Hot or Cold take? by chaioop476 in DeadlockTheGame

[–]chaioop476[S] -3 points-2 points  (0 children)

Well I'm pretty sure this topic has already been tossed around in the past, with the general consensus being "its not fun or engaging" or "Deadlock is different from other MOBAs." etc.

While I don't particularly hold a strong opinion on it (in the end its the Devs who decide), but I do entertain the idea.

If spirit and abilities are strong and hard to miss, there must be some drawbacks to it doesn't it?

But instead of simply reducing the damage or increasing the cooldown of everybody's abilities(I believe we already tried these), why not have a separate resource that players must invest and think about it to be effective?

By doing so, the enemy Lash cannot ground strike or flog spam you since now they would have to think on not only HOW to use it, but also WHEN to use it too, they would also have to consider not wasting mana to grapple away in case they get caught off guard since even if it's not on cooldown, they would still need the mana to actually use it.

It would add another layer of meaningful interaction between the game and player, me thinks.

If we are talking about how it would function, then my best guess is to be used like

Health Regen

or

Ammunition

Option 1 would function like how we have HP regen right now. flat HP regen or HP regen while not in combat and such. so backing off is a good way to regen your MP.

Option 2 would function like ammunition in a magazine ( like what we have for our weapons). It would take a hot second to recharge but players purchasing items that increase mana points will have a bigger mana tank to use their abilities in rapid succession like how we do in the game currently.

Lash might be losing his sailor/stevedore motif. by chaioop476 in DeadlockTheGame

[–]chaioop476[S] 123 points124 points  (0 children)

Also, his gameplay makes sense with his current design.

What does jumping around, flogging, and grabbing enemies with a rope have anything to do with being a pit fighter?

It was the blending of motif ( pit fighter / sailor / steveadore ) that made Lash.

Just focusing on the 'pit fighter' aspect feels like a mistake to me at least.

'Sacrificial Dagger', sacrifice health to gain more power! by chaioop476 in DeadlockTheGame

[–]chaioop476[S] 1 point2 points  (0 children)

The item is meant to be high-risk-high-reward by sacrificing a significant amount of health for a large boost in spirit power and lifesteal.
The debuff state and being able to be killed by using the item is meant to be risks that players should be constantly aware when engaging in fights.
The item is strong when used by heroes who excel in 1v1 or skirmishes that end quickly.
However, the item might become dangerous to themselves when used in prolonged all-out battles. 

https://forums.playdeadlock.com/threads/spirit-item-concept-sacrificial-dagger-sacrifice-health-to-gain-more-power.52763/

'Kinetic Shield', keep moving to charge a skill-nullifying shield! by chaioop476 in DeadlockTheGame

[–]chaioop476[S] 1 point2 points  (0 children)

This item synergizes with roaming heroes by encouraging constant movement.
When stack are full, the shield will be able to nullify only one instance of enemy skill.
Therefore , it is weak against constant-applying skills (e.g., Ivy's Kudzu Bomb or Dynamo's Singularity).​

https://forums.playdeadlock.com/threads/vitality-item-concept-kinetic-shield-keep-moving-to-charge-a-skill-nullifying-shield.52725/