Yes, guaranteed Info is not something that is necessary for a sentinel, but I was just making the point that no other sentinel really competes with killjoy/cypher at the moment. Also changes to deadlock should gradual to see what works, anyways thanks for all the comments, good too see all the positive discussions
Just give all her barier orbs +1000 hp 😂 Riot like play with numbers and no with mechanics ))) (lol player experience) These buff solo can move deadlock higher and may be even in pro play where she will just block one of path in start for stopping some hyper aggressive strat or stoping retake with these insane hp amount mesh )))😂😂😂😂
I don't like your community suggestion about the barrier and sound trap because It really works well to me. I think Just her ult could trap more so two or three will die if they try to keep in line. Since it was dodge able. That is so much good buff. But much better Just the nade could give small damage since it was a laser like bind trap. Damage will trigger if they full out the net.
i’ve been playing deadlock a lot recently and I really like most of these suggestions. Personally, my biggest gripe with her is the amount of time it takes her to take out her ult.
@@muhammadazkanaufal8695 her*🤓being real, I only time i used the nade is to slow the enemies down so my team can rotate faster. but on attack its pretty much useless to me
@@billneliousbobtreusjr I USE IT pretty well when enemy trying to rotate or trying to peak they get net. It's better use while there is cover just like real grenade. Deadlock nade needs cover. By studying line ups and holding position it will work like if the enemy is on ascent trapped corners and trying to get out. The only maps that deadlock is useless are beach and ice box. Because it was very open and no corners. Never use it while enemy is pointing gun at you. raze, keyo and gekko nade is only effective with that technic. Sova moderate but best line up possibilities. Deadlock is pretty well in lotus.
i learned on not to rage so when i play duelist (what i play the most) i dont rage if i die to a setinel that has better game sense and such, but the more 12-14 year olds will rage too much lol. setinels are meant to counter duelists if i am correct
She’s a reactionary sentinel which kinda defeats the point imo. Her wall is the strongest part of her kit, but her stuns are only particularly useful in places you can force audio (like drops and such), like on bind she can be really oppressive for a complete hookah lockdown. But that’s it. Her ability to grab info is tied to none of her abilities. It’d be kinda cool if the net nade revealed enemies, hell, allow them to combo with sound sensors, let you place them in the same area to go off of sound sensor. That alone, I feel, would make for some really interesting setups (along with adding another nade)
@@Zoinks3245 cypher trip does the same thing so I don’t see why not. And it leaves you a lot more immobile, locking you to a pretty defined area of motion before stunning you, which in a smoke you are not breaking it in time. I think having it do the pulse reveal tho, like on cyphers ult, would be fair
3:34 "It feels like you have to have a sentinel to make deadlock more viable" Deadlock's worth in a sentence. When I hear it, I instinctively shout "exactly, thankyou!"
Yeah she comboes really well with another sentinel. Cypher/KJ trips and bot forces gunshots which causes deadlock traps to trigger. Gravnet kj molly can confirm kills without needing to peek. High hp wall forces enemies to go another way into site which funnels them into more senti util. Even on attack rounds it feels like other sentis are needed for their trips to watch flank XD. Only problem is, you don't usually want to stack sentinels on a site because a sentinel can count as two people guarding a site.
I love the idea for the grenade buffs! So far I’m really enjoying playing deadlock, but I would love to see her get buffed in the near future. Great video!
So. 1. People have, since the game has come out, misunderstodd sentinels. Sentinels are, like any agent class, split up into seperate groups. For Duelist, these are very obvious, they consist of Flashing and Movement duelists, I like to use these to explain the sentinel class. It is also really important to understand that agents are not fixed to a class, they have primary clases and have crossovers with other classes. For example, cypher is a sentinel that is a crossover with the initiator class. His trips, cages, ult AND cam can all be used to initiate a team onto a site or to retake efficiently if placed beforehand. Killjoy is a crossover with the controller class, making it easy to molly smokes, so the enemy team cant flood out, and a little bit of an initiator crossover, with info from her bots. I like to imagine classes as a vendiagram, where agents can move inside of the vendiagram to spots exclusive to them, making them unique enough so that agents dont get too similar. This is also why Chamber is a sentinel. Chamber is a sentinel that moves far from the center of the vendiagram towards the duelist class, making him completely unique in that regard. He still is a sentinel tho, excelling at soloholding sites and punishing his sightlines with a pick - and getting out afterwards for your team to play 5v4. 2. Where is deadlock in the vendiagram? She is, with sage, the most pure of the sentinels, staying pretty much in the middle, to be a direct competitor to sage. She is designed to specifically hold a site, have the site on lockdown, stalling for as long as possible, buying time for her team. 3. How do we buff her? Well, to give you insight on this, dangerous territory. Your suggestions make valid points, however, as you can see by the current harbour meta, it is ridicolous to think he ever needed a buff. Harbours second cascade is what really put him in this position. The biggest changes you can make to an agent are giving them more utility. Your suggestion with giving her an extra slow might just be too overtuned, her gathering info with her nade would probably be the more reasonable change. However, this is dangerous then, as she then can effectively act as an extra initiator, gathering info for her team to scale onto weaker sites. My personal favourite would be -making her wall deploy like a cypher cage. -making an audio queue whenever the wall is touched. -lowering prices for her utility -making her ultfocused, similar to phoenix, where the ult is 6 points and potentially buffed in terms of Hp it takes for the enemy player to break free. All of these would probably be too much though, so keep in mind: It is better for everyone if agents SLOWLY get buffed and nerfed instead of making them completely overpowered immediately. A great video overall, however, your point regarding initiator sentinels as traditional sentinels is false. Thanks for reading :)
a TMV viewer I see. Good points as well. I think her wall needs an HP nerf and the sensors should activate if someone is making noise OR if Deadlock chooses to use the sensor (by pressing F or something). I like the ult as it is right now, and the gravnet could use a secondary effect, like a decay, or we should have two gravnets. NOT BOTH.
@Browniev2 i deleted my essay i typed. well, a fellow man of culture I see. I definitely see some points of tmv in my comment, that is because I think his comments make a ton of sense from a balancing perspektive. I think two gravnets would be too strong as a first buff, potentially making her overpowered. I think it would be nice as a first buff to increase the amount of time it takes for the enemy to remove the gravnet, making the counterplay to the ability weaker, potentially threatening more combo potential and making the playmaking with the ability easier.
@@YungSover as far as i understand, sage is the controller sentinel, chamber is the duelist sentinel, and the other two are info sentinels. I think op is just a little off on that
The idea of remote (not sonic anymore) sensors is amazing. In addition to the Sage like wall, the remote stuns would be more similar to cypher's cages or KJ's Nanoswarms, giving her more global influence across the map.
My thoughts on your suggestions: Nade: Having 2 nades with suppression(and info gathering) capabilities is overkill, and would single handedly make the agent overpowered. I'd give her 2 nades that play a sound queue if they trap an enemy(like a skye flash) Wall: It's fine as is, but being able to trigger it remotely sounds interesting Sonic sensor: It's too cool of a concept to disregard its sound detecting feature. If it activates based on motion, it would be too similar compered to the other sentinel utility(trip, alarm bot, chamber trip), although on its own, it's not a bad option. Making it *require* activation wouldn't make sense, since the other sentinels(cypher, killjoy) have abilities that tell them when to activate their piece of utility(alarmbot paired with nanoswarms, trip paired with cage). I like the idea of remote activation, but I would pair it with sound sensing, so you could either let it activate based on sound or activate it yourself. Ult: Only thing I'd change is the trajectory of its bounce, it's very janky.
I think if she had the nade be placeable and trigger when someone (even if walking) get caught or activating it when you want would be better. And she only has 1.
sorry what? I swear I don't mean this in bad faith I just have no clue what your comment means- this is how you see what in your head the whole slideshow thing?? it's driving me nuts can someone please explain this to me like im a 1st grader, I feel stupid reading this lol
@@Crona_Gowther_Kanato Let me explain, whenever someone explains something to me, for example a math problem, I see the numbers moving around on a white canvas. Or if I have plans to rearrange my room, I imagine my room as a black outline and have little icons for the things in my room.
this is a very great video that informs us info on certain agents, its very akin to what i do in my spare time which is trying to come up with a way to buff and nerf characters in valorant. if you could make this a series then that would be amazing
Riot made her the way she is for a reason, they don’t want the sentinels job to be to watch flank with trips/bots. This is the reason for the chamber trip and kj bot ranges. They also don’t want too much agent overlap, think fade and sova, or harbor and viper. They fill the same role (recon initiator, and walk smokes) but with different strengths. Thinking man’s valorant has a great video on agent identity, and the subclasses of each agent in the game. Cypher and kj are true sentinels, and should be played as such. Deadlock is meant to challenge sage, being a wall sentinel, and can be seen in the similarity in the role of the 2 agents. The only change riot should make is the net, the pull out is too fast, and maybe give her another. But they should take it slow, like they did with harbor, so she doesn’t become a must pick on every map.
