According to rumor (random shit I read on the internet), Yamato looks like this because in Neon Prime, she's supposed to be an alien LARP-ing as a Japanese samurai.
For all the shooter players that are new to the genre: shoot creeps. The red dots on the map should be more tantalizing to you than enemy hero portraits.
To elaborate. Creeps give you gold (or souls). Gold gives you items. Items make you stronger. When you are stronger, then you can go around trying to delete other players. You can still try to kill other players early, mid-game, but you have to be methodical and patient with that sht. In shooters, if you die you just boost the enemy's kda. If you die in a moba, you give the enemy a lot of gold, which gives them license to buy stronger items and making them that much harder to kill. So you need to be a lot more thoughtful about how you engage the enemy
I think it also helps that Valve has an insane reputation for quality. I was talking to friends about this and I have to imagine someone at Valve said, "Look. Every other large studio has been putting out trash. People who play games don't trust big studios. There's an opportunity for us."
@@colbyboucher6391 I definitely wouldn't call it a "polished" experience overall but I do think that it's more polished and less free of issues than other games that major studios have released. It's an extreme example but I would definitely say it's more polished than, say, Cyberpunk 2077
On the topic of items feeling like they hard counter some heroes: this is an intentional design choice brought over from DotA. It's done this way to try and prevent item builds from being formulaic, and making you dynamically adjust your item build to deal with what your opponents are building. Most (all?) of these super powerful hard-counter level items can also be countered by other items, to facilitate this. For example, an opponent builds an item that lets them silence you on demand to stop you from channeling your super powerful team fighting ability. You recognize this, and now have the option of just trying to deal with it and only using that ability when that opponent is dead or the item isn't available, or you can counter it with the "Unstoppable" item to make you immune to such things for a short time. These super powerful items are expensive, so it's a very weighty choice. You can definitely make a valid argument that you don't like items being so powerful and want items to be weaker or have less direct effects, more similar to League of Legends, but it is undoubtedly a solid, well-reasoned design choice that does have the intended effect of making builds dynamic.
Tbh if you prefer LoL over DoTA you’d be better off playing OW2 over this, it’s purposefully made to be more complicated to attract a different playerbase
it's like that sandpit game people used to play in kindergarten where one kid goes "I use super powerful sword that destroys everything" and the other kid goes "nu uh, I have a super shield that can block everything"
@@AMabud-lv7hy OW doesn't have items so i don't think the comparison is that fair. LoL may not be as complicated as DoTA but it's still fairly complicated compared to (hero)shooters
Preach! This is a hallmark of Icefrog and I personally love it. I’m not young and cracked anymore. With this design I can flex my knowledge instead, in the lower skill brackets.
Yamato and Grey Talon character design is a leftover from Neon Prime, Bepop too. they're still a placeholder. there's also a Yamato leaked redesign which is more fitting to the game's world.
It's simply not fun to 1. Be trapped in place and killed with no recourse 2. Be in a fight that you physically cannot win because the other person bought a build that countered you This is 50% of the gameplay and the other 50% is farming AI and browsing menus
@@mikevismyelement i mean it does mean that one guy who gets fed cant just run around killing everyone brainlessly, you have to pisition correctly and sometimes you just get point and click stunned. its frustrating but necessary for a moba
Game industry those days --> alpha/beta release ---> microtransactions + skins ---> take money ---> make promesses ---> leave project and go to vacation for reste of their life
As a longtime fps player, mainly overwatch, I found this game to be very accessible as a moba because the shooter elements gave me something that I was already comfortable with, like a stepping stone into the moba elements.
@@Void-Knull My only previous experience with MOBAs was trying to see what DOTA2 was about and finding its on-boarding to be a completetly uninteligble mess, so I've been pretty happy with Deadlock so far
It’s much easier to do well in a Deadlock game as a skilled fps player than a skilled moba player, even if strategically a moba player knows the game flow It’s like a football coach is never gonna beat an athletic 20 year old
also from overwatch, I’m addicted to this game. the complexity was overwhelming for my first 3 games but once i figured out 80% of the mechanics i started going over 10 elims per game
It's understandable that you don't like counters as someone who doesn't play MOBAs, but that's part of the idea. Building a big item to counter someone on the enemy team inevitably means that you aren't building something else (e.g. more damage, or something to prevent getting countered yourself), so it's all about tradeoffs. I've played matches where I should've made the counter item and I didn't, and I played other matches where the counter item was a mistake because it didn't even help us in the end. There are also items like Unstoppable or Debuff Reducer/Remover that serve as a "counter to the counter". At a higher level, you get into this mindset where timing is extremely important and whether you want to fight or not depends on many of those variables: Which ults are up, do i need just 1k before we can basically team wipe them with item X, did enemy X just hit their item timing and we need to chill? etc. I really appreciate your input though since I very much respect your experience with Counter Strike and I'm glad to see you're enjoying the game!
I'm decent at DOTA and used to be decent at league before the vanguard update and I much prefer DOTA items. I really hope they don't dumb down the items (in the direction of league items where most things are just a stat stick). I understand that people don't like being stunned/countered/whatever but I love that you have to itemize against heroes in order to not pop like a balloon. I guess you just get used to it after a while, I hope people don't get frustrated and leave
@@Rac00n Its funny that supports are the ones with the most complex items in League. Not only do they have to babysit 4 egomaniacs and keep track of who needs to get their booboos treated but also have like 3 different active items along with vision control items.
The biggest Eehhh design is Yam, and that's because she was made for neon prime and hasn't been updated yet, she was an alien who got obsessed with Japanese culture but that has changed now but they don't have a new model yet
@user-rn4kl7uv3y now she's a Japanese business woman taking on the name (and I think blade) of her dead brother, as she takes her family business to the US (an immigrant story yk) (that might be slightly off but it's on her background page)
As an old dota player (more than 12 years) I have the same problem with dota and deadlook: I don't know how long a match is gonna last, some times 20 min, some times 50 mins. As a kid i had a lot of free time to play all afternoon, but now that I am a adult (fuck me), I do not want to speed almost an entire hour in a single match. Aside from that, I think the game is awsome.
Yup luckily the kiddo took a nap today and I was able to get 2 games in. One being 30 mins and the next like 40 mins. Also it seems to me that as the days pass the games will get shorter because one team is always just going to steam roll the other.
Yeah this what makes shooters like CS great because you know roughly how long matches are because of the timer. Moreover if you don't have the time or energy for a full match you cab queue for quick matches, wingman or DM and you'll still experience 90% of what makes the game fun (the shooty shooty). In a moba the games end when the winning side decides it's gonna end, and if you don't want to deal with it and hop into a faster gamemode (like ARAM in LoL) you lose 50% of what makes the genre fun (macro and strategies)
Absolutely loving the game so far. My favourite aspect is the ziplining, which prevents having to walk back/forth to the shop. Not even that, but there are many shops.
It's funny cuz it's kind of both worse and better than dotas couriers and teleport scrolls. There's way less to think about but at the same time I can't go across the map the moment I see an enemy getting to aggressive in a far away lane.
@@elnjubo The cross lane teleports are kind of like the roshan teleporters. you have to go to them and wait and they only go to a specific location. They also only activate at like 10 minutes. TP scrolls let you teleport to any ally building on a cool down. You can also get boots that let you tp to any ally creep and eventually to ally heroes. This lets you respond to ganks or execute ganks much more freely. Deadlock just puts the lanes really close but if you're across the map you don't have much of a quick option.
though I understand your frustration about the amount of stuns/disables in the game, I believe that they are definitely and intentionally toned down compared to Dota 2, where good stuns are plentiful and very reliable. Wraith's stun doesn't last too long and it's a moving projectile, sleep and silence don't cancel channeling spells, Ivy's stun is really conditional to getting close to the enemy, Seven has a delayed stun, etc. Dynamo's ult is probably the most extreme disable. In Deadlock everything is much more manageable. You don't see its equivalent to Dota's BKB, Unstoppable, being purchased nearly as often and that tells me a lot.
tried to play again after months of hiatus on cs and refocusing on dota2...played again and nothing has change but cheaters turning off/on their aimbots, effing chinese can't be banned in asia.
