insightful video, i often play Yamato and Paradox, and it’s nearly always jumping in like a madman to catch someone out, securing at least two kills or trade for the biggest threat on the enemy team, but it’s always done to cut their advantage or improve my team’s odds i just had to mention: deadlock - in ALPHA stages of development - has a fully functional replay system and we were begging riot for YEARS to add one to valorant, and it’s still not out
In Riot’s defense, replay systems aren’t something you can just tack on at the end usually. The only reason DL has a functional replay system is because Source replays have been around for 20 years almost (at least since CS:Source). It also took Riot forever for add replays to LOL, it’s not because they don’t care outright. My guess is they made implementation of replays hard with fucky coding and are having to go back and add an innate recording system without breaking the game.
@@TruthAndReconciliation replays are a simulation of game states for the entirety of a match, which should be a 1:1 representation of the keystrokes and mouse movements of each character, so of course, you’d have to keep the sequence and length of each of these, otherwise it’s not much of a replay system one way you can look at it is if the base game system is running by itself - the map, timer, and other variables - with bots that have the choices and movement each of the players have made, and every interaction with the world (may or may not require knowledge of vectors and angles) sometimes to save space, not each game state (according to the server and its tickrate) will be saved in order to save on memory, which means they will be interpolated from one to another in any case, riot seems to make their code so dogshit their games break after almost every update (ESPECIALLY league), making me wonder if they’re even capable of creating a semi-functional system of any sort for valorant
@@TruthAndReconciliationReplays has been a thing since at least Wolfenstein 3D and Deadlock is in some very distant way built on the same tech foundation. So this feature is easily at least 32 years old. I'm not familar with Unreal Engine, so I don't know if they ever developed a replay system.
@@lukkkasz323 I’m pretty sure Unreal is packaged with replays actually. I thought Val was made with an in-house engine like League which would explain some stumbling for an inexperienced dev team. But if it’s in Unreal, I don’t know what their excuse is lol.
You also forgot Monster Rounds, I think it's a top tier item for laning, especially if you're losing a lane and want to comeback. In a losing lane, you would usually be in a situation where you're forced to peek and fire conservatively cause the enemy may have a range/spell advantage, in cases like this making the most of your peeks is very important. More damage vs creeps simply means less time spent peeking, which means faster creep clears and less damage taken. This can allow you to not only hold your ground, but sometimes even win back lanes by simply pushing harder while your enemy is preoccupied with harassing you. As a recent example, I was in a game with Shiv where I was losing a lane against Grey Talon. He had the range advantage, plus he had better range on his burst and my daggers were just pokes, so I was on the backfoot. So the first thing I buy is monster rounds. And even though I kept getting harassed by Talon afterwards, I was still able to get a money lead on him by simply clearing creeps faster than him and falling back on my heal creeps while he had none. The 250 gold loss on selling it later was made up by several times just from the lead it helped me get.
my buddy who is much better than me always takes monster rounds as it helps him clear jungle camps as he roams lanes as Yamato getting picks on the enemy. I've started taking monster rounds as well recently and its been significantly helping me in lane as well!
Not to mention more leftover ammo means more to deny or secure soul orbs, in addition to the bonus damage working on Guardians, even the Base Boss guardians outside their base.
Probably my favorite vid of yours so far! This definitely helps inform my decision making after losing lane, can be pretty demoralizing especially if your teammates are pointing it out haha
Somehow your videos perfectly tread the balance of being super informative without being bloated or boring, good stuff man. Btw the shiv build doesnt feel even as close to as good now :(
Regarding the denying of souls on a guardian or walker, at least according to another vid I watched, those souls you deny go to your ENTIRE team. So if you deny 400, that’s 400 taken from each of your enemies and given to each of your allies. I haven’t checked this myself but I believe it to be correct.
been loving the channel content a lot lately, helping me level up my game a whole lot. Thank you. Quick question, how do you switch the colors on your minimap/in game? I find the enemy units and lanes being red makes visbility hard but your colors have good contrast.