My way of thinking is not to place her stuns based on where enemies would walk into the site but rather where they shootouts will happen. Not only do people strafe when in gunfights but also bullet sounds could trigger the trap. More like a retake tool
Here are my ideas on how to fix some of her kit: Gravnet -Increase duration of the net. -Increase pull-up time when removing the net. -Added Effect; Forces the player's crosshair to look down at an angle, when caught. (The netted players need to flick their mouse up, when someone peaks them) Barrier Mesh 1 -Barrier lasts until the end of the round. Or 2 -When the Barrier is destroyed or had expired, the ability will go into cooldown, once. Annihilation -Cocooned players can no longer get stuck, because of its strange path trajectory.
5:47 I think this is a good idea just maybe the sensor can have an activate radius like chamber's rendezvous and can pick up so she looks more like a sentinel
I would not do any of those changes and only change the gravnet so that it can be placed on the ground like a trap and also activate on sound (still having the option to throw it). That way deadlock would be better at locking down a site.
I have a things I would do to fix her utility. With her slow nade, It should act like a molly, then it gets laid down (Which already happens visually in game) It should be able to trap enemies who go over it. As for the concus trip, It would be hard to tune it without making it identical to 3 of our sentinels so I have a few Ideas on how to do it. These can be implemented separately or can all be used tbh lol, first I think should also work as a sensitivity trip, like if you get close enough (or a line in the middle of where the trip is facing) it should be activated even though you didn't make any noise, this incentivizes better positioning of the trips and rewarding people who hide it well. Second is pretty outlandish but I feel like its a pretty good change on how It works. I think It should work like a Cypher Camera but not literally. The trap would be visible but It wouldnt make any noise, anybody who passes it would give Deadlock a "Hostile Approaching" indicator, and that specific trip would glow in the minimap, like how a Killjoy or Cypher trap gets triggered. Another Idea I have (which where the Cypher camera comparison comes in) is that when a enemy looks at it, the trap lock onto them and alerts Deadlock. It does the usual Deadlock trip but this time the concus field is in the enemies direction, it being in the middle of the enemy, If they dont destroy it in time it'll alert Deadlock of the enemy Agent's name (Calling out enemys name is disposable and doesnt have to work like that) and stuns them. The stun only triggers if they are in range of where the stun would be while looking at it. This being way different than how the traditional trip works it might be weird, but I think this gives a good change on how these kind of util, giving uniqueness and having to change your playstyle alittle bit to counter her and make her actually good at locking down flanks and making her slow less useless than throwing a rock lol.
I think what she really needs is that the nades should tell you if someone is netted like fade seize because even if you throw it to slow someone in a corner, you don’t know if someone is actually there
This isn't the main focus of the video, but when the video started and I heard Super Mario Odyssey music it brought back so much memories. Love your choice in bg music and keep up the great content!
Very good video, I really like your ideas to change the wall and traps. I think that a supress to the nade would fit the theme of deadlock perfectly too
Can we have some way to know where her wall is going to be placed? Sage has it. I'm constantly placing shit walls that have an edge which can sneaked around
The changes you suggested are pretty good imo. The nade by itself seems (and looks) like a pretty cool ability but it doesnt have an actual purpose - if you catch someone and peek them, they can duel you just fine. The only time it could be useful is when enemies are pushing on site and as you said - you throw a perfectly timed nade that stops them in their tracks. Giving it a surpress also clears 2 birds with one stone cause that way she also gets info-gathering ( just like KJ and Cypher , even if theirs will still be a little better). I wanna cover a general issue with her that she feels really weird in a sense. On one hand you feel like you can stop 100 people from rushing , while on the other you are literally telling yourself * i could literally defend easier if i were Jett right now*. I feel like thats because every single one of your util has to be confirmed by a player in some way - You dont know if you catch someone with a net , people can sneak past your Sound sensors so you cant cover a flank and even if you have placed a wall you have to be careful cause someone can shoot trough it if you dont expect it. Meaning she is strong only if the stars align in your favour ...which happens in one of 3 ways - someone on your team assists you ( and lets be real - that doesnt happen often in solo queue), your enemies mess up big time, or you just get really lucky. Thanks for reading my post/rant 😊
I feel like her strength right now, and what they're trying to go for, is that she doesn't have to be ON a site to lock it down like Killjoy is, nor does she particularly benefit from it like Cypher does. She can assist her teammates by setting up sound sensors for them rather than her - She's pretty good for this on Ascent for example, where she can help stuff entries on both sites at once while still playing away from them - but her stall + her other stuff isn't powerful enough to justify playing her. She does feel a little more active as a sentinel, which I like, but they should make her stronger imo
I think the nade imrovements could rlly help her kit, but the other 2 abilities I dont rlly see riot changing since thats what makes her kit “special” or unique, making her different from the other sentinels (it would be kinda boring or upsetting if the stun sensors would be the same as the kj alarm bot). The trigger for the stun sensor could be rlly good if the sound detection stayed with it. Though the wall Is as fine as it is in my opinion.
Yeah she needs a hefty rework since the sound based thing isn’t going to work in a game like valorant since i’ve died countless times because the lurker just shift walks past my Deadlocks traps
Riot can add an option to throw the grenade on to doors/entrances/hallways and then it became a sticky net wall that block enemy from passing through (kinda like cypher's), and it can ONLY be remove by cutting it with knife That would probably help her be more useful as an sentinel
As much as I love this idea her having this and her wall would be broken and the game would be so frustrating to play, especially if you have to use a knife to cut it down because that would just be a free kill unless the person had someone backing them up.
@Inveist i played lots of deadlock this act and I found myself getting value out of her trips on offense every single post plant. Not every ability has to always be applicable all the time, the trips are fine as is
Simply give wallhacks when the nade hits like cypher cam and just give the sonic sensor a guaranteed range where it’s off LOS or movement not just sound
i really like the nade changes, because only force crouching the enemy is extremely weak, and while this can make it harder for the enemy to move it just feels so weak especially when comparing it to every other ability in the game
Your vids are really well put together, im attempting to main deadlock rn and I believe the biggest crutch to her is specifically the sensors as that is the thing that puts her in the Sentinel typing other than her wall. It NEEDS to be reworked imo.
Gravnet should make your shots inaccurate while you're stuck and briefly reveal enemies hit. additionally, i think that walking into the area after the inital burst should still lock you down. Sonic Sensors should be able to be activated remotely, and concuss a larger area. If someone spends too long near it without shooting it or making noise, deadlock tells the team that there's someone there. Wall should have a Left Click that allows it to be activated remotely in exchange for a longer reinforcement period. (Optional) make the top of the wall become a platform that you can stand on for fun off-angles. Ulti should be 8 orbs in exchange for a slightly faster time to kill.
From my experience of using her in unrated, I've basically used her as a trap sentinel. placing sound sensors in places where enemies usually stand during engagements, forcing the fight, and getting them stunned while my team and I shoot them. Yes wall is basically the only hard denial utility there is on her kit, and I basically only use the net to clear areas. but I think that is how to best play into her strengths; as a reactive sentinel, who can on the fly setup and counter enemy flanks/rotates. But also think about it, if Deadlock is really scary, and the sound sensors have been in multiple places around the map; imagine an entire team that needs to slow walk all over the map, just to avoid being stunned. easiest time for the opper and other site holders.
You need to think in reverse her stun isn't to hold flank, her wall is. Deadlock, like the name, her whole kit is about holding site mid(while) entry, not holding down site BEFORE entry, or retake. So please don't put stun for flank, use it like a killjoy nade. The only useless ability is the "sit down" nade for no reason.
Since the nade is a net you could possibly add a new effect that keeps you from switching weapons or abilities. If they have their knife out they are stuck like that untill it's removed or if they had an ability out. The draw back would be it wouldn't do much on someone with a gun out.
Something i thought of before seeing this video which could help fix the gravnet: I think that it could pulse twice, when it lands it has a sort of pulse which is when the net is actually applied, even though it stays on the ground longer without purpose. It could have another pulse as this could increase the overall power of the ability and would increase stalling potential. I do also think 2 nets would be good however I feel like adding an effect would be kinda op.
