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[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]] | [[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]] | ||
[[File:Item build.png|thumb|342x342px|An item build]] | [[File:Item build.png|thumb|342x342px|An item build]] | ||
'''Mechanics''' in ''[[Deadlock]]'' are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. | '''Mechanics''' in ''[[Deadlock]]'' are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. | ||
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== Overview == | == Overview == | ||
The overall objective of ''Deadlock'' is to destroy the enemy team's [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian]] and a [[Walker]] that a team will need to destroy to progress and destroy the [[Patron]]. | The overall objective of ''Deadlock'' is to destroy the enemy team's [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian|Guardians]] and a [[Walker|Walkers]] that a team will need to destroy to progress to and destroy the [[Patron]]. | ||
Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]]. | Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]]. | ||
== Gameplay Mechanics == | == Gameplay Mechanics == | ||
=== Offense and Defense === | === Offense and Defense === | ||
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; Parry | ; Parry | ||
* [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move available to every Hero, | * [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move that is available to every Hero, in which they can block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 20% more damage from all sources for 2.75s. The parry goes on cooldown once it's used, but is instantly refunded on a successful parry. Troopers and Guardians can also be parried. | ||
; Crouch | ; Crouch | ||
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=== General Strategy === | === General Strategy === | ||
; Laning | ; Laning | ||
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]]. | * Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]]. | ||
* There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green | * There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]]. | ||
* The '''laning phase''' refers to the early game where players organize in lanes to gain strength (see: "[[Strategy]]"). | * The '''laning phase''' refers to the early game where players organize in lanes to gain strength (see: "[[Strategy]]"). | ||
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; Farming | ; Farming | ||
* Farming is the process of focusing on gaining souls and buffs to increase your Hero's strength and buy more items. Farming typically consists of killing [[ | * Farming is the process of focusing on gaining souls and buffs to increase your Hero's strength and buy more items. Farming typically consists of killing [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner's Sacrifice]] machines. | ||
=== Items === | === Items === | ||
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=== Comeback Mechanics === | === Comeback Mechanics === | ||
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. | When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. | ||
* Killing an enemy Hero will award more Souls if the player's team is behind. | |||
* Killing an enemy | * Killing an enemy Hero that has a Kill Streak will reward a "Bounty" of extra Souls. | ||
* The losing team gains up to | * The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored. | ||
* The Soul Urn | * The [[Soul Urn]] drop-off location is located in the side lanes if teams are even, but located on the losing team's side if they have significantly less total souls (10% or more difference). | ||
== Map Mechanics == | == Map Mechanics == | ||
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| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] per enemy Walker destroyed. | | [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] per enemy Walker destroyed. | ||
|- | |- | ||
| [[Guardian|Base Guardians]] || [[File: | | [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. | ||
|- | |- | ||
| [[Shrine]] || [[File: | | [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the Shrines. They have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. | ||
|- | |- | ||
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base. | | [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base. | ||
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When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. | When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. | ||
|- | |- | ||
| [[ | | [[Denizen]] || [[File:Neutral_Icon.png|110px]] || | ||
Denizens exist in the "Jungle" of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. | |||
|- | |- | ||
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat. | | [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat. | ||
When the | When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the '''Rejuvenation Credit''' that buffs you and your team along with your Troopers. | ||
|} | |} | ||
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! Object !! Image !! Description | ! Object !! Image !! Description | ||
|- | |- | ||
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing | | [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing team will receive a large bounty of [[Souls]] and a few minor stat buffs. The Urn spawns every 5 minutes, with the capture location depending on the soul difference between teams. | ||
The Urn | |||
|- | |- | ||
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a [[crate]] or a [[golden statue]]. Break them for a minor but permanent power-up or a small amount of [[Souls]]. | | [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a [[crate]] or a [[golden statue]]. Break them for a minor but permanent power-up or a small amount of [[Souls]]. | ||
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|- | |- | ||
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]|| | | [[Teleporter]]||[[File:Teleporter walker.png|110px]]|| | ||
2 pairs of Teleporters which can be used to quickly traverse the map horizontally . | 2 pairs of Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally . | ||
|- | |- | ||
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]|| | | [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]|| | ||
Ropes can be used to quickly ascend to midlevels or rooftops. | Ropes can be used to quickly ascend to midlevels or rooftops. | ||
|} | |} | ||
=== Temporary Buffs === | === Temporary Buffs === | ||
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# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power. | # '''Casting Buff:''' Grants temporary cooldown reduction and spirit power. | ||
#* Starts at + | #* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction | ||
#* Ends at + | #* Ends at +40 Spirit Power and +25% Cooldown Reduction | ||
#* Duration: | #* Duration: 160s | ||
# '''Gun Buff:''' Grants temporary magazine size and fire rate. | # '''Gun Buff:''' Grants temporary magazine size and fire rate. | ||
#* Starts at + | #* Starts at +12% [[Fire Rate]] and +20% [[Ammo]] | ||
#* Ends at + | #* Ends at +35% Fire Rate and +60% Ammo | ||
#* Duration: | #* Duration: 160s | ||
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed. | # '''Movement Buff:''' Grants temporary extra stamina and sprint speed. | ||
#* Starts at + | #* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost | ||
#* Ends at + | #* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost | ||
#* Duration: | #* Duration: 160s | ||
# '''Survival Buff:''' Grants temporary health and health regen. | # '''Survival Buff:''' Grants temporary health and health regen. | ||
#* Starts at + | #* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]] | ||
#* Ends at + | #* Ends at +700 Bonus Health and +1.5% Max Health Regen | ||
#* Duration: | #* Duration: 160s | ||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||