RaggingCupcake1

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RaggingCupcake1

RaggingCupcake1

@raggingbruhcake

20

Katılım Temmuz 2019
85 Takip Edilen19 Takipçiler
RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@Ren_Protogen @7liv_dl Doorman literally does, his bell does actually jack shit in late game and he's only good at displacement which has been nerfed time and time again
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@fennecrocks @NegativeSymptom If the backrooms isnt a creepy pasta then slenderman isnt either because they were both originally just an image with a short paragraph, not full stories
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FennecrocksYT
FennecrocksYT@fennecrocks·
@NegativeSymptom "Nes Godzilla" How? "Jeff and Slenderman" Nobody gives a shit about them anymore "Backrooms" Not really considered a creepypasta "Herobrine" The stalker mods do not count
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@Ren_Protogen @7liv_dl High damage in lane should mean issues in the late game, people are allowed to have absurdly strong lanes. That's fine
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~ Timbre ~
~ Timbre ~@Ren_Protogen·
@raggingbruhcake @7liv_dl Warden's scaling has always been an issue. I generally think most characters in the game have absurdly strong lanes that need to be reevaluated High damage in lane should be a draft choice, not a given
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Lavi
Lavi@fights4myfriend·
Contender for the worst balance change ever or what
DEADLOCK PROJECT 8@deadlock_8

