Friendly ideas from Russian player

towelieone

New member
Hello everyone, sorry for my accent, I hope its readable and there is my feedback.
I played your game for several days and noticed this problems:

1) There is no creepcounter like in dota. I wanna see how many creeps I denied and killed, to improve my laning.

2) It will be more interesting, if I can deny low hp friendly creeps, at least with my melee attack. It will be much more challenging and interesting.

3) I wanna see how far is my skills can be used. Add some highlight which will show range. Example from dota:
1722510133095.png

4) I struggle from long reload, its awfull.

5) I struggle when I stay near cover and shoot enemy because my bullets hit cover although my crosshair is on enemy. In this case it will be good to add some highlight that shows that I gonna hit cover. You can watch how it realised in, for example, pubg laser.1722509934926.png

6) Some aoe ults are ok, they are strong and have balanced CD, even with cooldown items. (Dynamo's blackhole, for example). But there are a LOT of heroes with crazy ults which have 40-50 sec cooldown. Every fight after 20th minute turns into unskill AOE-hell. You pushed 3-4 ults, waited for 3 secs, all enemies are dead, then they have 40 seconds to revive. Next fight - same situation. If your team dont dive so hard, and just pushes this 3-4 crazy ults EVERY fight - its very boring and easy win.

7) Sleep dagger (Haze). Can you explain me, please, why it does not break channelling abilities? It should punish enemies, who just push their long-cd channeling ultimates without thinking about position and cooldowns. Just add it longer cooldown itself (15-20sec) and force opponents to think about it. (Like Ana's sleeping dagger in Overwatch, or Bane's nightmare in Dota).
 
2. It's harder for enemies to Last hit, than for u to deny lol
3. already in the game
4. choose the right time to reload or and item that gives u an option to reduce reload time by hitting the green timecheck(don't remember how it's called)
5. i hope they add this
6. game in the early alpha, ofc there is no perfect balance
 
2. It's harder for enemies to Last hit, than for u to deny lol
3. already in the game
4. choose the right time to reload or and item that gives u an option to reduce reload time by hitting the green timecheck(don't remember how it's called)
5. i hope they add this
6. game in the early alpha, ofc there is no perfect balance
3) for example 1st Dynamo's skill is not. And Inferno 1 skill is not.
You can push Alt button in training polygon to see distances, it can be solution, but it dont work in game.
 
6) Example with beebob with items.
*You press ult.*
*1 km range*
*6k damage*
*27 sec cooldown just after it finishes*
*clown face*
1722513189035.png
 
2. It's harder for enemies to Last hit, than for u to deny lol
3. already in the game
4. choose the right time to reload or and item that gives u an option to reduce reload time by hitting the green timecheck(don't remember how it's called)
5. i hope they add this
6. game in the early alpha, ofc there is no perfect balance
Pocket ult does NOT have a good indicator on where it'll hit, neither does the item cold front (they both share the same range). Like, I play pocket all the time and I think its either a slightly spherical hit-box or it lingers for a bit after casting from the air, which would be odd because the effects certainly dont reflect either possibility
 
There is no creepcounter like in dota. I wanna see how many creeps I denied and killed, to improve my laning.
yes, add this.

It will be more interesting, if I can deny low hp friendly creeps, at least with my melee attack. It will be much more challenging and interesting.
if you deny every enemy creep you cut their farm by half and gain your farm by 1/3, denying in dota only denies enemy gold and xp without benefiting you directly. so i think the way the game it is now is good. Also in dota farming creeps is a much slower process.
I wanna see how far is my skills can be used. Add some highlight which will show range. Example from dota:
it is impemented

4) I struggle from long reload, its awfull.
ammo management is important, seem like reloading is a pretty important mechanics of this game, not just a quirk. in dota you can autoattack nonstop, but here you have a down time, this also can be an argument against denying friendly creeps, theres already too many ways to f up your farm lol.
5) I struggle when I stay near cover and shoot enemy because my bullets hit cover although my crosshair is on enemy. In this case it will be good to add some highlight that shows that I gonna hit cover. You can watch how it realised in, for example, pubg laser.
its already there, if you are out of LoS theres a big red cross on the wall, showing where your bullets land.
7) Sleep dagger (Haze). Can you explain me, please, why it does not break channelling abilities? It should punish enemies, who just push their long-cd channeling ultimates without thinking about position and cooldowns. Just add it longer cooldown itself (15-20sec) and force opponents to think about it. (Like Ana's sleeping dagger in Overwatch, or Bane's nightmare in Dota).
i think because its a low cd that hard counters every major ability, the only way to cancel channeling abilities is a stun i think. honestly its just a question of a balance. and what dev deside to do.
 
yeah, the number 7 is anti-logic, in dota we had riki's dart, or we still do, and it cancels all the channeling abilities, same with ana in ow, good example, so here, in deadlock, having a sleep mechanic, that is counter-intuitive kinda makes 0 sense.
 
Your crosshair will turn into a red cross if you're aiming at an enemy but you a wall is between you and that enemy, but it's not 100% accurate.
 
1st dynamo skill has distance indicator lmao
Lets compare:

1) This is dynamos teleport skill. After I push it I can see how far can I go and I can cancel it, or move wasd to where I want. I mean, I can see how far it will work BEFORE it was used.
1722592230874.png

2) This is 1st Dynamo's skill. I cant see how far it will fly before using it.
Sure, on screenshot we can see dark and light parts border, but you cant cancel it or adjust your position before blast.
So, on paper, indicator is here, but its useless cause its too late to indicate after skill was pushed.
1722592346532.png
 
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