You're welcome! Unfortunately you cannot change the colors in game; these colors are the way it is in the replay system, but currently there are no way to change the minimap colors while in an actual game. Hopefully they will introduce that in the future. Thanks for the support :D
1K souls behind is not consider losing your lane. There is a lot more nuance to this game then just being down in souls and being impactful. Videos like this is why you will get into a game with people and think they are doing the best when they have the most souls, but your team gets wiped (you lose) and the person with the most souls does the lowest player damage, has no kills, no obj dmg, and no assists. They spend the entire game farming and not actively participating in some meaningful way. the span between 2.2k and 4.5k is very flexible and you are not down assuming you are above 2.2k and your enemy is below 4.5k but base off your logic 3K vs 4K is not really down in terms of being impactful or "losing your lane". The difference in souls starts to snowball mid game/late game due to how the game works between 10.5k and 15k souls. The difference in souls starts to become even more negligible based off how you build and how active you are countering your opponent's build. Leaving your lane to gank and farm is entirely dependent on what hero you are playing, your match up, if you are solo'ing a lane vs duo'd, and how effective you are having the creeps pushed up to your opponent's tower,and how you are building your items.
All that is definitely cool, but i've seen a strat used primarily by my opponents as well as my teammates in cases including but not limited to falling behind in farm called "rage quitting" The strat seems to be most effective when you feed twice in first two minutes of a match, but i've seen it being used in all sorts of other cases
Just a quote for when you said "I got lucky kill, part lucky part opportunity", I had a teacher who said "Luck, is the sum of two things, Opportunity and Preparation". The "preparation" of you buying those items and knowing it could help you stop the Infernus pressure, plus the opportunity to kill Infernus being on the wrong place, yes it is luck, but you were prepared for that opportunity. Just to remind you all ;)
❤❤Awesome video! So Useful! May I make Chinese subtitles and post it and maybe some other your work on Bilibili (kinda like Chinese version of UA-cam)? I will post the link to your channel and the video and note that you are the author.
feel like this game is just pure trash, some characters just left click and are easier & better so whats the point of having hard spells, talking of spells, some characters are only useful from ults (4) like seven, its so strong for no reason and it even get buffed, and whats the point of winning lane if you can just afk jungle at 6-7min and comeback lategame with the double of souls of everyone this game needs to be BALANCED, making one thing strong on each character isnt fun at all (i'm top 0.03% btw on deadlock tracker)
Top .03% and complaining about Seven ult? There's only about a dozen ways to counter it through other character abilities, actives or passive items. It sounds like you just don't like MOBAs
insightful video, i often play Yamato and Paradox, and it’s nearly always jumping in like a madman to catch someone out, securing at least two kills or trade for the biggest threat on the enemy team, but it’s always done to cut their advantage or improve my team’s odds
i just had to mention: deadlock - in ALPHA stages of development - has a fully functional replay system
and we were begging riot for YEARS to add one to valorant, and it’s still not out
In Riot’s defense, replay systems aren’t something you can just tack on at the end usually. The only reason DL has a functional replay system is because Source replays have been around for 20 years almost (at least since CS:Source). It also took Riot forever for add replays to LOL, it’s not because they don’t care outright. My guess is they made implementation of replays hard with fucky coding and are having to go back and add an innate recording system without breaking the game.
@@TruthAndReconciliation replays are a simulation of game states for the entirety of a match, which should be a 1:1 representation of the keystrokes and mouse movements of each character, so of course, you’d have to keep the sequence and length of each of these, otherwise it’s not much of a replay system
one way you can look at it is if the base game system is running by itself - the map, timer, and other variables - with bots that have the choices and movement each of the players have made, and every interaction with the world (may or may not require knowledge of vectors and angles)
sometimes to save space, not each game state (according to the server and its tickrate) will be saved in order to save on memory, which means they will be interpolated from one to another
in any case, riot seems to make their code so dogshit their games break after almost every update (ESPECIALLY league), making me wonder if they’re even capable of creating a semi-functional system of any sort for valorant
it's not even alpha yet i believe and the game is already better than 99% of live service slop on the market
@@TruthAndReconciliationReplays has been a thing since at least Wolfenstein 3D and Deadlock is in some very distant way built on the same tech foundation. So this feature is easily at least 32 years old.
