gameplay suggestions

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mixail.kapranov

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1. make downward dash (one that 98% of players dont use) cost 1/2 or 3/4 of 1 stamina charge.
2. make subtle clues (on the wall or around crosshair interface) that wall jump can be performed.
3. [controversial] limit the amount of possible heavy melee casts to one while airborne. resets after touching ground or after performing wall jump. (i dont have much reasoning for this change, but it feels right and also makes "vertical" heroes little more predictable)
4. not new idea, but so-called "fleetfoot melee cancel" needs to go. I dont think this is a healthy mechanic for the game. or at least lock it behind 3k/6k items. for 1250 its to cheap.
5. add rebinding of "esc" key. i keep accidentally smashing it in panic while trying to press '1' on my keyboard where they have no physical separation. (skill issue, i know)
6. make spirit scaling of magazine capacity (yamato and haze) to scale not the base capacity, but be % based as other % based sources (most items and golden statues) and thus be additive to those. (i know it will be a nerf to those heroes but nerfs can be mitigated by other factors)
7. [bonus] make ivy fold her wings even closer to her back when crouching (otherwise it makes almost no difference)

those are in order i want them to appear in the game. I hope to get a feedback on this post (through game changes or comments from developers), since I'm planning on developing and publishing my bigger ideas and i want to be sure that those will be noticed. also my last bug report went unnoticed, but the viper issue still persists even after last big update and me updating video drivers :(
 
1. make downward dash (one that 98% of players dont use) cost 1/2 or 3/4 of 1 stamina charge.
2. make subtle clues (on the wall or around crosshair interface) that wall jump can be performed.
3. [controversial] limit the amount of possible heavy melee casts to one while airborne. resets after touching ground or after performing wall jump. (i dont have much reasoning for this change, but it feels right and also makes "vertical" heroes little more predictable)
4. not new idea, but so-called "fleetfoot melee cancel" needs to go. I dont think this is a healthy mechanic for the game. or at least lock it behind 3k/6k items. for 1250 its to cheap.
5. add rebinding of "esc" key. i keep accidentally smashing it in panic while trying to press '1' on my keyboard where they have no physical separation. (skill issue, i know)
6. make spirit scaling of magazine capacity (yamato and haze) to scale not the base capacity, but be % based as other % based sources (most items and golden statues) and thus be additive to those. (i know it will be a nerf to those heroes but nerfs can be mitigated by other factors)
7. [bonus] make ivy fold her wings even closer to her back when crouching (otherwise it makes almost no difference)

those are in order i want them to appear in the game. I hope to get a feedback on this post (through game changes or comments from developers), since I'm planning on developing and publishing my bigger ideas and i want to be sure that those will be noticed. also my last bug report went unnoticed, but the viper issue still persists even after last big update and me updating video drivers :(
I can get behind basically all of those but 3 and 4.

I like melee cancel. I think it adds an additional layer to the melee system. There still needs to exist something that helps bait out parries besides suddenly swinging in a different direction and melee cancel does that.

I don't think we need to limit heavy melee hits in the air. That messes particularly with how Superior Stamina works (since being able to spider-man around the walls is a thing that item lets you do because of heavy melee being usable multiple times in the air.). It also can screw with melee heroes picking up items that allow them to get to flying heroes (such as Calico leaping up at a Vindicta/GT). Too many negative repercussions.
 
Absolutely disagree on heavy melee cancels. Fleetfoot and 1250 is expensive enough that it's debatable if you should buy it for the heavy melee cancel. If it was only relegated to more expensive items it wouldn't even be something you buy for it would be something you get accidentally when buying items for other reasons.
 
I can get behind basically all of those but 3 and 4.

I like melee cancel. I think it adds an additional layer to the melee system. There still needs to exist something that helps bait out parries besides suddenly swinging in a different direction and melee cancel does that.

I don't think we need to limit heavy melee hits in the air. That messes particularly with how Superior Stamina works (since being able to spider-man around the walls is a thing that item lets you do because of heavy melee being usable multiple times in the air.). It also can screw with melee heroes picking up items that allow them to get to flying heroes (such as Calico leaping up at a Vindicta/GT). Too many negative repercussions.
by heavy melee cancel i meant airborne one which allows to throw urself with crazy momentum up to 50m forward. which sometimes works as good as majestic leap. which is not fair! if u are not familiar, spectate high rank games. 1 or 2 ppl with fleetfoot + heavy charge combo will do it 30 times a match.
 
