Suggestions for "Unstoppable"

L19

New member
The "Unstoppable" item is currently in a very awkward position and often ends up ruining a game due to the significant economic waste it causes.
The reasons are as follows:
1. In mid-to-low MMR brackets, many players treat "Unstoppable" as BKB from DOTA 2, often purchasing it as their first 6200-cost item. However, "Unstoppable" provides very low base stats, and since Deadlock has no mana restrictions, even with suppress to negative effects, players with insufficient skill levels often end up lacking both the necessary damage output and survivability in team fights, especially under the high spirit damage of the current meta. This leaves many new players with a poor gameplay experience in normal matches.
2. Among high-MMR players, "Unstoppable" becomes a poor mid-to-late game choice. From an offensive perspective, "Unstoppable" is intended to ensure the use of crowd control abilities or to provide a stable damage window. From a defensive standpoint, it's designed to prevent the core damage dealer from being targeted, controlled, or instantly killed by the enemy. However, this game is not a traditional MOBA. High-level players can reliably achieve a 50% body shot accuracy and deal significant spirit damage through focused fire. In terms of survivability during team fights, the 3000-cost "Metal Skin" and the 4250-cost "Improved Spirit Armor" offer far superior survivability compared to "Unstoppable" and can be purchased separately, effectively covering all team fights between the 10-40 minute mark. Offensively, quickly eliminating the enemy's core damage dealer is far more cost-effective than enduring a few seconds of negative-effect immunity. Many Weapon Items can achieve similar effects while providing significantly better stats.

Some suggestions for adjustment:
1. Change the 15% Bullet Resist to 10% Spirit Resist, and add an active effect that reduces Spirit damage (after mitigation) by 50%. Adjust the duration to 4-5 seconds. [This adjustment would make the item suitable as the 2nd to 4th 6200-cost item for core heroes or the 1st to 2nd 6200-cost item for heroes with control abilities, providing sufficient survivability without being overly powerful]
2. Make Debuff Reducer a component of Unstoppable and adjust its price to 3000. Allow Debuff Reducer to be used as a component to craft either Debuff Remover or Unstoppable. Update its stats to +125 Bonus Health and +5% Spirit Resist, +8% Weapon Damage, 30% Debuff Resist, modify the effect duration to approximately 3 seconds, and cooldown time to 75 seconds. [These adjustments would allow Unstoppable to be effective earlier in the game without excessive economic investment. Furthermore, it would benefit from the effects of Cooldown Items and Duration Items, providing the necessary scaling and enhancement in the late game.]
 
Do you realize how unbalanced an item that lets you ignore stuns only being at 3,000 would be? That we should just let players run away from Dynamo's ult if they press the right buttons when she shows up?
 
Do you realize how unbalanced an item that lets you ignore stuns only being at 3,000 would be? That we should just let players run away from Dynamo's ult if they press the right buttons when she shows up?
Firstly, "Unstoppable" cannot be used during Dynamo's ultimate ability. Secondly, I believe you've noticed that this game is dying, and the reason lies in this "add water if it's too salty, add salt if it's too bland" approach to balancing. As for hero balance, I won't comment for now, since both teams cannot select the same heroes. While I disagree with the current balance approach, I agree that no hero should be overwhelmingly powerful. However, items are a completely different matter. The purpose of having such a variety of items should be to make the game more engaging, add variability and strategic depth to the gameplay, and make team fights more dynamic and unpredictable. Ideally, more items should have opportunities and reasons to be picked.

Whether an item is overpowered or balanced is a false dichotomy, as long as all 12 players in a match can purchase it. That alone ensures fairness. The real question is whether changes to items make the game more enjoyable. That’s the most important factor.

I’ve played this game for about 400 hours across five accounts, experiencing various levels of matches with each update. A few months ago, adapting to a new version took 3-5 days of understanding and practice. Now, after reading the changelog and playing 3-5 matches, it's already possible to establish a fixed adaptation process for the current patch. I also maintain close communication with players across different skill brackets every patch.

Currently, high-skill players face the common issue that their personal impact on the game’s outcome is diminishing. The results of significant investment in learning and practice are disproportionately small. For newer and average players, they feel overwhelmed by the amount of attention required to handle everything early on, leading to chaotic laning phases. Mid-game, they often feel disengaged and unimportant. If neither team has a core capable of closing the game, it devolves into a tedious and exhausting tug-of-war.

This is the most enjoyable competitive game I’ve ever played, and I sincerely hope it gets better. The problem right now isn’t whether a 3000-cost item that ignores stuns is too overpowered, but rather how to make the game more fun, retain its current player base, and attract new players.
 
Secondly, I believe you've noticed that this game is dying,
I have to strongly disagree with this statement. The game is still in Early Access, so it's impossible to say the game is "dying" when it hasn't even been fully "born" yet. The game had a huge spike in player count once the NDA on the project was lifted, but it was always going to have significant drop off right after. Player count is slowly falling, but it's still higher than slop like DA: Veilguard so it's nowhere near "dying".

Besides that, I can actually get behind making Unbreakable an item that requires Debuff Remover (Not Debuff Reducer) to build into at 3000 Souls. That would make it one of if not the most expensive items in game (requiring a 1250 component, into a 3000 component, into another 3000 component to a total of 7250) while also allowing it to be useful earlier in (due to building into it).

