Some suggestions for game deadlock

wubenqi292359

New member
I am a deadlock player, I have played over 100 hours in the last month, I really enjoy the game,
and I am sure that it will attract a lot of players in the future, but I think there are still a lot of
improvements to be made in the current game, as follows.
First of all, the melee system, I think there is something wrong with the melee system right now,
melee attacks deal more damage than gun attacks, but we rarely use melee in actual combat
except in the early stages of the game, because most characters don't just rely on weapons for
damage, skills and equipment can deal them a lot of damage, This makes the damage from melee
attacks seem a little trivial, it seems that melee attacks are the realm of physics and spell heroes
are also high risk melee attacks (easy to block and then be controlled for a long time), the
benefits of blocking are high and the risk is low (failure to block will make the block enter the cd,
But most of the time we have a hard time keeping up with melee attacks even when we fail to
block, which I think is a big reason why Abrams is so weak at the top end). My suggestion is to get
rid of the block and change it to a melee attack with Meta bonus, split into light (click) and hard
(long press). Light is a leg attack with Meta damage, the character has a purple glow, and the
Meta light roll back and forth slightly more than the normal light. The hard hit is the character to
lift the leg to accumulate power and then burst into a distance and shake the ground attack,
dealing damage to the surrounding area of the enemy, if in mid-air, do not burst, but land quickly
and increase the scope and damage appropriately, during the accumulation and release process,
the character has purple glow. Whether it is a light hit or a hard hit, if the character is hit by a
normal melee, the normal melee will be blocked, and the melee will receive a meta power bonus.
Then there is a third melee mode, Vitality Melee, where the character carries a green glow when
attacked, and attacks that hit enemy hero units restore a fixed amount of health. A light strike
moves similarly to a normal melee, while a hard hit moves forward a short distance and uses an
uppercut, which, if hit, deals a short blow to the enemy and restores more health. If a character is
hit by a Meta Melee while wearing a green light, the character using Meta Melee is blocked, and
this melee is subject to a maximum health bonus. As for the existing normal Melee to Bullet
Melee, the action and mechanics are the same as now, the difference is that when using bullet
Melee, the character will glow yellow, if hit by Vitality Melee during this period, the character
using Vitality Melee will be blocked. The three types of melee form a triangular restraint
relationship, but they have their own characteristics and effects.
Then join the team shop, use the Soul star to buy items, the whole team soul star universal,
cancel the original third level wild monster part of the refresh point, replace with a small boss,
the small boss will start to refresh in 15 minutes, defeat the box with a soul star, will be shipped
back to their base, you can really get the soul Star, If it is killed in the process of delivery, it will
drop. The character carrying the Soul Star is slowed down and cannot ride the orbit, and has a
visible logo on its head, and the Soul Star cannot be actively dropped, but can use skills and
attacks normally. Modify the central boss's Resurrection Stone effect to smash the central boss's
stone and gain three Soul Stars without having to ship them back to base. Players can use Soul
Stars in the store to purchase one-time items for a team, such as team resurrection time halved
(now a bonus for killing the mid boss), group teleportation (draw a teleport on the ground for all
enemy units within a teleport shower, which can be teleported anywhere on the map), or single
resurrection (instantly reanimate one of your units), And rebuilding defense towers (clearing enemy lines on a route and rebuilding the tower closest to the base on that route).
I also came up with a runestone system where before the match started, we could give a
character 96 runestones, each giving different bonuses, some increasing bullet damage, some
increasing attack speed, and some increasing movement speed. It is worth mentioning that these
bonuses will not be effective at the beginning of the match, players need to break the jar to get a
new item, Runestone fragments, will not get any gains in the jar, instead of Runestone fragments,
in the shop, you can consume Runestone fragments, to light up the Runestone to get the
corresponding attributes. In order to limit the player from being too prominent in one attribute,
the Runestes are divided into four categories, each holding 24 runestes, namely, Yellow Runestes,
purple Runestes and green Runestones, and Flexible Runestone slots, the first three colors
correspond to bullet spirits and vitality respectively, and the last can put any runestes. It is worth