Absolutely disagree on heavy melee cancels. Fleetfoot and 1250 is expensive enough that it's debatable if you should buy it for the heavy melee cancel. If it was only relegated to more expensive items it wouldn't even be something you buy for it would be something you get accidentally when buying items for other reasons.
1250 (2500 with heavy charge for double effectiveness) for sometimes an equivalent of majestic leap with low cooldown and all other benefits and no counter (enemy cant prevent you from just flying away with crazy speed, slows dont help).
 
1250 (2500 with heavy charge for double effectiveness) for sometimes an equivalent of majestic leap with low cooldown and all other benefits and no counter (enemy cant prevent you from just flying away with crazy speed, slows dont help).
It doesn't have the same job as majestic leap at all. There's no comparison. It helps you go down straitaways, while majestic leap goes over obstacles and gets you high in the air to perform abilities. It also takes one slot rather than 2.
 
It doesn't have the same job as majestic leap at all. There's no comparison. It helps you go down straitaways, while majestic leap goes over obstacles and gets you high in the air to perform abilities. It also takes one slot rather than 2.
well, comparison with majestic leap is too much i guess. nevertheless, i believe (and not only me) that some heroes are too dependent on this interaction (abrams being the most prominent one). it is too good to be passed over, similar value items (e.g. kinetic dash) stands no chance in comparison. i can accept some "propeller" item, that will be only of such kind and will be locked out of use as majestic leap after taking damage.

actually, good idea:

"Propeller": gun/1250. (optinally built from rapid rounds idk)

+15% gun damage
+10% resist to slow

passive: pressing light melee while heavy meleeing in airborne state will grant a hero a forward momentum. a gust of wind follows a hero for short period of time after landing, granting increased movement speed and fire rate (1ms/20%fr). duration: 6 sec. cd: 19 sec. taking damage puts item on 4 sec cooldown.

a worse kinetic jump? maybe. it can be fixed by tweaking the numbers and adjusted power of the momentum.
 
Top Abrams players do get kinetic dash sometimes. Or they might get neither fleetfoot or kinetic dash. The interaction is nice but debatable if you should get it each game.
 
I don't think we should be rushing to get rid of the unique movement techs that deadlock was praised for since it's reveal to the public. Also, this thread is offtopic.
 
I don't think we should be rushing to get rid of the unique movement techs that deadlock was praised for since it's reveal to the public. Also, this thread is offtopic.
I agree that it's off topic, but there currently is no public forum to discuss Game mechanics, or even specific aspects of the map. I guess, unless Volvo opens up a public forum to discus game mechanics then either this or the Hero board will have to do.
 
I agree that it's off topic, but there currently is no public forum to discuss Game mechanics, or even specific aspects of the map. I guess, unless Volvo opens up a public forum to discus game mechanics then either this or the Hero board will have to do.
That's the point. They don't want you to publicly discuss game mechanics that are currently live on this forum. You also hurt the visibility of people's item and hero concepts by posting offtopic.
 
1250 (2500 with heavy charge for double effectiveness) for sometimes an equivalent of majestic leap with low cooldown and all other benefits and no counter (enemy cant prevent you from just flying away with crazy speed, slows dont help).


I'm going to point out that Fleetfoot without Melee Charge isn't very effective on the majority of heroes. Only heroes who already have good mobility like Holliday and Lash will get a lot of movement out of Fleetfoot w/o Melee charge (though it can be useful to bait people who are parry happy).

You mention that the value is pretty low (only 2500 souls) for the combo, but fail to add in the aspect that that is half of your weapon slots dedicated mostly to just that technique. If you're going for a weapon build, that's a huge investment and seriously cuts into your mid-game power as you're waiting on Flex slots to be able to actually get decent weapon damage.

