Wanna hear people thoughts about my suggestion (idk where to drop it so) (some text edited with ChatGPT)

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wooxee

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The new map is a fantastic breath of fresh air for the game, but there are two major issues that, in a way, completely kill its magic. I can understand why some players strongly dislike the new map.

First, the unique aspects of the map don’t work as well as they could in a 6v6 format, especially with the new 2-2-2 lane structure. This makes the laning phase feel overly simplified, especially when combined with the new last-hit mechanic. I would love to see a test (even for a weekend) where the game runs in a 5v5 format, with duo side lanes and a solo mid. I’m convinced that in such a format, the map would truly shine, and many players who currently dislike it would change their minds.

Second, the lanes are positioned too far apart, which makes ganking during the laning phase feel almost pointless. By the time you rotate to another lane, you lose an entire creep wave, making it highly risky and often not worth the effort. Given how easy it is to lose a Guardian, many players are simply too afraid to take the risk of ganking, which further simplifies the game and makes the laning phase feel dull. The previous laning experience was much more dynamic because frequent rotations were possible. I strongly believe that reducing the distance between lanes would make ganking more rewarding and bring back the excitement of early-game skirmishes.

To summarize my suggestions:
  1. Test a 5v5 format for a few days, with duo side lanes and a solo mid.
  2. Reduce the distance between lanes to encourage more rotations and active gameplay.
  3. Adjust the last-hit mechanics to be less casual. If making them more complex isn’t an option, consider a compromise:
    • Implement a system where missing a last hit grants only 50% of the possible souls, while landing a last hit grants 100%.
    • Completely remove the need for denying creeps, since with the current soul disappearance mechanic, it feels nearly meaningless.
    • Shift the focus of the laning phase towards more skirmishes and fighting, which would align better with both the new map and a potential 5v5 mode.
Overall, the game has become much more enjoyable, but the 6v6 format, the current laning phase, and the last-hit mechanic are holding it back. If refined, these aspects could help the game take the best elements from both of the top MOBA games on the market—which would be truly exciting!
 
I've been doing a lot of thinking and I do think the 3 lanes of 2v2 are the way to go, and spaced where they are. I'm thinking of multiple changes though to fix what I think are the downsides.

For the ganking, what if there was a colored air vent in the middle that shot you like half the way between the lanes?

So imagine on yellow lane, let's say where the old bridge buffs used to be so it's a little ways away, there is a yellow colored airvent. When one of the yellow guardians falls, it stops working.

This would have a couple positive effects:

1. Allow you to gank between lanes easier (but not too easy)

2. If someone comes to yellow lane and successfully takes down the guardian through a gank, they can't take the air vent back so you have more time to punish the gank.

Edit: realized another benefit. If it falls when the first guardian in that lane goes down that means that it can't be used to snowball very well (your lane is relatively even). It could however be used to go protect a walker in a greatly struggling lane while putting your own guardian slightly more at risk.
 
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6v6 is fine.
I still prefer the 4 lanes.
Right now, the new map feels to big, the gaps between the lanes are just a maze that no one can find their way through easily.
no one seems to really be interested in doing jungle as the lanes are just so far apart and you cant duck off and do a camp quickly.
 
I've been doing a lot of thinking and I do think the 3 lanes of 2v2 are the way to go, and spaced where they are. I'm thinking of multiple changes though to fix what I think are the downsides.

For the ganking, what if there was a colored air vent in the middle that shot you like half the way between the lanes?

So imagine on yellow lane, let's say where the old bridge buffs used to be so it's a little ways away, there is a yellow colored airvent. When one of the yellow guardians falls, it stops working.

This would have a couple positive effects:

1. Allow you to gank between lanes easier (but not too easy)

2. If someone comes to yellow lane and successfully takes down the guardian through a gank, they can't take the air vent back so you have more time to punish the gank.

Edit: realized another benefit. If it falls when the first guardian in that lane goes down that means that it can't be used to snowball very well (your lane is relatively even). It could however be used to go protect a walker in a greatly struggling lane while putting your own guardian slightly more at risk.
What about zip lines straight down the middle section of the map. Length would have to be tested but only serve the purpose of getting from one lane to the next in the middle of the map. This combined with some movement tech could help people with the feeling that the middle is too open/big.
 
What about zip lines straight down the middle section of the map. Length would have to be tested but only serve the purpose of getting from one lane to the next in the middle of the map. This combined with some movement tech could help people with the feeling that the middle is too open/big.
I was considering this idea, but I think what the map needs more of is Jump pads that go laterally across the map.

Currently the jump pads are positioned in kind of weird spots and at least 2 of them are kind of worthless (The one on the right side of the map that shoots you straight back toward your base is just... not very handy).

I would like to see some tweaks to the map that make clear rollout points with some jump pads to help accelerate the process. I don't think we need the lanes to be closer together, but giving some "fast lanes" between the primary lanes would help freshen up the laning phase a lot.
 
A Zipline down the middle would not work at all. 1. It helps snowballing.

2. It's too fast.

3. It makes travel just less interesting. Now even rotating is by rail.

Though I have previously thought about buying items that give you zip lines somewhere on the map. And maybe if everyone on your team has bought it then they go all the way across.
 
A Zipline down the middle would not work at all. 1. It helps snowballing.

2. It's too fast.

3. It makes travel just less interesting. Now even rotating is by rail.

Though I have previously thought about buying items that give you zip lines somewhere on the map. And maybe if everyone on your team has bought it then they go all the way across.
spiderman green items that let you swing from buildings but not cost stamina lol
 
This thread is not relevant to this section, and as such I'll be locking this post. Community Hero Ideas is meant for unique heroes and abilities that do not exist in Deadlock currently, it is not meant for feedback. If anyone has any feedback for Deadlock, please post them to the Feedback sections. If they appear private, that's because only Valve can see the submissions in these sections. You can still post to these sections and see your own submissions, but you will not be able to see other user submissions. The reason for this is because Valve wants your feedback to be as unfiltered as possible, and being able to read other people's feedback and respond to it ends up clouding your feedback and anyone else's feedback that may read it. They would rather you say something generally disagreed upon if they are your legitimate thoughts.
 
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