Mechanics: Difference between revisions
→Movement: It is an air dash. Redundant. |
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; Melee Attacks | ; Melee Attacks | ||
* Every hero may also | * Every hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, more damaging blow. | ||
; Parry | ; Parry | ||
* Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''parry state'' in which they can fully absorb one melee attack, stunning the attacker, but cannot do anything else. A | * Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state'' (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds. | ||
; Crouch | ; Crouch | ||
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; Heroes' Abilities | ; Heroes' Abilities | ||
* Every hero has 4 unique abilities | * Every hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or for traversal. | ||
=== Movement === | === Movement === | ||
; Double jump | ; Double jump | ||
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[stamina]]. | * Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[stamina]]. Without items heroes can perform a single ''double jump'' in the air. | ||
; Dash and Air Dash | ; Dash and Air Dash | ||
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* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies. | * Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies. | ||
* Pressing dash while in the air performs ''air dash'' which works exactly like regular dash, except | * Pressing dash while in the air performs ''air dash'' which works exactly like regular dash, except it has less slowdown at the end of the dash. Without items heroes can perform a single ''air dash'' while in the air. | ||
; | ; Dash Jump | ||
* | * A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[stamina]], for a total of 2 including the stamina spent ''dashing''. The timing of a ''dash jump'' is visualised by the crosshair turning blue while ''dashing'', while the crosshair is blue the player can press jump to ''dash jump''. | ||
; Slide | |||
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your overall dps by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]]. | |||
* | * Heroes cannot jump during slides performed from a ground dash, all other slides (including from air-dashes/dash jumps) do not have this restriction. | ||
; | ; Down Dash | ||
* Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[stamina]]. | * Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[stamina]]. | ||
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| [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. | | [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. | ||
|- | |- | ||
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. Destroying the | | [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. Destroying both the shrines will provide a Flex Slot for all allies. | ||
|- | |- | ||
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a patron in its normal state, it must be exposed by killing both shrines in the base. | | [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a patron in its normal state, it must be exposed by killing both shrines in the base. | ||
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=== Temporary Buffs === | === Temporary Buffs === | ||
Temporary buffs spawn on the bridges overlooking the soul urn locations. There are four types of buffs: | Temporary buffs spawn on the bridges overlooking the soul urn locations and begin at the 10 minute mark. There are four types of buffs: | ||
# '''Survival Buff:''' Grants temporary health and health regen. | # '''Survival Buff:''' Grants temporary health and health regen. |
Latest revision as of 23:27, 10 November 2024
Mechanics in Deadlock are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory.
Mechanics can be broken into three categories:
- Unit mechanics
- The statistics, controls, and statuses of the units of Deadlock, including the player's hero, the marching Troopers, and lane Structures.
- Gameplay mechanics
- The mechanics of interacting with the game, how the player gains Souls, victory/defeat conditions, damage, healing, and death.
- Map mechanics
- The locations and entities of the game map and how they interact with players.
Overview[edit | edit source]
The overall objective of Deadlock is to destroy the enemy team's Patron. This is done over the course of the game, where two teams battle across four lanes, navigating the map using Ziplines. Each lane contains both Guardians and Walkers that a team will need to destroy to ultimately destroy the Patron.
Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to Level-up and buy items.
Gameplay Mechanics[edit | edit source]
Offense and Defense[edit | edit source]
- Weapon Attacks
- Every hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other heroes, and units.
- Melee Attacks
- Every hero may also perform a "melee" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, more damaging blow.
- Parry
- Parry (Default key: F) is a defensive move that is available to every hero. After performing a parry, a hero briefly enters a parry state (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds.
- Crouch
- Crouching(Default key: Ctrl) can help avoid enemies' fire and hide behind objects.
- Heroes' Abilities
- Every hero has 4 unique abilities, which they can unlock for use by spending ability unlocks. Abilities are often used to deal Spirit Damage, empower the player or allies, weaken enemies, or for traversal.
Movement[edit | edit source]
- Double jump
- Heroes can perform a double jump by jumping while in mid air, which cost 1 stamina. Without items heroes can perform a single double jump in the air.
- Dash and Air Dash
- Pressing the dash button (Default key: Shift) performs a quick evasive maneuver, which costs 1 stamina. It can be used to evade enemies' attacks, escaping fights or chasing enemies.
