Great video only thing i would say is to separate each of the health,gun,spirit tier list to their own respective groups rather than mixing them all together but overall great video, very informative, thank you
I think Fortitude is regen for skirmishers and gankers that can disengage easily from fights and come back. If you are a character that is being aggressive, and will get to throw the first punch, initiating on an enemy that is alone, having 25% more dmg and 2 ms is a big set up for success. The 11% max hp regen is to quickly regen so that you can keep the pace going between ganks, being back up to above 70% before reaching the next lane. It's basically a weaker Heart of Tarrasque regen, but with Tranquil boots restriction from Dota 2; The damage boost front loaded in fights just gets you off to a good start in ganks.
1:01:36 if my read on inhibitor is correct and it reduces the target's damage to everyone, it's an extremely strong item to keep tanks relevant in the late game. To give an example, in another moba like league of legends once the enemy tank's damage is outscaled by the carry of the team and the tank can be safely ignored by not being a CC threat, the carry can just focus the enemy backline and kill everyone. By getting inhibitor, as long as you live and shoot, you can't be ignored because you're nerfing the enemy carry's damage by 35%.
I still think it's too hard to be a tank in this game. I feel like once the enemy gets stacked on full damage items you die very quickly no matter what.
Even if a carry builds Inhibitor it would be strong, because no other damage dealer could out trade him. Carries obviously need dmg and attack speed, but having items that reduce the enemy carry's healing, atk speed, and dmg output is usually what separates the ok carries from the good carries in other mobas. The only reason why it would be hard for Carries to buy this item is because of it's price tag, which was a smart balancing idea, because if it were in the 3000 or 4000 range, it would probably be rampant paired with Ricochet.
Crazy how heated people get in the comments when one guy tries to place what 130 items into 5 tiers and it's not exactly what they would think. If you agreed with everything he would say why would you even bother to watch the video? The differences are what make it interesting. That being said...if Fortitude isn't S tier you're smoking insane crack. It gives you MASSIVE FAT health in a usually reasonable slot, and when you open on someone you get 25% damage which is some of the HIGHEST damage for a green, often more damage than some yellow items of the same tier. You can often maintain the passive healing when killing troopers (especially late game) as you can clear waves fast on many heroes and keep yourself basically full hp. Additionally 75% is not that bad, at 2k hp that's 500 damage worth of health they need to get through while you are dealing an additional 25% for a green slot. It is CRIMINALLY underrated and SHOULD be bought nearly every game on any hero if not dying is relevant to the game. Let me put this into perspective so you can understand how insane JUST the health bonus is. Wraith at 10k souls has a base hp of 767(base + level increases to base). This gets improved by 17% for a T3 vitality item(130hp) then Fortitude gives you +325. 767+130+325 is over 1200. This SINGLE ITEM for 3k is giving you an almost 60% health increase. And btw that means, above 75% (916hp) YOU HAVE 25% DAMAGE and you move faster for some reason. It would be worth it for the health alone, especially if buying resistances anyways, the fact it gives 25% damage is just insane.
The ricochet take is pretty wild. Sure its not worth the price in a 1v1 but, when there is only 2 people its already out scaling any other T4. 3 or more people? Suddenly each shot is doing an additional 120% damage (more than glass canon) across other targets while applying on hit effects like toxic bullets which is one of the best items in the game alone. Most fights in this game are team fights or smaller group fights of 2-3 people. Ever since I started using ricochet I'm getting 60-70k damage matches while also being unmatched in farm speed which should be taken into account. This should be A or B tier minimum but D tier is crazy
Restorative Locket works like Wand in Dota 2, or more accurately it's upgrade Holy Locket. It's weaker than those versions, because Wand is super cheap and Holy Locket does and gives a lot more healing/stats. If it was a 500 spirit item, similar to wand in Dota 2, it would be broken in this game. In Dota 2 there are auto attacks and a lot of spells are lock on, so the burst heal of wand is justified. So maybe it's at the right cost point in this game, but just being undervalued. Health Nova is Mekanism in Dota 2, which is a powerful early game item for teams that want to 5 man early and often, as it rewards playing grouped due to the AOE healing. So I think you are underrating both of those, but that's only because I know what those items are supposed to be like. The game is new, so metas will evolve towards team based items when the community better understands how to play as a team. Like Hunter's Aura would be broken in Dota 2, so that item may be better than you think as well. Auras are some of the strongest items in Dota 2, which is why I think Valve made a conscious effort to have few of them in this game.