My concern becomes that if you make it a smoother build that it becomes a necessary buy for everyone which is the opposite problem that it currently has (where it's often difficult to justify building it at all) as being able to slough off debuffs early building later into just ignoring debuffs/disables would basically become an expectation after a certain amount of time, which makes it so that characters who have disables will become significantly devalued later game.

As for potential fixes, I think that if you gave it a "wind up" period of 2-3 seconds after activation (So you don't become immune immediately, but actually 2-3 seconds after activation) while smoothing out the build progression it would make it harder to justify building on everyone while still making it a valid item.
 
Unstoppable is straight up counter item for certain heroes and match ups. You can use it before dynamo ult and whack him while standing in his ult and in active of unstoppable. Same with wraith ult, abrams ult and displacement, etc. It is too good and needs to be like refresher, without any stats except minor amount of them and not any useful, so people dont buy it before 20 mins and become powerhouses.
All your point is that your view comes from another games and another "bracket" of players. What you think is all false, almost every item is band aid to address certain problem, like spirit and bullet resist items. They are needed, but they arent any good to the game and will be changed or removed along the line.
The game right now is in open testing stage. They even alter map and objectives almost every match, you can even play mish mash of placeholder textured and effects as heroes in unique game mode, to help devs do their job.
If really feel you need to voice your opinion, do it in more productive way, like offer a solution to your problem, then paste it in private devs feedback section along with information from replies you got.
Your last point of game impact is really hilarious. It is not your traditional moba game when you farm-kill-win. All alone. This game have 6x6 mode as primary which is about 16% per person or 8% if we count all players and disregard other conditions, such as someone playing good or bad.
There are heroes that scaling better from items but its almost impossible to do anything against whole enemy team, as resources shares is adequate, unlike other mobas.
They might even redo whole map and make 3x3 primary mode so we get to duel every game and fights wont be so chaotic. Idk, devs probably dont know right now too.
Send your feedback in nice and short, organized form to them. Unstoppable is fine right now.
p.s. game isnt even is widely available, you have to get invite. Situation today doesnt represent situation at launch, if it happens.
 
It seems like you're fundamentally not understanding what Unstoppable is, not to mention saying that people in low mmr buy it as first 6k item seems like you're projecting because if anything, they don't buy it at all or buy too late which results in useless heroes like Haze. High mmr people understand heroes much better and know when they need to buy it vs enemy comp.

Unstoppable is an item that ensures your top dmg/cc window time frame doesn't get interrupted by enemy, that is, crucial black holes or haze's or bebop's ult doesn't immediately end with stun, this is it's sole purpose, not survivability in bullet sponge sense but not getting cc'd to death immediately.

If it were cheaper like you suggest it would obliterate game's balance as ults like bebop with his 200dps laser with 0 investment would melt people early game every minute and there's nothing anyone can do, or Warden, Seven, MnK, Lash, they would abuse the hell out of such cheap item.

The price IS part of item's balance, that is people have to sacrifice damage item to buy it, or risk going dmg only and get stunned right after starting their attack.

Armors and metal skin serve completely different purpose, that is to prevent damage but they don't prevent cc. See what's going on here? You can pick one or another but if you want to prevent all you have to spend more souls which means you deal less damage. That is balance of design. Same with debuff remover being separate, you want to be safe from everything - spend souls!

Lastly your comment about economy is weird af, like you must be playing games with some mythical unicorns if 1 6k item causes economic waste, that's little over 6 mins of game sacrificed for item at worst, at best 2 mins won team fight.
 
I have to strongly disagree with this statement. The game is still in Early Access, so it's impossible to say the game is "dying" when it hasn't even been fully "born" yet. The game had a huge spike in player count once the NDA on the project was lifted, but it was always going to have significant drop off right after. Player count is slowly falling, but it's still higher than slop like DA: Veilguard so it's nowhere near "dying".

Besides that, I can actually get behind making Unbreakable an item that requires Debuff Remover (Not Debuff Reducer) to build into at 3000 Souls. That would make it one of if not the most expensive items in game (requiring a 1250 component, into a 3000 component, into another 3000 component to a total of 7250) while also allowing it to be useful earlier in (due to building into it).

everyone which is the opposite problem that it currently has (where it's often difficult to justify building it at all) as being able to slough off debuffs early building later into just ignoring debuffs/disables would basically become an expectation after a certain amount of time, which makes it so that characters who have disables will become significantly devalued later game.

As for potential fixes, I think that if you gave it a "wind up" period of 2-3 seconds after activation (So you don't become immune immediately, but actually 2-3 seconds after activation) while smoothing out the build progression it would make it harder to justify building on everyone while still making it a valid item.
Regarding whether this game is "dying," I completely agree with your perspective. I admit I didn't express myself clearly earlier. The expectations for Deadlock, given that it's still in the Early Access stage, are indeed too high right now. My concern is primarily based on the current version, where all my high-MMR accounts frequently experience match wait times exceeding 30 minutes. I sincerely hope this game doesn’t meet the same fate as Artifact.

I think your perspective on Unstoppable is highly insightful. Unstoppable could adopt a crafting method similar to Boundless Spirit, using Debuff Reducer and Debuff Remover as components. This would allow it to offer higher base stats while reducing its active effect duration.

This approach would ensure smoother item progression without enabling such a powerful item to appear too early in matches. At the same time, it would position Unstoppable as a strategic tool for late-game fights.

If the price of Unstoppable is reduced, giving a "wind-up" period could indeed be a viable approach. This delay before its effect would ensure the item doesn't become overwhelmingly powerful while maintaining its utility and accessibility in matches.
 
Back
Top