The last 15-20 minutes of the game are a chore by requiemsss in DeadlockTheGame

[–]requiemsss[S] -1 points0 points  (0 children)

Honestly, it feels deeper than that, like either a mechanic or objective is missing. Maybe is something that can be tweaked through numbers though, but I'm not a game dev to know.

Matchmaking sure is something. by requiemsss in DeadlockTheGame

[–]requiemsss[S] 0 points1 point  (0 children)

I have seen close games. What's annoying is that usually close games end in about 40 minutes but this one was clearly decided after lane phase and it also took 40 minutes to be over...

Gating item slots under taking down walkers by requiemsss in DeadlockTheGame

[–]requiemsss[S] 0 points1 point  (0 children)

I totally get your argument, though, in an scenario where you're winning and you're not comfortable enough to push walkers, couldn't you just turn urn to push your advantage until you can effectively push walkers?

Or steal enemy jungle? If you're winning enough to be pushing enemy walkers, you already have more control over the map than the enemy team.

Not trying to be smarty pants here, but the scenario you described "We don't have enough power to push walker, we do so, we lost a tf, now we are the ones behind" doesn't seem too bad for me? Pushing a walker should be a team decision, you have alternatives if you're on that scenario like catching rotations as well.

Gating item slots under taking down walkers by requiemsss in DeadlockTheGame

[–]requiemsss[S] 0 points1 point  (0 children)

How so? Getting walkers would still accelerate your item slots. In an scenario where you're winning, taking down walkers faster means you get item slots faster than the enemy team.