Deadlock

Deadlock

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EARLY KILLS DON'T MATTER
This is mindblowingly stupid. Early kills doesn't matter at all, it's like +2 troops in souls?
Early kills mean nothing because the enemy can recover without much effort.
If I have to go back to the base to heal, the enemy arrives back earlier than me?!!?!?! Dumbass design.
Last edited by Midra, Lord of Frenzied Flame; Oct 28, 2024 @ 5:05pm
Originally posted by Perry Tinklenips:
Yes, kills are worthless and you are expected to just farm creeps for 20 min. Ultimately this makes the game boring af, but reddit virgins love boring games where you don't actually have to fight your opponent to win, so it probably won't get changed.
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Showing 1-15 of 29 comments
Very smart comment from this individual
But can you imagine that you get 2 early kills in LoL and it doesn't affect the game or your lane in any way?

I understand that Valve really wants to make comebacks possible later on. But not getting any benefits from killing your opponent and winning your lane makes the game a farm festival and I dare to say a dumbass design.
Last edited by Midra, Lord of Frenzied Flame; Oct 28, 2024 @ 2:58pm
You can leverage it into a (small) lead by pushing objectives but it's very hero dependent since some can just die on repeat early on and still be relevant.
Mailer Oct 28, 2024 @ 3:11pm 
Killing your opponent does more than just the measly bonus souls you earn from killing them early on; you are not thinking of the big picture.

As a result of them dying, they run the risk of losing out on catching waves of minions and securing souls themselves. By killing your opponent you essentially get free reign to secure the next wave of minions risk-free before they return. It sets them back on the tug of war between minions, their tower starts taking damage at a slow pace, and it causes them to fall behind on souls secured in the long run unless they refocus.

The current system is fine because it incentivises that you focus on your farm, and not gunning down your opponent. At the same time, it doesn't completely throw off the match for players that get outgunned, since you have both items that help you farm, as well as secondary options for catching up on souls around the lane.
Last edited by Mailer; Oct 28, 2024 @ 3:14pm
Originally posted by Mailer:
Killing your opponent does more than just the measly bonus souls you earn from killing them early on; you are not thinking of the big picture.

As a result of them dying, they run the risk of losing out on catching waves of minions and securing souls themselves. By killing your opponent you essentially get free reign to secure the next wave of minions risk-free before they return. It sets them back on the tug of war between minions, their tower starts taking damage at a slow pace, and it causes them to fall behind on souls secured in the long run unless they refocus.

The current system is fine because it incentivises that you focus on your farm, and not gunning down your opponent. At the same time, it doesn't completely throw off the match for players that get outgunned, since you have both items that help you farm, as well as secondary options for catching up on souls around the lane.

So you agree with me that winning your lane means nothing in the "big picture". The enemy has so many tools to catch up in farms that early kills/winning your lane literally don't matter in any way shape or form.

So why should I try winning my lane? There is no benefit to it.
Ok you can push a little further in your lane but it really doesn't matter because later on 2-3 player can push it faster and further.
So Valve's idea is to not even bother killing your enemy in your lane, just farm? What kind of shooter is this? What moba or shooter game doesn't give you benefit on defeating your opponent?

You can like this system, but for me it doesn't make any sense.
Mailer Oct 28, 2024 @ 3:38pm 
Originally posted by Midra, Lord of Frenzied Flame:
So you agree with me that winning your lane means nothing in the "big picture". The enemy has so many tools to catch up in farms that early kills/winning your lane literally don't matter in any way shape or form.