I think supress to her net is a very good idea since many agents with any sort of mobility can just get out of it with no problem and maybe this is just my idea to go of her sound-detecting design her sensors could detect movement but in a much smaller area and it will just stun a small area but the sound detection area is much bigger and when you get caught with sound while being in also the movement detection area you will be given additionally vulnerable
Hey great video! Just a small suggestion: While watching on my phone, I noticed the Agent voicelines and other soundbytes were competing against your voiceover sometimes. I'd suggest bringing them down maybe 2-3 dB but otherwise great editing!
i wish the net had a sound cue for successfully hitting an enemy. or even added a debuff upon successfully removing the net instead of waiting it out, like a stun or something.
i think that the problem with how ppl are categorizing deadlock as a underwhelming agent is that they are trying to fit a square piece into a circle hole. She isn't cypher or kj for their stuff to be used like that. It's like viper when ppl were trying to play her like brim and omen, and then swoopy, unidaro and jinzlad like players showed how she was supossed to be played, lurking around, with smokes in hand and turning stuff off at the right timing. The sensor for an exemple obviously will have the problem with no sound, but to think that this means it needs a buff is thinking 1 dimentionally and that it is supposed to be used like cypher's wires, which is not. 2:17 for an example, if you place it at the doorframe facing the site, omen can't push shift only, he will have to make noise, and activate the ability. Another example is fracture's drop from satellite and the stares at the a site. You either make noise to push into the site, or you don't even enter site. I had a bunch of success with 4v1 execute playing like that with deadlock, because the other team couldn't play without activating my stuff since the points where they were placed were the ones where they had to make sound to pass by. For attack i'd say she is weak now for pushing site and leaving stuff behind, but if you stay behind and place a sensor along wall, they wil have to shoot the wall or knife it, activate the sensor and you will there to kill them. the grav net supressing stuff actually sounds interesting (and i'd argue is the only skill that needs a buff because it doesnt do much, i sometimes don't even bother buying it because sensors and wall already do the trick).
i always put sens into category's, kj and cypher are the best for striaght up lockdown, chamber is a great sentinel/dualist hybrid and sage is a controller hybrid as her wall and slow orbs allow her to have a lot of control. deadlcok is somehow trying to be a sentinel, controller and a initiator all at once. her nade and ult being initiator, wall being a controller and her "trips".
I want to wait to see some proper professional and high-level play with this agent which will probably happen at champions and the off-season. I remember many thought Harbor was weak until teams like Loud and DRX introduced Harbor-Viper comps at Lock//In
I like the idea of deadlock being able to combine her util via her wires that we see on her util Like you can wire up her wall and her sound sensors So when a sound sensor is either broken or tripped a pre placed not activated wall goes off Or her granade could be combined with her wall so the moment apart of her wall gets broken The wall drops a nade I think it would be cool but the balancing idk Maybe her wall has less health when connected with wires sort of like a generator mechanic on her utility so when one piece of util gets broken its less effective?
I think for her net there's two ideas i have. One could be where it reduces your look speed so it functions like how a real net would work. Slow down your movement and put you in crouch like it does now, and the you can only take it off by shooting or knifing anywhere on your screen so it comes off. Knifing would be the fastest way out, but shooting lets you deal damage to the net and also shoot someone if you have the skill to do so. The second idea is that you leave it the same, have 2 instead of 1, and marks you like cypher trip but not as long. For her wall there's 2 options as well. Leave it as it is and give it a little less health and a remote. Leave it the same now with an alt mode where again remote gives it less health with more freedom, or putting yourself in danger and activating it yourself gives it more health (which is what it is now). For like a bonus idea why not make it like motion activated. It you can place it down, it goes invisible and pops open on contact. I feel like this would give her more combo potential with her other abilities. As for her ult i think it should have an alt mode where it functions like normally or you can place it like a trap except its slighty invisible so you can shoot it before it grabs you and if it grabs you, you can break free. This alt mode reduces its health by half or slightly if needing to be re adjusted.
i think for the stun it should be like a skye flash, its a weaker version with thats much more consistent, when remotely activated, the stun is only 1.75 seconds, and has a 1.25 second delay to stun, with a sound queue for the start
I mean deadlocks sound traps are busted on certain places on certain map. Theyre just straight up broken on places where the enemy has to jump down, and they cant shoot the traps consistently, atleast not without risking getting themselves shot while trying to destroy the traps. For example, defending b site on ascent, you can place sound traps below the walkway so when they jump down they are guaranteed to get stunned, and then you can have a wall to the left, so that the only way to get onto site is to jump down from the walkway. Or you can place a soundtrap on the jump down from window on bind b site. Just examples. Its not amazing and is kinda situational, but the traps can either be garbage or rly good based on how you place them. The wall is good cause its a wall, and the nade is just bad, plain and simple bad, literally only useful for info (if theyre dumb enough to give the info, since you dont NEED to pull the dart out), or for combining with mollies.
the net should be able to disable the enemies guns and ability adding a bit more to the grenades if hit also adding a sound effect of it wrapping around someone would help
This video was amazing to watch, the intro hooked me in, and the explanations were perfectly detailed. Subscribing for sure! Edit: i just realized that i have watched other videos on this channel and was surprised you only have a few thousand subs. keep up the work
I don't have a single issue with playing deadlock in comp so far. She's the only sentinel so far I feel like I get. Her grav net on attack is such a useful tool you Chuck it hear a beep and swing off to get a free kill. Her sonic sensor should be held not left alone if you engage the flanker they might shoot while near the trip. Her wall is pretty strong just keep in a chokepoint and focus on something else. Her ult is simply strong but not always a hit but I'd agrue is the best thing to have on an eco round since you can pull a gun for 1 ult. She can lock down a site fine just play around her sensor more.
all these suggestions are amazing but for me a sentinel is an agent who can watch flank so my first priority would be that they change their sonic sensors and let it stun people on movement not just sound. I really hope this is the first change they incorporate
My biggest arugment is attacking when its a 1v2, wall is so crazy with locking downn an entry popint for defuse annd also if its blocking the spot where spike is planted
DEADLOCK IS NOT USELESS! she is my main and no I'm not just a simp. I do agree that the grenade is sort of useless, it should also mark players with the same effect as a Sova dart/ult and there should be two available in her inventory, with maybe one being free or rechargeable (via 1 kill) every round. in my opinion she does have many flaws but they are almost entirely balanced out by her ult which is very powerful atm. the sensors are also very powerful, but then again I think it should/could be improved to help users by: 1, alert all players when and where it goes off, 2, continue functioning after deadlock has died, and finally 3, mark players with the Sova effect. this would help balance her out even if it would sort of turn her into a initiator. I also think that by changing deadlocks grenade to have say, a suppression or decay effect (like you suggested) they would be completely changing the character, and she would become very meta which they dont want from a new character because that means her balancing had failed. As @DualityofLife pointed out in his comment, they could also make the util cheaper to fix her because 200 creds per ability is a lot, because in a pistol round they cost you 600$! they could make the grenade 150$, or with the changes you suggested maybe 250$ cause that would significantly buff the item, but the sonic sensors dont ENTIRELY need the buff. they could stay unchanged and I think be worth 100$ per use. All this would be necessary because Reyna, (correct me if I'm wrong) is able to buy half util and still get a ghost, and her flashes are very powerful. Deadlock, can buy a sensor and a nade' and NOT EVEN GET A FRENZY! I also agree with his (his being @DualityofLife) comment again in saying that they could make her wall a cypher cage, meaning it would be deployable and THEN activated at a later, potentially more helpful time... I also dont particularly enjoy that you can shoot through the mesh, however I like that it is see through. They could improve barrier mesh by, possibly making it not shoot-through, but having it be semi-translucent? I just think it needs a buff too, one that would help the team a little more. There is another thing: All of deadlocks util is aimed towards single kills! if you use a grenade and catch 3 people, you are unlikely to kill all 3, max 2 before being shot. the Grav-net should also remove the guns from the enemy's hands because lets face it: its really easy to escape. EDIT: I also disagree that her ult should stop working even once she has died, because then even if you sniped a player with ult on Pearl B Long, you could be in hall, and them on the top of ramp, and their team-mate can kill you in hall and suddenly you lose not only the ult and points, but the kill! then you are relying on your teammates, (in this scenario) to kill the person WHO IS NOW ON SITE BECAUSE THE ULT DRAGGED! It would waste ult points much too easily and deadlock would have to hide whenever using a ult which no other agent has to do, other than MAYBE killjoy, and even then she has to hide the lockdown not herself.
You pretty much described my ideal changes for deadlock but i also wanna see something else. Currently when deadlock ults its instant activation. I think it should be similar to sage or kj ult where you can hold it out and chose to put it away if you decide you dont need it
There are two types of any kind of gent, including sentinels! For example, Duelists have entries (Jett, raze, neon, maybe yoru?) and non-entries (Reyna and phoenix). Initiators have scan (fade, KAY/O, and sova) and flash (Skye, Gekko and breach). Controllers have walls (viper and harbor) and orbs (omen, brimstone, and astra). But sentinels are a bit different. The two types are info sentinels (Cypher and Killjoy) and Stall sentinels (sage and chamber, though he doesn't really count as a sentinel). Because the stall types are so few (basically just sage), Deadlock was added to try and "dead lock" against rushes, but she's not strong enough to do that. She has her niche, it's just not a useful one.
The thing is Yoru had the same problem. The thing that remains to be seen is if Deadlocks niche can be useful. As some people remember Yoru had to got through multiple iterations after launch to find a good place for him. I used to think his niche just wasn't useful until they reworked him. I think it turned out ok. We'll just have to wait and see what the devs do.
