Deadlock - An FPS MOBA by Valve.

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Your pitifully low standards is a major reason why modern video gaming is the way it is btw 🖤
Bit bold of you to assume what my standards are. I don't buy a lot of games, I don't play AAA goyslop, and I typically don't play free-to-play titles. DotA and CS are the only two exceptions, but even then I paid money for CS before it went free-to-play. The reason I am only mentioning identity politics is because Valve has a track record of not bringing politics, both traditional and identity, into their games. Blatant political pandering in entertainment turns me off, regardless of the medium.

Deadlock is obviously unfinished. I am generally having fun with the game, but it is by no way perfect. The art style needs an overhaul in a few places, some of the heroes have some really stupid kits, and controls and UI are two areas that are begging for much needed work. I'm optimistic it won't turn into goyslop or completely fail like Artifact did.

If this is some implied jab at monetization and lootboxes I generally do not have a problem with the way Valve has handled monetization in their games. Although I do blame them for creating the lootbox craze with TF2's crate and key system, lootboxes in Valve games can often be entirely ignored. Only niggercattle actually spend money on opening cases. We don't even know how Deadlock is going to be monetized at this point, but if the recent past is an indication, I wouldn't have a problem with Valve employing the way DotA has been monetized within the last year. This year's summer event has been pretty generous with what would have normally been considered paid content in the past.
 
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I've had access to the game and I can definitely see it has potential, people dismissing it as slop are really not giving it a fair shake.

It's got some really cool system mechanics.
  • Great Movement and mobility purchases in the store.
  • Universal Parry mechanic.
  • Creeps drop extra souls upon death which can be last hit / denied by enemies.
  • Interesting transport mechanics between lanes
  • Interesting use of high ground blending the 3D shooter and MOBA mechanics.
  • No forced DEI slop characters.
  • Variety of builds for characters already.
  • Large variety of characters (Obviously not balanced as of yet) but many different play styles.
Obviously this doesn't excuse their negligence with TF2 & CS2 but it's nice to see some innovation in the MOBA genre.
 
I've had access to the game and I can definitely see it has potential, people dismissing it as slop are really not giving it a fair shake.
They're just being retarded contrarians and are crying that it's a genre they don't like. I've had fun so far despite installing it with a negative mindset and being ready to shit on it.

The easiest way I can describe the game is Dota 2 Turbo mode, but in 3D. Just go full retard and have fun. I've built a tanky hero with blademail equivalent and had people suicide multiple times by shooting me, it was pretty amusing. I'm looking forward to official release with all the planned features.
 
Played a few matches and it seems okay.
I have a severe DotA2 problem, thousands of hours played, enjoy it. This game is very similar in terms of mechanics, length and frequency of crowd control, how snowbally it is, 40 minute matches and how pushing high ground is pure CBT.

TL;DR: I don't know what's going on please call my parents.

Itemization isn't as clear as it is in dota. Maybe that's just experience talking. The map is MASSIVE. It has a higher rooftop plane and a subterranean plane that rarely gets used by the new players.
It's a lot more lethal than dota. Enemies can and will run you down quickly, even in early game. It doesn't have dota's slow laning phase where you plink away at each other. There are no tangos/health potions, either.

I haven't been enjoying it much. I can't tell if anything I'm doing has an impact on the rest of the match, items give stat boosts and I can't see what difference they make, only the actives seem to be gamechanging.

Hero roles are ill-defined. Some do an obvious ton of damage, others look like they're supposed to be tanks but melt like everyone else. Initiating into a teamfight like you would in dota is a recipe for a quick death. Recommended builds suck. They don't give you much of an idea of what your character does. Some heroes have recommended builds with a lot of spirit items when their abilities have very poor spirit scaling.

I can't tell who's a carry or even if there are any carries or specialized roles. The fact that you pick a character before the match and get paired with random heroes means team comps can't be coordinated, so if you get stuck with a team of assassins what do you do? Do you build tanky to give the team a frontliner? Is your hero capable of this? Are you supposed to farm for 20 minutes before fighting or are you being an active detriment by farming a lane?

Again, maybe it's something that comes with time. After so many hours in dota I can read the flow of the match, know what to do at any given time, I can see individual moments and how they can affect the rest of the game. Not so much in Gundota.
 
Came to similar conclusions when I played it. Community made guides aren't any better, each one packs around 50 items you have to buy somehow. Even then, what do I do? Do I sell the old items from early game? Not all of them can get upgraded to higher tier ones, at what point do they become obsolete?

How the fuck does sprinting work?

 
Came to similar conclusions when I played it. Community made guides aren't any better, each one packs around 50 items you have to buy somehow. Even then, what do I do? Do I sell the old items from early game? Not all of them can get upgraded to higher tier ones, at what point do they become obsolete?