I played Dota way back during TI4 and TI5 days and I remember wand being a stable back then but I do think a big reason that item worked is because it was cheap but also because it felt like there were way more spells cast in an average teamfight compared to Deadlock now. I don't see Restorative Locket ever being meta unless the entire meta changes or it gets buffed, time will tell.
@@MetroOW You are right, there are no spammable abilities in this game, because almost every ability starts with a big cooldown until you get to it's cooldown upgrade, which chunks most ability cooldowns in half. Restorative Locket could really only get a decent amount of charges in dual lanes, but seeing that it's a 1250 spirit item, its unlikely you will aim to rush it in lane, because you have to pass up 2 500 items and then risk being bullied because you are holding off for the item, and then when you get it, it does nothing for you, because you have to now collect the charges for it to be of any worth. Maybe the item does need a buff to its cost, because it seems like an investment on survival, but the healing numbers don't justify the time of the game when you would reap the profits, because everyone does significantly more damage.
33:57 I disagree. Frenzy is THE spiritual successor to berserker, just like point blank is the successor to close quarters and leech is the successor to bullet and spirit lifesteal.
17:35 this item is EXTREMELY underrated on shiv. One point in your ult means you get free 2 m/s movespeed whenever your rage meter is full and with fleetfoot you can kite like Ronaldinho and run people down if you have point blank's slow effect. You can also potentially slide forever with it if you initiate a slide from a jump and shoot with your alt fire, as it will propel you backwards and maintain your momentum.
Buying multiples of some items reduces its value. Im assuming, i may be wrong that debuffs dont stack, so toxic bullets or healing bane would be worse if you already have teammates with them. So for that reason, you might bring healbane down? dunno, if your against abrams tho, one person atleast needs healbane. But i dunno everyone buys extra stamina and enduring speed, they should be s tier imo. I liked your list tho, i think it helped me alot, lots of things i didnt know, great work. Oh also i dont like healing rite that much, because if you need the regen, your being harassed, if your being harassed they will cancel it, and getting full value out of restoritive shot seems unlikely, atleast at my level (im a lower level player) so i really like extra regen lol. My go to item in a sucky lane.
11:27 I'm an infernus player, and long range/sharpshooter is incredible. It's a great pickup for when teamfighting while behind. It makes it much easier to proc burn and stay at a more poking distance
55:46 This is hella high IQ take. I love the part "If everyone buys debuff remover bc of 1 Bebop, the Bebop won" I had debuff remover in my build for a while. Not realizing the number statistics, I would buy it for literally 1 enemy player who was targeting me with a debuff (Bebop in this example) 1/6 chances you get that debuff in mid/late game. Might as well just use Reactive Barrier if you're getting targeted w/debuff- that way you don't use an active slot!!
Close quarters should be higher because its a good first or second buy due to the fact it gives bullet shield and for a good amount of characters its active all the time. Mystic shot doesnt feel good anymore, same with headshot booster. Great laning items but laning isnt that long anymore. Headshot is good because its 500 but but both items you need to be ahead and both feel "win more." At 1250 why build mystic when you can build Kenetic dash for example. 1250 items are wierd because they are so expensive early but not good enough compared to 3k items (besides kinetic). Hence why soul shredder is also too high on your list. Good items but not universally good on enough characters. Kenetic should be S. Can punish people so hard if you get it in laning phase and helps with so many situations later in the game. Sometimes i legit forget its only 1.2k and not 3k lol. Point blank is sick because it builds from Close quarters and gives u +1 stam, which is huge.