Duelists are better categorized into flash or movement, because the entry role is inherent to the duelist identity(the reason why chamber is not a duelist, because he takes first bloods, not entries). Controllers are weird in categorization, personally I would say that Astra, Omen, and Viper go together since they have a wider map control, and Brim and Harbor are more active controllers, but I feel as though it's more of a spectrum. The main purpose behind a sentinel is stall, but they have different means of doing so and different subroles. Stall is based on a concept let's call "threat" since it forces detractions from the push. Killjoy has a damage threat (enemy team will die unless they clear util). Cypher has an info threat (cypher's team can capitalize off info these threats are not dealt with). Chamber has a gunfight threat (forcing multiple engages onto chamber since he can just tp out, thus wasting util and time). Sage has the most pure stall in that she can literally just make obstacles that are impossible to ignore, but she also stalls movement and repositioning potential, very important to be mobile in most gunfights. Now, the problem with deadlock, is that she is simply too reactionary in how she works. She is meant to punish bad positioning by leaving characters stranded in the open, but there are better characters to do to that in a more proactive way. Deadlock's wall is not meant to stall, it's meant to force shaky ground, by denying pushes and denying staying in select spots like runway on Haven B, because they can't move forward, and staying behind the wall leaves them as a sitting duck waiting to be killed. The biggest issue, is that deadlock has to react rather than force the enemy team to react which hurts her stalling potential. categorically, deadlock doesn't fail, it's just that her ability design forces her to work more than her enemies.
I would personally do the following changes on her: Add a second nade to her kit + Add the effect of revealing auras of those who were hit by it. Add a new effect for Sonic Sensor. I would make two areas of effect. The first one with a wider area of activation, only activated by sound. The second one activated by movement like most traps. Stun duration would by increased if any sound was made. This would make her Stall much more on bomb site. She could do things like put traps on each entry and hold one of them a bit more with the barrier. Also, she could combo stun + nade to better effect. Personally, I would implement this and see how it goes. I'm not a fan of huge buffs or nerfs since it can create other bigger problems.
@@Nightmare-sg1qg Different purposes, I guess. But nonetheless, the duration of the revearl could be one of things to be balanced about it. Time to remove also could be one of these things. (Price also, but i'm not used to how they balance this type of cost/benefit in the game yet).
This agent it good for force to attacking to a side that ur team pretty good on but some how its like rock,scissor, paper that u have to know and doubt wheres your enemys are, if your sentinel in your team know the opponent team playstyle it will be eazy to play for deadlock team which that mean if u want to use deadlock with full potential pls stack 4 or 5 ppl, plus u have to know many plans and how enemy plans work
I think what makes deadlock feel weak is that she brings a more watered-down version of other abilities than other agents. My suggestions as someone who mains the character would be this: 1. Reduce the cost of her ultimate by one point, to capitalise on her more ult-focused position right now. 2. Slightly increase the time it takes to remove the net when caught, only by half a second, in order to better take advantage of the audio-cue. Potentially add the vulnerable effect to opponents hit OR suppress all “movement” related abilities (jett dash, teleports etc). 3. Slightly increase the speed at which the sonic sensor activates when detecting opponents. 4. Add remote activation to the wall, while slightly reducing the health.
the net grenade just feels so sad i'd like to see it leave some sort of lingering effect for a few seconds, like a sage slow applying vulnerable or suppressed would also be cool another option would be to make it removing the 'dart' takes longer. rn it's faster than removing cypher cam dart which is weird for an ability that's only usable once per round instead of many like cypher
Her gravnet should have a throwing mode and a trap mode where it can be activated like a killjoy nade and forces players to make sound to activate the trap along with the usual crouch effect.
As somebody who has gone on a 10 match win streak with deadlock solo queue, the made need an effect,range buff or make it take longer to remove the net, and they should remove the half second until the stun activates, the wall and ult are very good
Tbh the sound sensor is kinda iffy, instead they should change it to thermal sensor, only one and can see any player who enter site and can see through wall (heat based, not visual). The nade instead of slow, can be change to paranoia or a deployed heat tracker, where players hit will be exposed like sova dart for 2 seconds.
Deadlock is meant to compete with sage, not KJ and cypher; for the reactionary type Sentinels. My suggestion is to allow the wall to have a tiny platform at the middle so you can boost up it similar to sage. You can also activate when the wall is transparent or not, adding on to the reactionary playstyle. The stun can be switch between a trip form or nade form, but the nade form reduces the stun duration significantly.
I think they should rework her wall to be like a rolling disc that spools the wall in a pattern similar to the path of boombot. Like sens from rainbow six
my personal suggestion is to make the gravnet as the signature ability that refreshes after 30-40 seconds so that she can have an ability to use mid-round, because at the moment, once you used everything, you already have no utility to use.
Yes but vulnerability would be overpowered at tbh if you think about it there is no ability in the game that makes you vulnerable and slower and that is on purpose. If you are vulnerable you are two shot on the body with a vandal also the combo potential with other agents utilities would be to strong because of it
I would just say that, the nade should have 2 charges, and a short cooldownbefore throwing a second one (similar to breach aftershock if infinite abilities is on). also, I would like the nade to give deadlock information about if and how many enemies are caught in the area. For the sonic sensor; I still think it’s unique and fine, but I find it unreasonable for it not to be activated by some abilities, like yoru’s tp or flashes. I think it should react to any sound caught within the radius, except for mollies or projectile-like abilities that land in the area, so that it can’t just be cancelled out. when a molly or flash or smoke or etc is equipped by an enemy within the area of the trap, it should activate. This way it actually creates pressure and actually has an impact.
Yes, guaranteed Info is not something that is necessary for a sentinel, but I was just making the point that no other sentinel really competes with killjoy/cypher at the moment. Also changes to deadlock should gradual to see what works, anyways thanks for all the comments, good too see all the positive discussions
Just give all her barier orbs +1000 hp 😂
Riot like play with numbers and no with mechanics ))) (lol player experience)
These buff solo can move deadlock higher and may be even in pro play where she will just block one of path in start for stopping some hyper aggressive strat or stoping retake with these insane hp amount mesh )))😂😂😂😂
I feel like making Gravnet a info gathering ability could fix it
Make net renewal ability like gekko or just with CD like 15-20 second to spam every corner )
I don't like your community suggestion about the barrier and sound trap because It really works well to me. I think Just her ult could trap more so two or three will die if they try to keep in line. Since it was dodge able. That is so much good buff. But much better Just the nade could give small damage since it was a laser like bind trap. Damage will trigger if they full out the net.
AI ass video lol "venerability" "attack site"
i’ve been playing deadlock a lot recently and I really like most of these suggestions. Personally, my biggest gripe with her is the amount of time it takes her to take out her ult.
yeah and once i accidentally press the ult button forced to use it
I feel that his nade is the most useless thing lmao, but idk i think i just dont know how to use it properly
@@muhammadazkanaufal8695 her*🤓being real, I only time i used the nade is to slow the enemies down so my team can rotate faster. but on attack its pretty much useless to me
@@billneliousbobtreusjr I USE IT pretty well when enemy trying to rotate or trying to peak they get net. It's better use while there is cover just like real grenade. Deadlock nade needs cover. By studying line ups and holding position it will work like if the enemy is on ascent trapped corners and trying to get out. The only maps that deadlock is useless are beach and ice box. Because it was very open and no corners. Never use it while enemy is pointing gun at you. raze, keyo and gekko nade is only effective with that technic. Sova moderate but best line up possibilities. Deadlock is pretty well in lotus.
I couldn’t care less for her ult because it feels so clunky compared to the rest of her kit
Yeah but Deadlock kinda hot tho
W reason
Based
Unfortunately looking down in game doesnt show the body
For real for real
Karen lookin ahh
The thing is, we can't buff a sentinel without having a duelist main crying about how hard it's to entry/lurk against the buffed "broken" sentinel😂
i learned on not to rage so when i play duelist (what i play the most) i dont rage if i die to a setinel that has better game sense and such, but the more 12-14 year olds will rage too much lol. setinels are meant to counter duelists if i am correct
maybe because they aren't suppose to charge in deadbrain into site or lurk to begin with :/
Dualists crying is music to my ears
@@lavynxIt's fun when I wallbang them with my cypher trips and they cry 'why spam?' though buff chamber.
