The items as they stand are highly unintuitive in their presentation, though they are descriptive they lack a form of identity which helps the user to subconsciously categorize and conceptualize their use, pros, cons and effective purpose.
As exampled in dota items have significant depth and complexity but their optimal utilization is very intuitive due to the nature of identity, whereby each item has an image and a name; this aids players in abstracting a large amount of detail into a smaller, more efficient form of meaning/concept based data making their perception, understanding and implementation intuitive and seamless.
Deadlock's item implementation would be improved if it were to follow a similar direction and assign unique identities to their upgrades, making it more accessible to new players and facilitating a deeper strategic understanding for experienced players.
As exampled in dota items have significant depth and complexity but their optimal utilization is very intuitive due to the nature of identity, whereby each item has an image and a name; this aids players in abstracting a large amount of detail into a smaller, more efficient form of meaning/concept based data making their perception, understanding and implementation intuitive and seamless.
Deadlock's item implementation would be improved if it were to follow a similar direction and assign unique identities to their upgrades, making it more accessible to new players and facilitating a deeper strategic understanding for experienced players.