Yes and pretty much every player buys it in game as dash/jump is more useful to get out of a fight than dash/slide especially pugs where movement is crazy strong without dedicated coms
Alchemichal fire does 800dmg with mo & krill. He uses flask. Then he ults you, refresher ulta again. I tested with wraith ult, it does around 80 dmg. But I agree it's d tier very situational.
Ricochet is OP on a lot of poke champs core to Mirage late game. And mirage is so meta the item cannot be last. Also, can be NASTY on a fed Infernus he can basically burn the entire team lightyears away
I have a question regarding early item choices that's been bothering me. I always start every game with 12 500 soul cost items. I fill up my inventory before even considering a more expensive item. I rarely skip some slots if the hero doesn't have four good options in any category. I'm convinced this is the most efficient way to play ( more so in low MMR), but I'm curious to hear other opinions. Even if I end up selling all 12 items that's just 3000 souls lost
Filling up all slots if better 90% of the time, but rushing item specific build is also good if you know how to use it. Eg rush leap on pocket to basically increase your farm x10 pays for itself in a few minutes and then you can fill out your cheap slots. Just game dependent may need to rush decay or another active if someone is getting crazy fed, but I think you are right 90% of the time just fill up all slots with whatever you can afford that fits your hero/playstyle
@@user-ri7fo6tp5e I see, for example on wraith I do rush swift striker before coming back to some 500 soul items. But generally I really hate playing with empty slots post ten minutes so I might buy some not so useful item just to fill the slots
I know this is such a nitpick but he says it so many times in this vid. Proc isn’t used for active items, it’s for effects you don’t have direct control over
52:26 yeah, very underrated strong item in lane against skill spammers like geist, mo&krill, mirage and characters which have multiple charges on skills (Seven 1/ Shiv 1/ Ivy 1/ Mirage 2/ McGinnis 1), stays strong even on mid game for clutch heals on team fights and even works to counter lady geist once she ults you, they never expect you to heal to full once they swap, its hilarious
Some of the reasoning here makes no sense. Talks about how niche items that don’t work all the time are bad, then puts monster rounds S tier??? Don’t mind everyone having their own opinions and reasoning but stay consistent at least
Monster rounds is busted, helps with getting push and allows Champs to efficiently farm camps earlier, its universally good and if the opponent builds it and you dont its a clear disadvantage in lane. I get what you mean but i think monster rounds isnt the one to pick on
Monster rounds isn't a niche item, it's if one player has it, and the other doesn't, one player has a clear advantage. It will be a staple early game item in its current form. It accelerates farming, objective pressure and can facilitate dives. Monster rounds and healing rite are the two best laning phase items, period. Being able to farm more and faster will always be strong in a moba. Especially in lanes of equal match ups where one side isn't feeding the other. Farming creates the advantage.
@@BigOso1873 okay you say that but high velocity mag also helps with farming and securing. Same with headshot booster. Guess what those two items have over monster round tho? They build into excellent items and they also damage enemies more. While also helping you farm. Don’t get the monster rounds hype
I think you got something wrong. CD reduction applies to all abilities just one gets additional CD reduction. The Imbued Ability CDR is 32% non imbued is 24%. Maybe I've misinterpreted what that means, but to me it means that all abilities get 24% CDR while the imbued one gets the additional 8%. Seems pretty decent to me.
@@MetroOW Still provides additional value regardless of intent, but I don't disagree with the ranking regardless I guess I just disagreed with how it was worded. Guess I was being pedantic here. Sorry about that.
@@MetroOW Most of C tier is wrongly placed in that tier like swift striker, burst fire, inhibitor. just to name 3... and tons more misplaced in my opinion but idk our perspectives just differ entirely IG
My only balancing issue in Deadlock is allowing BeeBops hook to benefit from mystic reach. That item needs to be disabled for that ability or massively nerfed. It's range with that is stupid op, he can be sitting on the lane bridge and pull you from the top of the ramp going up towards walker, that's way too far. He can be so far he's not even visible on the minimap and still hook you, impossible to anticipate when you don't even know he's around if you don't see him. When it takes 2 seconds for the pull to bring you all the way to him you know the hook range is way too far. Imagine League with an item Blitzcrank can buy to extend his hook from tower to tower... That's BeeBop. That would be removed from any moba the second it's discovered.