- Pressing dash while in the air performs air dash which works exactly like regular dash, except it has less slowdown at the end of the dash. Without items heroes can perform a single air dash while in the air.
- Dash Jump
- A Dash jump is a fast long jump, which can be performed during a dash and costs 1 stamina, for a total of 2 including the stamina spent dashing. The timing of a dash jump is visualised by the crosshair turning blue while dashing, while the crosshair is blue the player can press jump to dash jump.
- Slide
- Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your overall dps by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the Guardian.
- Heroes cannot jump during slides performed from a ground dash, all other slides (including from air-dashes/dash jumps) do not have this restriction.
- Down Dash
- Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 stamina.
- Wall Jump
- Heroes can perform a wall jump by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any stamina.
General[edit | edit source]
- Laning
- Laning is the process of fighting in the lane, collecting souls from Troopers, and pushing the lane to the enemy Patron.
- There are 4 lanes. From left to right they are York (yellow), Greenwich (green), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on the minimap.
- Ganking
- Ganking is the act of moving from one lane to another to help kill enemy heroes who are over extended, or who are simply ripe for the picking.
- The process of organizing players in the laning phase (see: "Strategy").
- Items
- Main article: Items
- All items give passive bonuses and some of them have active ability that hero can use on command. Items can be purchased from the The Curiosity Shop, for Souls.
Comeback Mechanics[edit | edit source]
When a team is behind on Souls (the losing team), there are some mechanics that come into play to allow the losing team to catch up.
Kills[edit | edit source]
- Main article: Souls
- Killing an enemy hero will award more souls if the player's team is behind.
- Killing an enemy hero that has a Kill Streak will reward a "Bounty" of extra Souls.
Soul Urn[edit | edit source]
- Main article: Soul Urn
- If the courier is on the losing team, they gain additional sprint speed (currently +6 compared to +2 for the winning team)
- The Soul Urn will award additional souls to the losing team. Bonus varies based on the deficit.
- The Soul Urn drop off location is located in the middle of map if teams are even but located on the losing teams side if one team is behind.
Map Mechanics[edit | edit source]
- Main article: Map
Unit/Structure | Image | Description |
---|---|---|
Troopers | Troopers are the main force of each Patron, sent down the map's Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.
For much of the game, destroying Troopers (and their Soul orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. | |
Guardian | The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.
When 3 enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory. | |
Walker | The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain a Flex Slot for every 2 enemy walkers destroyed. | |
Base Guardians | The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. | |
Shrine | The fourth objective is the Shrines, they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. Destroying both the shrines will provide a Flex Slot for all allies. | |
Patron | The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a patron in its normal state, it must be exposed by killing both shrines in the base.
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team's Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health. | |
Denizen |
Denizens exist in the "Jungle" of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of souls if destroyed and respawn soon after. | |
Mid-Boss | The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat.
When the mid boss dies it drops the Rejuvenator. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the Rejuvenation Credit that buffs you and your team along with your Troopers. | |
Soul Urn | After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of Souls, a single ability point for the "courier", and another urn will spawn 5 minutes later. | |
Breakables | Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of souls. | |
Sinner's Sacrifice | Sinner's Sacrifice is a vending machine that provides Heroes with souls in exchange for health if punched. | |
Ziplines | The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane. | |
Teleporter |
Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally. | |
Ropes |
Ropes can be used to quickly ascend to midlevels or rooftops. |
Temporary Buffs[edit | edit source]
Temporary buffs spawn on the bridges overlooking the soul urn locations and begin at the 10 minute mark. There are four types of buffs:
- Survival Buff: Grants temporary health and health regen.
- +400 Max HP
- +1% HP Regen
- Duration: 160s
- Gun Buff: Grants temporary magazine size and fire rate.
- +40% magazine size
- +20% fire rate
- Duration: 160s
- Casting Buff: Grants temporary cooldown reduction and spirit power.
- +20% cooldown reduction
- +25 spirit power
- Duration: 160s
- Movement Buff: Grants temporary extra stamina and sprint speed.
- +2 stamina charges
- +30% stamina regeneration speed
- +3m/s sprint speed
- +50% zipline boost speed
- Duration: 160s
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