[Deadlock] Defense of OverSmite Legends Fortress

UrQuanLord88UrQuanLord88 Registered User regular
edited August 26 in Games and Technology
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Deadlock is a combination of the hero shooter and MOBA genres developed by Valve, with 21 playable heroes (as of Aug '24) and one 6v6 map. Just like any MOBA, your goal is to mow down enemy minions, towers and heroes across 1 of 4 lanes and ultimately destroy the enemy Nexus Ancient Patron
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Game is in closed beta, access is currently invite only and can be sought through the community's Discord

http://steamcommunity.com/id/urquanlord88
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Posts

  • SCREECH OF THE FARGSCREECH OF THE FARG #1 PARROTHEAD margaritavilleRegistered User regular
    sorry folks, a moba has arrived

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  • taliosfalcontaliosfalcon Registered User regular
    I'm actually excited for this. I'm old, still play league and dota2 and somehow still like MOBAs. Been trying to get a key for this with no success but hopefully soon

    steam xbox - adeptpenguin
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    I have played a grand total of two games of this and it does seem fun!

    Feel free to add me on steam and ping me that you want one and I'll throw you an invite. It's not guaranteed but mostly they seem to go through pretty quick. https://steamcommunity.com/id/SniperGuyGaming/

  • Zombie GandhiZombie Gandhi Registered User regular
    Jacob Lash is an asshole.

  • KarozKaroz Registered User regular
    edited August 27
    I both really like and am hopelessly confused by this game by the sheer quantity of items and abilities.

    Like Wraith's 1 (throwing magic card) does she need to keep line of sight on the enemy for the card to follow to stop firing and forget?

    Are passive dedicated skills for certain heroes (Infernus, Abrams) newbie bait and should be more like Shiv's activatable passive?

    Why these high skill Vindicta making their ultimate shots on me making my life suffering?

    Edit: I will say that I'm glad they make last hitting REALLY obvious. If the health is red, heavy melee should kill them, flashing pink: light melee will kill it, even when killed by your minions they'll kinda flash and stay for a moment letting you still get a last hit.

    Given makes sense since you have the follow up of securing the soul. I'm still conflicted when it's better to pressure up the wave vs. enemy players, guess it really depends who you are facing.

    Karoz on
  • UrQuanLord88UrQuanLord88 Registered User regular
    edited August 27
    I think early game in Deadlock is pretty similar to other games in the genre, getting that first tower kill opens up more possibilities for the team but you're also simultaneously trying to maximize your income while denying enemy theirs
    I'm just glad this laning phase is relatively short

    Melee seems pretty strong, enough to have a parry mechanic in the game

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  • tyrannustyrannus i am not fat Registered User regular
    game is actually pretty fun

  • StericaSterica Yes Registered User, Moderator mod
    Feels like someone spun a wheel of played-out genres and landed right between MOBA and Hero Shooter…and it worked!

    Art style is like, super uninspired though. I assume a lot of map assets are placeholders?

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  • KarozKaroz Registered User regular
    Very rough art for what's there and some hold over designs (Bebop, Grey Talon, Yamato) from when it was more scifi themed. Those three heroes are getting redesigns.

  • Zombie GandhiZombie Gandhi Registered User regular
    Yeah I mean this thing is a very strong example of "care about the gameplay, make it pretty later."

  • UrQuanLord88UrQuanLord88 Registered User regular
    They did the same with dota2's alpha/beta, lots of placeholder and unfinished art

    http://steamcommunity.com/id/urquanlord88
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  • Disco11Disco11 Registered User regular
    3.5K hours in Dota 2 and 1.5K in Overwatch... I stopped playing both ages ago but this is essentially the game made for me. When I saw there was creep denial....

    I've already warned the wife that she may lose me to this game...

    PSN: Canadian_llama
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    deadlock... but what about... aliveopen...

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  • KarozKaroz Registered User regular
    how gauche

  • schussschuss Registered User regular
    edited August 28
    deadlock... but what about... aliveopen...

    The deadness is big with the youth I hear

    schuss on
  • KarozKaroz Registered User regular
    Finally got a round in as McGuiness.