I'm not familar with Unreal Engine, so I don't know if they ever developed a replay system.
@@lukkkasz323 I’m pretty sure Unreal is packaged with replays actually. I thought Val was made with an in-house engine like League which would explain some stumbling for an inexperienced dev team. But if it’s in Unreal, I don’t know what their excuse is lol.
You also forgot Monster Rounds, I think it's a top tier item for laning, especially if you're losing a lane and want to comeback.
In a losing lane, you would usually be in a situation where you're forced to peek and fire conservatively cause the enemy may have a range/spell advantage, in cases like this making the most of your peeks is very important. More damage vs creeps simply means less time spent peeking, which means faster creep clears and less damage taken. This can allow you to not only hold your ground, but sometimes even win back lanes by simply pushing harder while your enemy is preoccupied with harassing you.
As a recent example, I was in a game with Shiv where I was losing a lane against Grey Talon. He had the range advantage, plus he had better range on his burst and my daggers were just pokes, so I was on the backfoot. So the first thing I buy is monster rounds. And even though I kept getting harassed by Talon afterwards, I was still able to get a money lead on him by simply clearing creeps faster than him and falling back on my heal creeps while he had none. The 250 gold loss on selling it later was made up by several times just from the lead it helped me get.
my buddy who is much better than me always takes monster rounds as it helps him clear jungle camps as he roams lanes as Yamato getting picks on the enemy. I've started taking monster rounds as well recently and its been significantly helping me in lane as well!
Not to mention more leftover ammo means more to deny or secure soul orbs, in addition to the bonus damage working on Guardians, even the Base Boss guardians outside their base.
Probably my favorite vid of yours so far! This definitely helps inform my decision making after losing lane, can be pretty demoralizing especially if your teammates are pointing it out haha
deathy such a good gamer goose
no you :)
@@Deathy alpha
thanks for this, following these tips is making a huge difference for me in my games
That's awesome! Happy to help
Somehow your videos perfectly tread the balance of being super informative without being bloated or boring, good stuff man. Btw the shiv build doesnt feel even as close to as good now :(
Shiv Build is definitely worse, but I've still been winning with it. Just gotta get Leech before Siphon!
@@Deathyi stopped playing shiv since the nerf, but i feel like when i play with or against him often a spirit build seems more effective now
@@HarveyPrice-h8t Spirit build is pretty good yeah, might be better now - but i still prefer the gun playstyle personally :)
@@Deathy yeah me too brother
Youre my go to for deadlock info keep these coming
Definitely a big fan of the general info guides. Keep it up!
Thanks Jesh :)
Thank you for making this kind of content - it's right up my alley.
More to come!
Deathy back with another BANGER 🔥!
Really appreciate the output. Subbed and looking forward to more!
Regarding the denying of souls on a guardian or walker, at least according to another vid I watched, those souls you deny go to your ENTIRE team. So if you deny 400, that’s 400 taken from each of your enemies and given to each of your allies. I haven’t checked this myself but I believe it to be correct.
best deadlock content yet brother keep going!
Very nice video man, thank you and keep the good content coming!
Love the consistency 🙌🏻
noticed ive watched 4 videos of yours with out knowing subbed!
been loving the channel content a lot lately, helping me level up my game a whole lot. Thank you. Quick question, how do you switch the colors on your minimap/in game? I find the enemy units and lanes being red makes visbility hard but your colors have good contrast.
You're welcome! Unfortunately you cannot change the colors in game; these colors are the way it is in the replay system, but currently there are no way to change the minimap colors while in an actual game. Hopefully they will introduce that in the future. Thanks for the support :D
@@Deathy Shoot! and here I thought I couldn't read the settings menu properly. thanks for the quick response. Looking forward to future videos!