I think Headshot Booster is the most criminally overrated item. The math simply does not add up when compared to the other options. It's a pretty solid option for shotgun heroes to help compensate for missed pellets, but ridiculously underwhelming for anyone else. I've seen a ton of replays from other TH-camrs who buy it early and never sell it, and it only adds ~300 damage over the course of a full 20-30 minute match. The extra damage it does is literally negated by one proc from a heal creep. Unless you're dead set on picking up Headhunter at some point, just buy something else. B-tier at best.
One thing to point out with Healing Rite, it only stops healing when hit by a player. The healing won’t stop when hit by creeps (minions or jungle)
Great video only thing i would say is to separate each of the health,gun,spirit tier list to their own respective groups rather than mixing them all together but overall great video, very informative, thank you
I think Fortitude is regen for skirmishers and gankers that can disengage easily from fights and come back. If you are a character that is being aggressive, and will get to throw the first punch, initiating on an enemy that is alone, having 25% more dmg and 2 ms is a big set up for success. The 11% max hp regen is to quickly regen so that you can keep the pace going between ganks, being back up to above 70% before reaching the next lane. It's basically a weaker Heart of Tarrasque regen, but with Tranquil boots restriction from Dota 2; The damage boost front loaded in fights just gets you off to a good start in ganks.
1:01:36 if my read on inhibitor is correct and it reduces the target's damage to everyone, it's an extremely strong item to keep tanks relevant in the late game. To give an example, in another moba like league of legends once the enemy tank's damage is outscaled by the carry of the team and the tank can be safely ignored by not being a CC threat, the carry can just focus the enemy backline and kill everyone. By getting inhibitor, as long as you live and shoot, you can't be ignored because you're nerfing the enemy carry's damage by 35%.
good ideas, you might be onto something
I still think it's too hard to be a tank in this game. I feel like once the enemy gets stacked on full damage items you die very quickly no matter what.
@@lukkkasz323 wydm? Current meta is tank bruiser build for everyone
@@user-ri7fo6tp5e Yeah, which is my point. It's so easy to get tanky on anyone that as a tank you're barely different from anyone else.
Even if a carry builds Inhibitor it would be strong, because no other damage dealer could out trade him. Carries obviously need dmg and attack speed, but having items that reduce the enemy carry's healing, atk speed, and dmg output is usually what separates the ok carries from the good carries in other mobas. The only reason why it would be hard for Carries to buy this item is because of it's price tag, which was a smart balancing idea, because if it were in the 3000 or 4000 range, it would probably be rampant paired with Ricochet.
Crazy how heated people get in the comments when one guy tries to place what 130 items into 5 tiers and it's not exactly what they would think.
If you agreed with everything he would say why would you even bother to watch the video? The differences are what make it interesting. That being said...if Fortitude isn't S tier you're smoking insane crack.
It gives you MASSIVE FAT health in a usually reasonable slot, and when you open on someone you get 25% damage which is some of the HIGHEST damage for a green, often more damage than some yellow items of the same tier. You can often maintain the passive healing when killing troopers (especially late game) as you can clear waves fast on many heroes and keep yourself basically full hp. Additionally 75% is not that bad, at 2k hp that's 500 damage worth of health they need to get through while you are dealing an additional 25% for a green slot. It is CRIMINALLY underrated and SHOULD be bought nearly every game on any hero if not dying is relevant to the game.
Let me put this into perspective so you can understand how insane JUST the health bonus is. Wraith at 10k souls has a base hp of 767(base + level increases to base). This gets improved by 17% for a T3 vitality item(130hp) then Fortitude gives you +325. 767+130+325 is over 1200. This SINGLE ITEM for 3k is giving you an almost 60% health increase. And btw that means, above 75% (916hp) YOU HAVE 25% DAMAGE and you move faster for some reason. It would be worth it for the health alone, especially if buying resistances anyways, the fact it gives 25% damage is just insane.