    She can be real strong and towers and what not but she is pretty easy to focus if left alone. If I was better with her wall I would probably like her more.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    All I know about this game is from the memes of it being the worst-kept secret in the history of anything ever. I.e, Valve were refusing the acknowledge the game's existence until a couple of days ago despite having like 30,000 people in the beta.

  • Disco11Disco11 Registered User regular
    I honestly respect the flex.

    PSN: Canadian_llama
  • SurfpossumSurfpossum A nonentity trying to preserve the anonymity he so richly deserves.Registered User regular
    The official controller mapping seems to be missing several esoteric things like... reload...... and the top good community one has nothing bound for melee??

    0/10 unplayable

  • PMAversPMAvers Registered User regular
    Sterica wrote: »
    Feels like someone spun a wheel of played-out genres and landed right between MOBA and Hero Shooter…and it worked!

    Art style is like, super uninspired though. I assume a lot of map assets are placeholders?

    Yeah, the map is very, very alpha. (It’s more obvious when you go underground and find all the placeholders for the things like the transporters.) Which is honestly fine! If hanging out with TF2 mappers taught me anything, you don’t want to spend a lot of time detailing things that are going to have to be changed and re-done.
    Mr Ray wrote: »
    All I know about this game is from the memes of it being the worst-kept secret in the history of anything ever. I.e, Valve were refusing the acknowledge the game's existence until a couple of days ago despite having like 30,000 people in the beta.

    Honesty I assume not announcing it is because it’s… well, very alpha still, and they might end up deciding to not release it.

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  • taliosfalcontaliosfalcon Registered User regular
    Surfpossum wrote: »
    The official controller mapping seems to be missing several esoteric things like... reload...... and the top good community one has nothing bound for melee??

    0/10 unplayable

    Yeah they've mentioned on the forums that the steam input controller mappings are incomplete and not to be used atm.

    steam xbox - adeptpenguin
  • discriderdiscrider Registered User regular
    Had a look at this, hit the shop and my eyes glazed over, again.
    At least the Zipline in the training mode is fun. You can just do boosted circuits.

    Anyway, kid saw me trying this, so,
    did anyone else know you could press like X after the loading screen of Pokemon Unite and hit an offline, no-menu, all-bot mode?
    It's pretty great, although I wish you could do 2-player locally.

  • KarozKaroz Registered User regular
    Yeah, I just was in the sandbox for an hour plus trying to figure things out after the tutorial.

    Then I had to put it down again and finally load up a bot match the next day.

    There is a lot of stuff to learn and that's before the complicated list of color-coded items.

  • UrQuanLord88UrQuanLord88 Registered User regular
    edited August 29
    yeah definitely stick to either the default builds or the community suggested ones, they are usually suffice until you start caring about who your opponents are and what they are doing
    There's plenty of aspects to get good at on top of the fundamentals of a fps. Being able to just crowdsource the best generic builds frees up a lot of mental capacity to focus on the basics

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  • I needed anime to post.I needed anime to post. boom Registered User regular
    Honestly even in a game like Dota, the best community builds will carry you basically to the highest ranks. Just consistent play is more useful than trying to bigbrain the 1% more optimal build in this situation versus that situation.

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  • RonTheDMRonTheDM Yes, yes Registered User regular
    I lived for improvization in dota

    though if you die once and someone looks at your items and you are not following the item guide to a T you will get yelled at

    no one will believe you've been playing defense of the ancients since before they were alive

  • taliosfalcontaliosfalcon Registered User regular
    edited August 29
    After playing a few hours I like it but I'm very surprised at how "twitchy" and fast paced it is. I was expecting movement/shooting to be similar to ow2 or a bit slower but no people are ping ponging all over the place at light speed and flying and holy shit I can't keep anyone in my crosshairs .

    I've taken to playing turret lady with the spirit dmg slows movement item so my turrets can bring people down to speeds visible to my eyes :open_mouth:

    taliosfalcon on
    steam xbox - adeptpenguin
  • KarozKaroz Registered User regular
    Do be sure to report toxic players after matches (button under their column in the scoreboard) as Valve is handing out hardware bans that "may or may not carry over into release."

  • Zombie GandhiZombie Gandhi Registered User regular
    I am not good at this game, despite playing a lot. I am dedicated to Pocket, even though, again, not good.
    But the burst damage of 1-2-3 is just so good sometimes.