If you're going Spirit that means there are a number of other utility items, such as Warp Stone, Alchemist Fire, Tesla Rounds, Mystic Shot, Kinetic Dash, or others that you're cramming into the same slots. You might have enough slots, but then again, you might not if you're investing in HMC.

So, no. There's nothing really wrong with HMC technique. It requires a large investment to make really good use of it, and Fleetfoot by itself isn't amazing enough to justify removing it as the technique is substantially less effective without both items.
 
I'm going to point out that Fleetfoot without Melee Charge isn't very effective on the majority of heroes. Only heroes who already have good mobility like Holliday and Lash will get a lot of movement out of Fleetfoot w/o Melee charge (though it can be useful to bait people who are parry happy).
if you consider that abrams, calico, viscous, etc. are already quite happy to buy melee charge in many of their builds, then spending extra 1250 doesn't seem too much. compare to melee charge + warpstone for the same slot space, but twice the price. (lets not get into a technicality of comparing utility of warpstone and HMC. from practical standpoint FF+MC is just better combo than WS+MC for those who already buying MC).
 
That's the point. They don't want you to publicly discuss game mechanics that are currently live on this forum. You also hurt the visibility of people's item and hero concepts by posting offtopic.
Remember when they made a change on geist and shiv that made their skills collect soul orbs? and then someone posted a suggestion (probably in bug report forum where it doesnt belong, because there was no bug) that the abilities, if they can, should pass through? and it got accepted into the game? Or you will argue that it was actually a bug, or worth making a fuss over being an offtopic?
 
Remember when they made a change on geist and shiv that made their skills collect soul orbs? and then someone posted a suggestion (probably in bug report forum where it doesnt belong, because there was no bug) that the abilities, if they can, should pass through? and it got accepted into the game? Or you will argue that it was actually a bug, or worth making a fuss over being an offtopic?
I dont remember a thread like that, and it sounds like even more improper usage of the forums. Point is you shouldn't pollute creative spaces with your balance whining.
 
I agree that it's off topic, but there currently is no public forum to discuss Game mechanics, or even specific aspects of the map. I guess, unless Volvo opens up a public forum to discus game mechanics then either this or the Hero board will have to do.
There is a forum for game mechanics, it's just private. Not private as in "you can't use this," but private as in "only you and Valve can see your posts" (they probably should clarify that). The idea behind it is that people post their own opinions rather than following a bandwagon. There's a lot of reasons behind this; Volvo loves their behavioral sciences.

1250 (2500 with heavy charge for double effectiveness) for sometimes an equivalent of majestic leap with low cooldown and all other benefits and no counter (enemy cant prevent you from just flying away with crazy speed, slows dont help).
Slows do help. Even slowing bullet severely affects the max speed of HMC. Without melee charge, HMC is only a bit faster than a dash jump. Depending on your situation and your playstyle, kinetic dash or majestic leap can give you more mileage than fleetfoot + melee charge. Kinetic dash is easier and more consistent to use in combat (also has a t3 upgrade), and Majestic Leap is easier to use for travel.
 
There is a forum for game mechanics, it's just private. Not private as in "you can't use this," but private as in "only you and Valve can see your posts" (they probably should clarify that). The idea behind it is that people post their own opinions rather than following a bandwagon. There's a lot of reasons behind this; Volvo loves their behavioral sciences.
Well, i thought im the clever one. Didnt know about that. Although, i still like the publicity of this post. But maybe next time i will post in private threads. And if I could modify contents i would put "propeller" in the title as i still think this is a good alternative to HMC. but i dont want to spawn another thread where everyone will tell me again that HMC is a perfectly reasonable mechanic which is totally beginner friendly.
 
This thread is not relevant to this section, and as such I'll be locking this post. Community Item Ideas is meant for unique items that do not exist in Deadlock currently, it is not meant for feedback. If anyone has any feedback for Deadlock, please post them to the Feedback sections. If they appear private, that's because only Valve can see the submissions in these sections. You can still post to these sections and see your own submissions, but you will not be able to see other user submissions. The reason for this is because Valve wants your feedback to be as unfiltered as possible, and being able to read other people's feedback and respond to it ends up clouding your feedback and anyone else's feedback that may read it. They would rather you say something generally disagreed upon if they are your legitimate thoughts.
 
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