New Minor Deadlock Balance Update [ General ] - Stamina bucket 3 heroes (slowest) have their ground dash time increased from 0.7s to 0.72s and air dash time from 0.49s to 0.51s - The Orb Spawners in base that give 10souls on hit now split to nearby players on expire - Fixed the party member / team mate audio volume slider for voice communications [ Items ] - Crushing Fists: Max stacks stun duration increased from 0.5s to 0.75s - Crushing Fists: Bullet Resist reduction increased from -4% to -5% per stack - Curse: No longer has -14% Damage Output innate - Curse: Now applies a -25% Damage Output debuff for the 3.25s duration - Diviner's Kevlar: Spirit power increased from +35 to +40 - Echo Shard: Now has a 0.5s post-cast time - Echo Shard: No longer grants +5% Fire Rate - Echo Shard: Cooldown increased from 35s to 30s + the cooldown of the imbued ability - Ethereal Shift: Cooldown increased from 35s to 37s - Frenzy: Now has +10% Bullet Lifesteal as an innate - Fury Trance: Active now grants +1m Move Speed - Fury Trance: Active removes move speed penalty when shooting (like Fleetfoot) - Lifestrike: When hitting a trooper and a hero at the same time, it now always prioritizes healing off the hero (same change for Melee Lifesteal) - Mystic Shot: Cooldown reduced from 9s to 8s - Mystic Shot: Spirit scaling reduced from 1.2 to 0.9 - Restorative Locket: Heal per boon increased from 0.32 to 0.5 - Scourge: No longer grants +17% Debuff Resist innate bonus - Scourge: Active now grants +20% Debuff Resist (retroactive on application) - Scourge: Max Health per second reduced from 2.5% to 2.3% - Slowing Bullets: No longer grants +15% Weapon Damage - Weighted Shots: Weapon Damage reduced from +40% to +30% - Spiritual Overflow: Now provides a bonus +10% Spirit Lifesteal on proc - Spiritual Overflow: Ability Duration reduced from +15% to +13% - Spiritual Overflow: Fire Rate reduced from +32% to +30% - Spirit Burn: No longer hits enemies in a 12m radius, only affects primary target now - Spirit Burn: Changed from the cooldown being on the item to being target based - Spirit Burn: Removed half cooldown against NPC - Spirit Burn: Explosion damage reduced from 110 to 50 - Suppressor: Duration reduced from 5s to 4.5s - Tankbuster: No longer procs off of items [ Heroes ] - Apollo: Riposte base stun duration increased from 0.6s to 0.8s - Apollo: Riposte T3 changed from +1.6s Stun Duration to +60% Bullet, Spirit and Melee Lifesteal against the target for 7s - Billy: Rising Ram T3 reduced from 8% Max Health to 7% - Calico: Ava T2 reduced from +45% Move Speed to +40% - Calico: Ava T3 reduced from +20% damage amp to +18% - Celeste: Shining Wonder radius increased from 16.5m to 17.5m - Celeste: Shining Wonder damage increased by 10% - Celeste: Shining Wonder buffer duration increased from 3s to 3.25s - Doorman: Bullet damage rescaled from 26 + 1.19/boon to 24 + 1.25 - Doorman: Call Bell Charge Time increased from 6s to 7s - Doorman: Doorway duration reduced from 20s to 15s - Doorman: Doorway T1 duration increased from +15s to +20s - Doorman: Doorway T3 range reduced from +45m to +40m - Doorman: Luggage Cart damage reduced from 80 to 60 - Doorman: Luggage Cart T1 increased from +60 Damage to +80 - Doorman: Luggage Cart range reduced from 25m to 20m - Doorman: Luggage Cart T2 increased from +20m Cast Range to +25m - Drifter: Rend spirit scaling reduced from 1.8 to 1.7 - Drifter: Rend T3 silence duration reduced from 2.3s to 2s - Dynamo: Singularity cooldown reduced from 265s to 250s - Haze: Sleep Dagger wake up time spirit scaling reduced from 0.003 to 0.002 - Haze: Sleep Dagger damage spirit scaling reduced from 2.8 to 2.2 - Haze: Sleep Dagger T2 changed from “-17s Cooldown and Applies 15 Fixation Stacks” to “+1s Sleep Duration and Applies 15 Fixation Stacks” - Haze: Sleep Dagger T3 changed from “+1s Sleep Duration and -50% Move and Dash Speed for 3s on wake-up” to “-17s Cooldown and -50% Move and Dash Speed for 3s on wake-up” - Haze: Fixation T3 reduced from +0.14 per Stack to +0.11 - Haze: Fixation T3 now also scales with Weapon Damage (0.0003) - Ivy: Stone Form T3 spirit scaling reduced from +1.7 to +1.5 - Kelvin: Frozen Shelter cooldown reduced from 195s to 185s - Lady Geist: Life Drain changed from 75% Damage to Heal to 100% - Lady Geist: Life Drain DPS reduced to provide the same effective heal as before but with less DPS - Lady Geist: Malice Damage amplification reduced from 8% to 7% - Lady Geist: Malice T3 increased from +7% Damage Amp to +8% - Mina: Sanguine Retreat recast time increased from 3.5s to 4s - Mina: Sanguine Retreat T3 cast range increased from +3m to +4m - Mirage: Dust Devil T3 no longer increases Lift Duration by +0.3s - Mirage: Fire Scarabs duration reduced from 7s to 5s - Mirage: Fire Scarabs T2 reduced from +2 Charges to +1 Charge - Mirage: Fire Scarabs T2 now also increases duration by 2s - Mirage: Fixed Djinn's Mark T3 still being -1s Cooldown instead of -0.75s - Mo & Krill: Burrow cooldown no longer starts after the conclusion of the ability, now starts immediately - Mo & Krill: Combo now lets you cast items while using it - Paige: Rallying Charge cooldown reduced from 220s to 210s - Pocket: Affliction DPS reduced by ~6% (also reduces the spirit scaling and the upgrades) - Pocket: Flying Cloak T3 reduced from -11s Cooldown to -10s - Shiv: Stamina regen increased from 5.5s to 6s - Shiv: Killing Blow recast window reduced from 20s to 16s - Venator: Sprint speed reduced from 1.5m to 1m - Venator: Bullet falloff range reduced from 20m-51m to 18m-47m - Venator: Ira Domini cooldown no longer starts after the conclusion of the ability, now starts immediately - Venator: Ira Domini blessed stakes damage increased from 100 to 115 - Viscous: Splatter damage reduced from 70 to 55 - Viscous: Splatter spirit ratio reduced from 0.8 to 0.7 - Viscous: Splatter base bounce count increased from 1 to 2 - Viscous: Splatter T3 bounce count reduced from +2 to +1 - Viscous: The Cube T3 reduced from -25s Cooldown to -20s - Viscous: Puddle Punch slow duration reduced from 4s to 3s - Viscous: Puddle Punch slow increased from -20% to -30% - Viscous: Puddle Punch cooldown reduced from 24s to 21s - Viscous: Goo Ball T2 increased from +10% Resists to +20% - Silver: Gun falloff range reduced from 20m->46m to 17m→42m - Silver: Slam Fire now does 100% bonus damage against NPCs (troopers and neutrals, not objectives) - Silver: Lycan Curse precast time increased from 0.2 to 0.3 - Silver: Lycan Curse precast movespeed reduced from 7.6m to 2.5m - Silver: Lycan Curse T1 reduced from +20% Resists to +15% - Yamato: Grapple T3 charges from +2 to +1 - Yamato: Grapple T3 Charge Time increased from 4s to 5s - Yamato: Flying Slash T2 reduced from +40 Spirit Power to +35