  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    yeah definitely stick to either the default builds or the community suggested ones, they are usually suffice until you start caring about who your opponents are and what they are doing
    There's plenty of aspects to get good at on top of the fundamentals of a fps. Being able to just crowdsource the best generic builds frees up a lot of mental capacity to focus on the basics

    tbf the best guides tend to also include tips about what situational items to get

    usually it's just, like, "get these bullet shield items if you're up against gun builds, spirit shield against ability builds" or "get healbane if you're against Abrams in your lane" or "get the funny anvil to stun Seven out of his ult"

    but guides as a whole are pretty mixed quality at the moment, so the highest-favorited ones aren't necessarily the ones that are up-to-date or detailed - Vindicta's top one seems to just be up there because it mentions her sexy feet in the title, and is otherwise pretty garbage

  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    As a someone with probably 3000 combined hours in Dota 2 and League, I for one hope they keep just calling the items what they do. "This is Bullet Armor, this is Better Regen" and don't go the Dota/League rout of "This is the Ghost Armor of Legendary Flame and this is the Locket of Rejuvenating Vitality". Don't make me memorize a second layer of stuff.

    Sagroth wrote: »
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  • KarozKaroz Registered User regular
    Also there are a host of activate items and other items that are more about countering enemy builds than just benefiting your own.

    For anyone overwhelmed, just treat the matches as practice and do the best you can while learning your hero, how to get souls (especially securing/denying souls) and movement.

  • KarozKaroz Registered User regular
    edited August 30
    August 29th patch notes

    Key changes I see
    Ivy - Air Drop no longer silences allies
    Air Drop now causes allies to deal 50% less damage while being carried

    Seven - Storm Cloud spirit power scaling reduced from 1.1 to 0.8
    Storm Cloud time to reach maximum radius reduced from 6s to 3s
    Storm Cloud Now provides +20% Bullet Resistance in the base ability

    Bebop - Hook now only targets enemies when used by default. If you use with alt cast (middle mouse) it will be ally only mode.

    Abrams - Infernal Resilience Regeneration Time increased from 16s to 18s (this is a nerf)
    Now does pull ups on the zipline once again (this is a buff)

    Misc Gameplay Changes

    Added wall jumping (does not consume stamina, requires input direction away from the wall, can be done once)
    Added ropes to some buildings to let you climb up (hold jump key to latch onto them). Can shoot while hanging on them.