How the fuck does sprinting work?
The shop is one of my biggest gripes right now. There's a lot of options, but it's not always obvious what upgrades into what. You aren't given any souls at the start of the game to buy anything like traditional mobas, so starting items aren't really a thing. I can't wait for a UI overhaul in that department. Thank fuck built-in skill suggestions hit builds the other day.

Creep camps seem useless for almost all of the current roster, the exception being the moleman duo who is able to farm them pretty efficiently. At this point there feels like there needs to be more of a reason to even have jungle camps. Most of the time I get a wave pushing, then go join another lane to group push a tower. Farming camps for souls just feels bad.

However I do think people are sleeping on the small souls and stat upgrades that crates, urns, and gold idols drop though. Just melee them as you rotate between lanes. Nowhere in the tutorial does it mention its a thing to pay attention to.

There's no real "sprinting", just movement bar management. I guess it's intended to buy a boot upgrade early.
 
The shop is one of my biggest gripes right now. There's a lot of options, but it's not always obvious what upgrades into what. You aren't given any souls at the start of the game to buy anything like traditional mobas, so starting items aren't really a thing. I can't wait for a UI overhaul in that department. Thank fuck built-in skill suggestions hit builds the other day.

Creep camps seem useless for almost all of the current roster, the exception being the moleman duo who is able to farm them pretty efficiently. At this point there feels like there needs to be more of a reason to even have jungle camps. Most of the time I get a wave pushing, then go join another lane to group push a tower. Farming camps for souls just feels bad.

However I do think people are sleeping on the small souls and stat upgrades that crates, urns, and gold idols drop though. Just melee them as you rotate between lanes. Nowhere in the tutorial does it mention its a thing to pay attention to.

There's no real "sprinting", just movement bar management. I guess it's intended to buy a boot upgrade early.
If you mouse over an item that has an upgrade, the UI will darken and highlight the upgrade to make it obvious what it turns into. Every icon in the shop is a placeholder which is part of why it all blends together so terribly. They're focusing on the actual game portion more right now, but if it bothers you enough you should leave feedback requesting them to make the icons more distinct. You don't need souls to buy anything at the start immediately because that is not how the game is meant to be played, you are being forced to make a decision to clear wave and push or go back for an item after the initial scuffle at the start of laning phase calms down.

Everyone can farm jungle. There is no DESIGNATED jungling character. You are going into this game expecting every other moba's mechanics to transfer 1:1 and not just be adapted. You farm jungle when you are able, and you do it inbetween doing other things like pushing lane or securing objectives. You are never meant to just be standing around, you are always doing something, and sometimes that's clearing a camp on the way to an objective or while your team is coming to you to contest the urn or whatever. It feels bad because you literally are not supposed to solely focus on it.

Sprinting is indeed a mechanic, if you don't attack for long enough you will start sprinting. It scales with movement items and on some characters with stats like Spirit. Some characters start being able to sprint, some do not. All of this is visible in the hero roster, along with lots of other important stats you should take a look at.

Came to similar conclusions when I played it. Community made guides aren't any better, each one packs around 50 items you have to buy somehow. Even then, what do I do? Do I sell the old items from early game? Not all of them can get upgraded to higher tier ones, at what point do they become obsolete?

You should never be selling items unless you NEED the slot. Items rarely become obsolete with few exceptions like Healing Rite (unless you intend on getting Rescue Beam). Find an in-game guide using the build function in the store with only a few items in it, not all of them are formatted horribly. Most of them are formatted with early/mid/late categories and you just buy left to right.
A lot of item knowledge will come from just playing the game. Deadlock is accessible but there is still a learning curve that you can not get over without playing the fucking game and just learning what does and does not work. It's good you want to read a guide and learn so you're not dead weight, but you're new and you'll be getting matched with other noobs. It's fine, just take it easy and learn at your own pace.
 
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Played a few hours, love it already. The hardest part about the game is trying to get friends to give it a shot. Mobafags won't touch it because its "Overwatch 3: Artifact edition" and OWfags won't touch it because of the moba mechanics.

I can already feel the Netflix animated series is in the making and when it drops they'll probably buy it for release price instead of playing for free right now.
 