@@IAintGonnaDrawHeliohimuh spam is such a dumb excuse when they just have poor positioning
She’s a reactionary sentinel which kinda defeats the point imo. Her wall is the strongest part of her kit, but her stuns are only particularly useful in places you can force audio (like drops and such), like on bind she can be really oppressive for a complete hookah lockdown. But that’s it. Her ability to grab info is tied to none of her abilities. It’d be kinda cool if the net nade revealed enemies, hell, allow them to combo with sound sensors, let you place them in the same area to go off of sound sensor. That alone, I feel, would make for some really interesting setups (along with adding another nade)
I agree, but making the nade reveal enemies is so broken. U chuck it into a smoke where you know there is some and it’d be a guaranteed kill
@@Zoinks3245 cypher trip does the same thing so I don’t see why not. And it leaves you a lot more immobile, locking you to a pretty defined area of motion before stunning you, which in a smoke you are not breaking it in time. I think having it do the pulse reveal tho, like on cyphers ult, would be fair
we have reactionary sentinels, they're called viper and astra
@@user6641 fax
@@user6641Sage too
3:34 "It feels like you have to have a sentinel to make deadlock more viable"
Deadlock's worth in a sentence. When I hear it, I instinctively shout "exactly, thankyou!"
Yeah she comboes really well with another sentinel. Cypher/KJ trips and bot forces gunshots which causes deadlock traps to trigger. Gravnet kj molly can confirm kills without needing to peek. High hp wall forces enemies to go another way into site which funnels them into more senti util. Even on attack rounds it feels like other sentis are needed for their trips to watch flank XD.
Only problem is, you don't usually want to stack sentinels on a site because a sentinel can count as two people guarding a site.
@@willyboi1105 just play another role at that point
I’m shocked you have under 2k subs, this video is incredible, great job. Looking forward to everything else you make in the future!
Thanks, Means a lot!
I love the idea for the grenade buffs! So far I’m really enjoying playing deadlock, but I would love to see her get buffed in the near future. Great video!
So.
1. People have, since the game has come out, misunderstodd sentinels. Sentinels are, like any agent class, split up into seperate groups. For Duelist, these are very obvious, they consist of Flashing and Movement duelists, I like to use these to explain the sentinel class. It is also really important to understand that agents are not fixed to a class, they have primary clases and have crossovers with other classes. For example, cypher is a sentinel that is a crossover with the initiator class. His trips, cages, ult AND cam can all be used to initiate a team onto a site or to retake efficiently if placed beforehand. Killjoy is a crossover with the controller class, making it easy to molly smokes, so the enemy team cant flood out, and a little bit of an initiator crossover, with info from her bots. I like to imagine classes as a vendiagram, where agents can move inside of the vendiagram to spots exclusive to them, making them unique enough so that agents dont get too similar. This is also why Chamber is a sentinel. Chamber is a sentinel that moves far from the center of the vendiagram towards the duelist class, making him completely unique in that regard. He still is a sentinel tho, excelling at soloholding sites and punishing his sightlines with a pick - and getting out afterwards for your team to play 5v4.
2. Where is deadlock in the vendiagram?
She is, with sage, the most pure of the sentinels, staying pretty much in the middle, to be a direct competitor to sage. She is designed to specifically hold a site, have the site on lockdown, stalling for as long as possible, buying time for her team.
3. How do we buff her?
Well, to give you insight on this, dangerous territory.
Your suggestions make valid points, however, as you can see by the current harbour meta, it is ridicolous to think he ever needed a buff. Harbours second cascade is what really put him in this position. The biggest changes you can make to an agent are giving them more utility. Your suggestion with giving her an extra slow might just be too overtuned, her gathering info with her nade would probably be the more reasonable change. However, this is dangerous then, as she then can effectively act as an extra initiator, gathering info for her team to scale onto weaker sites.
My personal favourite would be
-making her wall deploy like a cypher cage.
-making an audio queue whenever the wall is touched.
-lowering prices for her utility
-making her ultfocused, similar to phoenix, where the ult is 6 points and potentially buffed in terms of Hp it takes for the enemy player to break free.
All of these would probably be too much though, so keep in mind: It is better for everyone if agents SLOWLY get buffed and nerfed instead of making them completely overpowered immediately. A great video overall, however, your point regarding initiator sentinels as traditional sentinels is false.
Thanks for reading :)
You already get a sound queue if you touch her wall.
a TMV viewer I see. Good points as well. I think her wall needs an HP nerf and the sensors should activate if someone is making noise OR if Deadlock chooses to use the sensor (by pressing F or something). I like the ult as it is right now, and the gravnet could use a secondary effect, like a decay, or we should have two gravnets. NOT BOTH.
@Browniev2 i deleted my essay i typed.
well, a fellow man of culture I see. I definitely see some points of tmv in my comment, that is because I think his comments make a ton of sense from a balancing perspektive. I think two gravnets would be too strong as a first buff, potentially making her overpowered. I think it would be nice as a first buff to increase the amount of time it takes for the enemy to remove the gravnet, making the counterplay to the ability weaker, potentially threatening more combo potential and making the playmaking with the ability easier.
It's funny that you say sage is a pure sentinel and good at holding down site when both kj and cypher are better at it
@@YungSover as far as i understand, sage is the controller sentinel, chamber is the duelist sentinel, and the other two are info sentinels. I think op is just a little off on that
The idea of remote (not sonic anymore) sensors is amazing. In addition to the Sage like wall, the remote stuns would be more similar to cypher's cages or KJ's Nanoswarms, giving her more global influence across the map.
deadlock: kills this dude one time
his response:
My thoughts on your suggestions:
Nade:
Having 2 nades with suppression(and info gathering) capabilities is overkill, and would single handedly make the agent overpowered.
I'd give her 2 nades that play a sound queue if they trap an enemy(like a skye flash)
Wall:
It's fine as is, but being able to trigger it remotely sounds interesting
Sonic sensor:
It's too cool of a concept to disregard its sound detecting feature. If it activates based on motion, it would be too similar compered to the other sentinel utility(trip, alarm bot, chamber trip), although on its own, it's not a bad option. Making it *require* activation wouldn't make sense, since the other sentinels(cypher, killjoy) have abilities that tell them when to activate their piece of utility(alarmbot paired with nanoswarms, trip paired with cage). I like the idea of remote activation, but I would pair it with sound sensing, so you could either let it activate based on sound or activate it yourself.
Ult:
Only thing I'd change is the trajectory of its bounce, it's very janky.
I think if she had the nade be placeable and trigger when someone (even if walking) get caught or activating it when you want would be better. And she only has 1.
This animation style is the perfect example of how I see things in my head. I love it dude. Keep it up!
sorry what? I swear I don't mean this in bad faith I just have no clue what your comment means- this is how you see what in your head the whole slideshow thing?? it's driving me nuts can someone please explain this to me like im a 1st grader, I feel stupid reading this lol
@@Crona_Gowther_Kanato Let me explain, whenever someone explains something to me, for example a math problem, I see the numbers moving around on a white canvas. Or if I have plans to rearrange my room, I imagine my room as a black outline and have little icons for the things in my room.
@@bleethan6809 I thought I was the only one who did that lol.
this is a very great video that informs us info on certain agents, its very akin to what i do in my spare time which is trying to come up with a way to buff and nerf characters in valorant. if you could make this a series then that would be amazing
Riot made her the way she is for a reason, they don’t want the sentinels job to be to watch flank with trips/bots. This is the reason for the chamber trip and kj bot ranges. They also don’t want too much agent overlap, think fade and sova, or harbor and viper. They fill the same role (recon initiator, and walk smokes) but with different strengths. Thinking man’s valorant has a great video on agent identity, and the subclasses of each agent in the game. Cypher and kj are true sentinels, and should be played as such. Deadlock is meant to challenge sage, being a wall sentinel, and can be seen in the similarity in the role of the 2 agents. The only change riot should make is the net, the pull out is too fast, and maybe give her another. But they should take it slow, like they did with harbor, so she doesn’t become a must pick on every map.
Sage is already 1% pick rate in pro. Deadlock being a worse pick than Sage says a lot about how garbage the agent is.
@@bobbobby475u not liking her doesn’t make her a worse pick
My way of thinking is not to place her stuns based on where enemies would walk into the site but rather where they shootouts will happen.
Not only do people strafe when in gunfights but also bullet sounds could trigger the trap. More like a retake tool
Here are my ideas on how to fix some of her kit:
Gravnet
-Increase duration of the net.
-Increase pull-up time when removing the net.
-Added Effect; Forces the player's crosshair to look down at an angle, when caught. (The netted players need to flick their mouse up, when someone peaks them)
Barrier Mesh
1 -Barrier lasts until the end of the round.
Or
2 -When the Barrier is destroyed or had expired, the ability will go into cooldown, once.
Annihilation
-Cocooned players can no longer get stuck, because of its strange path trajectory.
If I’m not wrong the made already tells you if you hit somebody but maybe it’s just the „pull out the dart“ sound
5:47 I think this is a good idea just maybe the sensor can have an activate radius like chamber's rendezvous and can pick up so she looks more like a sentinel
The visuals and sound effects are so good, nice video felix!
Thanks!