The ricochet take is pretty wild. Sure its not worth the price in a 1v1 but, when there is only 2 people its already out scaling any other T4. 3 or more people? Suddenly each shot is doing an additional 120% damage (more than glass canon) across other targets while applying on hit effects like toxic bullets which is one of the best items in the game alone. Most fights in this game are team fights or smaller group fights of 2-3 people. Ever since I started using ricochet I'm getting 60-70k damage matches while also being unmatched in farm speed which should be taken into account. This should be A or B tier minimum but D tier is crazy
Agree with it all ! Nice work
Finally, I’ve been waiting for a video on this…. There’s still so much to learn with this game…
The video I've been waiting for tbh
Restorative Locket works like Wand in Dota 2, or more accurately it's upgrade Holy Locket. It's weaker than those versions, because Wand is super cheap and Holy Locket does and gives a lot more healing/stats. If it was a 500 spirit item, similar to wand in Dota 2, it would be broken in this game. In Dota 2 there are auto attacks and a lot of spells are lock on, so the burst heal of wand is justified. So maybe it's at the right cost point in this game, but just being undervalued.
Health Nova is Mekanism in Dota 2, which is a powerful early game item for teams that want to 5 man early and often, as it rewards playing grouped due to the AOE healing.
So I think you are underrating both of those, but that's only because I know what those items are supposed to be like. The game is new, so metas will evolve towards team based items when the community better understands how to play as a team. Like Hunter's Aura would be broken in Dota 2, so that item may be better than you think as well. Auras are some of the strongest items in Dota 2, which is why I think Valve made a conscious effort to have few of them in this game.
I played Dota way back during TI4 and TI5 days and I remember wand being a stable back then but I do think a big reason that item worked is because it was cheap but also because it felt like there were way more spells cast in an average teamfight compared to Deadlock now.
I don't see Restorative Locket ever being meta unless the entire meta changes or it gets buffed, time will tell.
@@MetroOW You are right, there are no spammable abilities in this game, because almost every ability starts with a big cooldown until you get to it's cooldown upgrade, which chunks most ability cooldowns in half. Restorative Locket could really only get a decent amount of charges in dual lanes, but seeing that it's a 1250 spirit item, its unlikely you will aim to rush it in lane, because you have to pass up 2 500 items and then risk being bullied because you are holding off for the item, and then when you get it, it does nothing for you, because you have to now collect the charges for it to be of any worth. Maybe the item does need a buff to its cost, because it seems like an investment on survival, but the healing numbers don't justify the time of the game when you would reap the profits, because everyone does significantly more damage.
1:03:00 Siphon Bullets has an internal cooldown of 0.8s, so it's actually only usable by slow fire-rate heroes, most shotgun users.
still better on faster firerate for guranteed stack buildup, historically used by ivy and wraith a lot but def fell off
33:57 I disagree. Frenzy is THE spiritual successor to berserker, just like point blank is the successor to close quarters and leech is the successor to bullet and spirit lifesteal.
17:35 this item is EXTREMELY underrated on shiv. One point in your ult means you get free 2 m/s movespeed whenever your rage meter is full and with fleetfoot you can kite like Ronaldinho and run people down if you have point blank's slow effect. You can also potentially slide forever with it if you initiate a slide from a jump and shoot with your alt fire, as it will propel you backwards and maintain your momentum.
