The Bots in DEADLOCK Feel Fundamentally Broken (and It’s Killing Match Quality)

th3.razzer

New member
EDIT: Between trolling posts, unhelpful responses, claims at AI use, and more, it doesn't make sense to keep this here.

Feel free to peruse other user's quotes for the original text, but I want to make something clear: I did not use AI to write my posts.

It's writing and proofreading, not just "adding fluff" for some arbitrary reason.

I write how I speak and think, it isn't some grandstanding or ego-stroking.

Have I used AI, ever? Duh. I don't know many folk who haven't at least played around with it, let alone use it in their daily lives or jobs.

Was this post all just a generative AI's attempt at fluffing a complaint piece? No. I have no problems admitting to AI use, at all. If I use it? I cite it.

I didn't this time, simple as that. I also realize: no amount of saying I didn't, even though it's the truth, will ever convince anyone.

Short of standing over my shoulder and watching me type it out, there's no way I can really prove it, either. So, if you believe I didn't? You're right. If you believe I did? You're right. I can't sway you either way.

EDIT 2: Removed my responses. Again, look to other users' quotes for some original replies. I'm reluctant to continue a discussion that isn't going anywhere, and quickly.
 
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I’m going to be blunt, because sugarcoating this helps no one: the bots in DEADLOCK do not feel “challenging,” “adaptive,” or “learning.” They feel erratic, artificial, and immersion-breaking, and at times they actively sabotage the experience.


This isn’t a salt post after one bad match. This is a pattern I’ve seen consistently across games.

1. Rubber-Band Scaling Taken to a Ridiculous Extreme​


Bot difficulty doesn’t ramp or taper naturally. It snaps.


One moment they’re running into walls, missing free shots, and playing like tutorial dummies. The next moment they flip a switch and become SEAL Team 6, landing instant perfect tracking, optimal ability usage, and flawless positioning. Then, once they’ve achieved some invisible pacing goal (a lead, a comeback, whatever), they suddenly mellow out again.


That isn’t adaptive AI. That’s rubber-banding so obvious you can feel the code yanking the leash. It makes wins feel unearned and losses feel predetermined.

2. Their Aim Is Ludicrous and Inhuman​


Bot aim is not just “good,” it’s physically impossible at times.


They oscillate between being wildly inaccurate and suddenly locking on with zero reaction delay, zero overcorrection, and perfect tracking through movement. No human player aims like this. Not pros. Not aim gods. No one.


What makes it worse is that it appears random. Sometimes they’re laser-precise. Sometimes they couldn’t hit a barn. There’s no consistency, no readable skill expression. It feels like dice rolls, not marksmanship.

3. Movement That Looks Like Actual Aim-Bot Footage​


Watching bots during the death cam is genuinely nauseating.


They frequently move while their bodies are facing backwards, trotting ass-first while snapping their aim over their shoulder. It looks exactly like old aimbot footage where animation and aim logic are completely disconnected.


Even if the bot is “technically” allowed to do this, visually it screams “this thing is not playing by the same rules I am,” and that alone wrecks immersion and trust.

4. Bots Getting Stuck in Geometry but Still Contributing​


I’ve seen bots get stuck in map geometry, unable to move properly, but still freely using abilities, shooting, and impacting fights.


This isn’t just a visual bug, it actively affects match outcomes. A bot wedged into terrain shouldn’t be a semi-functional turret with full combat effectiveness.

5. Friendly Bots Are Always Worse Than Enemy Bots​


This one is especially frustrating.


Bots on your team almost never perform at the level of the bots on the opposing team. “My” Abrams will never play as well as “their” Abrams did last match. Ever.


Whether intentional or not, the perception is that enemy bots are tuned to punish while friendly bots are tuned to drag. That asymmetry feels awful and makes losses feel rigged instead of competitive.

6. Stat Statue Gains Are Inconsistent or Invisible​


When collecting stat statues, the gained stats often just… don’t show up.


Sometimes I’ll see the +cooldown, +fire rate, etc. appear correctly. Other times, nothing updates visually at all. Maybe it’s applying silently, maybe it isn’t, but either way the feedback is inconsistent and undermines confidence in the system.


If a core progression mechanic doesn’t clearly communicate its effects, players will assume it’s broken.

7. Panic Acrobatics That Humans Can’t Replicate​


At odd times, especially when close to dying, bots go absolutely feral.


They perform sudden, hyper-precise movement chains, insane evasive maneuvers, and gymnastic nonsense that no human player could realistically pull off, then escape cleanly.