mentioning that the Flexible Runestone slot is linked to the flexible slot of the equipment. When
the flexible slot of the equipment is not unlocked, the runestone placed in the flexible Runestone
slot cannot be lit. When all the runes are lit up, the runes can be lit up a second time (although
this will not happen in general matches, I think it should be designed so that the player can only
light up all the runes in about an hour).
Then I think the current high defense towers could be slightly improved, they are a bit useless
now, the attackers can always break through them very easily and at almost no cost. I propose to
change the current two guards of the high tower to one sword knight and one archmage. The
sword knight holds one sword and the other a shield. The attack mode is to wield the sword and
stun the enemies in front of them, the attack frequency is fast, but the attack distance is short
and can be blocked. When the Sword Knight is not attacking, he will raise his shield and generate
an energy curtain. Both the Sword Knight and the Archmage will gain 90% damage immunity
while the curtain is present. The Archmage's weapon is a staff, which can only be attacked from a
distance. The staff has two attack modes, one is to shoot four rays at four targets at the same
time, the hit target will gradually reduce resistance and movement speed, and if the hero unit has
an additional effect of stopping the recovery of stamina (this effect lasts for three seconds after it
stops being attacked by the Archmage). The other attack uses a fireball and leaves a flame on the
ground that deals damage and slows down.
Once one of the towers is emptied of its blood, it stops working until both towers are emptied of
their blood, otherwise the blood of the towers will slowly recover after the battle. Instead, our
initial Patronus gains the increase of their own high tower, providing 25% damage relief and 15%
damage bonus for each pair of high towers that exist.
At the same time, I think some of the buildings in the game could be changed slightly, I think the
White House in the center of the game map is a very good design, the player can double jump or
body climb this house. The inside and outside of the house are set up many layers of platforms,
which provide players with a lot of operating space when group battles break out in this area. I
hope other room areas of the game map can also have this kind of characteristics, players need
to use a double jump or a double jump and a wall jump to climb a certain type of house,
obviously standing in the height of them will have more advantages in the battle, but also provides a more diverse Y-axis confrontation for the map, further increasing the body for the
player to improve. Encouraging more players to learn and study body tricks.
Finally, I think the professional matches of this game will be very exciting, but I think we can make
some innovations, such as designing some new 6v6 fair match maps, using map extraction during
the match, or map rotation to fight, which can greatly improve the viewing.
Above are some of my suggestions for this game, maybe my suggestions have a lot of immature
places, I still hope you can read carefully, and I also hope to see my suggestions adopted into the
game. Finally, I would like to make a small request, that is, whether you accept my suggestions or
not, could you please write me a reply? Even a brief reply will let me know that my message has
been seen.
 
runestones seem like making the upgrades to powerups over time as a stat

imo that feels like what would be a good future evolution to the game as a whole is a second currency that goes in place of unclaimed soils you spend to upgrade map objectives and make new bosses to reclaim lanes

it would be fun if the team could contribute runestones to make new bosses that roll out so you can collaborate on making new guardians, walkers, and base bosses.

as well every objective on the map like the named buildings and jungle camps you could have a donation box to invest runestones in to increase the jungle camp size or add extra objectives to the area.
 
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runestones seem like making the upgrades to powerups over time as a stat

imo that feels like what would be a good future evolution to the game as a whole is a second currency that goes in place of unclaimed soils you spend to upgrade map objectives and make new bosses to reclaim lanes

it would be fun if the team could contribute runestones to make new bosses that roll out so you can collaborate on making new guardians, walkers, and base bosses.

as well every objective on the map like the named buildings and jungle camps you could have a donation box to invest runestones in to increase the jungle camp size or add extra objectives to the area.
So I'm still curious about whether deadlock will have a new 6v6 map in the future, I don't think we can have just one ranking map like dota2, I think we can have several more maps, each with their own characteristics, to make the game more interesting to a certain extent
 
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