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?
(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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