It doesn’t feel smart. It feels like an emergency “don’t die” subroutine that ignores human limitations entirely.

8. Reticles Feel Purely Cosmetic and Often Misleading​


Reticles in DEADLOCK frequently make no sense relative to actual projectile behavior.


Paige has a massive circular reticle made of parenthetical shapes, yet shots land dead-center. Victor shows a tight, precise-looking bracket around a small circle, but his nails fly everywhere except center.


If reticles are meant to communicate spread, accuracy, or firing behavior, they’re failing. Right now they feel like stylistic overlays rather than functional UI, and that’s a problem in a game where aiming clarity matters.




Bottom Line:
The bots don’t feel like players. They feel like systems intervening. Their behavior is inconsistent, their rules are different, and their visual language actively betrays the illusion of fairness.


I don’t want easier bots. I want honest bots. Bots that obey the same physical, visual, and mechanical constraints I do. Until that happens, every match they’re in feels compromised.


This needs attention. Not tweaks. Not bandaids. Actual foundational work.


What I would love? Talking to an actual dev. I want to know what the f*ck went through their minds when they designed the bots.
Whilst i really dislike how this entire post is made by AI (not because of AI use but becasue there's so much fluff when this post could have been much more concise), I agree. My friends and I play bot matches often.

There are two other issues i noticed from Bots.

1. In lane, bots will walk and sit under tower. This happens on both sides. If your wave is pushing up, your ally bot will walk ahead of the wave into tower and sit there. Likewise if their wave is pushed up, enemy bots will sit under your tower. It plays very counter to how you actually want to play in game and can force bad habbits.

2. Deathballing like crazy. Due to the behaviour mentioned above, other lanes are over very quickly win their lane. What ends up happening for then the next 15 mins, almost all the bots collapse on your lane, and it becomes ARAM. The bots don't care that waves on other lanes are pushing up to walkers or even base guardians. As long as there is a T1 tower alive, that's their highest priority to attack defend. If i go to save walkers / push walkers, I end up becoming very underfarmed because the bots are just constantly feeding each other on the ARAM lane.

Special note to the denies/secures. Their aimbot snaps onto orbs, and if you arn't able to secure it the moment you can, it's a gurantee deny for them, Likewise with their securing. I can't keep up with their aim unless I'm playing a m1. Same with Parries, they pretty much insta parry, you bascially cannot get a HM off on them unless you bait it out first, which they almost instantly HM you back in the unparriable window. That and the annoying habbit bots have when carrying urn. If they get low, they will run urn all the way back to spawn and basically sit there because urn is damaging them. Very frustrating. Okay, maybe I got a bit carried away in the special notes..
 
I consistently play ranked, unranked, and bot matches.

What a shit take, honestly, from you.

It's a part of the game. Fact. People may not want to play ranked. Fact. People may want more casual play, or to learn the game with bots before revving up to real players. Fact.

And, if this game wanted only player against player? They wouldn't offer a mode where it's a cooperative match against bots.

But, sure, let's be reductive, unhelpful, and all-around shitty and make comments like that. Because, at the end of the day, you're behind a monitor, safe and secure, and you feel *safe* saying shitty, bullshit, trash takes.

I hope you develope the ability to talk with other human beings in a more positive, empathetic way. I feel sorry for you, and I hope your life gets better, even as you put others down and decide to be a waste of oxygen. C:
BUT, even though i have my complaints, I completely agree with @ballerdl dude. He's right. The majority of players play deadlock for the main pvp game. The game is still in playtest. It makes complete sense that they will prioritise the huge amout of issues and work needed on the main game. Bots are the least of their concern. Yes some players do play bot games, but it's a play-test in pre-release. they have priorities.
 
i aint gonna read all that but everyone knows bots suck and no one cares

id rather get lash's necklace to be shinier than fix bots
 
That's fine, I didn't ever insinuate that there aren't other priorities, or that this needs to be the top-of-the-top concern. I said it's in a terrible state, it needs fixing.

Something I don't think people realize is: a problem doesn't stop being a problem just because you're focusing on a *different* problem.

If a house is on fire, and a forest is on fire, both are *fires*. Priorities? Probably the forest, since it's bigger and such. Doesn't mean you shouldn't get around to hosing down that house when you can.

Good Lord, people.
then bump this thread 2 years later when theres 4 more people wanting to play bot vs bot
 
Just sliding in here to say the way that you constantly use the "It's not X, it's Y" construction really makes you sound like you learned to write from using AI a lot.