Man, this game is FUN! I'm still learning and no one is complaining on the mic about how bad I am, but the learning curve feels so nice and rewarding, meanwhile the intersection of genres was so well made. Valve got a jackpot
I don't think that will persist into the full game. As soon as it stops being a "club that you have to be invited to" it will start getting as toxic as any other game. Still an amazing game, from what I've played.
@@filip9564 Depends, the game has a dynamic report system that weighs a hidden karma metric and so far they have been ruthless. I guess we'll see if they keep up with the "treadmill work" 🥴.
toxicity tends to change once the masses are let loose on the game. atm people are playing who are genuinly interested in trying out a new game and dont mind eating losses at first. once the people who demand wins to feel good and fail to see their own mistakes enter the game that will change. not that you should mind them anyway, but still.
In regards to saying the RTS controls are archaic because they were designed for controlling like 50 dudes: dota actually does have many heroes where you control many units. Zoo heroes like Lycan and Beastmaster, Brood with dozens of spiderlings, Meepo with up to 4 clones of your original hero etc. all allow you to micro each individual unit with just as much precision as a real hero like an RTS. I agree most mobas don't make full use of the control scheme but you do lose an entire dimension of hero archetypes by removing it. This game basically just feels like dota as a shooter, and as a long time dota fan I love it. The heavy stuns and hard counters in items you dislike are good because they absolutely force you to play with your team, and that philosophy is reflected in deadlock. Great game, excited to see where it goes
There is item in game called Unstoppable that makes you immune to stuns, slows, any kind of debuff or cc basically, it has a 6 secs duration and 60s sec cooldown. It is extremely powerful against teams with heavy cc like Lash, Dynamo and Abbrams.
@@DOOMZEDAY Well in terms of visibility nobody quite did it like TF2 which is what I'm talking about. The base 2007 TF2 is a masterpiece when it comes to visual clarity and they did it through tedious design choices. The "washed out background and saturated colors of the gameplay" thing that Warowl mentions exists in TF2 and it not only gives the whole game a painterly vibe, it makes each character pop a lot more. Games like Overwatch and Paladins are unbearable to look at when there's a fight going on. The character outlines, saturated colors of the map and the abilities, The flashy particle effects are too much imo. I was kinda thinking that Deadlock was gonna face the same problems and although the game can definitely get a bit "cluttery" it's much better than most modern games and that's just Valve implementing to TF2 formula.
@@ruzgar1372 Moby Francke has always been my favorite art director from valve, and the new tone is definitely his doing. I can tell "neon prime" was designed by the people who made Dotas artstyle then Moby Francke took over and started going in the early 1900s Cultist direction for Deadlock. (its kinda funny that 3 hero shooters had major influence by him, tf2, valorant, and now deadlock)
except no matter what tf2 will always look cleaner than any of these games purely because all the character shoot regular guns at you and not 3 different neon abilities
@@GreenTrapped i too played it and it's the worst thing i ever played. If this is moba moba fps. Then what will make dota 2 or LoL fan play it instead? Nothing. Terrible FPS game too.
@@CoolSs 1. Deadlock isn't an FPS (FIRST PERSON SHOOTER) it's third person 2. it has no mana system, no "oh press button to TP back to base" so you're gonna be constantly on the move to fight and to do something to help or catch up. 3. every character has movement, so you never feel like trapped since Movement isn't locked to a character, while there are some characters with better mobility abilities, it's not like dota or league where you literally have no way to get out on certain characters that does not provide mobility outside items 4. holy shit did you have a stroke midway? or you're just so upset cuz valve making a new game that you forgot how to type.
It could just be that they're targeting a very specific sweaty audience but man does the shop intimidate every friend I bring into the game, the choice paralysis is absurd. Likewise, debuting without a "girlfriend" character that doesn't require good aiming skills like Mercy feels like a mistake because it already eliminates so many people that I know that would otherwise give the game a shot.
I have played LoL for most of my time and with Deadlock from a moba perspective i can tell you that the most easy way to like Deadlock from a moba perspective is looking for strats and they style of the character you are playing with, the nice part from mobas is that you can fit perfectly with some character of every single style (like in league you have a champion that you know well for each role). in deadlock you just gotta find what fits best for you if you are comming from a shooter, minions and timers are the most important thing in a moba because with that you can control the game moving around those 2 factors like getting timers to move around the map so you can farm the monsters around or just ganking another lane to get the tower or a kill to deny money, its pretty easy for people to snowball the game with wave knowledge, hope that helps if you cant know why are you losing if you are doing good like getting kills and stuff. Oh and with items i know its hard but you can get used to it with time so i hope this info can help you in some way to start enjoying the game more from a moba perspective.
5:49 A little to add here, I think the "character design is not an art, it is a craft like cooking food, it needs to taste good" is a relatively good but incomplete comparison, as long as the characters have a consistent connection to the game and serve the gameplay well, it is absolutely very possible and to improvise or try new things out of the ordinary, much like food... Additionally, food can be (and often is) both a craft and art depending on its purpose, for example if you are going to a special restaurant to have a nice dinner, the food there is more of an art and less of a craft since the experience is the primary goal and hunger is secondary, but if you are just eating to get rid of your hunger, it is much less of an art and much more of a craft. In game and character design this is much the same, as there are certain things which are more about utility that leave little to the imagination, and there are certain things which are not strictly about utility and leave a lot to the imagination of the designer.. Many games also have a different level of this freedom, an example that came to mind about this is Rainbow Six Siege, where character design is very limited as it is a competitive game, so features like characters' heights that exist lore-wise, don't show up in the game as it is against the core mechanics. This random rant is not to say that I think WarOwl is wrong about some characters looking off, but more about the "art and craft" difference part, since the difference between those two is important in my opinion as a game designer, as in some types of games, design choices matter a lot less and are easy to overlook by most players. (usually these are competitive games)
item design philosophy is the same as dota where items counter items, and its usually the more expensive items that counter the cheaper items. For example you said you dont like how the items have too much power and need to be nerfed, and maybe they do! But items like "Curse" are countered by items like "Unstoppable" or having an ally with a rescue beam to save you from the fight, and reengage with that curse now on cooldown. The dynamic builds give you opportunities to counter heroes, and having expensive items that counter other items is extremely important from a lategame balance perspective.
Great video, and you brought some great points forward! I feel that items made to counter a specific hero are kind of a grey area: it is, after all, one or more item slots that you have to 'sacrifice' just to handle that one guy, in my experience with the game. I think this game has a huge potential, and much like you said, we need to keep in mind it's still a work in progress. Just think of the patch that came out around a week ago, which added new mechanics to the map and tried to balance many heroes at once.
"I feel that items made to counter a specific hero are kind of a grey area: it is, after all, one or more item slots that you have to 'sacrifice' just to handle that one guy, in my experience with the game." 100% true. The thing about a MOBA is that you need to think in "general strategy" terms, not JUST how your character specifically is doing. If the enemy team is building specifically to stop you from playing the video game, make sure your team knows and that they're exploiting that because the enemy team is weaker for it.
I think it's kinda interesting how you say this game is only going to pull in people that like both shooters and mobas, say you don't like mobas, and that you love this game... No flame, just a note! I think it's going to be the perfect game for many people. Complex enough to play for a looong time and still learn but exciting enough in the moment to moment that you don't get tired of the gameplay loop.
i was waiting for your video about it because ii'm an fps gamer as well and i dont understand moba's, but even with your video you used a lot of new terms and mechanics that made me overwhelmed. hope we get a (watered down version) later :)
I disagree with the venn diagramm take, everyone ive gotten into the game so far has enjoyed it regardless of gaming background. If you focus on the new player and make the game less complex youll just loose those players who like to dive deep and play a game for thousands of hours. The comparison to artifact is also amiss here since it already proved itself, peak playercount is climbing day by day. The one thing im concerned about is how high level play will turn out and what kind of degenrate strategies arise there. I anticipate a lot of active item abuse and well see how fun that will turn out
I love the game but the new player experience could be way simpler when the infos will be able to be found in game tho. Sliding makes your ammo infinite during it, you only need to last hit when a creep is glowing, melees auto confirm kills, etc etc etc and imo a lot of the map look so similar it's hard to know where I am, sometimes I think it's a wall but it's one of those grey/rainbow walls and i'm just confused from going through it.