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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@Ren_Protogen @7liv_dl I should iterate that it's weak due to it's falloff in the late game. If we are to complain about just a characters laning phase, then by this logic Apollo is also bused because he's a very strong laner.
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@karlborks @haze_OSIC Yeah I'm aware, thats why I think its a bit disingenuous to call gun entirely weak rn, I mean like I said I don't think gun is weak. If it was, wouldn't have been seeing gun drifter in nightshift. Gun bebop too, its just okay rn which is fine but it could be better
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respectable businessman
@raggingbruhcake @haze_OSIC Sure, but very few characters have ever been purely anything. Off the top of my head, most spirit characters build gun hybrid as well. This is yoshi's intention. He wants characters to be grey and flexible.
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D
D@ouchisu_·
@gaab0033 Adachi is so uncanny valley it’s his sprite almost perfectly replicated but it’s ever so slightly off somehow
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@karlborks @haze_OSIC I do not think that gun is weak though, I just don't think its very strong either. Spirit atm is just the meta we are in, while gun is kinda just okay except for two outliers
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@karlborks @haze_OSIC There's really only 2 pure guns that are very strong rn, that being venator (not as much anymore) and silver. Warden is good but hes played as a hybrid, and haze was only really good for echo shard dagger, not her gun damage
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@meltingest12345 @moondrop_lovely The video never discredited what women have to go through with pregnancy. The video merely pointed out that there is no need to discredit men for their part in creating life, as a good man does all that they physically can to help make that process easier.
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meltingest
meltingest@meltingest12345·
@moondrop_lovely "there is no nine months without nine minutes" cause pregnancy is just an easy thing that is actually no sweat for women just like sex!
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moon
moon@moondrop_lovely·
Found an interesting video
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@Aromaticresidue @lumen_ascent The lack of infernus mods (that dont just replace his model with another) really annoyed me for the longest time because I wanted to see cool infernus skins. There's a cool beach skin for him now though that I use so ig theres that
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Resi
Resi@Aromaticresidue·
@lumen_ascent ive been saying that the fandom is lowkey racist esp when i saw the large gap in # of mods for infernus,calico,wraith,haze compared to silver,mina,drifter (for some fucking reason), and doorman
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Lumen 🌹🌹🌹 #TEAMMYSTERY
I do think there's a problem with the lack of engagement with black characters from the deadlock fandom, but I also think its partially rooted in the fact that all of the black characters in the game are partially faceless...
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RaggingCupcake1 retweetledi
Official ATLUS West
Official ATLUS West@Atlus_West·
Missed Persona 4 Revival at Anime Expo this year? Enter the promotion below for a chance to win a signed dev poster and keychain! More details ➡️ atlus.link/P4R-AX26-Promo
Official ATLUS West tweet media
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@RadicalRadiatio @bumble_bbgun @Rox89716855 This mechanic actually does the polar OPPOSITE of a good way to make an rpg boss hard, it gives you the ability to engage less with a mechanic and the trade off is "oh but he does more damage" when the fight is then trivialized by the full auto yellow heart
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RaggingCupcake1
RaggingCupcake1@raggingbruhcake·
@RadicalRadiatio @bumble_bbgun @Rox89716855 In an rpg there are other ways to make fights difficult, forcing you to engage with certain mechanics, making certain tactics not work as well, artificially inflating numbers is NOT a valid and good way to make a fight harder
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