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Deadlock |OT|

Just passed the 100 hr mark and have been investing a lot of time on Mo & Krill, which I now prefer over Warden. Over the past days I've laned Haze in like 4 or 5 games. I've noticed how bullet velocity can make a huge difference during laning phase. Haze has very high velocity, attack speed and larger clips, giving her an advantage in last-hitting, denying and harrassing, especially over Mo & Krill and Warden.
Against a decent Haze it's like 50/50 farm, but a good Haze will dominate, keeping me at a distance constantly, shooting me whenever she has the chance (which does way more damage than I can do to her), also her ult is way more powerful to the point she can just overextend and 'tower dive' to kill me, making me have to keep distance even more. Versing a good McGinnis feels similar, but versus other heroes I can play way more aggressively.

I think my usually poor early laning phase is partly due to my play style which tend to put me a little behind my own creep wave rather than right at the front so the opponent would tend to push in more. and partly because my aim isn't as fast or good as others. the fact that Haze really doesn't have as many tools as others at the start also doesn't help. with only dagger to use as an emergency sleep on whoever's pressuring, sometimes it does get hard to deal with those with shotgun type weapons that get easy last hits on souls once it's a few minutes in and they got more abilities unlocked. I wish they would give smoke bomb a disarm or stun effect against close enemies so it'll be useful for those close engagements that turn sour.

To add:

1. I'd strongly recommend everyone to watch a movement guide video and at least nail (the timing on) dash-jump-slide, which makes you cover the most ground vs. stamina used. Charged melee gives you more air-time.

2. Always try to have a fully reloaded clip at times when you're opponent will likely kill the most minions so you're able to deny. Be conservative with ammo for denying, a soul only needs 1 shot and the hitboxes are generous. And if you do find yourself out of ammo, you can also melee deny (at least the charged melee does).

Remind yourself to use teleporters more.
Even with 100 hours in, I see most players don't jungle enough and the juicy 'soul dispensers' are usually still up. I'll gladly take those souls. There's a ground level room with 1 soul dispenser and a room on the other side with 2 when you go up the rope. Each side also has an underground room filled with creeps, which are usually left untouched. Occasonially check up on creep rooms, I've noticed enemy players are increasingly doing the MOBA trick to leave 1 little creep alive to prevent the whole group from spawning.

some great tips. added to the OP.
 

Arsic

Loves his juicy stink trail scent
80 hours in. Paradox main but working on vindicta as my main. The issue with vin is so many things counter you and you feel like a victim the later the game goes if your team doesn’t peel for you. Bebop hook, dox flip, moe ult, pocket leap or TP, etc etc. Just one and poof it’s over.

Paradox I survive way more and flip people. You don’t need a lot of farm either to pop off so you can let farm hungry characters like Haze take jungle instead.

Third alternates but I enjoy Viscous.

——

Love the game but it has a fair amount of shit to do to get up to par to its counterparts.

*Laning phase suffers in so many ways. Losing? Just pop healing rite as first item. Or sit on your steps all laning phase then ask for a level 4 gank. Or don’t and just enjoy free farm.

*Towers need to be scarier in early game phase for the risk of diving under it. Some characters can just hop in and laugh it up because I’ve watched towers swing 3 times at someone and they live.

*Objectives in general need a rework. It’s so easy to take everything after the first guardian. Due to the size of the map split pushing is so damn good for a character like wraith or haze who melt towers.

*More heroes needed asap to allow for a ranked mode. I just want to ban bebop permanently in every game I play. Infinite scaling bombs is stupid. Furthermore defined roles do need to exist to allow for who should farm what. Level 2/3 camps for your ADC, level 1 camps for your utility. Waves pushed out by mobile champs and carries so they don’t get dove. Frustrating trying to farm and 2 people come to a camp so now I get 1/3rd of the money. I’d rather they get full 100% then beans for all.

*Rework of some character kits. Bebop scaling needs to be reworked. Vindicta crow needs to be either giga buffed for damage or its hit box improved cuz that thing misses 90% of the time even point blank. Paradox wall should stop bullets not slow them down, at least until the wall comes down. I can go on and on.