Idk, as a long time, active cs player, I do resonate with what warowl is saying, the shooting mechanics dont feel rewarding enough, the loadouts feel overwhelming, the moba map/design feels like it just wasnt a game made for me. I think about launching the game almost every day and just end up playing something else. ):
ability to counter build is essential skill in moba, if the items balanced well ofc...also gettin stunned and interupted raises the skill ceiling so you expect counter and try to play around it, baiting and outplaying oponents, at the same time ppl will hold onto their cc to have it ready and it brings this whole mindgame
Tits and ass isn't everything, good character design that fits they're identity and game world along with they're playstyles is how you build aesthetically pleasing characters that players are drawn to
I think the new player audience is a bit of a wider reach than you currently think. I have had a handful of friends that enjoy third person shooters, but never cared for a moba become incredibly addicted to deadlock within two sessions of playing it.
I was thinking about trying this game at first, but once I heard about the whole "stun galore" part of the combat I calmly decided no thank you. If there's one thing that instantly puts my controllers in danger when playing games, is being stun locked constantly.
Deadlock is 3D moba where your adc needs skill to use there lead. As both shooter and moba gamer. This game is the best thing. Everything is satisfying to hit. Bro even the bebop hook got a 180 play.
I love how he is like "One thing I don't like, is that there's often item choices that allow you to hard counter what your opponent is doing." And in the next sentence "There's also a lot of stuns in this game and ways to disable your abilities. Nobody likes getting stunned." Me: Bruh 💀
You talked about how there's a lot of abilities that make your character stop... But for me it's the other way. Damn, there's so little CC in this game to stop Seven spammers. Game is great btw, can't stop playing it.
7:58 I used to exclusively play FPS game like BF3 and MW2. My friends got me into Dota 2 and my new player experience was just being screamed at, stomped on and murdered by things that I didnt know exist. I now have almost 6000 hours in dota 2. I don't think a new player experience is that necessary.
I tried it a little bit, and sadly the shooting element seems to be pretty irrelevant. It's just another MOBA. Whoever clicks his abilities better and builds better skilltrees will win. My friends seem to be liking it so far, but even the social aspect won't sell a game I don't enjoy playing these days.
The number one thing Valve can do is open up the workshop for map support for people to make their own custom gamemodes/singleplayer content. That alone will blow everyone out of the water in this genre.
"You think I don't know that? When you requeue, you get to get better players. When I requeue, I am still me." gonna hold that in the bank, watch the interest go up
Yeah I find it crazy to hear that the cyberpunk aesthetic is apparently overdone (despite being quite rare in AAA games) but this drab grey and brown retro style is apparently supposed to be exciting
The stamina and movement system is what makes this game for me, and it's something I wish people would touch on a bit more. Those three pips of stamina (or five if you get that Movement orb buff thingy) are what can help you engage a fight, get closer with an ultimate, hunt down low health enemies, or ensure your own survival while being chased. CC and high damaging abilities from the enemy? If you know the character you're up against, you have the awareness, then you can roll to dodge that. You can anticipate. Chasing someone low who's a good 300 feet away from you? That's all good, because I just did a roll into double jump and then slid down the staircase, refreshed one stamina pip, and then double jumped to climb up to them. The movement, be it ability or the stamina that everyone shares, is key in this game.
@@dr.cheeze5382 I bet it is, but i've quit competitive MP games, after thousands of hours in csgo, the release of cs2 pushed me over and i converted into a "casual"
@@Void-Knull I don't want to be mean, but like.. skill issue? The game feels really accessible as someone that has never ever played anything even resembling a moba.
@@dr.cheeze5382 obviously it's a skill issue, but why the fuck would I put time into learning this game when I could do literally anything else with my time?
6:58 I mean stuns are a big part of a MOBA. They are supposed to disrupt your gameplay. That's why knowing when your opponent is about to use their stun skill and dodging is a very important skill that a player has to know and learn.
The game already has quite extensive lore and there are already videos discussing it. Also, you can read the backstories for each character to find out more about them. My personal favorite backstory is Lash's.
happy to see you like it !! my buddies who play cs wont even give it a shot because they "dont like moba's". I used to play dota every now and then but I was not a huge fan. This game makes Mobas fun !!
Ehh same here I am not the smartest person alive, but I was hoping the moba elements would be more... restricted. I was hoping that there would be choices for different gameplay styles, and not an objective way to level your character and gain an advantage
I think the overlap is fairly large because obviously those are 2 of the largest genres but at the same time smaller than people might think, simply because a lot of people in these genres "one-trick" a game. A lot of players of LoL or DotA for example don't play any other games.
Funny you mentioned Yamato having bad design. Cause she does, yeah, but the reason is that she is still using the same model she had on Neon Prime. She was something like a samurai Alien there, so now she will be updated to be something like an Oni.
I personally don't think people's opinion of the game got better, so much as the people who don't like it have dismissed it and now only the people who like the game are left talking about it. As for the reason for not liking the game, while maybe some of it comes from mixing FPS with MOBA, the bigger issue was the timing: Deadlock leaked right as people were starting to get fed up with Valve's treatment of games like TF2, Left4Dead2, and Counter Strike, and many people still don't believe the game will survive if other Valve titles are also being left to rot, for instance the cheating and botting problems. I really hope Deadlock makes it out of Devlock (heh) because if it fails only a little ahead of something like Artifact, then Valve's reputation would further tank into just 'The Steam Guys'
Hey, Left4Dead2 was left to rot for god knows how many years now (but a few years ago there was a very big update to the game though). TF2 got it's bot problem solved that's for sure and I personally see no problem with CS2 outside of "it's still missing content from CSGO".
@@d4cto I understand where you're coming from here, but aren't these rare token "updates" for TF2 and L4D2 just lacking in actual content? As for CS, I think the fact that they are still missing major features like community servers and removing movement binds, along with poor VAC enforcement, all without letting us have CS:GO to bridge the gap, shows how lackluster and poorly planned this whole effort has been for porting to Source:2 And you would be forgiven for thinking they removed CS:GO for eSports reasons: fear of splitting the competitive community, two item economies, not wanting new experimental features to be rejected. Everything else is accessory to these things when they made the choice to axe Global Offensive and replace it with CS2, much in the same ways as Overwatch handled its own "sequel"
My suggestion would be a scaled down mode for beginners, i.e. 3 vs 3, smaller maps, etc. For the "death from above" maybe a "Spidey Sense" on-screen indicator or something on the minimap?
There are literal rooftops you can get on. If you play the game and don't think about people potentially flanking you from the air then you are just bad at the game. Which is fine but I don't think they should go the route of a "Spidey Sense".
I’ve been saying FOR YEARS, that if someone makes a more polished more (fps-focussed) Smite, it will be the biggest game on the planet. Currently, that is true. Speaking of Smite 2… RIP 😅. So yeah, we probably will never get Team Fortress 3, but I am happy with this.
one note, 5:42, yamato specifically is an old design from Neon Prime cyberpunk stuff and she's been slated for another art pass for a while now. that's why she feels and looks so weird compared to everyone else lol
Re: Overwatch, they made the hitboxes larger since there is no acceleration and everything stops and changes direction instantly. Hitting targets in Deadlock is 1000x easier than in Overwatch despite the hitbox, since Deadlock's targets are still much larger and have much longer acceleration/deceleration. Overwatch with increased hitbox size is still like trying to click on a grain of rice that can instantly change direction, much harder than hitting targets in Deadlock, or CS for that matter.
