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Cake day: July 4th, 2023

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  • I don’t know if it’s been culled by now in patches, but when I played there were still lines by the narrator talking about the consequences and “if you do this, there’s no going back” regarding the brain worms. All lies, it turns out.

    I have no clue why they cut it, but having it actually impact your potential choices and your endings would be thematically appropriate and make for fun and difficult gameplay choices, I would have thought.

    The lack of consequences for the brain worms - and lack of rewards or even mentions for abstaining! - was part of why Act 3 soured me on the game quite a bit. Come on, not even a silly achievement for not using any Illithid power all playthrough?







  • I never played HotS but I played Dota 1&2 for many years. Recalibrating for Deadlock hasn’t been easy, despite being familiar with stuff like last hitting.

    The farm thing is what stands out to me most, as you can’t really play passively if you feel like you’re outmatched skill-wise in Deadlock. In something like TF2 or Overwatch you can play more defensively if you feel disadvantaged, but here what will happen is you’ll fall so far behind on farm you’ll never be able to contribute.

    The map feels too small and the pace too high, somehow, and 4 lanes seem too many. It’s been hard to feel like you can leave your lane and gank without opening too much of a vulnerability on your “home” lane. This exacerbates the problem of one lane getting stomped and that snowballing into an unstoppable victory.

    It’s very possible all these problems diminish with good team play, though. This might be one of those games you can’t enjoy properly without organised team play and active voice comms.


  • I can see potential in the concept - needing to push and farm and take down neutrals or world bosses creates micro objectives and incentives for player movements and varied gameplay circumstances emerging from it. The shooter framing makes for a faster-paced style compared to Dota/League, and the ability and item system adds complexity and customization which increases the skill ceiling.

    I think a big issue right now is balancing. The game is very snowbally and if there are catch-up mechanics in place I haven’t found them. So not losing the lanes is super important and whichever team builds a lead over the first couple of minutes tends to extend that into running the enemy team over. It also makes matchmaking and team skill gap a big problem (just like all MOBAs) since if you have a bad player they have a double negative effect: not contributing and feeding the enemies.

    Apart from the aesthetic I do think the hero designs are pretty good (both in looks and gameplay) and the map has been pretty great - lots of traversal options and verticality.

    I’ve had some decently fun matches today, but it’s a very uneven experience.


  • I’ve only had the chance to play a handful of matches but I can echo those sentiments so far, I think. Another disclaimer though is that I’ve only played random matchmaking, not any premade stacks or squads.

    The resource battle sets the gameplay experience apart from stuff like Overwatch or TF2 - and not really in a good way (so far). It does get very snowbally, but if it’s intended to be a team-oriented game like Dota it’s possible I’m not seeing all the intended catch-up mechanics. It does seem like whichever team gets the best start just wins on stats, which makes the quality of matchmaking impact your fun a LOT. Uneven teams lead to very boring matches. I’ve also run into the classic Dota problem of “finish plz” - where a dominant team farms kills outside your base instead of finishing the game.

    All aspects of the game are clearly alpha though - and there is potential here. Like highlighted the map is great and I think the hero designs are good (both visually and mechanically). With both four abilities and four slots for active items the game looks to be making its niche complexity and high skill ceiling - much like Dota (unsurprising given Icefrog is designing this).

    I also think the MOBA aspect of pushing and farming isn’t necessarily a bad concept as it does introduce a bunch of micro-objectives which drive player movements and create emergent gameplay. It just needs better balancing I think.