I would not do any of those changes and only change the gravnet so that it can be placed on the ground like a trap and also activate on sound (still having the option to throw it). That way deadlock would be better at locking down a site.
that community ideas segment is like the brown part of a banana. the rest of the video is amazing and well put together
I have a things I would do to fix her utility. With her slow nade, It should act like a molly, then it gets laid down (Which already happens visually in game) It should be able to trap enemies who go over it. As for the concus trip, It would be hard to tune it without making it identical to 3 of our sentinels so I have a few Ideas on how to do it. These can be implemented separately or can all be used tbh lol, first I think should also work as a sensitivity trip, like if you get close enough (or a line in the middle of where the trip is facing) it should be activated even though you didn't make any noise, this incentivizes better positioning of the trips and rewarding people who hide it well. Second is pretty outlandish but I feel like its a pretty good change on how It works. I think It should work like a Cypher Camera but not literally. The trap would be visible but It wouldnt make any noise, anybody who passes it would give Deadlock a "Hostile Approaching" indicator, and that specific trip would glow in the minimap, like how a Killjoy or Cypher trap gets triggered. Another Idea I have (which where the Cypher camera comparison comes in) is that when a enemy looks at it, the trap lock onto them and alerts Deadlock. It does the usual Deadlock trip but this time the concus field is in the enemies direction, it being in the middle of the enemy, If they dont destroy it in time it'll alert Deadlock of the enemy Agent's name (Calling out enemys name is disposable and doesnt have to work like that) and stuns them. The stun only triggers if they are in range of where the stun would be while looking at it. This being way different than how the traditional trip works it might be weird, but I think this gives a good change on how these kind of util, giving uniqueness and having to change your playstyle alittle bit to counter her and make her actually good at locking down flanks and making her slow less useless than throwing a rock lol.
I think what she really needs is that the nades should tell you if someone is netted like fade seize because even if you throw it to slow someone in a corner, you don’t know if someone is actually there
there's a sound indicator
@@fadesaway theres a sound indicator even if you miss
@@playbtdbattles2409 he means if they get tagged by it and they pull out the dart in them you can very clearly hear it
@@playbtdbattles2409 but there's a specific one for when you ensnare someone
@@playbtdbattles2409 Whenever enemies try to remove the net, there is a sound indicator
This isn't the main focus of the video, but when the video started and I heard Super Mario Odyssey music it brought back so much memories. Love your choice in bg music and keep up the great content!
All I want is to see where the wall will land. Some walls you just throw at the chokepoint and they block nothing.
Very good video, I really like your ideas to change the wall and traps. I think that a supress to the nade would fit the theme of deadlock perfectly too
Can we have some way to know where her wall is going to be placed? Sage has it.
I'm constantly placing shit walls that have an edge which can sneaked around
The changes you suggested are pretty good imo. The nade by itself seems (and looks) like a pretty cool ability but it doesnt have an actual purpose - if you catch someone and peek them, they can duel you just fine. The only time it could be useful is when enemies are pushing on site and as you said - you throw a perfectly timed nade that stops them in their tracks. Giving it a surpress also clears 2 birds with one stone cause that way she also gets info-gathering ( just like KJ and Cypher , even if theirs will still be a little better). I wanna cover a general issue with her that she feels really weird in a sense. On one hand you feel like you can stop 100 people from rushing , while on the other you are literally telling yourself * i could literally defend easier if i were Jett right now*. I feel like thats because every single one of your util has to be confirmed by a player in some way - You dont know if you catch someone with a net , people can sneak past your Sound sensors so you cant cover a flank and even if you have placed a wall you have to be careful cause someone can shoot trough it if you dont expect it. Meaning she is strong only if the stars align in your favour ...which happens in one of 3 ways - someone on your team assists you ( and lets be real - that doesnt happen often in solo queue), your enemies mess up big time, or you just get really lucky.
Thanks for reading my post/rant 😊
I feel like her strength right now, and what they're trying to go for, is that she doesn't have to be ON a site to lock it down like Killjoy is, nor does she particularly benefit from it like Cypher does. She can assist her teammates by setting up sound sensors for them rather than her - She's pretty good for this on Ascent for example, where she can help stuff entries on both sites at once while still playing away from them - but her stall + her other stuff isn't powerful enough to justify playing her. She does feel a little more active as a sentinel, which I like, but they should make her stronger imo
I think the nade imrovements could rlly help her kit, but the other 2 abilities I dont rlly see riot changing since thats what makes her kit “special” or unique, making her different from the other sentinels (it would be kinda boring or upsetting if the stun sensors would be the same as the kj alarm bot). The trigger for the stun sensor could be rlly good if the sound detection stayed with it. Though the wall Is as fine as it is in my opinion.
the editing on this vid is crazy, you are severely underrated
Yeah she needs a hefty rework since the sound based thing isn’t going to work in a game like valorant since i’ve died countless times because the lurker just shift walks past my Deadlocks traps
Riot can add an option to throw the grenade on to doors/entrances/hallways and then it became a sticky net wall that block enemy from passing through (kinda like cypher's), and it can ONLY be remove by cutting it with knife
That would probably help her be more useful as an sentinel
As much as I love this idea her having this and her wall would be broken and the game would be so frustrating to play, especially if you have to use a knife to cut it down because that would just be a free kill unless the person had someone backing them up.
I think deadlock is mostly fine, giving her 1-2 nades that supress in order to stall rushes like you suggesed would be all thats needed imo
Would rather pick sage.
That is very wrong her trips aka the main part of a sentinel absolutely stink and they need a rework as soon as possible
@Inveist the only change I'd make to them potentially is make them pop faster or maybe give her a third, they're pretty good as is
@@DoggoDoesStuff1 No they aren't on attack they're utterly useless and if you don't play against people that rush 24/7 on defense they aren't great
@Inveist i played lots of deadlock this act and I found myself getting value out of her trips on offense every single post plant. Not every ability has to always be applicable all the time, the trips are fine as is
Simply give wallhacks when the nade hits like cypher cam and just give the sonic sensor a guaranteed range where it’s off LOS or movement not just sound
i really like the nade changes, because only force crouching the enemy is extremely weak, and while this can make it harder for the enemy to move it just feels so weak especially when comparing it to every other ability in the game
I really like the ideas you gave & your editing, hope you gain more subs cuz you deserve it
Your vids are really well put together, im attempting to main deadlock rn and I believe the biggest crutch to her is specifically the sensors as that is the thing that puts her in the Sentinel typing other than her wall. It NEEDS to be reworked imo.
Deadlock is the Breach (@ launch) of Sentinels, and seems more like a Neon counter-pick
this is so well edited
Gravnet should make your shots inaccurate while you're stuck and briefly reveal enemies hit. additionally, i think that walking into the area after the inital burst should still lock you down.
Sonic Sensors should be able to be activated remotely, and concuss a larger area. If someone spends too long near it without shooting it or making noise, deadlock tells the team that there's someone there.
Wall should have a Left Click that allows it to be activated remotely in exchange for a longer reinforcement period. (Optional) make the top of the wall become a platform that you can stand on for fun off-angles.
Ulti should be 8 orbs in exchange for a slightly faster time to kill.
That's why I tell my teammates to use their brain and think where they will shoot you when they're flanking
The other could be used on spike so when they defuse it,they get concussed
love the editing!
great video the suggestions for the nades are the best ive heard
They just buffed her and it was only ult speed so now the cocoon now flies towards you at supersonic speed but no actual good buffs so she's still bad
From my experience of using her in unrated, I've basically used her as a trap sentinel. placing sound sensors in places where enemies usually stand during engagements, forcing the fight, and getting them stunned while my team and I shoot them. Yes wall is basically the only hard denial utility there is on her kit, and I basically only use the net to clear areas. but I think that is how to best play into her strengths; as a reactive sentinel, who can on the fly setup and counter enemy flanks/rotates.
But also think about it, if Deadlock is really scary, and the sound sensors have been in multiple places around the map; imagine an entire team that needs to slow walk all over the map, just to avoid being stunned. easiest time for the opper and other site holders.
You need to think in reverse her stun isn't to hold flank, her wall is.
Deadlock, like the name, her whole kit is about holding site mid(while) entry, not holding down site BEFORE entry, or retake. So please don't put stun for flank, use it like a killjoy nade.
The only useless ability is the "sit down" nade for no reason.
the crouch slows players and if an enemy tries to pull it, peek when u hear it to get an almost guaranteed kill
not to mention if you go to the edge, the crouch effect will slow you like 80% more than it did in the middle so it's very useful
Since the nade is a net you could possibly add a new effect that keeps you from switching weapons or abilities. If they have their knife out they are stuck like that untill it's removed or if they had an ability out. The draw back would be it wouldn't do much on someone with a gun out.
what is the song that plays from 0:35 onwards?? its so familiar to me but i cant remember
Everyone: Deadlock is useless dont pick her!