This is basically Valve's excuse for not being able to count to 3, or actually "Live Service" Team Fortress 2. This what Team Fortress 2.5, Episode 1-2 or "4" should have been. Or Dota if its Overwatch.
Yeah I like the game and think it has lots of potential but I'm definitely on the "I'm an FPS player and all of these things scare me" side of the coin. I played most of the characters (including the "non-beginner friendly" ones) and yeah it is definitely a MOBA with lots of elements of Overwatch too. Without some best in slot build guides for some of the more skill-based characters I don't see myself getting terribly immersed in this game. I just like CS too much and prefer clicking on heads.
Thank god you hit on the character design, I hate them, honestly the only thing turning me off is I can't see a single character that looks cool or interesting. The gameplay is pretty decent, I had fun, as a person not a big fan of MOBAs.
That's an unpopular opinion, I think. A good half of the roster is already beloved and memed. And the ones that aren't are still leftovers from the previous iteration or in super early development.
My hope is that once this game inevitably releases microtransactions, Valve can reinvest the profits back into the game and consider redistributing the profits from cs microtransactions more favorably back into cs itself. It doesn't feel like cs gets content anywhere near proportional to the revenue it brings in... like 900 million last year, or something like, that depending on what estimate you read. Once deadlock develops legs, maybe we could see some more parity in terms of content released. And by this I really just mean inserting community created content into the base-game more regularly is fine.
im surprised the game to food analogy didnt go with adding "u want it to taste good, but u also want it to look good. if it tastes good but looks nasty then no ones gona want to try eating it"
Dayum, WarOwl is not happy about Overwatch. Personally, I find the gameplay of Deadlock way too complex, which is gonna make it quite unenjoyable when metas are going to emerge.
@@Void-KnullThis is like the 3rd or 4th comment I've seen you saying something bad about the game. What's your problem? Seems personal or something lol.
Fun Fact : Despite being in alpha, Deadlock has a replay system that can tracks on your death/kills and even whenever you use abilities
I tried it this morning it seemed out of sync. Am I the only one?
It’s not out of sync it puts u seconds befor a kill or death so u can see the context
crazy that they cant re-implement this in CS2 despite having it in csgo.
@@AliMohamed-fu5lc It works fine? How is it working on your end? It just puts me 10 seconds before a kill or death.
Source engine games have had demo recordings since GoldSrc.
According to rumor (random shit I read on the internet), Yamato looks like this because in Neon Prime, she's supposed to be an alien LARP-ing as a Japanese samurai.
not a rumor, it was something a valve dev told in the game discord
That's funny as hell lmao
@@josecamilojimenez2784 exactly, and they're also changing her and I think Grey Talon's design
@@nlRov And bebop. He's supposed to be a scrap golem, not a robot.
@@dr.cheeze5382bebop's current design looks like a junkyard monk
For all the shooter players that are new to the genre: shoot creeps. The red dots on the map should be more tantalizing to you than enemy hero portraits.
man, i need to rewire my brain for this game. Been playing shooters since 12, and im used so much to focus on the ones that can retaliate.
for real, a lot of people play this like overwatch, go 0/12 and dc to never play again
@@nlRov are you me?
@@st4my721 I've had this picture for like 12 years now. What about you?
🫵🤨
To elaborate. Creeps give you gold (or souls). Gold gives you items. Items make you stronger. When you are stronger, then you can go around trying to delete other players. You can still try to kill other players early, mid-game, but you have to be methodical and patient with that sht. In shooters, if you die you just boost the enemy's kda. If you die in a moba, you give the enemy a lot of gold, which gives them license to buy stronger items and making them that much harder to kill. So you need to be a lot more thoughtful about how you engage the enemy
Valve once again proves why you should never write off a game with their name on it
except for Artifact, of course
I'm not sure about the lanes, but it looks a lot like paladins which seems interesting to me
@@Aki-ow9hdyeah agreed
@@Aki-ow9hd and ricochet
Ricochet is a masterpiece
It baffles me that a game released in alpha like this is generally more polished than a huge amount of other games fully released
Vision and being your own boss?
I think it also helps that Valve has an insane reputation for quality. I was talking to friends about this and I have to imagine someone at Valve said, "Look. Every other large studio has been putting out trash. People who play games don't trust big studios. There's an opportunity for us."
I don't think polish is the right word for it. In some ways it's pretty rough- but it's very carefully designed.
@@colbyboucher6391 I definitely wouldn't call it a "polished" experience overall but I do think that it's more polished and less free of issues than other games that major studios have released. It's an extreme example but I would definitely say it's more polished than, say, Cyberpunk 2077
@@MaybeBillClintonIt also has like 1% of content that cyberpunk has.
On the topic of items feeling like they hard counter some heroes: this is an intentional design choice brought over from DotA. It's done this way to try and prevent item builds from being formulaic, and making you dynamically adjust your item build to deal with what your opponents are building. Most (all?) of these super powerful hard-counter level items can also be countered by other items, to facilitate this.
For example, an opponent builds an item that lets them silence you on demand to stop you from channeling your super powerful team fighting ability. You recognize this, and now have the option of just trying to deal with it and only using that ability when that opponent is dead or the item isn't available, or you can counter it with the "Unstoppable" item to make you immune to such things for a short time. These super powerful items are expensive, so it's a very weighty choice.
You can definitely make a valid argument that you don't like items being so powerful and want items to be weaker or have less direct effects, more similar to League of Legends, but it is undoubtedly a solid, well-reasoned design choice that does have the intended effect of making builds dynamic.
If fucking item shops are your core gameplay, your game is dog shit
Tbh if you prefer LoL over DoTA you’d be better off playing OW2 over this, it’s purposefully made to be more complicated to attract a different playerbase
it's like that sandpit game people used to play in kindergarten where one kid goes "I use super powerful sword that destroys everything" and the other kid goes "nu uh, I have a super shield that can block everything"
@@AMabud-lv7hy OW doesn't have items so i don't think the comparison is that fair. LoL may not be as complicated as DoTA but it's still fairly complicated compared to (hero)shooters
Preach! This is a hallmark of Icefrog and I personally love it. I’m not young and cracked anymore. With this design I can flex my knowledge instead, in the lower skill brackets.
Yamato and Grey Talon character design is a leftover from Neon Prime, Bepop too. they're still a placeholder.
there's also a Yamato leaked redesign which is more fitting to the game's world.
I think Bepop still holds up but yeah Yamato doesn't exactly look good and Grey Talon with his nerf gun...
Wish they keep gay tallon's design
Looking like the coco grandma
Funniest shit
@@self-proclaimedanimator lmao we call him grandma too
@@meuhtalgear We call him hawk talon
@@pchris 😐
"One thing I don't like is how some items allow you to hard counter what the opponent is doing".
Its an IceFrog game alright...
It's simply not fun to
1. Be trapped in place and killed with no recourse
2. Be in a fight that you physically cannot win because the other person bought a build that countered you
This is 50% of the gameplay and the other 50% is farming AI and browsing menus
@@mikevismyelement i mean it does mean that one guy who gets fed cant just run around killing everyone brainlessly, you have to pisition correctly and sometimes you just get point and click stunned. its frustrating but necessary for a moba
@@mikevismyelementI think that's literally just a moba?
@@mikevismyelementthing is you can also counter both of these things with getting items that make you immune to cc or damage for x seconds
I still wish they would maintain and add updates to CS2 and TF2, even if deadlock is nice
It's funny how a game in its alpha has a 100k player count and a "complete" game that took 8 years and 200 mil have a peak for 600 people
🦀🦀🦀 *CONCORD IS DEAD!!!* 🦀🦀🦀
Literally beating a dead horse now, aren't we?
@@Marta1Buck Hell yeah, we are! Now kick harder.
