Proposal: wound mechanic

GregTheMadMonk

New member
Hello!

(sorry in advance, I didn't know where else to post this as that's obviously not a bug and not a hero/item idea)

I really dislike the long respawn times. I thought Deadlock might benefit by learning from arena shooters where the players are punished by losing map/resource control rather than the timer. Here is my idea (all numbers are off the top of my head):

Each time a hero gets killed, they respawn (after a half of what it takes to respawn now) with a "wound" bar. This bar starts at 50% debuff to all stats and slowly (for another half of the current respawn timer) drops to zero over time. Harvesting souls makes this bar drop faster (let's say 1% per 50 or 100 souls).

This may allow to reduce players' time in the tavern essentially sitting AFK without breaking the balance too much (since most heroes won't be able to fight right after respawning). Additionally, it will reward players for taking more control of the map (more control = more opportunities to have opponents weak for longer and recover from wounds faster).

Or maybe even better if players can choose to sacrifice their souls (from what they have or what they've just farmed) to heal their wound, akin to buyback in Dota 2 (maybe even more like buyback in TF2's MVM where the more you wait the less you have to pay to fully recover)

And having the death corrupt the soul of a hero and need them to recover could even fit well into the Deadlock worldbuilding.

What do devs/community thing of this?
 
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I honestly like the idea and think it would also thematically suit the game (spiritual depletion instead of death kinda thing). IMO it would be better to start at 0% tho, both thematically and balance-wise.
 
Starting at 0% could be problematic... I thought the debuff should affect stats live movement speed aswell (maybe?)

Maybe the respawn timer should remain the same but after like 5 seconds the game could offer to respawn with the wound (with a debuff equal to the current remaining percentage of respawn timer) if the player feels confident they can recover and not feed with their current level of debuff (protection against players with debuff getting spawnkilled, if you don't think you're ready you can wait the full timer)?
 
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There's thematically appropriate and 'fun for a video game'. I don't think having a rough start and it becoming even rougher would be fun for people. Chain feed with 25% your max HP?
 
This is community clips, post feedback in private forums. Youre not supposed to see others posts but you can still post your own :)
I saw people weren't only posting clips here so decided to post this. Wanted to see what people would think. Probably also going to propose it in a private feedback section

There's thematically appropriate and 'fun for a video game'. I don't think having a rough start and it becoming even rougher would be fun for people. Chain feed with 25% your max HP?
That's why in my second message I think it'd be better if it's just an option for people who are confident in being able to recover faster/contribute with their current wound level (whether by supporting from the back line/farming/spending what they already have to heal). Kind of like buyback but more dynamic.

Chain feed could also be solved by decreasing bounty received from wounded enemies. What's the problem if your teammate feeds vs sits in the tavern if the enemies get an equivalent of a single trooper from them
 
Chain feed could also be solved by decreasing bounty received from wounded enemies. What's the problem if your teammate feeds vs sits in the tavern if the enemies get an equivalent of a single trooper from them
I could also propose having all your earned souls divided, having a percentage (equal to your current wound bar) of all earnings to be unsecured rather than secured - so that you essentially drop your impact when killed. Or maybe earning souls/doing objectives (kills/assists/buildings) increases the bounty regardless of the wound percentage...
 
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