Deadlock ward equivalent - proximity sensor/ tripmine

warner.e

New member
As the title suggests, this could be a way to implement wards in Deadlock. Vision is a critical mechanic in MOBAs like DotA and LoL, and having a way to gain/ deny vision will open up more strategic elements to the game.
This could be an active, consumable item that players can place, and activates when an enemy passes in an AoE (this would show/ping their hero on the minimap), or pass through (similar to Trapper's skill). It could be visible/ invisible (with/without the AoE showing), alert a player when they've been detected, etc.
 
I actually really liked the scout traps that Vainglory used.

Basically, after arming they become invisible until you walk over them. They deal a very minor amount of damage when they go off and reveal the target that set them off (if the target isn't fast enough, of course). Until they go off, they provide some vision in a modest area.

There were, of course, memes where people would stack like, 10 of them to get an early kill but otherwise the damage was mostly worthless. I wouldn't be opposed to something similar so you could go out and mine things like your jungle camps to know if the enemy is trying to snipe those camps or if it's safe to farm it when your lanes are pushed in but not all the way to base.

Edit: I would probably make the mines go off and cause the silhouette of them appear for something like say, 10 seconds? with a red outline for an enemy as opposed to the green outline for allies.
 
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As the title suggests, this could be a way to implement wards in Deadlock. Vision is a critical mechanic in MOBAs like DotA and LoL, and having a way to gain/ deny vision will open up more strategic elements to the game.
This could be an active, consumable item that players can place, and activates when an enemy passes in an AoE (this would show/ping their hero on the minimap), or pass through (similar to Trapper's skill). It could be visible/ invisible (with/without the AoE showing), alert a player when they've been detected, etc.
naa, zip lines already give you vision, 5 of your 6mates-crew give you vision, the mcginnis towers gives you vision, the moment you see an enemy while (while in the ground or on the zipline you get vision). Vision is not the problem, but the decisions about venture a lane without the proper teammates-help
 
Wards are unnecessary as this is a third person game with a ground-level perspective and vision is by design limited to what you can see with your eyes. There is so much passive vision in this game between troopers and five teammates, if at any point you aren't aware of an enemy's position and die as a result, it is absolutely an error in play, and I think it would only hurt the game to minimize that game sense.
 
...if at any point you aren't aware of an enemy's position and die as a result, it is absolutely an error in play, and I think it would only hurt the game to minimize that game sense.
You say Minimize, but why do games like csgo have smoke grenades or decoy grenades? I think there is something to it. Many games have items that allow the detection of enemy players. Maybe with a short duration sight bomb or a little troop you can throw. I don't agree with OP's ward situation, but i could see playing with vison to be a welcomed addition to the game.
 
You say Minimize, but why do games like csgo have smoke grenades or decoy grenades? I think there is something to it. Many games have items that allow the detection of enemy players. Maybe with a short duration sight bomb or a little troop you can throw. I don't agree with OP's ward situation, but i could see playing with vison to be a welcomed addition to the game.
Frankly I do not want Deadlock to be like CS: GO. That aside, the game does already play with vision - smoke vents, the veils, varied elevation, and complex sightlines. The difference being that these are, again, extensions of what the player literally sees with their eyes. I find a lot of value in this consistency.
 
this is one thing I don't like to see in this game, whole DOTA ward system is because of how elevated ground vision works and invisible heroes like riki. thanks god this is FPS game and we already have high ground vision with just jumping/etc... also we don't have any permanent invis heroes and invisibility does not work like dota
 
this is one thing I don't like to see in this game, whole DOTA ward system is because of how elevated ground vision works and invisible heroes like riki. thanks god this is FPS game and we already have high ground vision with just jumping/etc... also we don't have any permanent invis heroes and invisibility does not work like dota
I mean, it's entirely possible to build Haze in a way that she is functionally invisible at almost all times.

Not to mention Slork who's Ult allows him to be invisible for as long as he's willing to sit in a particular spot.

I can see a need for anti-invisibility items
 
Wards are unnecessary as this is a third person game with a ground-level perspective and vision is by design limited to what you can see with your eyes. There is so much passive vision in this game between troopers and five teammates, if at any point you aren't aware of an enemy's position and die as a result, it is absolutely an error in play, and I think it would only hurt the game to minimize that game sense.
Smite has wards. Youre objectively wrong. This game could use wards that ping when an enemy crosses it. Everyone crying wards are the same people that don't look up from their game and check map for sure.

Error in play? Are you new to mobas? This is why I smash plebs. EVERY game I see 1 enemy hero on map, someone on my team runs to them, and then gets PILED on by the allies hiding.

I do the same thing. I make sure I am off map.

so many low Macro understanding players its wild. Def an overwatch player and not at all a moba player. Zero game sense.

Veils exist, Jungles exist, invisibility exist, rooftops exist. If you think you are showing up on map 90% of the time to the enemy, YOU are making the misplay my friend.

If your ally is farming a lane, pushing our creep, and you run up next to them to help push.. YOU are making the mistake. I hide, stay out of vision, get my shared souls still, and when an enemy comes to gank them.. BANG I counter gank, ez bait.

Sorry but ya easy kid ya sooo easy.
 
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We just need a better map (its impossible to navigate with it in a fight right now, since the icons just spin around each other chaotically with STILL no height indication on a 2d map in a 3d game? and devs have repeatedly removed console commands that allowed to make it bearable, surely because they have a better solution cooking up), making clearer what would show you on the enemy map, fixing MAAAAANY audio bugs that have only been getting worse and an invisibility counter of sorts. The latter could be done with either introducing base mechanics that would restrict the use of invisibility skills/items, or adding new items to counter it or adding new properties to the existing items. I personally don't see a necessity in wards in deadlock as long as they go in the right direction with existing mechanics and fix all the bugs so I can actually rely on sound and minimap to not betray me, its just invisibility that have been a plague for wraith and bebop builds - you can't not build it, but devs still nerf everything else, damage abilities, common items built with it, but the fundamental way invisibility works
 
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