wards

omegatengu

New member
I think a ward is desperately needed, but instead of being a bought item everyone just gets a charge one by default, like how everyone gets a zipline charge instead of having to buy TP scrolls in DotA
 
I feel like the main utility of wards in Dota comes from the fact that you are able to pan the camera to any warded area, which you can't really do in Deadlock. Enemy portraits could still show up on the minimap but that feels so imprecise that it's more like the scan feature in Dota. Besides that the map is so small and the teams are so large that you generally have very good map coverage at any given moment unless you're stuck in your base.
 
yeah I get that, on the other hand, when you ping someone their outline does show for a bit so that could be used here, it would also help remind people that someone could be split-pushing, as I've seen a fair few situations where one team will bait another into a harassment war where 4 people will just plink away at a distance and the entire other team just shows up to pace around. and because creeps only reveal enemies if they're super close to them you often don't actually see heroes pushing a lane until they've halfwayed a tower
 
The lanes will generally give a good indication of how a lane is going, which provides sufficient information on what you should be paying attention to. I generally dislike wards in Dota 2 because they make it difficult for roamers to traverse the maps without being seen and as of right now, lane minions provide a generous amount of souls for you to collect, so there's no need to hurt roamers with the addition of wards.
 
Thought wards should be a thing too.

But there are so many indicators of someone being near you, that wards aren't needed.

Sound queues, ability sounds, etc can all be heard. Footsteps especially I believe are louder than normal

Don't think wards are needed
 
idk on the one hand theres a good vision overall coverage and its kind of hard to get ambushed, on the other hand i've seen people having such bad awareness where its clearly 4 people on a minimap on a lane, but people go 1v4 like theres nothing. you could put some wards deep in enemies lanes when you split push to react on incoming enemies if they're gonna defent it, which you kind of expect everytime anyway, on the other hand how many people are actually looking on the minimap as much as on their screen even when nothing happens.
 
I don't think they're a good idea. In Dota you're seeing at a small area from a bird's eye view, in Deadlock you're seeing up to line of sight, which is much longer and also reveals any enemy you see.
 
I tend to agree that wards are not needed, if you keep an eye on the mini map especially during early laning stages then its really hard to get ganked if you were paying attention unless its by someone like Haze who can go invisible then in that case wards wouldn't really help, I think they would break the gameflow too much in high MMR too because all gank positions would just always be warded same with every creep farming spot, this game already has a bit of a problem with snowballing heroes winning games and being able to ward all the creeps on the enemy side would make it even harder to scrape up money to come back. Besides if you pay attention, the audio in this game is incredible and often you can hear things before even seeing them, such as enemies farming camps near you, and mid boss has an audio queue when its half health, at best wards would just be finicky and at worst it would break the meta.
 
Maybe instead of a ward that watches an area, a temporary vision that gives a small AoE around an enemy character? Like an activate-able item that causes your bullets to grant map vision in a tiny (<5 meter) range around hit enemy characters for maybe 10 seconds? Would also assist for aiming abilities to finish off low-health characters and allow characters hit some counterplay by not revealing their character to player vision through walls such as when they are shot through the fog walls near lane.

There's a clear tradeoff (money/slot/activation slot for vision), there's clear counterplay (dodging/blocking shots denies vision) and it does not prevent standard bluffs that are normal for playing around vision (faking ganks/roams/backs, feinting objectives). Something like:

500 Souls
Scrying Shots
Vitality Item
+2 Spirit
+5% Fire Rate
+50 Health
-10% Weapon Damage
(Activation, Cooldown 90 seconds)
Your weapon is charged with magical scrying munitions, these reveal on the map any enemy characters hit for ten seconds, but do reveal stealth/camouflage or show character models through walls.

I agree that wards that are placed are unnecessary for the current map. It would be nice to reveal when enemy characters are leaving lane, or have some way of tracking when enemies are returning to their own lane or preparing for a dive or sneaking an objective (Urn/Mid).
 
This is a good idea, my only issue is that now we have another button to map an item to.
Thank you!

I think this being a button-mapped item is OK, for this use case! It is intended as an item that is bought early and used until mid-game where it may be replaced with a different item. Only one or two maximum would be needed on a full team during midgame (maybe to tag urn runner or track key member of enemy team). It might be helpful for laning against roamers that may want to surreptitiously leave lane to pressure a different lane.

The time of map vision and whether it requires activation are definitely dubious, I agree! Perhaps it could be upgraded to a passive item, or the vision time could be reduced?
 
More buttons is scary, I wonder if they could do the Ward Pillars like from DOTA2 into this game, where it's a vision circle and each team can claim them, then have them for 30s, then they're claimable but stay until taken by the enemy. I forgot the technical name for them in dota.
 
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