@@Marta1Buckfound one of the 600
Game industry those days --> alpha/beta release ---> microtransactions + skins ---> take money ---> make promesses ---> leave project and go to vacation for reste of their life
As a longtime fps player, mainly overwatch, I found this game to be very accessible as a moba because the shooter elements gave me something that I was already comfortable with, like a stepping stone into the moba elements.
ditto.
interesting, I've found other MOBAs to be way easier and way more approachable than this mess of a game
@@Void-Knull My only previous experience with MOBAs was trying to see what DOTA2 was about and finding its on-boarding to be a completetly uninteligble mess, so I've been pretty happy with Deadlock so far
It’s much easier to do well in a Deadlock game as a skilled fps player than a skilled moba player, even if strategically a moba player knows the game flow
It’s like a football coach is never gonna beat an athletic 20 year old
also from overwatch, I’m addicted to this game. the complexity was overwhelming for my first 3 games but once i figured out 80% of the mechanics i started going over 10 elims per game
It's understandable that you don't like counters as someone who doesn't play MOBAs, but that's part of the idea. Building a big item to counter someone on the enemy team inevitably means that you aren't building something else (e.g. more damage, or something to prevent getting countered yourself), so it's all about tradeoffs. I've played matches where I should've made the counter item and I didn't, and I played other matches where the counter item was a mistake because it didn't even help us in the end.
There are also items like Unstoppable or Debuff Reducer/Remover that serve as a "counter to the counter". At a higher level, you get into this mindset where timing is extremely important and whether you want to fight or not depends on many of those variables: Which ults are up, do i need just 1k before we can basically team wipe them with item X, did enemy X just hit their item timing and we need to chill? etc.
I really appreciate your input though since I very much respect your experience with Counter Strike and I'm glad to see you're enjoying the game!
Couldn’t have said it better myself
Same thing with stuns, I feel like they are a pivotal part of combat mechanics, but strange for non-moba players.
This is what I loved about Paladins is the item shop, being able to buy items over time to counter what the enemy is doing.
I'm decent at DOTA and used to be decent at league before the vanguard update and I much prefer DOTA items. I really hope they don't dumb down the items (in the direction of league items where most things are just a stat stick). I understand that people don't like being stunned/countered/whatever but I love that you have to itemize against heroes in order to not pop like a balloon. I guess you just get used to it after a while, I hope people don't get frustrated and leave
@@Rac00n Its funny that supports are the ones with the most complex items in League. Not only do they have to babysit 4 egomaniacs and keep track of who needs to get their booboos treated but also have like 3 different active items along with vision control items.
That quote is gonna stick with me: "Don't you think I know that!? You can requeue to play with better players, I still have to be ME."
The biggest Eehhh design is Yam, and that's because she was made for neon prime and hasn't been updated yet, she was an alien who got obsessed with Japanese culture but that has changed now but they don't have a new model yet
They showed off some of the concept art of possible new Yamato design and they look really cool!
Damn we got alien weebs before half-life 3
Ngl that alien weeb backstory is just funny.
@user-rn4kl7uv3y now she's a Japanese business woman taking on the name (and I think blade) of her dead brother, as she takes her family business to the US (an immigrant story yk) (that might be slightly off but it's on her background page)
Not Grey Talon?
As an old dota player (more than 12 years) I have the same problem with dota and deadlook: I don't know how long a match is gonna last, some times 20 min, some times 50 mins. As a kid i had a lot of free time to play all afternoon, but now that I am a adult (fuck me), I do not want to speed almost an entire hour in a single match. Aside from that, I think the game is awsome.
This is so real, there is one game i have to play 60 mins ish, then there is another i only play for 15 mins
Yup luckily the kiddo took a nap today and I was able to get 2 games in. One being 30 mins and the next like 40 mins. Also it seems to me that as the days pass the games will get shorter because one team is always just going to steam roll the other.
teach your kid how to play the game and you wouldnt have this problem
Yeah this what makes shooters like CS great because you know roughly how long matches are because of the timer. Moreover if you don't have the time or energy for a full match you cab queue for quick matches, wingman or DM and you'll still experience 90% of what makes the game fun (the shooty shooty). In a moba the games end when the winning side decides it's gonna end, and if you don't want to deal with it and hop into a faster gamemode (like ARAM in LoL) you lose 50% of what makes the genre fun (macro and strategies)
@@HolyOllie i present to you the most expensive bot farm! children!
Absolutely loving the game so far. My favourite aspect is the ziplining, which prevents having to walk back/forth to the shop. Not even that, but there are many shops.
It's funny cuz it's kind of both worse and better than dotas couriers and teleport scrolls. There's way less to think about but at the same time I can't go across the map the moment I see an enemy getting to aggressive in a far away lane.
@@brandonabrams312 There are teleports i think.
@@elnjubo The cross lane teleports are kind of like the roshan teleporters. you have to go to them and wait and they only go to a specific location. They also only activate at like 10 minutes. TP scrolls let you teleport to any ally building on a cool down. You can also get boots that let you tp to any ally creep and eventually to ally heroes. This lets you respond to ganks or execute ganks much more freely. Deadlock just puts the lanes really close but if you're across the map you don't have much of a quick option.
how did you get access?
@@FNESSE someone on your steam friends list adds you from the menu
EARLIEST I'VE BEEN TO A WAROWL VID, BEEN WAITING FOR THIS ONE
Fr
though I understand your frustration about the amount of stuns/disables in the game, I believe that they are definitely and intentionally toned down compared to Dota 2, where good stuns are plentiful and very reliable. Wraith's stun doesn't last too long and it's a moving projectile, sleep and silence don't cancel channeling spells, Ivy's stun is really conditional to getting close to the enemy, Seven has a delayed stun, etc. Dynamo's ult is probably the most extreme disable.
In Deadlock everything is much more manageable. You don't see its equivalent to Dota's BKB, Unstoppable, being purchased nearly as often and that tells me a lot.
calm down dota has over 100 chars, bigger imba stuff will come here too
@@sillylittlesheepjax6009 calm down? lol
There are items that interrupts though but ye
very specific cc can interrupt
You forgot the third feeling about the game: LET ME IN!
gimme your steam friend code and i'll let you in
I'll invite you if you want
@@mikevismyelement please invite me! 49635794
@@mikevismyelement please invite me! 49635794
@@Coxick (Not the guy but hoping) 144060602
I think games can be either a craft or an art. Just depends on whether it's supposed to be fun or evocative.
Or it can be both, like outer wilds. And surely many others.
There's so little going on in Counter Strike, everybody starts uploading other content!
I don't think that's what is going on here. Obviously people who play valve games for a living would want to check out the newest valve game.
tried to play again after months of hiatus on cs and refocusing on dota2...played again and nothing has change but cheaters turning off/on their aimbots, effing chinese can't be banned in asia.
Because CS died for this trash
cs2 is shit thats why
The only relevant thing in CS2 is cheater content still which it had been for the last year
Man, this game is FUN! I'm still learning and no one is complaining on the mic about how bad I am, but the learning curve feels so nice and rewarding, meanwhile the intersection of genres was so well made. Valve got a jackpot
I don't think that will persist into the full game. As soon as it stops being a "club that you have to be invited to" it will start getting as toxic as any other game. Still an amazing game, from what I've played.
@@dr.cheeze5382toxicity isnt that big of a problem tho
@@filip9564 Depends, the game has a dynamic report system that weighs a hidden karma metric and so far they have been ruthless. I guess we'll see if they keep up with the "treadmill work" 🥴.
toxicity tends to change once the masses are let loose on the game. atm people are playing who are genuinly interested in trying out a new game and dont mind eating losses at first. once the people who demand wins to feel good and fail to see their own mistakes enter the game that will change. not that you should mind them anyway, but still.
In regards to saying the RTS controls are archaic because they were designed for controlling like 50 dudes: dota actually does have many heroes where you control many units. Zoo heroes like Lycan and Beastmaster, Brood with dozens of spiderlings, Meepo with up to 4 clones of your original hero etc. all allow you to micro each individual unit with just as much precision as a real hero like an RTS. I agree most mobas don't make full use of the control scheme but you do lose an entire dimension of hero archetypes by removing it.