So why should I try winning my lane? There is no benefit to it.
There are significant benefits to pushing your lane. At mid to late game, having Flex Slots is absolutely crucial. Without them, you are going to run out of slots for specializing into a build very quickly and hit a limit on your power, considering how cheap the earliest purchases are in the shop. Your primary goal, bar none, is to take down the first tower you face. Then, you can disconnect from your "laneing phase" and help other lanes push down their towers.
Originally posted by Midra, Lord of Frenzied Flame:
Ok you can push a little further in your lane but it really doesn't matter because later on 2-3 player can push it faster and further.
Flex slots incentivize that either team does this to win as early as possible. If you are getting outmanned on your lane, it's because the enemy team wants your next objective on the chopping block. Probably because it is the last one to fall.
Originally posted by Midra, Lord of Frenzied Flame:
So Valve's idea is to not even bother killing your enemy in your lane, just farm? What kind of shooter is this? What moba or shooter game doesn't give you benefit on defeating your opponent?
I've already outlined the benefits of killing your opponents, but unless you take advantage of the calm after, then it won't seem like it matters. Other mobas also use a tug of war with creeps to deduce who is winning. Every minion you help kill disrupts that balance in your favor. It is practically fundamental to all mobas.
Originally posted by Midra, Lord of Frenzied Flame:
You can like this system, but for me it doesn't make any sense.
I have forgotten to properly discuss what you wrote here:
Originally posted by Midra, Lord of Frenzied Flame:
If I have to go back to the base to heal, the enemy arrives back earlier than me?!!?!?! Dumbass design.
If you are suggesting to go back to spawn to heal after killing your opponent then you are doing the opposite of seizing the opportunity. Your creep waves have a healer that can keep you topped off while the coast is clear. There is no reason to go back to spawn when there are so many options to passive regen, as long as your own minions take the aggro. The only thing you need to pay attention to is when the opponent has finished respawning and is on their way to likely try and finish you off if you push forward for too long.

---

You are entitled to your opinion of how the game works; I'm not even saying that I *like* the way the game is played right now. I'm only pointing out my own observations as they are. The game has a set of rules that isn't for everybody, particularly when it comes to securing and denying souls, but that's completely fine. The game keeps changing with every major update, nothing is set into stone, it's how the cookie crumbles.
Last edited by Mailer; Oct 28, 2024 @ 4:08pm
BuldokNoodleslut Oct 28, 2024 @ 3:49pm 
Originally posted by Midra, Lord of Frenzied Flame:
This is mindblowingly stupid. Early kills doesn't matter at all, it's like +2 troops in souls?
If I have to go back to the base to heal, the enemy arrives back earlier than me?!!?!?! Dumbass design.

Early Kills mean everything...It gives you time to farm, focus objective or go and gank another lane. And of course the enemy arrives back before you...Which is fine...because you do not have to go back to base and heal... You can camp your medic trooper, buy a healing item or use abilities which heal.

You are outlining 1 specific scenario which you cant get heals what so ever outside of base..which makes it sound like you suck in lanes. Also sounds like you are not communicating with your team at all. Maybe plug in a mic and actually speak to people :)
Originally posted by Mailer:
Originally posted by Midra, Lord of Frenzied Flame:
So you agree with me that winning your lane means nothing in the "big picture". The enemy has so many tools to catch up in farms that early kills/winning your lane literally don't matter in any way shape or form.

So why should I try winning my lane? There is no benefit to it.
There are significant benefits to pushing your lane. At mid to late game, having Flex Slots is absolutely crucial. Without them, you are going to run out of slots for specializing into a build very quickly and hit a limit on your power, considering how cheap the earliest purchases are in the shop. Your primary goal, bar none, is to take down the first tower you face. Then, you can disconnect from your "laneing phase" and help other lanes push down their towers.
Originally posted by Midra, Lord of Frenzied Flame:
Ok you can push a little further in your lane but it really doesn't matter because later on 2-3 player can push it faster and further.
Flex slots incentivize that either team does this to win as early as possible. If you are getting outmanned on your lane, it's because the enemy team wants your next objective on the chopping block. Probably because it is the last one to fall.
Originally posted by Midra, Lord of Frenzied Flame:
So Valve's idea is to not even bother killing your enemy in your lane, just farm? What kind of shooter is this? What moba or shooter game doesn't give you benefit on defeating your opponent?
I've already outlined the benefits of killing your opponents, but unless you take advantage of the calm after, then it won't seem like it matters.
Originally posted by Midra, Lord of Frenzied Flame:
You can like this system, but for me it doesn't make any sense.
I have forgotten to properly discuss what you wrote here:
Originally posted by Midra, Lord of Frenzied Flame:
If I have to go back to the base to heal, the enemy arrives back earlier than me?!!?!?! Dumbass design.
If you are suggesting to go back to spawn to heal after killing your opponent then you are doing the opposite of seizing the opportunity. Your creep waves have a healer that can keep you topped off while the coast is clear. There is no reason to go back to spawn when there are so many options to passive regen, as long as your own minions take the aggro. The only thing you need to pay attention to is when the opponent has finished respawning and is on their way to likely try and finish you off if you push forward for too long.