    General Changes

    Added a new Profile page that displays a breakdown of recent matches and all-time player and hero statistics (Note: the newly added stats ‘Souls Collected’ and ‘Healing’ are starting at 0 for all players)
    Added Report button to ESC menu player list to allow reporting of teammates in-game
    Improved visibility of report button on post-game screen
    You can now drag-and-drop items between categories in Builds
    Added search to the Public Builds list, you can search by keyword within build names
    Newly published hero builds now store the language of the build
    Added ‘Show All Languages’ checkbox in Public Builds list, can be unchecked to only see builds in your language
    Fixed issue with builds list not updating when changing between heroes in sandbox
    Added localization support for German, Polish, and Korean.
    Matchmaking window is now open 1 hour earlier on weekdays and weekends
    Players can only pause once per game
    A team can only pause at most 3 times in total amongst all the players
    The game application now flashes when the game is unpaused
    Various client and server performance improvements
    Added streamer setting to the options panel. Causes player names in the game UI panels to be hidden.
    Added a Melee Trainer bot in the ‘gym’ area of hero sandbox
    Added new “Game out of Date” status message at the top of the hud, so you can quickly know when there is an update rather than finding out at queue time
    Added a checkbox on the post game survey to make it not show again in the future
    Items now show their spirit power impact when using alt
    Fixed profile match history not remembering the history page you were on
    Added Heal Amp and Debuff Resist to the Vitality stats in the shop
    Hero details on the dashboard now show spirit information with alt, rather than requiring you to be in-game (this was added in a hotfix patch recently)
    The game will now prevent any quick ability upgrades for 2 seconds after death, to help prevent against accidental upgrades
    Can now reliably spectate a friend’s game via the Friendlist
    Miscellaneous fixes to friends and party menus
    Added unavailable state to Zipline UI when zipline is on damage cooldown
    Spectating controls now use Left/Right mouse buttons to switch between players on a team and space to switch teams. This now works with free cursor mode, and you can still click on portraits/minimap to spectate individual heroes.
    Added new respawn countdown music 5 seconds before respawn
    Added alternate shop music which plays in the neutral shop
    Spectator count is now shown in-game
    Player names are now shown to spectators
    Added object motion blur
    Optimized performance of distance field ambient occlusion
    Fixed selling an item not removing charges correctly. Now you can’t buy Extra Charge and immediately sell it and keep that readied charge.
    Fixed some tooltips not showing golden statue bonuses if it wasn’t the direct stat (i.e. you got fire rate but bullets per second didn’t show the golden statue)
    Fixed Sharpshooter showing up in stats for bullet velocity even though it doesn’t increase your bullet velocity
    Fixed a bug that caused items in the build page to not be dimmed when the shop was out of range
    Fixed bug with Lash not hearing his own Ground Strike impact explosion sound
    Added new effects for Withering Whip
    Updated Ethereal Shift effects
    Fixed the disarmed spinner not showing up on your crosshair when you get disarmed
    Fixed parts of Shiv’s coat being considered a headshot
    Build list will now refresh if you change heroes in the sandbox
    Fixed Zipline speed from Base Guardian killing and Zip booster ability not stacking properly
    Fixed Base Guardian boost not properly doing its ramp up and instead instantly being fast
    Added custom effects for Abram’s Seismic Impact T3 buff
    Fixed a bug where someone could be holding down M1 and still be attacking when the magic carpet arrives
    Updated Lash Grapple cast sound
    Added Decay impact sound
    Removed wind and city ambient looping sounds
    Volume and playback tweaks to one shot ambient sounds
    Removed vent sounds in places where vents had been removed
    Fixed some spectator music bugs
    Updated negative feedback sound for clarity
    Added hit confirm audio functionality to Warden’s Alchemical Flask
    Updated Majestic Leap sound
    Updated bounce pad sound
    Improved some Binding Word effects to be less noisy
    Increased charged melee volume and falloff for victims
    Reduced likelihood of irrelevant announcer and hero dialog lines playing during combat exchanges
    Improved clarity of Dynamo Singularity sound for team and opponents
    Updated Viscous primary fire sound
    Soul jar return effect tinted red like minimap to make it more clear it’s the return location
    Player’s low health screen effect more visible for longer if you’re below 20% of your max HP
    Teleporter model and effect updated
    Updated Alchemical Flask projectile effect
    Fixed Bebop being able to sprint while his gun is spun up
    Added new voice content for Seven and Lash
    Added Shadow Weave cast and ambush sounds
    Fixed bullets hitting the world immediately when looking sharply upward
    Fixed Sinner’s Sacrifice not always correctly animating
    Fixed an issue where some kill lines that were only intended for the killer were playing for the victim as well (killstreak taunts still play for everyone)
    Some heroes can now comment on being alone in enemy territory, losing sight of an injured enemy, or leaving their teammates alone in a lane
    Fixed a bunch of minor typos / grammar errors in various texts
    Added ‘Express’ state to zipline indicators when speed had increased from defeating Enemy Base Guardians

    Misc Gameplay Changes

    Added wall jumping (does not consume stamina, requires input direction away from the wall, can be done once)
    Moved a flex slot from “Set of enemy Base Guardians” to “All Enemy Lane Guardians”
    Added ropes to some buildings to let you climb up (hold jump key to latch onto them). Can shoot while hanging on them.
    A pair of teleporters has been added to the outer lanes at the midpoint (near the three red neutral creeps)
    Four teleporters have changed locations
    The upper floor teleporters have moved to the street level
    The interior teleporters have moved to the Bodega building and the Theater
    Teleporters are closed for the first 10 minutes (they look visually closed)
    Guardians no longer give 1 AP
    AP is now added to the following Soul levels: 3500, 5200, 8000, 9700
    Parry cooldown reduced from 6s to 5s
    Urn delivery sprint bonus increased from +2 to +3
    Walker min range to attack increased from 30m to 32m
    Golden Statues drop rate increased by 6%
    Replaced some bounce pads with ropes if the purpose was to go straight up
    Added two bounce pads next to sidelane walkers at cultural center and courthouse
    Added bounce pad from the Amber Orange/Sapphire Blue Walker walkway to the low roofs toward the Walker.
    Removed some rooftop zap volumes that damage players
    Several buildings have been made taller to make their rooftops out of bounds
    Several buildings have been made shorter to make them more accessible
    A few of the buildings have new passageways at higher floors that are along the way to the rooftop
    Breakable containers have been added to the new playable rooftops
    Juke closets have replaced the previous location of the upper floor teleporters
    The half of the underground tunnel towards the outer lanes has been made wider
    Tunnel walls now have the color of the lane that the exit is closest to
    Removed the archway leading to the underground shop
    Placed temporary signage for interior buildings and storefronts for future reference
    Two upper floor juke spots have been converted to passages through buildings
    Added a new upper floor juke spot to each side
    Stairwell from Amber Orange/Sapphire Blue Walker catwalk to the courtyard now less cramped
    Lowered the statue pedestals in the inner lanes outside of Mid