This game basically just feels like dota as a shooter, and as a long time dota fan I love it. The heavy stuns and hard counters in items you dislike are good because they absolutely force you to play with your team, and that philosophy is reflected in deadlock. Great game, excited to see where it goes
There is item in game called Unstoppable that makes you immune to stuns, slows, any kind of debuff or cc basically, it has a 6 secs duration and 60s sec cooldown. It is extremely powerful against teams with heavy cc like Lash, Dynamo and Abbrams.
2:50 I'd say they learned from TF2 well.
TF2 taught the majority of those hero shooters well tbf
@@DOOMZEDAY Well in terms of visibility nobody quite did it like TF2 which is what I'm talking about. The base 2007 TF2 is a masterpiece when it comes to visual clarity and they did it through tedious design choices. The "washed out background and saturated colors of the gameplay" thing that Warowl mentions exists in TF2 and it not only gives the whole game a painterly vibe, it makes each character pop a lot more.
Games like Overwatch and Paladins are unbearable to look at when there's a fight going on. The character outlines, saturated colors of the map and the abilities, The flashy particle effects are too much imo. I was kinda thinking that Deadlock was gonna face the same problems and although the game can definitely get a bit "cluttery" it's much better than most modern games and that's just Valve implementing to TF2 formula.
@@ruzgar1372 Moby Francke has always been my favorite art director from valve, and the new tone is definitely his doing. I can tell "neon prime" was designed by the people who made Dotas artstyle then Moby Francke took over and started going in the early 1900s Cultist direction for Deadlock. (its kinda funny that 3 hero shooters had major influence by him, tf2, valorant, and now deadlock)
except no matter what tf2 will always look cleaner than any of these games purely because all the character shoot regular guns at you and not 3 different neon abilities
@@asmallphd9648 doesnt moby work for riot now? valorants art style is his doing
the only thing valve learned from the dota 2 spinoff flops. that to keep making them but without calling them dota 2 spinoff.
deadslop.
I mean, I've played it and it's hella fun. This coming from someone who hasn't been a fan of Mobas
@@GreenTrapped i too played it and it's the worst thing i ever played. If this is moba moba fps. Then what will make dota 2 or LoL fan play it instead? Nothing. Terrible FPS game too.
@@CoolSs I have read your comment several times and it was the most grammatically incorrect thing I've read in a long time.
@@CoolSs
1. Deadlock isn't an FPS (FIRST PERSON SHOOTER) it's third person
2. it has no mana system, no "oh press button to TP back to base" so you're gonna be constantly on the move to fight and to do something to help or catch up.
3. every character has movement, so you never feel like trapped since Movement isn't locked to a character, while there are some characters with better mobility abilities, it's not like dota or league where you literally have no way to get out on certain characters that does not provide mobility outside items
4. holy shit did you have a stroke midway? or you're just so upset cuz valve making a new game that you forgot how to type.
Artifact was mentioned 2 times. Thats like 100% of its media attention nowadays
It could just be that they're targeting a very specific sweaty audience but man does the shop intimidate every friend I bring into the game, the choice paralysis is absurd.
Likewise, debuting without a "girlfriend" character that doesn't require good aiming skills like Mercy feels like a mistake because it already eliminates so many people that I know that would otherwise give the game a shot.
I think using the recommended build is good. And there are shareable builds, so just have them get the most liked one.
The game didn't really "debut" since it's an extremely early alpha with the only advertising being streamers/TH-camrs
The hitboxes are massive. Might be a struggle for cs players tho i guess.
I have played LoL for most of my time and with Deadlock from a moba perspective i can tell you that the most easy way to like Deadlock from a moba perspective is looking for strats and they style of the character you are playing with, the nice part from mobas is that you can fit perfectly with some character of every single style (like in league you have a champion that you know well for each role). in deadlock you just gotta find what fits best for you if you are comming from a shooter, minions and timers are the most important thing in a moba because with that you can control the game moving around those 2 factors like getting timers to move around the map so you can farm the monsters around or just ganking another lane to get the tower or a kill to deny money, its pretty easy for people to snowball the game with wave knowledge, hope that helps if you cant know why are you losing if you are doing good like getting kills and stuff. Oh and with items i know its hard but you can get used to it with time so i hope this info can help you in some way to start enjoying the game more from a moba perspective.
5:49
A little to add here, I think the "character design is not an art, it is a craft like cooking food, it needs to taste good" is a relatively good but incomplete comparison, as long as the characters have a consistent connection to the game and serve the gameplay well, it is absolutely very possible and to improvise or try new things out of the ordinary, much like food...
Additionally, food can be (and often is) both a craft and art depending on its purpose, for example if you are going to a special restaurant to have a nice dinner, the food there is more of an art and less of a craft since the experience is the primary goal and hunger is secondary, but if you are just eating to get rid of your hunger, it is much less of an art and much more of a craft.
In game and character design this is much the same, as there are certain things which are more about utility that leave little to the imagination, and there are certain things which are not strictly about utility and leave a lot to the imagination of the designer..
Many games also have a different level of this freedom, an example that came to mind about this is Rainbow Six Siege, where character design is very limited as it is a competitive game, so features like characters' heights that exist lore-wise, don't show up in the game as it is against the core mechanics.
This random rant is not to say that I think WarOwl is wrong about some characters looking off, but more about the "art and craft" difference part, since the difference between those two is important in my opinion as a game designer, as in some types of games, design choices matter a lot less and are easy to overlook by most players. (usually these are competitive games)
I couldnt hear a word you said, those bebop hooks were so hot
I hate third person shooters that aren't Risk of Rain 2 and despise MOBA yet Deadlock has been an absolute blast.
Risk of Rain devs are working on it in fact.
2:38 I present to you... Warframe.
My favorite guy is Mo & Krill because he reminds me of the Hog Rider.
Hooog Raidaaa!!
Hell yeah, glad you're having fun with it.
item design philosophy is the same as dota where items counter items, and its usually the more expensive items that counter the cheaper items. For example you said you dont like how the items have too much power and need to be nerfed, and maybe they do! But items like "Curse" are countered by items like "Unstoppable" or having an ally with a rescue beam to save you from the fight, and reengage with that curse now on cooldown. The dynamic builds give you opportunities to counter heroes, and having expensive items that counter other items is extremely important from a lategame balance perspective.
Great video, and you brought some great points forward!
I feel that items made to counter a specific hero are kind of a grey area: it is, after all, one or more item slots that you have to 'sacrifice' just to handle that one guy, in my experience with the game.
I think this game has a huge potential, and much like you said, we need to keep in mind it's still a work in progress. Just think of the patch that came out around a week ago, which added new mechanics to the map and tried to balance many heroes at once.
"I feel that items made to counter a specific hero are kind of a grey area: it is, after all, one or more item slots that you have to 'sacrifice' just to handle that one guy, in my experience with the game."
100% true. The thing about a MOBA is that you need to think in "general strategy" terms, not JUST how your character specifically is doing. If the enemy team is building specifically to stop you from playing the video game, make sure your team knows and that they're exploiting that because the enemy team is weaker for it.
@@colbyboucher6391 exactly, I absolutely agree 👍
I think it's kinda interesting how you say this game is only going to pull in people that like both shooters and mobas, say you don't like mobas, and that you love this game... No flame, just a note!
I think it's going to be the perfect game for many people. Complex enough to play for a looong time and still learn but exciting enough in the moment to moment that you don't get tired of the gameplay loop.
i was waiting for your video about it because ii'm an fps gamer as well and i dont understand moba's, but even with your video you used a lot of new terms and mechanics that made me overwhelmed. hope we get a (watered down version) later :)
Oh boy, If WarOwl likes the movement imagine how he gonna feel when he finds out about shift+ctrl and sliding down stairs...
You can simply slide down stairs with crouch dashing(shift) is just a waste stam
@@newbietricki239 not if you want to get to the stairs and slide down faster
Coming back after 3 weeks - I CANT STOP PLAYING IT! I understand you now man.