---

You are entitled to your opinion of how the game works; I'm not even saying that I *like* the way the game is played right now. I'm only pointing out my own observations as they are.

Sorry, but I have a feeling that you belittle my points. I'm well aware of the flex slots and yes I played many Deadlock games.

No, I don't return to the base after every kill, only when it's crucial like only when <70 hp remains. Once again the early respawn time is so fast that it's quicker to just unalive urself than going base then back to lane.
For me this is unbelievable (in a bad way).
You suggest to stick on my lane, which I do most of the time, but once again I'm already behind on HP (disadvantage) against my enemy (who is back in almost 5 seconds) because I dared to win my first duel against him/her?!

I understand why would the enemy group up on a lane, yes it is for the objective and therefore for the flex slot. But this means winning my lane and pushing it hardly make any difference since, as you said, my team can easily group up and push a lane for the obj just like the enemy.

Another point: let's say I won my lane and I go out ganking and helping other lanes. My lane advantage disappears in an instant since the enemy can peacefully farm and push my tower. After the 14 minutes mark, the objectives get -30% resistance against the minions!?!? Not once but many times it happened that I was helping my blind teammates and the enemy easily destroyed my Walker. Once my full HP Walker got defeated by purely minions because I had to help out my team.

All I try to say is that getting early leads feels redundant because the enemy can even out the battleground without much skills or effort. Therefore why should I push hard to gain these advantages? The game doesn't reward it it seems to me.
Last edited by Midra, Lord of Frenzied Flame; Oct 28, 2024 @ 4:09pm
Originally posted by DeerlyDeparted:
Originally posted by Midra, Lord of Frenzied Flame:
This is mindblowingly stupid. Early kills doesn't matter at all, it's like +2 troops in souls?
If I have to go back to the base to heal, the enemy arrives back earlier than me?!!?!?! Dumbass design.

Early Kills mean everything...It gives you time to farm, focus objective or go and gank another lane. And of course the enemy arrives back before you...Which is fine...because you do not have to go back to base and heal... You can camp your medic trooper, buy a healing item or use abilities which heal.

You are outlining 1 specific scenario which you cant get heals what so ever outside of base..which makes it sound like you suck in lanes. Also sounds like you are not communicating with your team at all. Maybe plug in a mic and actually speak to people :)

I disagree with this so much it's unreal.
I'm glad you already jumping to the conclusion that I suck at my lane. I dare to say no, I don't suck at my lane. :)
Early kills mean nothing because the enemy can recover without much effort. Further points above ^^^
Last edited by Midra, Lord of Frenzied Flame; Oct 28, 2024 @ 4:13pm
MercenaryGrok Oct 28, 2024 @ 4:34pm 
early kills is great, if you opponet is bad. if not? force them to be super low, they either gotta retreat to heal, or play very passive
Mailer Oct 28, 2024 @ 4:46pm 
Originally posted by Midra, Lord of Frenzied Flame:
Sorry, but I have a feeling that you belittle my points. I'm well aware of the flex slots and yes I played many Deadlock games.

No, I don't return to the base after every kill, only when it's crucial like only when <70 hp remains. Once again the early respawn time is so fast that it's quicker to just unalive urself than going base then back to lane.
For me this is unbelievable (in a bad way).
You suggest to stick on my lane, which I do most of the time, but once again I'm already behind on HP (disadvantage) against my enemy (who is back in almost 5 seconds) because I dared to win my first duel against him/her?!

I understand why would the enemy group up on a lane, yes it is for the objective and therefore for the flex slot. But this means winning my lane and pushing it hardly make any difference since, as you said, my team can easily group up and push a lane for the obj just like the enemy.