Every icon in the shop is a placeholder. They're focusing on the actual game portion more right now, but if it bothers you enough you should leave feedback requesting them to make the icons more distinct.
I understand the icons are placeholder; that isn't my problem. I'm more talking about the specific UI layout of the shop being a mess.
Everyone can farm jungle. There is no DESIGNATED jungling character. You are going into this game expecting every other moba's mechanics to transfer 1:1 and not just be adapted. You farm jungle when you are able, and you do it inbetween doing other things like pushing lane or securing objectives. You are never meant to just be standing around, you are always doing something, and sometimes that's clearing a camp on the way to an objective or while your team is coming to you to contest the urn or whatever. It feels bad because you literally are not supposed to solely focus on it.
I never said there HAD to be designated junglers. The creeps spawn at such a quick rate that it's almost always more beneficial to be farming a lane instead of a jungle camp to maintain map control. The only times I've found it made sense was with characters that have quick ways to clear camps or can sustain through the damage without losing too much health. Mo and Krill especially benefit from the creep camps as a way to quickly grab some health by using Scorn. If the small stat increases that can drop from the crates/urns/idols were a guaranteed drop after completely clearing a camp I'd find it much more beneficial than the current iteration of just souls.
Sprinting is indeed a mechanic, if you don't attack for long enough you will start sprinting. It scales with movement items and on some characters with stats like Spirit. Some characters start being able to sprint, some do not. All of this is visible in the hero roster, along with lots of other important stats you should take a look at.
I just cycled through the stat blocks on the roster and no wonder I felt like it only worked after buying the movement items: Only Bebop, Lady Geist, and Lash have starting Sprint. I don't see any indication of power increases providing sprint on any of the roster at the moment, which would explain why I felt the need to buy the boots that provide out-of-combat movement speed.
when it drops they'll probably buy it for release price instead of playing for free right now.
There's no way Valve doesn't go the free-to-play route. Attaching a price tag will gimp the player base, like what happened with Artifact's $20 initial cost.
 
I understand the icons are placeholder; that isn't my problem. I'm more talking about the specific UI layout of the shop being a mess.
Yes, so if you have any feedback for the shop you should absolutely post it on the forums. Not saying you can't also post it here, I was literally agreeing with you (I had edited the post to clarify things before you posted your response) and I think you assumed I was trying to argue with you or something. I just want you to MAKE IT KNOWN TO THE DEVS and not just post complaints here, the game can't improve unless you post it there!!! I hope none of this comes off as combative because I'm trying to help you understand the game better.
I never said there HAD to be designated junglers. The creeps spawn at such a quick rate that it's almost always more beneficial to be farming a lane instead of a jungle camp to maintain map control. The only times I've found it made sense was with characters that have quick ways to clear camps or can sustain through the damage without losing too much health. Mo and Krill especially benefit from the creep camps as a way to quickly grab some health by using Scorn. If the small stat increases that can drop from the crates/urns/idols were a guaranteed drop after completely clearing a camp I'd find it much more beneficial than the current iteration of just souls.
I didn't say you did! I was saying you entered with the mindset that there would be, based on the way you worded your post and the way you talked about Mo and Krill, but it seems like I misunderstood.
You are still wrong about the camps. You're almost certainly trying to farm them too early, because you have ample time midway through the game to not miss waves while still clearing camps. They give you a ton of souls and while not every character can clear them instantly, you can do it INCREDIBLY fast and with minimal health loss across all characters after long enough into the game. You can also position yourself behind walls obstacles while still nailing creeps without them going invulnerable, the map is designed in such a way where you can mitigate creep damage pretty easily. Not in every camp, but most of them. It also sounds like you don't have any sustain, which while not every character has a lot of it, practically every character has some to a degree and you can just buy a lifesteal item. Guaranteed stat boosts miss the point of jungle camps entirely and it'd make them too good, there is risk involved with getting and securing their bonuses in the form of unreliable souls. There's a reason you don't just keep the souls immediately, the boost is that good and giving the player a guaranteed bonus will just make them even better for people who get super fed.
I just cycled through the stat blocks on the roster and no wonder I felt like it only worked after buying the movement items: Only Bebop, Lady Geist, and Lash have starting Sprint. I don't see any indication of power increases providing sprint on any of the roster at the moment, which would explain why I felt the need to buy the boots that provide out-of-combat movement speed.
I could've sworn others had it but it's apparently just Wraith. Regardless, many characters do get a movement speed increase from Spirit, but not a sprint increase, so that alleviates part of your issue. Seven becomes the fastest ground movement character in the game by the end of it, and I'm actually pretty sure you gain sprint just by levelling up on some characters which is also probably why I was confused on the Spirit boost thing. Verify this on your own though, I can't check the game at the moment.
 
I got a key this morning. I acknowledge that I am a Valve dick rider so I'm kind of excited to give it a try.
 
I got mine yesterday did tutorial and messed around in sandbox. I usually play support, the flying gremlin that links with ally, cold guy, and slime guy jumped out from looking at there kits. Any other suggestions? Also if anyone wants to play just dm me there friend code
 
Played a few hours, love it already. The hardest part about the game is trying to get friends to give it a shot. Mobafags won't touch it because its "Overwatch 3: Artifact edition" and OWfags won't touch it because of the moba mechanics.
How would you explain the game loops to each group?
 
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