Happy to see you full time on deadlock now. This game opened my eyes to how bad overwatch truly is lol
Let me know if you disagree with anything and share your ideas! :)
return fire is bad
Buying multiples of some items reduces its value. Im assuming, i may be wrong that debuffs dont stack, so toxic bullets or healing bane would be worse if you already have teammates with them. So for that reason, you might bring healbane down? dunno, if your against abrams tho, one person atleast needs healbane. But i dunno everyone buys extra stamina and enduring speed, they should be s tier imo. I liked your list tho, i think it helped me alot, lots of things i didnt know, great work. Oh also i dont like healing rite that much, because if you need the regen, your being harassed, if your being harassed they will cancel it, and getting full value out of restoritive shot seems unlikely, atleast at my level (im a lower level player) so i really like extra regen lol. My go to item in a sucky lane.
@@oscarthebarbarian9673all heal cut items have other aspects beyond cutting healing that make them relevant even if multiple people have them
Hope you're doing good metro
Thank you, doing great. Hope you doing good as well :)
11:27 I'm an infernus player, and long range/sharpshooter is incredible. It's a great pickup for when teamfighting while behind. It makes it much easier to proc burn and stay at a more poking distance
hmm sounds interesting, I'll give it a try
55:46 This is hella high IQ take. I love the part "If everyone buys debuff remover bc of 1 Bebop, the Bebop won"
I had debuff remover in my build for a while. Not realizing the number statistics, I would buy it for literally 1 enemy player who was targeting me with a debuff (Bebop in this example) 1/6 chances you get that debuff in mid/late game. Might as well just use Reactive Barrier if you're getting targeted w/debuff- that way you don't use an active slot!!
not having close quarters on wraith is crazy
Close quarters should be higher because its a good first or second buy due to the fact it gives bullet shield and for a good amount of characters its active all the time.
Mystic shot doesnt feel good anymore, same with headshot booster. Great laning items but laning isnt that long anymore. Headshot is good because its 500 but but both items you need to be ahead and both feel "win more." At 1250 why build mystic when you can build Kenetic dash for example.
1250 items are wierd because they are so expensive early but not good enough compared to 3k items (besides kinetic). Hence why soul shredder is also too high on your list. Good items but not universally good on enough characters.
Kenetic should be S. Can punish people so hard if you get it in laning phase and helps with so many situations later in the game. Sometimes i legit forget its only 1.2k and not 3k lol.
Point blank is sick because it builds from Close quarters and gives u +1 stam, which is huge.
Yes and pretty much every player buys it in game as dash/jump is more useful to get out of a fight than dash/slide especially pugs where movement is crazy strong without dedicated coms
I probably underrated Kinetic Dash since I don't like it personally, should be higher!
Alchemichal fire does 800dmg with mo & krill. He uses flask. Then he ults you, refresher ulta again. I tested with wraith ult, it does around 80 dmg. But I agree it's d tier very situational.
ricochet combined with toxic bullets is op
Ricochet is OP on a lot of poke champs core to Mirage late game. And mirage is so meta the item cannot be last. Also, can be NASTY on a fed Infernus he can basically burn the entire team lightyears away
What are your thoughts on the recent nerf to card wraith ?
I have a question regarding early item choices that's been bothering me. I always start every game with 12 500 soul cost items. I fill up my inventory before even considering a more expensive item. I rarely skip some slots if the hero doesn't have four good options in any category. I'm convinced this is the most efficient way to play ( more so in low MMR), but I'm curious to hear other opinions. Even if I end up selling all 12 items that's just 3000 souls lost
Filling up all slots if better 90% of the time, but rushing item specific build is also good if you know how to use it. Eg rush leap on pocket to basically increase your farm x10 pays for itself in a few minutes and then you can fill out your cheap slots. Just game dependent may need to rush decay or another active if someone is getting crazy fed, but I think you are right 90% of the time just fill up all slots with whatever you can afford that fits your hero/playstyle
@@user-ri7fo6tp5e I see, for example on wraith I do rush swift striker before coming back to some 500 soul items. But generally I really hate playing with empty slots post ten minutes so I might buy some not so useful item just to fill the slots
I know this is such a nitpick but he says it so many times in this vid. Proc isn’t used for active items, it’s for effects you don’t have direct control over
52:26 yeah, very underrated strong item in lane against skill spammers like geist, mo&krill, mirage and characters which have multiple charges on skills (Seven 1/ Shiv 1/ Ivy 1/ Mirage 2/ McGinnis 1), stays strong even on mid game for clutch heals on team fights and even works to counter lady geist once she ults you, they never expect you to heal to full once they swap, its hilarious
Skip to end. Puts inhibitor 2nd to last. Closed video. This is the OFFICAL personal preference item list.
