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One of those games where poor teammates gave the enemy an early lead and they snowballed from there.
The Vyper and Krill didn't really know what they were doing, and went 0/11/3, 0/13/4 respectively.
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Two games where 1/2 of the team seemed to struggle with stuff like early game, objective trading, and macro. Definitely a lot of things I could've done better to win, but good lord these people are losing lane really early and then 3-4 enemies show up in my lane.
Arcane Slug, Desperate Expansion, Ravenous Cooldown, and Salvation Stone are pretty good, I'd like to see them in game.
Desperate Expansion particularly, I think there's a neat tradeoff in deliberately initiating with low-HP so you have more range for your abilities. I can easily see Pocket...
The video shows it better than I can explain it, but there's an issue with Warden's ult where it'll hit enemies inconsistently if you're above them.
It seems like if Warden is standing on the very edge of geometry then his ult will hit enemies below him. But move 1 centimeter back and his ult...
I really like the idea for this item. I feel the the aesthetic flavor of "Exorcist Amulet" really fits Deadlock and I'd love to see a late game upgrade for Restorative Locket.
I think it could use a bit more stats though. Also granting spirit resist to allies is fun, but it has a lot of...
I really like the idea of a gun item that helps with cooldown reduction, but there's a bit of a problem with the design with Catch-Up and Tune-Up.
Regarding Catch-Up: 800 soul items are designed so they're immediately useful. You can buy any item at the start of the game and it'll have an...
Just tested it, doesn't seem to be broken.
Went into the sandbox as Warden, got Bullet Resist Shredder + Alchemical fire. I tested the bullet damage on it's own, then with shred from magic damage (warden 1), and then just using only alchemical fire. Results below.
Regular bullet...
Tried this same setup for Viscous, similar situation. His full right click mag will do 420 damage without Split Shot, but with Split Shot active it does just 419. A negligible difference, probably won't matter in any real games.
Wanted to test out a Yamato Shotgun build, which is Express Shot + Split Shot. But there seems to be bugged interaction between Yamato's right click and Split Shot.
A full magazine without Split Shot active does 422 damage. Activating Split Shot reduces the damage to 421 damage.
This isn't a complaint specific to one game, but a trend I've noticed across multiple games since the most recent patch.
Recently I've noticed a lot of the teams I get queued with are of lower quality that what I'm used to. They don't spread out as much as they should, letting walkers get taken...
Yes! I agree with all your points, particularly how it doesn't need to be on a cooldown. After thinking about it a bit more, I realized it'd lead to situations where players would stand in front of a breakable, waiting for the item to come off CD before breaking it. Which would've just felt...
Alright so in the recent patch they removed Calico's ability to just run into breakables to break them. Now you have to melee as Ava.
While I understand this change, I'd still like to be able to shatter breakables on contact, so why not put it in an item?
[Mithril-toed Boots] 3.2k soul Spirit...
The 1, 2, and 3 abilities mesh together really well, even if the numbers are a bit overtuned. Pin someone to the wall then dash in, while your aura steals a bit of their stats. Conversely you could 1 somebody and dash away if you need to make space. There's a certain sauce in there, it's good...
Enduring Speed gives 30% slow resist without needing to charge up, so this would need to be tuned up a bit. However I do think that some version of this item could work. I enjoy the ramping movement speed, could see myself using this on heroes like Warden if it were in game.