I disagree with the venn diagramm take, everyone ive gotten into the game so far has enjoyed it regardless of gaming background. If you focus on the new player and make the game less complex youll just loose those players who like to dive deep and play a game for thousands of hours. The comparison to artifact is also amiss here since it already proved itself, peak playercount is climbing day by day. The one thing im concerned about is how high level play will turn out and what kind of degenrate strategies arise there. I anticipate a lot of active item abuse and well see how fun that will turn out
I love the game but the new player experience could be way simpler when the infos will be able to be found in game tho. Sliding makes your ammo infinite during it, you only need to last hit when a creep is glowing, melees auto confirm kills, etc etc etc and imo a lot of the map look so similar it's hard to know where I am, sometimes I think it's a wall but it's one of those grey/rainbow walls and i'm just confused from going through it.
@@Aiscence you can Intuit most of it from playing the game a couple of rounds, but yeah, tutorial could be more in-depth
@@XxKing99xX no, no you can't
it hasnt proven itself yet, dota underlords had 200k players now it has less than 1k
Idk, as a long time, active cs player, I do resonate with what warowl is saying, the shooting mechanics dont feel rewarding enough, the loadouts feel overwhelming, the moba map/design feels like it just wasnt a game made for me. I think about launching the game almost every day and just end up playing something else. ):
ability to counter build is essential skill in moba, if the items balanced well ofc...also gettin stunned and interupted raises the skill ceiling so you expect counter and try to play around it, baiting and outplaying oponents, at the same time ppl will hold onto their cc to have it ready and it brings this whole mindgame
"You gotta design a game with audience in mind"
better get to adding jiggle physics then
Overwatch 2 player will come flooding.
@@dummykeir1717 They will come for sure
Tits and ass isn't everything, good character design that fits they're identity and game world along with they're playstyles is how you build aesthetically pleasing characters that players are drawn to
@@chillhour6155 Coincidentally, tits and ass are very aesthetically pleasing
Right out of the gate you completely summed up my feelings about why MOBAs don’t click with me
I think the new player audience is a bit of a wider reach than you currently think. I have had a handful of friends that enjoy third person shooters, but never cared for a moba become incredibly addicted to deadlock within two sessions of playing it.
I actually love the retro city look, hope they don't stray away too much from the simple style.
Valve knows what it's doing when it comes to watercolour last millennium games.
The style is apparently occult noir.
I was thinking about trying this game at first, but once I heard about the whole "stun galore" part of the combat I calmly decided no thank you. If there's one thing that instantly puts my controllers in danger when playing games, is being stun locked constantly.
its funny ppl say it has crazy movement/twitch shooting, but the reality is it has terrible mechanics like stun locks
Deadlock is 3D moba where your adc needs skill to use there lead. As both shooter and moba gamer. This game is the best thing. Everything is satisfying to hit. Bro even the bebop hook got a 180 play.
I love how he is like "One thing I don't like, is that there's often item choices that allow you to hard counter what your opponent is doing."
And in the next sentence "There's also a lot of stuns in this game and ways to disable your abilities. Nobody likes getting stunned."
Me: Bruh 💀
Really excited for this one! Combining the 2 genres I like the most for competitive games. Just wish I was back in highschool with tons of free time 😁
As someone who loves both mobas and fps games, Deadlock seems like the perfect game for me.
You talked about how there's a lot of abilities that make your character stop... But for me it's the other way. Damn, there's so little CC in this game to stop Seven spammers.
Game is great btw, can't stop playing it.
"because it's Valve and it's good"
Was Artifact even good? I never played it.
We don't talk about that one 🙃👌
From what I heard both Artifact and Underlords are good, just wrong place wrong time kind of deal.
Its good for a card game. Which nobody ever plays card game
7:58 I used to exclusively play FPS game like BF3 and MW2. My friends got me into Dota 2 and my new player experience was just being screamed at, stomped on and murdered by things that I didnt know exist. I now have almost 6000 hours in dota 2. I don't think a new player experience is that necessary.
I tried it a little bit, and sadly the shooting element seems to be pretty irrelevant.
It's just another MOBA. Whoever clicks his abilities better and builds better
skilltrees will win. My friends seem to be liking it so far, but even the social aspect won't sell a game I don't enjoy playing these days.
I love this game already. Didnt think I would, but its so much fun.
The number one thing Valve can do is open up the workshop for map support for people to make their own custom gamemodes/singleplayer content. That alone will blow everyone out of the water in this genre.
I assume once it's out there'll be workshop support at least for maps.
cant wait for the tiktok brainrot content with deadlock parkour in the background
Waiting for the movement maps
In dota they manage to crossover league with dota in the workshop even with the HUD
I want to see smite on deadlock 😂
"You think I don't know that? When you requeue, you get to get better players. When I requeue, I am still me." gonna hold that in the bank, watch the interest go up
The art direction is very bland. I do not know how they can improve it, but there is room for it. Right now the art direction just doesn't appeal.
black guy shooting with finger gun, its amazing!
Yeah I find it crazy to hear that the cyberpunk aesthetic is apparently overdone (despite being quite rare in AAA games) but this drab grey and brown retro style is apparently supposed to be exciting
The stamina and movement system is what makes this game for me, and it's something I wish people would touch on a bit more. Those three pips of stamina (or five if you get that Movement orb buff thingy) are what can help you engage a fight, get closer with an ultimate, hunt down low health enemies, or ensure your own survival while being chased. CC and high damaging abilities from the enemy? If you know the character you're up against, you have the awareness, then you can roll to dodge that. You can anticipate. Chasing someone low who's a good 300 feet away from you? That's all good, because I just did a roll into double jump and then slid down the staircase, refreshed one stamina pip, and then double jumped to climb up to them. The movement, be it ability or the stamina that everyone shares, is key in this game.
Need more Deadlock content!
5:55 when you said that. My mind immediately goes to TF2 mercs
It looks so convoluted that i got an headache only by watching you play
It really isn't that complex once you play a few matches.
@@dr.cheeze5382 I bet it is, but i've quit competitive MP games, after thousands of hours in csgo, the release of cs2 pushed me over and i converted into a "casual"
@@dr.cheeze5382 yes the hell it is, wtf
@@Void-Knull I don't want to be mean, but like.. skill issue? The game feels really accessible as someone that has never ever played anything even resembling a moba.
@@dr.cheeze5382 obviously it's a skill issue, but why the fuck would I put time into learning this game when I could do literally anything else with my time?
6:58 I mean stuns are a big part of a MOBA. They are supposed to disrupt your gameplay. That's why knowing when your opponent is about to use their stun skill and dodging is a very important skill that a player has to know and learn.
I hope Valve pushes some lore so I can understand what’s going on and who the characters are
You can search for its leak visual novel here on youtube. Its starring one of the heroes, Lady Geist.
The game already has quite extensive lore and there are already videos discussing it. Also, you can read the backstories for each character to find out more about them. My personal favorite backstory is Lash's.
happy to see you like it !! my buddies who play cs wont even give it a shot because they "dont like moba's". I used to play dota every now and then but I was not a huge fan. This game makes Mobas fun !!
0:38 I can't be the only one who's main games are both mobas and fps right? I feel like the prime target audience and am having so much fun
The only person whose main games are the 2 biggest competitive games?
Ehh same here I am not the smartest person alive, but I was hoping the moba elements would be more... restricted. I was hoping that there would be choices for different gameplay styles, and not an objective way to level your character and gain an advantage
I think the overlap is fairly large because obviously those are 2 of the largest genres but at the same time smaller than people might think, simply because a lot of people in these genres "one-trick" a game. A lot of players of LoL or DotA for example don't play any other games.
Tbh, playing deadlock is the most fun I've had in a long time recently,
Its addicting and fun
Funny you mentioned Yamato having bad design. Cause she does, yeah, but the reason is that she is still using the same model she had on Neon Prime. She was something like a samurai Alien there, so now she will be updated to be something like an Oni.
I would love to see more deadlock stuff from you if you are interested in this. love your videos, you're doing great.