    Item Changes
    Weapon Items

    Monster Rounds: Bullet Resist vs NPC increased from 30% to 35%
    Hollow Point Rounds: Spirit Shield increased from +80 to +85
    Restorative Shot: Heal from heroes increased from 30 to 35
    High-Velocity Mag: Bullet Velocity reduced from +35% to +30% (now has an upgrade)
    Active Reload: Lifesteal reduced from 30% to 22%
    Active Reload: Buff duration reduced from 8s to 7s
    Kinetic Dash: Active Fire Rate reduced from 30% to 25%
    Long Range: Now grants +90 Bullet Shield
    Melee Charge: Now grants +1 HP regen
    Swift Striker: Now grants +10% Ammo
    Titanic Magazine: Bullet Armor increased from 10% to 15%
    Toxic Bullets: Heal Reduction increased from -55% to -65%
    Toxic Bullets: Bleed damage reduced from 6% to 5%
    Toxic Bullets: Now grants +100 Health
    Intensifying Magazine: Now steadily ramps back down to 0% when you stop shooting rather than instantly emptying
    Warp Stone: Active Bullet Resistance reduced from 40% to 30%
    Sharpshooter: Now grants +175 Bullet Shield
    Sharpshooter: No longer provides bonus headshot damage
    Sharpshooter: Weapon damage increased from 60% to 70%
    Burst Fire: Active duration increased from 3s to 4s
    Escalating Resilience: Max Bullet Resist increased from 36% to 40%
    Alchemical Fire: Cooldown reduced from 28s to 26s
    Heroic Aura: Active duration increased from 5s to 6s
    Added new T3 Weapon Item, Headhunter: Requires High-Velocity Mag. Grants +50% Bullet Velocity, +15% Weapon Damage and +150 Bullet Shield. Passive cooldown: Landing a headshot on heroes deals bonus +140 Damage, heals you for +8% Max HP and grants +2 m/s for 3 seconds. Cooldown: 6 seconds.
    Siphon Bullets: Weapon Damage reduced from 40% to 28%
    Frenzy: Ammo increased from +9 to +12
    Lucky Shot: Proc chance increased from 30% to 35%
    Ricochet: Bounce damage increased from 50% to 60%
    Ricochet: Fixed not applying spirit bonus damage from Vindicta and Wraith abilities

