Inverted philosophy for character design Q switch with shooting FEEL

lukasm508

New member
Deadlock's shooting is polished and responsive, setting it apart from other hero shooters.

Melee options (light Q and heavy Q) feel clunky and secondary by comparison. Pure melee builds often underperform, as noted in community feedback.

Proposal: Design new heroes where melee is the primary focus – more fluid and satisfying than their guns. Light/heavy Q become deep, combo-driven kits with dashes, parries, and impactful feedback. Ranged weapons serve as poke or cleanup.

This:
  • Serves dedicated melee fans (Abrams/Yamato players and beyond).
  • Differentiates Deadlock in a shooter market.
  • Counters ranged meta for better balance.
There are a lot of us that enjoy the meele of Cyberpunk 2077 Katana gameplay or other samurai esque titles (Dash strikes, leading into fluid couple of hit combos)
 
if you want a character with a smoother melee-style playstyle play characters like calico, shiv or apollo. Obviously I’m not opposed to characters with combo style abilities and I’ve designed a few itself but the melee-parry rps system works best the way it’s implemented now, as a universal tertiary mechanic.
 
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