——

80 hours of fun though. Valve with a mega hit one again.
 

Arsic

Loves his juicy stink trail scent
Just passed the 100 hr mark and have been investing a lot of time on Mo & Krill, which I now prefer over Warden. Over the past days I've laned Haze in like 4 or 5 games. I've noticed how bullet velocity can make a huge difference during laning phase. Haze has very high velocity, attack speed and larger clips, giving her an advantage in last-hitting, denying and harrassing, especially over Mo & Krill and Warden.
Against a decent Haze it's like 50/50 farm, but a good Haze will dominate, keeping me at a distance constantly, shooting me whenever she has the chance (which does way more damage than I can do to her), also her ult is way more powerful to the point she can just overextend and 'tower dive' to kill me, making me have to keep distance even more. Versing a good McGinnis feels similar, but versus other heroes I can play way more aggressively.

Haze in laning phase is a victim. She has to keep shooting her target to ramp up damage. Just melee last hit to secure farm. If she gets too close punch her, 1, then pull back. Save your burrow if she decides to dive you or if you need it to finish her off. Buy extra health item or even healing rite but again your 1 key heals you.

Lastly, if she dives you just hit your ult key as well and laugh.
 
Love the game but it has a fair amount of shit to do to get up to par to its counterparts.

*Laning phase suffers in so many ways. Losing? Just pop healing rite as first item. Or sit on your steps all laning phase then ask for a level 4 gank. Or don’t and just enjoy free farm.

*Towers need to be scarier in early game phase for the risk of diving under it. Some characters can just hop in and laugh it up because I’ve watched towers swing 3 times at someone and they live.

*Objectives in general need a rework. It’s so easy to take everything after the first guardian. Due to the size of the map split pushing is so damn good for a character like wraith or haze who melt towers.

*More heroes needed asap to allow for a ranked mode. I just want to ban bebop permanently in every game I play. Infinite scaling bombs is stupid. Furthermore defined roles do need to exist to allow for who should farm what. Level 2/3 camps for your ADC, level 1 camps for your utility. Waves pushed out by mobile champs and carries so they don’t get dove. Frustrating trying to farm and 2 people come to a camp so now I get 1/3rd of the money. I’d rather they get full 100% then beans for all.

this being early access and all, there will definitely be more changes and adjustments coming, along with more heros, so just wait. it IS "Valve time" Valve after all :messenger_grinning_sweat:

as for Guardians and Walkers, I think they would most likely only get some minor adjustments and would be kept at their current "power level" for the most part. they're trying to keep the games shorter to make it more friendly for a wider audience so making them harder is probably not what they have in mind.

Haze in laning phase is a victim. She has to keep shooting her target to ramp up damage. Just melee last hit to secure farm. If she gets too close punch her, 1, then pull back. Save your burrow if she decides to dive you or if you need it to finish her off. Buy extra health item or even healing rite but again your 1 key heals you.

Lastly, if she dives you just hit your ult key as well and laugh.

yeah, as a "Haze main" I can tell you it's very easy to harass her. especially if you're a tanker hero with a shotgun type weapons. deny and melee is your best friend if you want to stun her farm. the problem is after you've won your lane you have to keep pressure on Haze or else she can very easily farm right back up again and be a devastating menace late game.
 
She stays out of melee range and takes away more than half my hp with in 1-2 seconds. I just don't see at all how she's so easy to lane against, but maybe I just suck, then again I don't have this experience versing other heroes.

Warden and Mo & Krill both have full automatic rifles, but slow velocity and attack speed. Abrams and Shiv (and Pocket too I think) are the ones with a shotgun, that are quite good for denying/last-hitting.

Also, in my experience Haze is easily shutdown in late game. Feels like everyone is aware of her trying to ult in teamfights and is ready to CC her down.
 
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Branded

Member
Only played a handful of matches so far but the QoL features here are insane. I'm not sure how these things are in the more typical MOBA games but man, all that stuff really helps a non-MOBA player such as myself lol.