Exactly what I asked for🙏 thank you bro
i got you :D
Solid content. Super helpful
I share ur vids on my discord, my friends love ur content.
Really helpful, thanks!
Thanks for watching :D
Is it better to save AP to get a good skill to 5 or evenly distribute your AP?
Great video
Thanks!
awesome video. thank you
I love split pushing
Great videos, still can’t get over how he says Yamato
very helpful vid thanks man
1K souls behind is not consider losing your lane. There is a lot more nuance to this game then just being down in souls and being impactful. Videos like this is why you will get into a game with people and think they are doing the best when they have the most souls, but your team gets wiped (you lose) and the person with the most souls does the lowest player damage, has no kills, no obj dmg, and no assists. They spend the entire game farming and not actively participating in some meaningful way.
the span between 2.2k and 4.5k is very flexible and you are not down assuming you are above 2.2k and your enemy is below 4.5k but base off your logic 3K vs 4K is not really down in terms of being impactful or "losing your lane". The difference in souls starts to snowball mid game/late game due to how the game works between 10.5k and 15k souls. The difference in souls starts to become even more negligible based off how you build and how active you are countering your opponent's build. Leaving your lane to gank and farm is entirely dependent on what hero you are playing, your match up, if you are solo'ing a lane vs duo'd, and how effective you are having the creeps pushed up to your opponent's tower,and how you are building your items.
This is a great video thank you for the tips
All that is definitely cool, but i've seen a strat used primarily by my opponents as well as my teammates in cases including but not limited to falling behind in farm called "rage quitting"
The strat seems to be most effective when you feed twice in first two minutes of a match, but i've seen it being used in all sorts of other cases
great video tho thx
Right this is a very advanced strategy that only a few know about, I didn't mention it because I'm trying to keep it secret
How to stop the enemy from deathballing objectives
Good idea! Noting it down
Doublelift recommended your channel
Yeah someone told me - that is awesome :D
How to come back from a lost lane…
*Don’t lose
😂
Kelvin's nickname 💀
helpful
nope doesn't work my opponent is dripping in sweat ??
Just a quote for when you said "I got lucky kill, part lucky part opportunity", I had a teacher who said "Luck, is the sum of two things, Opportunity and Preparation". The "preparation" of you buying those items and knowing it could help you stop the Infernus pressure, plus the opportunity to kill Infernus being on the wrong place, yes it is luck, but you were prepared for that opportunity. Just to remind you all ;)
Wow, that's some sun tzu bullshit right there
Rep+
❤❤Awesome video! So Useful! May I make Chinese subtitles and post it and maybe some other your work on Bilibili (kinda like Chinese version of UA-cam)? I will post the link to your channel and the video and note that you are the author.
Hey! Appreciate the support. Of course :) Enjoy
@@Deathy Thank you! Looking for your new insightful videos👍🏼👍🏼
ily make more content
This game seems like a chore
All Mobas are.
Moba players don't know how to get people to play there game it's not a chore people just make it seem like it
honestly you just pick up good ideas as you learn from your mistakes if you start playing you'll understand the mechanics soon
Nah it's actually pretty forgiving
Chess sounds like a chore 😴😴
feel like this game is just pure trash,
some characters just left click and are easier & better so whats the point of having hard spells, talking of spells, some characters are only useful from ults (4) like seven, its so strong for no reason and it even get buffed,
and whats the point of winning lane if you can just afk jungle at 6-7min and comeback lategame with the double of souls of everyone
this game needs to be BALANCED, making one thing strong on each character isnt fun at all
(i'm top 0.03% btw on deadlock tracker)
Top .03% and complaining about Seven ult? There's only about a dozen ways to counter it through other character abilities, actives or passive items.
It sounds like you just don't like MOBAs
Seems like your just pure trash (I’m top 0.00167% on deadlock tracker btw)