    Vitality Items

    Melee Lifesteal: Effectiveness vs non-heroes increased from 35% to 40%
    Healing Rite: Cooldown reduced from 65s to 60s
    Divine Barrier: No longer grants +7% Bullet Resist
    Divine Barrier: No longer grants +1.5 Health Regen
    Divine Barrier: Now grants +1 Sprint
    Divine Barrier: Now grants +75 Health
    Divine Barrier: Now grants +8% Ability Range
    Combat Barrier: Now also grants +8% Fire Rate while active
    Enchanter’s Barrer: Now also grants +8% Cooldown Reduction while active
    Reactive Barrier: Duration reduced from 13s to 9s
    Healing Booster: Now has also 15% Heal Reduction Resist (Leech no longer has it)
    Healing Booster: No longer has +6% Bullet Resist
    Superior Stamina: Air Jump/Dash Distance reduced from +40% to +30%
    Metal Skin: Cooldown reduced from 25s to 22s
    Rescue Beam: Channel duration reduced from 3s to 2.5s
    Lifestrike: Effectiveness vs non-heroes increased from 35% to 40%
    Fortitude: Damage taken duration threshold reduced from 12s to 11s
    Veil Walker: Cooldown reduced from 18s to 17s
    Majestic Leap: Cooldown reduced from 26s to 24s
    Leech: No longer has 30% Heal Reduction Resist
    Unstoppable: Can now be cast while channeling
    Unstoppable: Cooldown reduced from 65s to 60s
    Soul Rebirth: Cooldown reduction increased from +15% to +18%
    Soul Rebirth: Now grants +12 Spirit
    Soul Rebirth: Fixed being able to purchase globally during its brief respawn period
    Soul Rebirth: Fixed the camera moving away from the player if you will respawn, rather than following the ragdoll
    Colossus: Slow increased from 25% to 35%
    Shadow Weave: Spirit Shield health increased from +200 to +300
    Shadow Weave: Spot radius reduced from 20m to 18m
    Phantom Strike: Cast range reduced from 30m to 25m

    Spirit Items

    Ammo Scavenger: Health increased from +50 to +60
    Extra Charge: Cooldown reduction increased from +8% to +10%
    Spirit Strike: Debuff duration increased from 8s to 13s
    Spirit Strike: Spirit Shield increased from +85 to +100
    Extra Spirit: Health increased from +25 to +35
    Withering Whip: No longer grants +20% Ammo
    Withering Whip: Now grants +8% Fire Rate
    Withering Whip: Fire Rate slow reduced from -40% to -30%
    Withering Whip: Cooldown reduced from 40s to 25s
    Quicksilver: No longer has +10% Reload Time
    Suppressor: Health regen reduced from 3 to 2.5
    Suppressor: Fire Rate reduction reduced from -30% to -25%
    Improved Cooldown: Cooldown Reduction increased from 15% to 16%
    Duration Extender: Health regen increased from 1.5 to 1.75
    Slowing Hex: Projectile speed increased by 30%
    Slowing Hex: Cooldown reduced from 27s to 25s
    Rapid Recharge: Charge count reduced from +3 to +2
    Rapid Recharge: Faster Time Between Charges increased from +40% to +55%
    Rapid Recharge: Cooldown for charged abilities increased from +20% to +25%
    Knockdown: Delay reduced from 3s to 2s
    Knockdown: Stun reduced from 1.25s to 0.9s
    Knockdown: Cast range increased from 35m to 45m
    Silence Glyph: Duration reduced from 3.5s to 3s
    Torment Pulse: Spirit damage scaling increased from 0.2 to 0.24
    Surge of Power: Imbued Ability Spirit Power increased from +28 to +34
    Superior Duration: Non-Imbued duration increased from +24% to +26%
    Improved Spirit: Health Regen increased from 2 to 3
    Improved Spirit: Health increased from +75 to +100
    Improved Reach: Spirit Resist increased from +10% to +12%
    Curse: Duration reduced from 3.5 to 3.25
    Magic Carpet: You are now unslowable while on the Magic Carpet
    Magic Carpet: Cooldown reduced from 40s to 30s
    Magic Carpet: Barriers now last for 16s
    Echo Shard: Now grants +8 Spirit Power
    Escalating Exposure: Base Spirit Resist reduction increased from -12% to -15%
    Refresher: Now grants +8% Bullet Resist
    Boundless Spirit: Sprint reduced from +4 to +3
    Boundless Spirit: Now grants +25% Weapon Damage

    Hero Changes
    Character from Deadlock chosen by playersValve
    Abrams

    Infernal Resilience Regeneration Time increased from 16s to 18s (this is a nerf)
    Now does pull ups on the zipline once again (this is a buff)
    Fixed Shoulder Charge sometimes stunning enemies on stairs
    Fixed Seismic Impact sometimes not going to the area selected

    Bebop

    Gun range increased from 30m to 32m
    Hook now only targets enemies when used by default. If you use with alt cast (middle mouse) it will be ally only mode.
    Hyper Beam can now be canceled by using Parry

    Dynamo

    Rejuvenating Aurora can now be canceled by using Parry
    Fixed Kinetic Pulse not traveling properly when cast near corners
    Gun damage reduced from 15 to 13
    Singularity cast time increased from 0.1 to 0.2
    Singularity range reduced from 9m to 8m