I reckon this game will be huge if they play their cards right. The map variety alone could be a game changer for a title such as this.
 
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Arsic

Loves his juicy stink trail scent
She stays out of melee range and takes away more than half my hp with in 1-2 seconds. I just don't see at all how she's so easy to lane against, but maybe I just suck, then again I don't have this experience versing other heroes.

Warden and Mo & Krill both have full automatic rifles, but slow velocity and attack speed. Abrams and Shiv (and Pocket too I think) are the ones with a shotgun, that are quite good for denying/last-hitting.

Also, in my experience Haze is easily shutdown in late game. Feels like everyone is aware of her trying to ult in teamfights and is ready to CC her down.

It’s about positioning. I hide behind stuff, come out to melee whack, quickly dodge back into cover. Yes you’ll get hit but you can just heal right back up as Mo.

Mo is great in laning IMO on solo lane.
 
She stays out of melee range and takes away more than half my hp with in 1-2 seconds. I just don't see at all how she's so easy to lane against, but maybe I just suck, then again I don't have this experience versing other heroes.

Warden and Mo & Krill both have full automatic rifles, but slow velocity and attack speed. Abrams and Shiv (and Pocket too I think) are the ones with a shotgun, that are quite good for denying/last-hitting.

Also, in my experience Haze is easily shutdown in late game. Feels like everyone is aware of her trying to ult in teamfights and is ready to CC her down.

I think yours might be a line of sight issue then. the Mo I was laning against was mostly behind cover and keeps rotating to different parts to get melee last hits and then back up to shoot at my souls for deny. I couldn't get close because he has the ability to disarm me so at a range I would often lost the last hit on souls to him. I know it also comes down to play style and aim abilities too because I definitely plays more passively and my reflex on aims isn't as good. but even if you're having a hard time laning it's not the end of the world. just focus on staying alive and keeps farming and you'll be fine. and I coulda swear Mo & Krill has a shotgun type weapon. maybe an automatic one but it's still multiple shots in a cone each round no?

as for countering Haze's ult, I would actually suggest Warp Stone and/or Metal Skin combo if you can swing it. late game Haze Bullet Dance can last for 10 seconds and she will most likely have Unstoppable turned on before popping her ult, so regular CCs won't do much and you would be dead before her Unstoppable ends. Metal Skin allows you to neglect damage from Bullet Dance long enough to get out of it's range. Warp Stone can also get you out of her ult real fast to keep you alive. those are the best items I can thing of to deal with Bullet Dance.

Only played a handful of matches so far but the QoL features here are insane. I'm not sure how these things are in the more typical MOBA games but man, all that stuff really helps a non-MOBA player such as myself lol.

I reckon this game will be huge if they play their cards right. The map variety alone could be a game changer for a title such as this.

for sure. I think Valve might be looking at their next big e-sport title here. being able to browse different communities builts for each hero and edit your own builds for them is great. having indicators on what abilities scales with your spirit power is good too. not too sure about map variety thou since MOBAs tend to only have 1 map always. thou I'm sure they would get some map skins, like maybe a Neon Prime style one would be nice to memorialize it's origin. I would also love to see them add some emotes for the heros too, but that's for later on of course.
 

dorkimoe

Member
80 hours in. Paradox main but working on vindicta as my main. The issue with vin is so many things counter you and you feel like a victim the later the game goes if your team doesn’t peel for you. Bebop hook, dox flip, moe ult, pocket leap or TP, etc etc. Just one and poof it’s over.

Paradox I survive way more and flip people. You don’t need a lot of farm either to pop off so you can let farm hungry characters like Haze take jungle instead.

Third alternates but I enjoy Viscous.

——

Love the game but it has a fair amount of shit to do to get up to par to its counterparts.

*Laning phase suffers in so many ways. Losing? Just pop healing rite as first item. Or sit on your steps all laning phase then ask for a level 4 gank. Or don’t and just enjoy free farm.

*Towers need to be scarier in early game phase for the risk of diving under it. Some characters can just hop in and laugh it up because I’ve watched towers swing 3 times at someone and they live.