I put inhibitor 1 tier below average, it's insane on certain characters but pretty meh for most of the cast
I won so many losing games with Mirage using ricochet
Bruh ricochet on characters like infernus is too strong, imagine shooting the tank and everyone gets affected by burn. Its not just a farming item
Some of the reasoning here makes no sense. Talks about how niche items that don’t work all the time are bad, then puts monster rounds S tier??? Don’t mind everyone having their own opinions and reasoning but stay consistent at least
Monster rounds is busted, helps with getting push and allows Champs to efficiently farm camps earlier, its universally good and if the opponent builds it and you dont its a clear disadvantage in lane. I get what you mean but i think monster rounds isnt the one to pick on
Monster round is essential. Zero reason to not pick it up.
Monster rounds isn't a niche item, it's if one player has it, and the other doesn't, one player has a clear advantage. It will be a staple early game item in its current form. It accelerates farming, objective pressure and can facilitate dives. Monster rounds and healing rite are the two best laning phase items, period.
Being able to farm more and faster will always be strong in a moba. Especially in lanes of equal match ups where one side isn't feeding the other. Farming creates the advantage.
@@spinyslasher6586 takes up an orange slot and doesn’t give any damage against enemies. Two reasons not to
@@BigOso1873 okay you say that but high velocity mag also helps with farming and securing. Same with headshot booster. Guess what those two items have over monster round tho? They build into excellent items and they also damage enemies more. While also helping you farm. Don’t get the monster rounds hype
time stamps anyone?
I think you got something wrong. CD reduction applies to all abilities just one gets additional CD reduction. The Imbued Ability CDR is 32% non imbued is 24%. Maybe I've misinterpreted what that means, but to me it means that all abilities get 24% CDR while the imbued one gets the additional 8%.
Seems pretty decent to me.
Yes that is true, however, most people buy superior cooldown for that one specific ability.
@@MetroOW Still provides additional value regardless of intent, but I don't disagree with the ranking regardless I guess I just disagreed with how it was worded.
Guess I was being pedantic here. Sorry about that.
When is the I quit overwatch video coming boss?
He quit overwatch?
im glad metro swapped games he seems actually happy making videos now
This video reeks of not understanding items and their value
Which item do i not understand?
@@MetroOW Most of C tier is wrongly placed in that tier like swift striker, burst fire, inhibitor. just to name 3... and tons more misplaced in my opinion but idk our perspectives just differ entirely IG
DEADLOCK!!! :D :D
God damn this is some bad takes festival
sheesh
?
My only balancing issue in Deadlock is allowing BeeBops hook to benefit from mystic reach. That item needs to be disabled for that ability or massively nerfed. It's range with that is stupid op, he can be sitting on the lane bridge and pull you from the top of the ramp going up towards walker, that's way too far. He can be so far he's not even visible on the minimap and still hook you, impossible to anticipate when you don't even know he's around if you don't see him. When it takes 2 seconds for the pull to bring you all the way to him you know the hook range is way too far.
Imagine League with an item Blitzcrank can buy to extend his hook from tower to tower... That's BeeBop. That would be removed from any moba the second it's discovered.
good vid bruh
I think Headshot Booster is the most criminally overrated item. The math simply does not add up when compared to the other options. It's a pretty solid option for shotgun heroes to help compensate for missed pellets, but ridiculously underwhelming for anyone else. I've seen a ton of replays from other TH-camrs who buy it early and never sell it, and it only adds ~300 damage over the course of a full 20-30 minute match. The extra damage it does is literally negated by one proc from a heal creep. Unless you're dead set on picking up Headhunter at some point, just buy something else. B-tier at best.