PRX: *picks DL, wins the map*
Everyone: *"HERE'S WHY DEADLOCK IS VIABLE IN PRO PLAY"*
Something i thought of before seeing this video which could help fix the gravnet: I think that it could pulse twice, when it lands it has a sort of pulse which is when the net is actually applied, even though it stays on the ground longer without purpose. It could have another pulse as this could increase the overall power of the ability and would increase stalling potential. I do also think 2 nets would be good however I feel like adding an effect would be kinda op.
I think supress to her net is a very good idea since many agents with any sort of mobility can just get out of it with no problem
and maybe this is just my idea to go of her sound-detecting design her sensors could detect movement but in a much smaller area and it will just stun a small area but the sound detection area is much bigger and when you get caught with sound while being in also the movement detection area you will be given additionally vulnerable
Hey great video! Just a small suggestion: While watching on my phone, I noticed the Agent voicelines and other soundbytes were competing against your voiceover sometimes. I'd suggest bringing them down maybe 2-3 dB but otherwise great editing!
Deadlock has actually completely changed the double sentinel meta. Instead of sage walling in front of cypher's trips, deadlock can do that too now.
would love to see more videos like this.
rather than adding an effect to the gravnet, I'd suggest just make it not removable at all so you just HAVE to sit there if you get stuck
Yeah but the voiceline “PULL THEM TO THEIR GRRRAVE.” is sooo good thooooo
i wish the net had a sound cue for successfully hitting an enemy. or even added a debuff upon successfully removing the net instead of waiting it out, like a stun or something.
Good video! Its very well edited as well!
Glad you enjoyed it
i think that the problem with how ppl are categorizing deadlock as a underwhelming agent is that they are trying to fit a square piece into a circle hole. She isn't cypher or kj for their stuff to be used like that. It's like viper when ppl were trying to play her like brim and omen, and then swoopy, unidaro and jinzlad like players showed how she was supossed to be played, lurking around, with smokes in hand and turning stuff off at the right timing.
The sensor for an exemple obviously will have the problem with no sound, but to think that this means it needs a buff is thinking 1 dimentionally and that it is supposed to be used like cypher's wires, which is not. 2:17 for an example, if you place it at the doorframe facing the site, omen can't push shift only, he will have to make noise, and activate the ability. Another example is fracture's drop from satellite and the stares at the a site. You either make noise to push into the site, or you don't even enter site. I had a bunch of success with 4v1 execute playing like that with deadlock, because the other team couldn't play without activating my stuff since the points where they were placed were the ones where they had to make sound to pass by.
For attack i'd say she is weak now for pushing site and leaving stuff behind, but if you stay behind and place a sensor along wall, they wil have to shoot the wall or knife it, activate the sensor and you will there to kill them.
the grav net supressing stuff actually sounds interesting (and i'd argue is the only skill that needs a buff because it doesnt do much, i sometimes don't even bother buying it because sensors and wall already do the trick).
i always put sens into category's, kj and cypher are the best for striaght up lockdown, chamber is a great sentinel/dualist hybrid and sage is a controller hybrid as her wall and slow orbs allow her to have a lot of control. deadlcok is somehow trying to be a sentinel, controller and a initiator all at once. her nade and ult being initiator, wall being a controller and her "trips".
Nice vid, I agree with everything you said. I doubt they will buff her besides maybe an extra nade but who knows.
I want to wait to see some proper professional and high-level play with this agent which will probably happen at champions and the off-season. I remember many thought Harbor was weak until teams like Loud and DRX introduced Harbor-Viper comps at Lock//In
I like the idea of deadlock being able to combine her util via her wires that we see on her util
Like you can wire up her wall and her sound sensors
So when a sound sensor is either broken or tripped a pre placed not activated wall goes off
Or her granade could be combined with her wall so the moment apart of her wall gets broken
The wall drops a nade
I think it would be cool but the balancing idk
Maybe her wall has less health when connected with wires sort of like a generator mechanic on her utility so when one piece of util gets broken its less effective?
Actually I love this idea, it encourages strategic util use, and it would make her very unique
I know I'm late but I feel like these changes would make deadlock more of a hybrid kj/viper which could be rly op but I think ur on to something
Can we talk about the fire music at 1:26
I think for her net there's two ideas i have. One could be where it reduces your look speed so it functions like how a real net would work. Slow down your movement and put you in crouch like it does now, and the you can only take it off by shooting or knifing anywhere on your screen so it comes off. Knifing would be the fastest way out, but shooting lets you deal damage to the net and also shoot someone if you have the skill to do so. The second idea is that you leave it the same, have 2 instead of 1, and marks you like cypher trip but not as long. For her wall there's 2 options as well. Leave it as it is and give it a little less health and a remote. Leave it the same now with an alt mode where again remote gives it less health with more freedom, or putting yourself in danger and activating it yourself gives it more health (which is what it is now). For like a bonus idea why not make it like motion activated. It you can place it down, it goes invisible and pops open on contact. I feel like this would give her more combo potential with her other abilities. As for her ult i think it should have an alt mode where it functions like normally or you can place it like a trap except its slighty invisible so you can shoot it before it grabs you and if it grabs you, you can break free. This alt mode reduces its health by half or slightly if needing to be re adjusted.
Oh, yes, some content creator making better ideas than a riot dev, indeed.
i think for the stun it should be like a skye flash, its a weaker version with thats much more consistent, when remotely activated, the stun is only 1.75 seconds, and has a 1.25 second delay to stun, with a sound queue for the start
I mean deadlocks sound traps are busted on certain places on certain map. Theyre just straight up broken on places where the enemy has to jump down, and they cant shoot the traps consistently, atleast not without risking getting themselves shot while trying to destroy the traps. For example, defending b site on ascent, you can place sound traps below the walkway so when they jump down they are guaranteed to get stunned, and then you can have a wall to the left, so that the only way to get onto site is to jump down from the walkway. Or you can place a soundtrap on the jump down from window on bind b site. Just examples. Its not amazing and is kinda situational, but the traps can either be garbage or rly good based on how you place them. The wall is good cause its a wall, and the nade is just bad, plain and simple bad, literally only useful for info (if theyre dumb enough to give the info, since you dont NEED to pull the dart out), or for combining with mollies.
I love your vids man! Keep up the great work!
the net should be able to disable the enemies guns and ability adding a bit more to the grenades if hit also adding a sound effect of it wrapping around someone would help
There is an error at 4:21 where the word venerability is used where you clearly meant vulnerability
This video was amazing to watch, the intro hooked me in, and the explanations were perfectly detailed. Subscribing for sure!
Edit: i just realized that i have watched other videos on this channel and was surprised you only have a few thousand subs. keep up the work
Thanks means. a lot!
The gravnet suppress is good change but no info who is suppress lime kayo knife .the audio when removing it is enough if someone is caught
I don't have a single issue with playing deadlock in comp so far.
She's the only sentinel so far I feel like I get.
Her grav net on attack is such a useful tool you Chuck it hear a beep and swing off to get a free kill.
Her sonic sensor should be held not left alone if you engage the flanker they might shoot while near the trip.
Her wall is pretty strong just keep in a chokepoint and focus on something else.
Her ult is simply strong but not always a hit but I'd agrue is the best thing to have on an eco round since you can pull a gun for 1 ult.
She can lock down a site fine just play around her sensor more.
all these suggestions are amazing but for me a sentinel is an agent who can watch flank so my first priority would be that they change their sonic sensors and let it stun people on movement not just sound. I really hope this is the first change they incorporate
My biggest arugment is attacking when its a 1v2, wall is so crazy with locking downn an entry popint for defuse annd also if its blocking the spot where spike is planted
The net could also stay for a little but after landing like a sage slow so it isn’t rendered completely useless after missing like fades seize
DEADLOCK IS NOT USELESS!
she is my main and no I'm not just a simp. I do agree that the grenade is sort of useless, it should also mark players with the same effect as a Sova dart/ult and there should be two available in her inventory, with maybe one being free or rechargeable (via 1 kill) every round.
in my opinion she does have many flaws but they are almost entirely balanced out by her ult which is very powerful atm.
the sensors are also very powerful, but then again I think it should/could be improved to help users by: 1, alert all players when and where it goes off, 2, continue functioning after deadlock has died, and finally 3, mark players with the Sova effect. this would help balance her out even if it would sort of turn her into a initiator.
I also think that by changing deadlocks grenade to have say, a suppression or decay effect (like you suggested) they would be completely changing the character, and she would become very meta which they dont want from a new character because that means her balancing had failed.
As @DualityofLife pointed out in his comment, they could also make the util cheaper to fix her because 200 creds per ability is a lot, because in a pistol round they cost you 600$! they could make the grenade 150$, or with the changes you suggested maybe 250$ cause that would significantly buff the item, but the sonic sensors dont ENTIRELY need the buff. they could stay unchanged and I think be worth 100$ per use. All this would be necessary because Reyna, (correct me if I'm wrong) is able to buy half util and still get a ghost, and her flashes are very powerful. Deadlock, can buy a sensor and a nade' and NOT EVEN GET A FRENZY!