*Objectives in general need a rework. It’s so easy to take everything after the first guardian. Due to the size of the map split pushing is so damn good for a character like wraith or haze who melt towers.

*More heroes needed asap to allow for a ranked mode. I just want to ban bebop permanently in every game I play. Infinite scaling bombs is stupid. Furthermore defined roles do need to exist to allow for who should farm what. Level 2/3 camps for your ADC, level 1 camps for your utility. Waves pushed out by mobile champs and carries so they don’t get dove. Frustrating trying to farm and 2 people come to a camp so now I get 1/3rd of the money. I’d rather they get full 100% then beans for all.

*Rework of some character kits. Bebop scaling needs to be reworked. Vindicta crow needs to be either giga buffed for damage or its hit box improved cuz that thing misses 90% of the time even point blank. Paradox wall should stop bullets not slow them down, at least until the wall comes down. I can go on and on.


——

80 hours of fun though. Valve with a mega hit one again.
100% agree the towers need to be scarier. They should prioritize heroes. Im used to dota where you could at least feel safe under the tower LET ALONE THE FOUNTAIN.
 
100% agree the towers need to be scarier. They should prioritize heroes. Im used to dota where you could at least feel safe under the tower LET ALONE THE FOUNTAIN.

I do agree the Guardians and Walkers should prioritize heros, especially ones who's attacking you, like in DOTA2. not sure about buffing their armor or HP thou because like I said that'll drag the game on for even longer. as for the fountain, maybe make it so they can't really see into it like one of those Void Veil gates but this one covers the top? you can still shoot inside but you can't tell where everyone is in there.


I also found this channel with some good advice in general.
















edit: also another video on more advance movement techniques.


 
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Arsic

Loves his juicy stink trail scent
Towers need to be scarier. Earn that dive.

Also, late game walkers melt so fast for characters like wraith it’s hilarious…Like why is a walker so easy to take down compared to first guardians? Final guardians are a joke too.

First tower and their base are the only scary parts.
 

Arsic

Loves his juicy stink trail scent
Just gone a game without any kills and zero, ZERO, objective damage. Love the game but fuck me that was depressing
There’s other ways to make an impact when you’re behind like that.

Steal the urns and deliver them. Ping the map for teammates so they know what to push and defend. If safely available farm the enemy team jungle to prevent their farm to force them to over extend in lane.

I would love for them to add wards for jungle areas we can place on top of buildings for extra vision and impact.
 
Just gone a game without any kills and zero, ZERO, objective damage. Love the game but fuck me that was depressing

who were you laning against and who were you playing? and like Arsic said, there are ways to help without getting kills. I just went a game 1/8/2 as McGinnis but I was able to throw down some heals here and there and keep the lanes pushed and we were able to win at the end.

There’s other ways to make an impact when you’re behind like that.

Steal the urns and deliver them. Ping the map for teammates so they know what to push and defend. If safely available farm the enemy team jungle to prevent their farm to force them to over extend in lane.

I would love for them to add wards for jungle areas we can place on top of buildings for extra vision and impact.

yeah, for sure. I tend to go support build with Dynamo and McGinnis so the heals are always nice. even if you just focus on denying them and not doing much else it would still be a great way to help. I'm not sure about the wards for jungle thou. maybe like a scane you can use from time to time would be nice. but wards might be a little too much for a shooter. besides, with the movement speeds as it is, people can already get around too fast and harrass. kinda hard for heros like Haze to get going if they can't even farm their own jungle in peace.
 



saw this little comparison of the Neon Prime and Deadlock map and what it once was is definitely pretty cool too, but I can see why they decided to can it. it feels a little too much like Overwatch in some areas.
 

dorkimoe

Member
When you buy an item and it has to be assigned to an ability, does the guide not tell you which? Or do i gotta figure that out on my own


Id say the most important video to watch first is the movement one posted above. I think i watched that last week and it really makes a difference understanding the movement.
 