    Grey Talon

    Charged Shot collision size reduced by 8%
    Charged Shot base damage reduced from 105 to 100
    Charged Shot T2 reduced from +70 to +65
    Fire Rate now scales with Spirit (0.25)
    Can now use multiple air dashes while using Rain of Fire
    Immobilizing Trap root duration reduced from 2s to 1.25s
    Immobilizing Trap now applies a 50% movement slow for 1 seconds after the root
    Immobilizing Trap T2 changed from +1s Root to +2s Slow

    Haze

    Base bullet damage increased from 5.3 to 5.6
    Sleep Dagger impact damage happens immediately, rather than after the brief drowsy period
    Sleep Dagger drowsy period before sleep kicks in increased from 0.25 to 0.35
    Sleep Dagger cooldown reduced from 27s to 25s
    Smoke Bomb radius reduced from 20m to 18m
    Fixation T2 max stacks increased from +30 to +40
    Bullet Dance now provides +2 Weapon Damage in the base ability (similar to the T1)

    Infernus

    Reduced vertical reach on Flame Dash dps
    Flame Dash speed is now affected by slows
    Flame Dash trail now gets wider with Ability Range bonus
    Flame Dash T1 duration reduced from 7s to 6s
    Catalyst Damage Amplification reduced from 30% to 25%
    Catalyst T3 Damage Amplification increased from +10% to +15%
    Catalyst T2 reduced from +20% Lifesteal to +15%

    Ivy

    Bullet damage growth per boon reduced from 0.55 to 0.5
    Health growth per boon reduced from +41 to +35
    Watcher’s Covenant T2 reduced from +3 m/s to +2
    Air Drop no longer silences allies
    Air Drop now causes allies to deal 50% less damage while being carried
    Air Drop movement adjusted to be a little less frantic
    Fixed Air Drop bomb disappearing if you cancel your ultimate after dropping it but before it lands
    Air Drop self cast cast time increased from 1s to 2s
    Air Drop max move speed reduced from 20 to 18
    During Air Drop flight you can pitch up and down with Dash/Crouch buttons
    Fixed getting stuck under bridges and in buildings while Air Drop flying

    Kelvin

    Bullet radius increased from 5 to 6
    Base health growth per boon increased from +45 to +50
    Arctic Beam max slow increased from 60% to 80%
    Arctic Beam now affects soul orbs (secures/denies them)
    Arctic Beam T3 range reduced from 15m to 13m
    Fixed Ice Path jitter
    Frost Grenade T2 Heal increased from 135 to 145

    Lash

    Improved firing arm position to be a little bit more out of the way from the reticle
    Grapple no longer gives a stamina charge on use

    Paradox

    Fixed Paradoxical Swap still going through even if Paradox dies during it

    Pocket

    Barrage amp reduced from 8% to 7% per stack
    Fixed Barrage amp visual not showing properly

    Seven

    Static Charge radius increased from 5m to 6m
    Static Charge T2 radius increased from +7m to +8m
    Storm Cloud spirit power scaling reduced from 1.1 to 0.8
    Storm Cloud time to reach maximum radius reduced from 6s to 3s
    Storm Cloud Now provides +20% Bullet Resistance in the base ability

    Shiv

    Bullet damage growth per boon reduced from 0.5 to 0.4
    Gun falloff range reduced by 10%
    Health growth per boon reduced from +41 to +35
    Slice and Dice T2 reduced from +100 to +85
    Slice and Dice T3 now considers creeps for only half value
    Bloodletting deferred damage reduced from 35% to 30%
    The targeting UI for Shiv’s Killing Blow is now more clear about when the target will be killed

    Vindicta

    Stake duration reduced from 2.25s to 2s
    Crow Familiar Spirit Power duration scaling reduced from 0.05 to 0.04
    Fixed left clicks sometimes deselecting the ability when charges aren’t ready

