Suggestions for UX Simplification, Hero Archetypes, and Improving Accessibility

fandoubeijing

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### **Subject: Suggestions on Gameplay Simplification, Hero Design, and Accessibility (From a Chinese Player)**
**主题:关于简化操作、英雄设计及降低上手门槛的改进建议(来自一名中国玩家)**

**Dear Valve / Deadlock Development Team,**
**亲爱的 Valve / Deadlock 开发团队:**

As a player from China, I have been closely observing the community's feedback. Based on my observations and gameplay experience, I would like to offer several suggestions to help Deadlock reach a broader audience and improve the player experience:
作为一名中国玩家,我一直密切关注着社区反馈。结合观察与体验,我希望提出以下建议,旨在帮助《Deadlock》触达更广泛的受众并提升游戏体验:

#### **1. Simplify Controls and Keybinds (简化操作与键位)**
* **English:** The current control scheme is too complex with too many buttons. I suggest unifying more actions. For example, the Right-Click (RMB) could be better utilized for hero-specific light and heavy melee attacks. Movement mechanics like sliding should also be simplified to be more intuitive.
* **中文:** 目前英雄操作过于复杂,需要按的键位太多。建议简化操作,用更少的按键达到现有效果。例如,可以更多地利用鼠标右键,将其设计为英雄的轻/重近战攻击。滑铲等动作也应尽可能简化,让操作更顺畅。

#### **2. Reduce Active Item Slots (减少主动物品栏位)**
* **English:** To lower the skill floor, it is recommended to reduce the number of active item slots (perhaps to 2). One reason *League of Legends* has such a large player base compared to *DOTA* is its accessibility for casual players. Reducing the cognitive load of managing many active items will make the game more enjoyable for "newbies."
* **中文:** 为了降低上手门槛,建议减少主动物品栏位(例如减少到2个)。英雄联盟受众比DOTA广的一个重要原因就是对菜鸟玩家更友好。减少需要实时操作的主物品数量,能有效降低玩家的认知负担。

#### **3. Introduction of Pure Melee Heroes (增加纯近战英雄)**
* **English:** I suggest designing heroes that are purely melee-focused. Characters like **Lash**, **Infernus**, **Abrams**, or **Yamato** could be reworked or adapted into dedicated melee archetypes to diversify the gameplay styles.
* **中文:** 建议增加纯近战英雄。像 Lash(孤猎)、阿波罗、大和等英雄可以考虑做成纯近战定位,以增加玩法多样性。

#### **4. Shorten Game Duration for Lower Skill Brackets (缩短低分段游戏时长)**
* **English:** Currently, average matches last too long. While high-level games might end quickly, matches in lower skill brackets tend to drag on. We need mechanisms to speed up the game flow for casual players.
* **中文:** 目前普通模式游戏时间过长。虽然高端局节奏快,但低端局往往陷入拉锯。需要想办法缩短低端局的游戏时长,让节奏更紧凑。

#### **5. Enhance Hero Uniqueness (强化英雄特色)**
* **English:** Heroes should have more distinct mechanics. For example, a hero like **Lash** could have a passive ability that allows "stalking" enemies within 15 meters—staying hidden near walls, being invisible on the minimap, etc., to emphasize a unique "hunter" identity.
* **中文:** 希望英雄特色更鲜明。例如孤猎可以设计一个被动:在15米外可以尾随敌人,贴墙走时敌人看不到,且在小地图消失,突出其猎手特色。

#### **6. Adjust the "Last-Hit / Soul Orbs" Mechanic (调整补刀与反补机制)**
* **English:** Many players dislike the constant pressure of last-hitting minion orbs. I suggest introducing roles or positions that do not require last-hitting, allowing support roles to focus on utility while only Position 1 or 2 players handle the farming.
* **中文:** 希望游戏可以有多个位置不需要频繁补刀(打小球)。很多玩家不喜欢补刀机制,建议通过机制调整,让辅助位无需补刀,只需1号位或2号位去负责资源摄取。

#### **7. Culturally Responsive Hero Design (关于中国风英雄的建议)**
* **English:** We look forward to seeing Chinese-themed heroes. However, please be mindful of cultural sensitivities. We recommend avoiding designs related to the Qing Dynasty or any politically sensitive symbols. Focus on broader, more timeless aesthetic elements of Chinese culture.
* **中文:** 期待加入中国风英雄。但请注意相关禁忌,建议避开清朝相关的造型或敏感符号,更多关注普适且经典的中国文化元素。

**We hope the game enters Open Beta soon and becomes a massive success worldwide!**
**祝游戏早日公测,火遍全球!**
 
My personal stances:
2) We don't need to reduce item slots nor lower the skill floor. The people working on this work on DOTA. They want a high complexity game that caters to a certain niche, so making Deadlock like League would detract from its artistic and competitive vision.

4) A MOBA match can last super long yes, that's why we got Street Brawl. The idea that the big towers don't take basically any damage early in the match is to prevent a rush. It allows for comebacks. You need times for comebacks and mastering macro.

5) So...Drifter? The Lash is about being a pitfighter with high mobility and wombo-combos. He gets into position to then do immense damage at the perfect moment. I think a lot of heroes already have decently unique mechanics, but its always good to ask for more.

6) The soul orbs exist so that you can deny enemy players souls. It forces you to debate on what to do with farming. Do you poke and keep track of enemies or make sure you secure that soul? I like the pressure because it forces you to pay attention and make a decision.

7) I agree! I hope we see more non-American heroes. It would be cool to have a Chinese hero.
 
**#### **##### 8. Improving Visual Clarity in Team Fights (优化团战视觉清晰度)

  • English: Currently, team fights can become visually cluttered and chaotic. This is largely due to the overlapping effects of attack projectiles, ability trajectories, and skill VFX, which make it difficult to track the action. This issue is particularly noticeable with some of the older/legacy heroes. We suggest optimizing these visual effects to ensure better tactical clarity during large-scale engagements.
  • 中文: 目前团战画面有时过于混乱,难以分辨战场情况。这主要是由于普攻弹道、技能轨迹以及各种技能特效叠加导致的,尤其是一些老牌英雄的表现更为明显。建议优化这些视觉特效,提升大规模团战时的视觉清晰度。
 
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