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When you buy an item and it has to be assigned to an ability, does the guide not tell you which? Or do i gotta figure that out on my own

you mean like Superior Cooldown or Duration? if so, you get to decide which one you want to use them on. going for an Bullet Dance Haze build? put those on her ult. going for a support stun build on Seven? put them on his stun.
 

Griffon

Member



saw this little comparison of the Neon Prime and Deadlock map and what it once was is definitely pretty cool too, but I can see why they decided to can it. it feels a little too much like Overwatch in some areas.

Seems like thay took the right decision.

Let's hope the redesign of yamato and others turns out good.
 
Ot3e3tI.jpeg


been playing a lot of Dynamo the last two days because match making doesn't seem to like giving me Haze. in any case, finally had a more decent game with Dynamo where I'm not just a pure support and actually join in on the fights even when my ult is down. laned against Yamato and she killed me twice early on. but I was still able to get souls and keep farming to get some items. got to join a few small fights and capture people with my ult and was even able to work with Infernus to go into mid boss after the other team had killed it and double blackhole (with Refresher) everyone to steal the Rejuvenator. their Haze was getting pretty big and had Unstoppable too so it was kinda hard to deal with, but we were able to tough it out and win at the end.
 
new patch with a new hero and lots of changes and balances to items and abilities.



The 6 sec stun Seven build is starting to gain traction, it's absolutely repulsive. Crazy it's taking so long for them to balance this.

yeah, I feel even after this latest patch it'll still be really OP and annoying to deal with.


edit: was watching a match and notice Vindicta got a new look when she's dead in fountain :messenger_grinning_sweat:

spKJE8a.jpeg
 
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There was some speculation when the news hit about Valve acquiring Hopoo (Risk of Rain), that they'd work on Deadlock, because it seems like a great match.

0A14t1D.jpeg


Well, they just confirmed it on Discord:
EwwkOsE.jpeg
 
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I kinda want to try Vindicta, but I'm terrible at the snap sniping style characters. might just have to play some bot games to get used to it and see how it goes. either that or go with a more gun build instead of an ability one.
 
going full spirit/support Dynamo had yielded various degree of success ranging from a few kills and a few deaths to zero kills and bunch of deaths, but still the end result were all victory so I guess it's fine in the end.
 
XKWqYPv.jpeg


had a game last night and it's my first game after the patch. didn't read it and didn't realize McGinnis got somoe changes and got some bullet resist right off the bat. got crushed by her in lane and lost both Guardian and Walker in like 5 or 7 minutes. the person playing her was also super aggressive too and actively hunting me down during lane also. still, I was able to farm up later on and join in on team fights the best I can. was able to get some of the essential items and get online mid game and from there on we were able to keep pushing and win the game in the end. the Kelvin was doing a great job with nade heals and dome blocks too, so he definitely helps a lot. overall a very exciting game with a pretty good come back.

also, it seems that you have to be a little closer to damage the Guardians now, so can't just keep sliding down the steps to chip at it for some heros. I kinda like it and it makes you having to move with the troopers to push together.
 
played like 2 rounds of ranked and got Dynamo on both, and both times my team had zero team work and can't team fight even when I got 3 enemies in Singularity. oh well, that's the true solo MOBA experience I guess. :messenger_grinning_sweat:
 
managed to get 4 ranked games in so far and 1 W 3 Ls out of those. can't really do much else for now since I'll be on the road the next month or so. thou I'm kinda wondering if I should try to play it on my Deck...
 

Griffon

Member
This game made me realize I fucking hate the farming/leveling in mobas now. Deadlock me reinstall friggin Overwatch, that's a quite an achievement.
 

added six new heros in the new matchmaking mode, Hero Labs. on the road right now so can't really check but this is a pretty big patch overall it seems.
 
after returning from a month long trip and finally adjusting back to the regular daily life, I'm starting to get back into Deadlock again. only got a few games in for the last week or so but new Haze feels really strong even if I'm not going for the knife build. still need to get better with Dynamo but I'm like 50/50 with wins on him. I really need to get around to the hero lab and test out some of the new heros thou.
 
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