Another point: let's say I won my lane and I go out ganking and helping other lanes. My lane advantage disappears in an instant since the enemy can peacefully farm and push my tower. After the 14 minutes mark, the objectives get -30% resistance against the minions!?!? Not once but many times it happened that I was helping my blind teammates and the enemy easily destroyed my Walker. Once my full HP Walker got defeated by purely minions because I had to help out my team.

All I try to say is that getting early leads feels redundant because the enemy can even out the battleground without much skills or effort. Therefore why should I push hard to gain these advantages? The game doesn't reward it it seems to me.
It serves me no benefit to belittle your points so that was never the intention. I completely respect your responses, though I may not agree with all of it.

Suiciding into the enemy tower to get your health back is something I have actually witnessed myself, so I have no quarrel with that. I agree it probably should not ever be like that, granted there are other mobas where this may also happen from time to time. I suspect that's also why they removed the early speed boost on the ziplines to try and discourage it. No idea how prevalent this strat is in the current patch, but odds are it is constantly influenced with every weekly update.

Staying in your lane with limited hp is delicate, but I think it adds a lot of nuance to when and what items to buy out of your closest shop. Even I retreat to spawn from time to time, although usually not before the speed boost is available to offset the time wasted.

Moreover, I think taking down the first tower has a lot more advantages than just flex slots as mentioned before. For one, you close the opponent's shop, and you open up opportunities for ganking, same as other mobas. At an early stage of the game, it helps the carries in your team get the snowball going and you want that to prevent them making a comeback. More of the map under your control to steal their options of farming and catch them unsafe.

Sure it's completely fair to perceive objectives and fortifications weakening over time as a disadvantage on your efforts until then, but keep in mind that your team gets the same benefits too. Nothing has changed, apart from the emphasis on seizing opportunities and pushing when it is possible to.

A swarm of minions doesn't reach your walker and singlehandedly take it down without an opponent clearing the way for them first. Again, it's back to the tug of war mechanics with creeps that lay the footwork for this.
Last edited by Mailer; Oct 28, 2024 @ 4:49pm
Originally posted by Mailer:
Moreover, I think taking down the first tower has a lot more advantages than just flex slots as mentioned before. For one, you close the opponent's shop, and you open up opportunities for ganking, same as other mobas. At an early stage of the game, it helps the carries in your team get the snowball going and you want that to prevent them making a comeback. More of the map under your control to steal their options of farming and catch them unsafe.

Yes, closing down the enemy shop is great, I agree. Stealing their jungle is also great. But you also open up yourself for ganks.
If you go and help your team, the enemy can close the gap quickly and peacefully.
If you stay, you open yourself for easy ganks
Aimee Oct 28, 2024 @ 6:04pm 
Its correct that early kills dont matter to players who dont capitalize on it.
If you either dont make it matter in strategy nor in item builds, then you cant make the most of it and it seems pointless.

There are many many ways you can deal with being on low health after a fight, and still benefit from the results of winning your lane fight. But if you have not figured it out, or it does not fit your playstyle there is not point in hitting yourself over the head with it.
aub Oct 28, 2024 @ 6:07pm 
Originally posted by Midra, Lord of Frenzied Flame:
But can you imagine that you get 2 early kills in LoL and it doesn't affect the game or your lane in any way?

isn't that the game where people say gg and start throwing as soon as they lose lane
Originally posted by Aimee:
Its correct that early kills dont matter to players who dont capitalize on it.
If you either dont make it matter in strategy nor in item builds, then you cant make the most of it and it seems pointless.

There are many many ways you can deal with being on low health after a fight, and still benefit from the results of winning your lane fight. But if you have not figured it out, or it does not fit your playstyle there is not point in hitting yourself over the head with it.

Please oh genius, who took his time to come here and comment an obnoxius comment, please tell me how can I capitalize on early kills? I buy items obviously, I take towers, obviously, I take the enemy jungle whenever I can, obviously. Is there any secret i'm not aware of?

You played 6 hours in the last 2 weeks. Do you even know about the changes in the last 3-4 days? Or you just here to tell people how stupid they are and how big brain you are?
Last edited by Midra, Lord of Frenzied Flame; Oct 28, 2024 @ 6:19pm
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Date Posted: Oct 28, 2024 @ 2:34pm
Posts: 29