What I did not expect is the way it stresses me out. I thought there would be more "downtime" shooting mobs/ waves but this is pretty much all action for 30mins straight.
Deadlock - Valve's new Hero shooter & MOBA mix - Page 3
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Harris1st
Germany6790 Posts
What I did not expect is the way it stresses me out. I thought there would be more "downtime" shooting mobs/ waves but this is pretty much all action for 30mins straight. | ||
WombaT
Northern Ireland24255 Posts
It is quite daunting learning what every hero is capable of doing to you, and the visual cues that go with. But I think the core gameplay is compelling enough that this might be the MOBA that sees me overcome that hurdle Really impressed with my brief forays so far | ||
Belisarius
Australia6222 Posts
On the other hand, the #1 reason I quit Dota was that any given game could run for 15 minutes or two bloody hours, and needing to clear two hours of full lock-in every time I sat down was just flat-out absurd. So, the million dollar question to me is where deadlock sits in terms of runtime. Can I be reasonably confident that I'll be allowed to leave in, say 30-45 minutes, or do I need to convince my wife to take the kids out of the house in order to even boot it up? EDIT: turns out i should have read the first page. Very promising if they can keep it under 45 | ||
Laurens
Belgium4536 Posts
Still not seeing any games past the 45 minute mark. | ||
Garrl
Scotland1971 Posts
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Harris1st
Germany6790 Posts
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tec27
United States3694 Posts
On September 08 2024 05:18 Garrl wrote: I think they'll be *trying* to put it at about 30 minutes per game, but I'm not sure it's there right now. If you've got a relatively even game then pushing into the base is really hard in my eyes (lots of angles to hold, pool regen is really strong and characters like Talon can just sit in pool and spam) and splitpushing is ridicuously effective with how good the teleporters are. I get the feeling the meta might eventually stabilise on very grindy games. average game length was pretty 30 minutes according to the trackers, but Valve has now broken those. I think the main issue with game length is kind of similar to DotA: lower level games often go on longer because people don't really know how to close things out and waste a lot of time instead of ending the game. | ||
Harris1st
Germany6790 Posts
On September 10 2024 04:27 tec27 wrote: average game length was pretty 30 minutes according to the trackers, but Valve has now broken those. I think the main issue with game length is kind of similar to DotA: lower level games often go on longer because people don't really know how to close things out and waste a lot of time instead of ending the game. Not only that but obviously there could be a big difference between a PUG and a premade team in game length. The ping mechanic is nice and all but you still need people to follow said pings | ||
HolydaKing
21254 Posts
I think having a group of people following commands will end games much quicker since I've seen many times where at 30ish minutes when a team gets completely killed the game is over very fast. If people don't respond accordingly however, games won't end so soon. | ||
Laurens
Belgium4536 Posts
I try my best to not feed, catch up, and come back through teamfights but man is the laning rough. Usually too slow to get denies (playing Warden doesn't help, shit gun), and when I show myself to do some melees I instantly drop a third of my HP bar. Might swap to a hero that's better at the laning phase to have a bit of a breather now and then, taking suggestions ![]() | ||
Belisarius
Australia6222 Posts
I assume I'm still in potato bracket, but it's interesting how well the basic gamesense from dota transfers over. I'm finding I can carry surprisingly hard just by playing the map and shoving lanes while the rest of the server gets stuck in some interminable 5 minute teamfight. I'm starting to get rekt in earlygame now though, so I expect that to stop working shortly. I'm struggling more with team heroes, I feel like I don't know what to do in the midgame or how to look after my own progression as eg. dynamo. Apart from urn it seems like there just isn't as much to do that's not directly farm/fight. Even though there's no priority system, the big cores still start to eat two lanes and half a jungle pretty early, and it seems a bit pointless for me to sit there slowly doing a camp when haze would instaclear it 10 sec later anyway. Do I just roll around constantly looking for fights even when ult is down, or is there something else to prioritise? Mechanically, I've found the movement hardest to get used to. I'm pretty reasonable at shooters and I've always been the guy who takes the time to learn the movement tech, but I just cannot get the most basic stuff nailed down in Deadlock. I still die regularly because I screwed up a dash-jump, or made a mess of crossing the map and have to enter a fight at low stam, etc. | ||
Tal
United Kingdom1014 Posts
On September 21 2024 15:45 Belisarius wrote: I am really enjoying this game. It's a cool experience to be playing something that's this polished, but is also clearly still backed by a big team in fullbore build-the-game mode. They've hotpushed half a dozen changes in just the time I've been playing, that each individually would have taken months to sort out in any other game I play. It's.... weird. I keep looking for the catch. I assume I'm still in potato bracket, but it's interesting how well the basic gamesense from dota transfers over. I'm finding I can carry surprisingly hard just by playing the map and shoving lanes while the rest of the server gets stuck in some interminable 5 minute teamfight. I'm starting to get rekt in earlygame now though, so I expect that to stop working shortly. I'm struggling more with team heroes, I feel like I don't know what to do in the midgame or how to look after my own progression as eg. dynamo. Apart from urn it seems like there just isn't as much to do that's not directly farm/fight. Even though there's no priority system, the big cores still start to eat two lanes and half a jungle pretty early, and it seems a bit pointless for me to sit there slowly doing a camp when haze would instaclear it 10 sec later anyway. Do I just roll around constantly looking for fights even when ult is down, or is there something else to prioritise? Mechanically, I've found the movement hardest to get used to. I'm pretty reasonable at shooters and I've always been the guy who takes the time to learn the movement tech, but I just cannot get the most basic stuff nailed down in Deadlock. I still die regularly because I screwed up a dash-jump, or made a mess of crossing the map and have to enter a fight at low stam, etc. Very much agree with you on the movement. The skill cap for using movement properly seems to be so incredibly high, especially as you don't use ammo while sliding, and yet I feel I can't even do the most basic things well. | ||
ETisME
12320 Posts
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Harris1st
Germany6790 Posts
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EXEcutioner
1 Post
My eternal gratitude is all i think i have to offer as recompense. | ||
PurE)Rabbit-SF
United States642 Posts
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PurE)Rabbit-SF
United States642 Posts
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PurE)Rabbit-SF
United States642 Posts
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WombaT
Northern Ireland24255 Posts
I got one OK from one of my SC2 buddies but I tried to extend the favour to my best mate and a bit DoTA fan and the invite never appeared :S | ||
PurE)Rabbit-SF
United States642 Posts
On September 25 2024 04:15 WombaT wrote: How do the invites actually work? I got one OK from one of my SC2 buddies but I tried to extend the favour to my best mate and a bit DoTA fan and the invite never appeared :S It just happens like after 8-24 hours after you hit invite, also if their steam is not binded with a phone number it won't go through. | ||
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