6:51 that's a common characteristic of MOBA . That's why the game let's your see opponents build.
it doesn't have anything to do with MOBAs, just DotA. League isn't like that at all.
@@lancex5195 that tells me you never played high level LOL
>guy 1 gets countered, has less fun
>guy 2 has to counter guy 1, has less fun
hmmm, mobakeks, our response?
Right after he complains about stuns 2 lol, that’s like the whole point of building counter items
@@dkskcjfjswwwwwws413
im not a fan of mobas or third person shooters but I am absolutely addicted to this game. im excited to see it get polished for full release
Hey dude, you can add skill points by holding ALT and then click the ability hotkey :)
1:26 "It's like seeing the pink goo that will eventually turn into chicky nug nugs!"...
That shit caught me way off guard 🤣🤣🤣
I think what's important to remember is that, if something feels unbalanced... it's just icefrog
Balancing the overpowered is what he gets off on
"Everyone can be -super- overpowered. And when everyone's -super- overpowered no one will be."
Thats an icefrog game alright. How can a hero be op when all of the heroes are op
That guy just enjoys mayhem
I mean-- valve isn't exactly exempt from that either, as CSGO's and HL's weapon balance is anything to go by
@@dr.cheeze5382 reminds me of Insurgency where both 6 point MDR or 1 point M16A2 both have the capacity to one/two shot you in the chest.
@@noobguy9973 Isn't the marksman Designated Rifle just a very accurate M-16?
I personally don't think people's opinion of the game got better, so much as the people who don't like it have dismissed it and now only the people who like the game are left talking about it. As for the reason for not liking the game, while maybe some of it comes from mixing FPS with MOBA, the bigger issue was the timing: Deadlock leaked right as people were starting to get fed up with Valve's treatment of games like TF2, Left4Dead2, and Counter Strike, and many people still don't believe the game will survive if other Valve titles are also being left to rot, for instance the cheating and botting problems.
I really hope Deadlock makes it out of Devlock (heh) because if it fails only a little ahead of something like Artifact, then Valve's reputation would further tank into just 'The Steam Guys'
Hey, Left4Dead2 was left to rot for god knows how many years now (but a few years ago there was a very big update to the game though).
TF2 got it's bot problem solved that's for sure and I personally see no problem with CS2 outside of "it's still missing content from CSGO".
@@d4cto I understand where you're coming from here, but aren't these rare token "updates" for TF2 and L4D2 just lacking in actual content? As for CS, I think the fact that they are still missing major features like community servers and removing movement binds, along with poor VAC enforcement, all without letting us have CS:GO to bridge the gap, shows how lackluster and poorly planned this whole effort has been for porting to Source:2
And you would be forgiven for thinking they removed CS:GO for eSports reasons: fear of splitting the competitive community, two item economies, not wanting new experimental features to be rejected. Everything else is accessory to these things when they made the choice to axe Global Offensive and replace it with CS2, much in the same ways as Overwatch handled its own "sequel"
Ivy my beloved
❤Spanish goblin, my beloved.❤
TIRANDO ESPINAS
Literally just garden warfare except you need to sweat in deadlocked, while you dont need to but everyone does in Garden Warfare 2.
The UI and visuals are just so cluttered, omg.
Unfinished, although I'm sure some of the clutter will remain.
My suggestion would be a scaled down mode for beginners, i.e. 3 vs 3, smaller maps, etc.
For the "death from above" maybe a "Spidey Sense" on-screen indicator or something on the minimap?
There are literal rooftops you can get on.
If you play the game and don't think about people potentially flanking you from the air then you are just bad at the game.
Which is fine but I don't think they should go the route of a "Spidey Sense".
I’ve been saying FOR YEARS, that if someone makes a more polished more (fps-focussed) Smite, it will be the biggest game on the planet. Currently, that is true. Speaking of Smite 2… RIP 😅.
So yeah, we probably will never get Team Fortress 3, but I am happy with this.
one note, 5:42, yamato specifically is an old design from Neon Prime cyberpunk stuff and she's been slated for another art pass for a while now. that's why she feels and looks so weird compared to everyone else lol
Valve time = whenever they feel like it
That's... that's the point.
@@dr.cheeze5382 but what if they NEVER feel like it?
TheWarOwl, You're amazing! I hit the like button as soon as I saw it!
You would be surprised on how much overlap especially dota has with shooters.
Re: Overwatch, they made the hitboxes larger since there is no acceleration and everything stops and changes direction instantly. Hitting targets in Deadlock is 1000x easier than in Overwatch despite the hitbox, since Deadlock's targets are still much larger and have much longer acceleration/deceleration.
Overwatch with increased hitbox size is still like trying to click on a grain of rice that can instantly change direction, much harder than hitting targets in Deadlock, or CS for that matter.
Nice meme
6:28 *laughs in tf2 enjoyer*
the hook at 5:30 is wild
I've never played MOBAs and dont like em in general. And yet I cant stop playing Deadlock
This is basically Valve's excuse for not being able to count to 3, or actually "Live Service" Team Fortress 2.
This what Team Fortress 2.5, Episode 1-2 or "4" should have been.
Or Dota if its Overwatch.
lmao its a moba, its not anything close to tf2
Yeah I like the game and think it has lots of potential but I'm definitely on the "I'm an FPS player and all of these things scare me" side of the coin. I played most of the characters (including the "non-beginner friendly" ones) and yeah it is definitely a MOBA with lots of elements of Overwatch too. Without some best in slot build guides for some of the more skill-based characters I don't see myself getting terribly immersed in this game. I just like CS too much and prefer clicking on heads.
I'm sure you had lots to learn from CS at one point as well lol.
Any game worth playing for a long period of time has things to learn.
Great Game, really hooked despite never having played any mobas
Thank god you hit on the character design, I hate them, honestly the only thing turning me off is I can't see a single character that looks cool or interesting. The gameplay is pretty decent, I had fun, as a person not a big fan of MOBAs.
That's an unpopular opinion, I think. A good half of the roster is already beloved and memed.
And the ones that aren't are still leftovers from the previous iteration or in super early development.
@@dr.cheeze5382 Darn, well, if that's the case I suppose the majority has spoken.
@@Rsslone I'm not the majority. Just someone that _thinks_ they're part of it. Maybe I live under a rock?
My hope is that once this game inevitably releases microtransactions, Valve can reinvest the profits back into the game and consider redistributing the profits from cs microtransactions more favorably back into cs itself. It doesn't feel like cs gets content anywhere near proportional to the revenue it brings in... like 900 million last year, or something like, that depending on what estimate you read. Once deadlock develops legs, maybe we could see some more parity in terms of content released. And by this I really just mean inserting community created content into the base-game more regularly is fine.
Deadlock is so fun
im surprised the game to food analogy didnt go with adding "u want it to taste good, but u also want it to look good. if it tastes good but looks nasty then no ones gona want to try eating it"
Dayum, WarOwl is not happy about Overwatch. Personally, I find the gameplay of Deadlock way too complex, which is gonna make it quite unenjoyable when metas are going to emerge.
That's the point of itemization, isn't it? Don't like the meta build of your enemy? just buy items that hard counter it.
@@dr.cheeze5382 which means the game turns into who can outfarm the other... I will never understand the appeal of such a dull, mindless gameplay loop
@@dr.cheeze5382 Itemization won't counter metas. They are part of the meta. If a meta is so easily countered by items, it won't be a meta.
Great video, look forward to testing this properly at some point
this is the first game i played where you use nerf darts
yikes, usually you have to prod people a little before they reveal that they have a gaping skill issue.
@@dr.cheeze5382 disliking MOBAs isn't a skill issue, it's a perfectly reasonable response that would be expected of any rational mind
@@Void-Knull you didn't say you dislike mobas, you made a comment that appears as an insult to the game.
@@dr.cheeze5382 well yeah, it's a MOBA, why the fuck would I say good things about it?
@@Void-KnullThis is like the 3rd or 4th comment I've seen you saying something bad about the game.
What's your problem? Seems personal or something lol.
I play both genres alot I am hyped and intrigued!