack while casting it

- Rem: Pillow Toss recharge timer reduced from 10s to 9s


- Shiv: Alt fire knockback reduced by 10%

- Shiv: Serrated Knives spirit scaling reduced from 0.15 to 0.13

- Shiv: Serrated Knives T3 spirit scaling reduced from +0.1 to +0.09


- Silver: Fixed Tail Whack applying -12% Bullet Resist for the Disarm duration

- Silver: Slam Fire Current Health As Damage reduced from 4% to 3%


- Venator: Gutshot damage scaling reduced from 0.8 to 0.7

- Venator: Gutshot wall hit damage scaling reduced from 0.9 to 0.8


- Victor: Aura of Suffering T2 increased from +28 Max DPS to +34

- Victor: Shocking Reanimation T3 increased from -100s Cooldown to -130s


- Viscous: Goo Ball lockout period from being affected again reduced from 1.35 to 1.2 (a previous bug with increased debuff resistance for subsequent CC not working correctly on this ability was fixed recently)

- Viscous: Fixed various locations where Splatter didn't bounce properly


- Vyper: Lethal Venom cooldown increased from 24s to 28s

- Vyper: Lethal Venom T2 increased from -8s Cooldown to -12s

- Vyper: Lethal Venom cast range reduced from 15m to 10m and now scales with boons (0.2)

- Vyper: Fixed Armor Piercing Rounds doing damage through Petrify





[ Street Brawl ]


- Unstable Concoction reduces the players respawn time by 50%

- Seraphim Wings damage reduced while in air reduced from 60% to 40%


- The following abilities have -15% radius in Street Brawl: Bookwyrm, Flame Dash, Essence Bomb, Entangling Thorns, Lightning Ball, Pulse Grenade, Frost Grenade

- Mystic Expansion Radius bonus reduced from +20% to +16%

- Greater Expansion Radius bonus reduced from +30% to +25%

- Enhanced Escalating Exposure: Max Stacks from +8 to +6

- Enhanced Escalating Exposure: Amp per stack from +2 to +1.5

- Enhanced Escalating Exposure: Base shred from +8 to +10 (matching enhanced mystic invul)

- Fixed Enhanced Weighted Shots not maintaining the benefits from Enhanced Slowing Bullets

Nerfing bullet DPS in mid/late game. So M1 hero's would be stronger in laneing but falls off later the timer goes on.

New item Indomitable. "Upgrades from Reactive Barrier. Causes the next Stun, Chain, Immobilize, Sleep, or Silence from players to be automatically removed. " (Can't save you from Dynamo black hole)

Vyper no longer can insta gun you down.

I'm a fan of the direction this is heading.
 
Trophy Hunter getting demoted is neat, makes it much more viable to rush early. Surprised Eternal Gift didn't get nerfed in street brawl though, every time I've seen someone roll that they go 6:1 in the next rounds.
 
- Trophy Collector: Moved from T3 Item to T2

- Trophy Collector: Souls per stack reduced from 25 to 18

- Trophy Collector: Out of Combat regen reduced from 4 to 2

- Trophy Collector: Ability Range reduced from +1% Per Stack to +0.75%

- Trophy Collector: No longer gives +20 Health per stack
This has been great in all my games today (all 3)
> Valve Seeing me happy
> ....
> ......


1777680310123.png

1777680603275.png
1777680648805.png
 
This is one of the reasons why I've pretty much switched over to playing street brawl + random hero exclusively. Rolled a viscous build where I could spam punches at SF2 chun-li speed and I haven't enjoyed a match that much in months.
A MOBA game is funner when its game is stripped of MOBA elements. Really makes you think. (Valvo please add a payload mode.)
 
I hate the fact silver has the strongest ult, you can't escape her cause she kinda slows you down. On the contrary it's easy to escape to haze btw...

And mina is still raping everyone, my only hope against her is praying that her main is a crayon eating retard.
This has been great in all my games today (all 3)
> Valve Seeing me happy
> ....
> ......


View attachment 8943034
Welp there goes my Mo and Krill main time, but hey atleast playing Rem is pretty fun.
 
Changes in the rankings may have been changed in the most recent update too Quote from Streamer and Crybaby Metro
"Matchmaking has been shadow adjusted to make you climb or drop rank roughly 6 times as fast. This can be confirmed by looking at the Statlocker Leaderboard "Biggest Climbers And Fallers"

Below is April the 18th

1777842426646.png


Below is May the 3rd

1777842456775.png

People are infact gaining rank and losing rank significantly faster since of the end of april patch

NEAT...!

 
I'd heuristically guess bad because rank is influenced by both street brawl and regular matches. I've gone up a full rank in the last week just because I'm great at teamfight positioning and play a lot of street brawl Dynamo/Rem. I'm afraid to queue into a regular match now though because I'm definitely going to be hit with people who are way way better at the meta/farming/positioning etc and don't want to feed.

E: Odd. If it isn't then I guess ranks got rebalanced when the change hit.
 
Last edited:
Back
Top Bottom