Also don't bots usually suck? Fixing them is a low priority, they're just basic training wheels for letting you mess around with abilities, not meant to be a replacement for actually playing the game.
 
> They feel erratic, artificial, and immersion-breaking
"immersion" wouldn't be a consideration for any human player of this game.

> One moment they’re running into walls, missing free shots, and playing like tutorial dummies.
This is true.

> The next moment they flip a switch and become SEAL Team 6, landing instant perfect tracking, optimal ability usage, and flawless positioning.
This is Untrue. Kelvin frequently Ults randomly, then immediately drops it. Geist has a 50% of not ulting in a 1v1. Calico cannot enter cat-form. Holiday uses bounce-pads seemingly at random. Vyper does not know how to slide.
If bots were capable of optimal ability usage, Bots would be able to play Lash, which in my experience they never do.

> Their Aim Is Ludicrous and Inhuman
Not really.

> I’ve seen bots get stuck in map geometry, unable to move properly, but still freely using abilities, shooting, and impacting fights.
Most abilities can't be meaningfully used when stuck in place. Additionally, bots only tend to get stuck in small areas of the jungle, where bot fights do not happen.
I have also seen them get stuck on overhangs trying to get onto the zipline, but you can't shoot or use abilities when doing that.

> Friendly Bots Are Always Worse Than Enemy Bots
Never seen this behaviour exhibited at all.

> Stat Statue Gains Are Inconsistent or Invisible
Never seen this behaviour exhibited at all. Also, what does this have to do with bot quality? This should be a seperate post, if anything.

> Panic Acrobatics That Humans Can’t Replicate
The bots rarely dash, much less dash-jump. Never seen a bot wall-jump, either.
I have complete confidence that implementation of pathfinding for Deadlocks movement system is a complex enough undertaking to have been left unfinished at this time.

> Reticles Feel Purely Cosmetic and Often Misleading
What does this have to do with bot quality? This should be a seperate post, if anything.
Paiges reticle is a big circle because her projectiles are too damn slow to bother with precise aiming on anything that isn't standing still.
If you don't like it, you can just turn it off, there's a setting for that.

> The bots don’t feel like players. They feel like systems intervening. Their behavior is inconsistent, their rules are different, and their visual language actively betrays the illusion of fairness.
This is true. Bots in Deadlock are dumb as rocks, and stand no chance against a semi-awake human being.
But with the mechanical and strategic complexity of Deadlock, a game which isn't even finished, I don't know what else you'd expect. Even the bots in TF2 aren't great, and that is a game with fewer characters and simpler mechanics.
 
Holy hell, why are folks saying it's made by AI? It's not? I spent, y'know, *time* typing it out? Proofreading? All that shit?

God damn, y'all don't have faith in people's ability to write anymore, do you? I even did little numbering bullet points to format it better so folks could follow along.

EDIT: I'll read the rest of the response and add a second Edit when I do, as I have to bounce for bit.

EDIT 2: I agree with your two points and special notes. The bots feel over- and under-tuned, somehow, simultaneously. Denies was an issue I didn't even remember being frustrated with until you reminded me just now.
my guy, if you use AI, just own it.

It's very obviously written by AI. The reason isn't because it's thought out or long form. But there are very very clear markers that it's written by AI. There are patterns that AI uses that humans don't use in natural language, thought out or not. The over formatting with another thing. You've Italicized the words "Physically impossible" for example. Why? To stress that point specifically?

You've also used the trope of 'not x, not y, but z' many many times throughout that entire text. If you use AI to write something, just own it man. It's not a good look.
 
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I for one would be interested to observe some these "Unreal (Insane) / Godlike" bots
( yes, this is referencing to "Unreal Tournament"-games ).

If you happen to still have the match-IDs, feel free to share them in this thread.

Saying this as a player who mostly tend to encounter the "attrition"-bots who primarily keep being a chain-fodder and primarily catches off-guard folks in low health after very long duration pushes.

One older example of mine being this:
Match-ID: 69413130
https://statlocker.gg/match/69413130/summary
https://www.lockblaze.com/match/69413130
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Bots need a lot of improvement but it doesn't make much sense to be working on that when the game is this early and basic objectives (like Urn) are still getting overhauled and reworked. Even Dota2 bots, which once worked quite well, have broken from normal updates in a fully released game and players generally rely on custom workshop mod-bots when learning. Any "good" bot AI will need to be scrapped after a few months of updates.
 
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