    Viscous

    Primary Fire redesigned to make it more usable and have improved damage and scaling
    Now has an Alt Fire that has limited range, but deals AOE damage that cannot headshot
    Splatter Spirit Scaling increased from 1.4 to 1.5
    Splatter Damage on 2nd and 3rd hit increased from 66% and 33% to 70% and 50%
    Puddle Punch damage increased from 100% to 110% of Light Melee
    Puddle Punch T2 is now +50 damage and +20% movement slow (was -10s cooldown)
    Puddle Punch T3 is now -12s cooldown (was +80 damage and +20% movement slow)
    Puddle Punch: delay before punch increased from 0.25s to 0.35s
    Goo Ball Spirit Scaling increased from 1.05 to 1.3
    Goo Ball acceleration increased
    Goo Ball base turn radius and turn radius after bouncing has been increased
    Fixed a bug where Goo Ball would have the direction and trail particle stuck on

    Warden

    Base movement speed reduced from 6.5 to 6
    Fire Rate scaling with spirit reduced from 0.375 Fire Rate per Spirit to 0.3

    Yamato

    Power Slash max damage time requirement reduced from 1.5s to 1.4s
    Power Slash collision radius reduced by 8%
    Crimson Slash radius increased from 12m to 13m
    Fixed being able to die during Shadow Transformation if hit by Grey Talon’s Owl
    Fixed some cases where Flying Strike could get into a stuck state
    Fixed some cases where Crimson Slash would appear to be cast when it wasn’t

    Karoz on
  • vamenvamen Registered User regular
    GnomeTank wrote: »
    As a someone with probably 3000 combined hours in Dota 2 and League, I for one hope they keep just calling the items what they do. "This is Bullet Armor, this is Better Regen" and don't go the Dota/League rout of "This is the Ghost Armor of Legendary Flame and this is the Locket of Rejuvenating Vitality". Don't make me memorize a second layer of stuff.

    As someone who is turned off by MOBAs because of the in-game 'store' (HOTS is the only one I've liked due the talent system replacing the store), I was initially overwhelmed by the items in Deadlock but I quickly got used to them both because they are named well, as you said, and the descriptions are very helpful. And while there are a decent number of items, it's not overwhelmingly large.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    On the store stuff: The only really 'complicated' items are some of the more expensive and weirder actives.

    Like there's a BKB and Refresher (Unstoppable and Echo Stone plus it's other 6.3K Spirit active buddy) or just a flat out purchasable stun in Knockdown that people should be using more imo.

  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    And on that note, some relevant bits from the patch notes above:
    Knockdown: Delay reduced from 3s to 2s
    Knockdown: Stun reduced from 1.25s to 0.9s
    Knockdown: Cast range increased from 35m to 45m
    Way better for stopping a Seven or Bebop ult now, I think.

    On the other hand,
    Unstoppable: Can now be cast while channeling
    Unstoppable: Cooldown reduced from 65s to 60s
    Seven/Bebop can now become stun immune for 6s during their ult, if I'm reading this right.

  • vamenvamen Registered User regular
    On the store stuff: The only really 'complicated' items are some of the more expensive and weirder actives.

    Like there's a BKB and Refresher (Unstoppable and Echo Stone plus it's other 6.3K Spirit active buddy) or just a flat out purchasable stun in Knockdown that people should be using more imo.

    I should look into them...I have avoided all "activate-able" items so far. I don't even know what key it is to activate, I better look that up =p.

  • KarozKaroz Registered User regular
    edited August 30
    vamen wrote: »
    On the store stuff: The only really 'complicated' items are some of the more expensive and weirder actives.

    Like there's a BKB and Refresher (Unstoppable and Echo Stone plus it's other 6.3K Spirit active buddy) or just a flat out purchasable stun in Knockdown that people should be using more imo.

    I should look into them...I have avoided all "activate-able" items so far. I don't even know what key it is to activate, I better look that up =p.

    It'll ask you to assign when bought (default Z, X, C, V IIRC)

    They are definitely worth checking out as Infuser or Healing Rite (both $500 each) can be a nice damage or sustain in the early game and each level has useful stuff.

    Really wish I had a site to browse all the items at my leisure but at least it's easily accessible in the resources tab on the menu.

    Edit: Played as Kelvin, he's a cool dude but not quite my style.

    Haven't really found a hero that quite clicked but thankfully I haven't played even half of them so still time.

    Karoz on
  • vamenvamen Registered User regular
    edited August 30
    Oh yea, some of those activate ones are a blast. Glad I finally tried them.

    vamen on
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