Mechanics
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 currency ( 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
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
Offense and Defense
- 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, structures, and units.
- Melee Attacks
- Every hero may also attack in "melee" to strike at point-blank range with their fist, gun, or other object. Players may use either light or heavy melee attacks to either jab with small amounts of damage, or lunge with a heavy blow.
- 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 successful parry will not be able to activate again for 2 seconds, while an unsuccessful parry is on cooldown for 4 seconds.
- Crouch
- Crouching(Default key: Ctrl) can help avoid enemies' fire and hide behind objects.
- Heroes' Abilities
- Every hero has 4 unique abilities what they can use after unlocking them by spending ability unlocks. Abilities are often used to deal Spirit Damage, empower the player or allies, weaken enemies, or for traversal.
Movement
- Double jump
- Heroes can perform a double jump by jumping while in mid air, which cost 1 stamina. 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 in the air and has less slowdown at the end of the dash. Heroes can perform a single air dash while in the air.
- Slide
- Heroes can slide by holding crouch after dashing, preserving momentum and giving infinite ammo temporarily for the duration of the slide. This can increase the bullets shot before reloading when fighting around stairs or slopes, such as the ones seen in every lane next to the Guardian.
- Heroes can initiate slides without consuming stamina from dashing by crouching while moving down slopes or stairs, or crouching while moving at more than 10m/s. This allows chaining of movement abilities while preserving stamina.
- Dash Jump
- Dash jump is a fast long jump, which heroes can do by jumping right after Dash, which costs 2 stamina. The timing of a dash jump is visualised by the crosshair turning blue after dashing, while the crosshair is blue the player can press jump to dash jump.
- Fast descend
- 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
- 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.
Map Mechanics
- 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 all 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 the first shrine 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 weakened 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. | |
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. |
Temporary Buffs
Temporary buffs spawn on the bridges overlooking the soul urn locations. 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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