I also agree with his (his being @DualityofLife) comment again in saying that they could make her wall a cypher cage, meaning it would be deployable and THEN activated at a later, potentially more helpful time...
I also dont particularly enjoy that you can shoot through the mesh, however I like that it is see through. They could improve barrier mesh by, possibly making it not shoot-through, but having it be semi-translucent? I just think it needs a buff too, one that would help the team a little more.
There is another thing: All of deadlocks util is aimed towards single kills! if you use a grenade and catch 3 people, you are unlikely to kill all 3, max 2 before being shot. the Grav-net should also remove the guns from the enemy's hands because lets face it: its really easy to escape.
EDIT: I also disagree that her ult should stop working even once she has died, because then even if you sniped a player with ult on Pearl B Long, you could be in hall, and them on the top of ramp, and their team-mate can kill you in hall and suddenly you lose not only the ult and points, but the kill! then you are relying on your teammates, (in this scenario) to kill the person WHO IS NOW ON SITE BECAUSE THE ULT DRAGGED! It would waste ult points much too easily and deadlock would have to hide whenever using a ult which no other agent has to do, other than MAYBE killjoy, and even then she has to hide the lockdown not herself.
I mean her nade has the same cost as a sage slow orb if I"m correct so it'll be too strong unless u decide to increase the cost or smth
recharge on kills is for duelists so it's also impossible. Not to mention her wall is her signature, not her nade
You pretty much described my ideal changes for deadlock but i also wanna see something else. Currently when deadlock ults its instant activation. I think it should be similar to sage or kj ult where you can hold it out and chose to put it away if you decide you dont need it
There are two types of any kind of gent, including sentinels! For example, Duelists have entries (Jett, raze, neon, maybe yoru?) and non-entries (Reyna and phoenix). Initiators have scan (fade, KAY/O, and sova) and flash (Skye, Gekko and breach). Controllers have walls (viper and harbor) and orbs (omen, brimstone, and astra). But sentinels are a bit different. The two types are info sentinels (Cypher and Killjoy) and Stall sentinels (sage and chamber, though he doesn't really count as a sentinel). Because the stall types are so few (basically just sage), Deadlock was added to try and "dead lock" against rushes, but she's not strong enough to do that. She has her niche, it's just not a useful one.
The thing is Yoru had the same problem. The thing that remains to be seen is if Deadlocks niche can be useful. As some people remember Yoru had to got through multiple iterations after launch to find a good place for him. I used to think his niche just wasn't useful until they reworked him. I think it turned out ok. We'll just have to wait and see what the devs do.
Duelists are better categorized into flash or movement, because the entry role is inherent to the duelist identity(the reason why chamber is not a duelist, because he takes first bloods, not entries). Controllers are weird in categorization, personally I would say that Astra, Omen, and Viper go together since they have a wider map control, and Brim and Harbor are more active controllers, but I feel as though it's more of a spectrum.
The main purpose behind a sentinel is stall, but they have different means of doing so and different subroles. Stall is based on a concept let's call "threat" since it forces detractions from the push. Killjoy has a damage threat (enemy team will die unless they clear util). Cypher has an info threat (cypher's team can capitalize off info these threats are not dealt with). Chamber has a gunfight threat (forcing multiple engages onto chamber since he can just tp out, thus wasting util and time). Sage has the most pure stall in that she can literally just make obstacles that are impossible to ignore, but she also stalls movement and repositioning potential, very important to be mobile in most gunfights. Now, the problem with deadlock, is that she is simply too reactionary in how she works. She is meant to punish bad positioning by leaving characters stranded in the open, but there are better characters to do to that in a more proactive way. Deadlock's wall is not meant to stall, it's meant to force shaky ground, by denying pushes and denying staying in select spots like runway on Haven B, because they can't move forward, and staying behind the wall leaves them as a sitting duck waiting to be killed. The biggest issue, is that deadlock has to react rather than force the enemy team to react which hurts her stalling potential.
categorically, deadlock doesn't fail, it's just that her ability design forces her to work more than her enemies.
I actually love her sound sens, i throw them onto the site they arent pushing, so if they rotate they give me that Info
I would personally do the following changes on her:
Add a second nade to her kit + Add the effect of revealing auras of those who were hit by it.
Add a new effect for Sonic Sensor. I would make two areas of effect. The first one with a wider area of activation, only activated by sound. The second one activated by movement like most traps. Stun duration would by increased if any sound was made.
This would make her Stall much more on bomb site. She could do things like put traps on each entry and hold one of them a bit more with the barrier. Also, she could combo stun + nade to better effect.
Personally, I would implement this and see how it goes. I'm not a fan of huge buffs or nerfs since it can create other bigger problems.
The reveal is too op as the nade cost 200 and there's no way a 200 costing ability being better than a sage slow orb (which is also 200)
@@Nightmare-sg1qg Different purposes, I guess. But nonetheless, the duration of the revearl could be one of things to be balanced about it. Time to remove also could be one of these things. (Price also, but i'm not used to how they balance this type of cost/benefit in the game yet).
I like how they increased the speed of the deadlock ult after this lmao
This agent it good for force to attacking to a side that ur team pretty good on but some how its like rock,scissor, paper that u have to know and doubt wheres your enemys are, if your sentinel in your team know the opponent team playstyle it will be eazy to play for deadlock team which that mean if u want to use deadlock with full potential pls stack 4 or 5 ppl, plus u have to know many plans and how enemy plans work
I think what makes deadlock feel weak is that she brings a more watered-down version of other abilities than other agents. My suggestions as someone who mains the character would be this:
1. Reduce the cost of her ultimate by one point, to capitalise on her more ult-focused position right now.
2. Slightly increase the time it takes to remove the net when caught, only by half a second, in order to better take advantage of the audio-cue. Potentially add the vulnerable effect to opponents hit OR suppress all “movement” related abilities (jett dash, teleports etc).
3. Slightly increase the speed at which the sonic sensor activates when detecting opponents.
4. Add remote activation to the wall, while slightly reducing the health.
the net grenade just feels so sad
i'd like to see it leave some sort of lingering effect for a few seconds, like a sage slow
applying vulnerable or suppressed would also be cool
another option would be to make it removing the 'dart' takes longer. rn it's faster than removing cypher cam dart which is weird for an ability that's only usable once per round instead of many like cypher
Her gravnet should have a throwing mode and a trap mode where it can be activated like a killjoy nade and forces players to make sound to activate the trap along with the usual crouch effect.
Beautifully made video
As somebody who has gone on a 10 match win streak with deadlock solo queue, the made need an effect,range buff or make it take longer to remove the net, and they should remove the half second until the stun activates, the wall and ult are very good
i really like your net and trap changes but i think her wall and ult are fine as is, maybe 6 ult points but that might be to short
Tbh the sound sensor is kinda iffy, instead they should change it to thermal sensor, only one and can see any player who enter site and can see through wall (heat based, not visual).
The nade instead of slow, can be change to paranoia or a deployed heat tracker, where players hit will be exposed like sova dart for 2 seconds.
the thing I have friend that mains deadlock I also have deadlock lineups in sunset and a trap for the spike she isn’t that bat
Deadlock is meant to compete with sage, not KJ and cypher; for the reactionary type Sentinels. My suggestion is to allow the wall to have a tiny platform at the middle so you can boost up it similar to sage. You can also activate when the wall is transparent or not, adding on to the reactionary playstyle.
The stun can be switch between a trip form or nade form, but the nade form reduces the stun duration significantly.
I think they should rework her wall to be like a rolling disc that spools the wall in a pattern similar to the path of boombot. Like sens from rainbow six
my personal suggestion is to make the gravnet as the signature ability that refreshes after 30-40 seconds so that she can have an ability to use mid-round, because at the moment, once you used everything, you already have no utility to use.
The remote idea on the sound traps is creative but it wouldnt really be strong bc u still couldn’t watch flank and u would still rely on info
I think a cool change would be to change her nades to a remote activate like KJ nades, so you can set them up as traps instead
Yes but vulnerability would be overpowered at tbh if you think about it there is no ability in the game that makes you vulnerable and slower and that is on purpose. If you are vulnerable you are two shot on the body with a vandal also the combo potential with other agents utilities would be to strong because of it
I would just say that, the nade should have 2 charges, and a short cooldownbefore throwing a second one (similar to breach aftershock if infinite abilities is on). also, I would like the nade to give deadlock information about if and how many enemies are caught in the area.
For the sonic sensor; I still think it’s unique and fine, but I find it unreasonable for it not to be activated by some abilities, like yoru’s tp or flashes. I think it should react to any sound caught within the radius, except for mollies or projectile-like abilities that land in the area, so that it can’t just be cancelled out. when a molly or flash or smoke or etc is equipped by an enemy within the area of the trap, it should activate. This way it actually creates pressure and actually has an impact.