Couple mechanics

hhex733jvklgqm

New member
Hi everyone! I’d like to suggest a couple of mechanics that, in my opinion, could make Deadlock even more exciting.

1. One‑time active items. It could be interesting to introduce a new branch of consumable active items. Here are a few examples:

  • A smoke item similar to the one in Dota, allowing teams to gank and move unnoticed.
  • A paid, limited-use enemy scanner — also inspired by Dota, but balanced around being a consumable resource.
2. A temporary Aghanim-like mechanic. Another idea is to add something similar to a temporary Aghanim upgrade that becomes available at a certain stage of the match — for example, starting from minute 30 and then every 15 minutes. It could work like a rune that enhances each hero’s ultimate ability. Both teams would fight for control of this objective, creating a small event around it.

I also want to highlight the current issue with kill rewards. Taking down a heavily farmed hero often doesn’t feel worth the effort, since the time spent ganking could be used for farming instead. It would be great if the game rewarded players more for successfully hunting down overfarmed opponents, encouraging active play and strategic ganks.
 
  • A smoke item similar to the one in Dota, allowing teams to gank and move unnoticed.
Unless I'm not understanding this well, I do believe seeing a big smoke screen in one corner of the map is more telling than seeing a very fast drifter on the corner of your eye for a second before he goes away.

I also want to highlight the current issue with kill rewards. Taking down a heavily farmed hero often doesn’t feel worth the effort, since the time spent ganking could be used for farming instead. It would be great if the game rewarded players more for successfully hunting down overfarmed opponents, encouraging active play and strategic ganks.
I hope they implement something like this
 
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