Mechanics: Difference between revisions

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The lane is labeled Park in-game. Match The Cursed Apple verbiage
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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]]{{Quotation|[[Bebop]]|I got enough of these for everyone!
| 4 = Bebop_upgrade_power3_10.mp3
}}
'''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|Guardians]] and a [[Walker|Walkers]] that a team will need to destroy to progress to 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]] and a [[Walker]] that a team will need to destroy to progress 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 ==
=== Stats ===
{{Main|Stats}}
Stats are the attributes that define a hero's strengths and weaknesses, and can be improved by [[Boon|leveling up]] and using [[abilities]] and [[items]].
See [[Hero Comparison Table]] for a list of every hero's base stats and scaling.


=== 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 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.
* [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move available to every Hero, letting them block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 25% 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 against another Hero or a Guardian. Troopers can also be parried, but doing so does not refund the cooldown.


; Crouch
; Crouch
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=== General Strategy ===
=== General Strategy ===
{{Main|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]].
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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 [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner's Sacrifice]] machines.
* 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 [[neutral]] 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 ===
{{Main|Souls}}
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 Hero that has a Kill Streak will reward a "Bounty" of extra Souls.
* Killing an enemy hero will award more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls.
* 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 losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% more souls from Troopers, neutrals, Sinner's Sacrifices 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]] 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).
* The Soul Urn will give additional souls to a team that is behind.
 
=== Pausing ===
Each player may pause the game once per match. Pausing is disabled for the first 2 minutes of a match. Each team is limited to three pauses per match, meaning that after three different players on the same team have used their pause, that team can no longer pause the game. This allows for a maximum of six pauses per match.
 
When a pause is called, all in-game action stops. The game timer, player movement, abilities, projectiles, and all other gameplay elements are frozen until game resumes.
 
The player who called the pause may end it at any time. Otherwise, the pause becomes available for anyone to end after 30 seconds. There is no maximum pause duration.
 
Players are able to move their camera while the game is paused. Any camera movement made during the pause is not retained and will reset to its original position when the game resumes.
 
Pausing is not allowed in [[Street Brawl]].
 
=== Pre-Game phase ===
The pre-game phase lasts 30 seconds, during which players can ask to switch lanes with their team by clicking the colored button under another player's portrait in the top bar. In [[Ranked mode]], players may also switch to a different unlocked hero, provided it has not already been selected by any player on either team. In [[Street Brawl]], players have to pick their items and assign [[Ability Points]] during this phase.


== 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_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.
| [[Guardian|Base Guardians]] || [[File:Base_guardians.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.
|-
|-
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the 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.
| [[Shrine]] || [[File:Shrines.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]] ||
| [[Neutral]] || [[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.  
Neutrals 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 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.  
When the Mid-Boss dies, it drops the [[Rejuvenator]]. The Rejuvenator must be claimed by landing heavy melee attacks on it, it requires 3 hits to fully collect. Each successful hit immediately grants every member of your team a '''Rejuvenation Credit'''.
If a hero dies while holding a Rejuvenation Credit, they will respawn at their death location and the credit is consumed. The credit does not affect deaths that happened before it was earned.
|}
|}


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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 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.  
| [[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 hero will receive a few minor stat buffs, and several [[Soul Orbs]] will spawn from the deposit point.
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.
 
The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green).
|-
|-
| [[Unstable Rift]] || [[File:Unstable_rift_objective_2.png|110px]] || After 11 minutes of game time, Unstable Rift capture points will periodically appear on a side lane's bridge after 80 seconds. The winning team will receive [[Souls]] and Rift Troopers will spawn for that lane. After a minute of a tied contest, neutral [[Soul Orbs]] will spawn to be claimed by either team.
Rifts spawn every 6-8 minutes.
|-
|-
| [[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 unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally .
2 pairs of Teleporters which 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.
|}
|}
<div style="display:none;">
{{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}
{{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#vardefine:cast_cdr_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
{{#vardefine:cast_cdr_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
{{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#vardefine:gun_ammo_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
{{#vardefine:gun_ammo_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
{{#vardefine:mov_stam_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#vardefine:mov_sprint_raw_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
{{#vardefine:mov_sprint_raw_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
{{#vardefine:mov_zip_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMin}}}}
{{#vardefine:mov_zip_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMax}}}}
{{#vardefine:mov_regen_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMin}}}}
{{#vardefine:mov_regen_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMax}}}}
{{#vardefine:mov_sprint_min|{{#expr: {{#var:mov_sprint_raw_min}} * 0.0254 round 1 }}}}
{{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}
{{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
{{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
</div>


=== 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 +15 [[Spirit Power]] and +12% Cooldown Reduction
#* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction
#* Ends at +40 Spirit Power and +25% Cooldown Reduction
#* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction
#* Duration: 160s
#* Duration: {{#var:pw_dur}}s
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]
#* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]
#* Ends at +35% Fire Rate and +60% Ammo
#* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo
#* Duration: 160s
#* Duration: {{#var:pw_dur}}s
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost
#* Starts at +{{#var:mov_stam_min}} [[Stamina]], +{{#var:mov_sprint_min}}m/s [[Sprint Speed]], +{{#var:mov_regen_min}}% Stamina Regeneration Rate, and +{{#var:mov_zip_min}}% Zipline Boost
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost  
#* Ends at +{{#var:mov_stam_max}} Stamina, +{{#var:mov_sprint_max}}m/s Sprint Speed, +{{#var:mov_regen_max}}% Stamina Regeneration Rate, and +{{#var:mov_zip_max}}% Zipline Boost
#* Duration: 160s
#* Duration: {{#var:pw_dur}}s
# '''Survival Buff:''' Grants temporary health and health regen.
# '''Survival Buff:''' Grants temporary health and health regen.
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]
#* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]
#* Ends at +700 Bonus Health and +1.5% Max Health Regen
#* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen
#* Duration: 160s
#* Duration: {{#var:pw_dur}}s


== Navigation ==
{{Navbox gameplay}}
{{Navbox gameplay}}