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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 | [[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 [[Ziplines]]. Each lane contains | 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 | Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]]. | ||
== Gameplay Mechanics == | == Gameplay Mechanics == | ||
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=== Offense and Defense === | === Offense and Defense === | ||
; Weapon Attacks | ; Weapon Attacks | ||
* Every Hero has a weapon | * Every Hero has a weapon that fires a ranged projectile that allows them to engage in ranged combat to deal damage to other Heroes and units. | ||
; Melee Attacks | ; Melee Attacks | ||
{{Main|Melee Attack}} | {{Main|Melee Attack}} | ||
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range | * Every Hero may also perform a [[Melee attack|melee]] attack (Default key: <code>Q</code>) to strike at point-blank range. Players can perform either a light or heavy melee attack. Light melee attacks are fast but deal low damage, heavy melee attacks take longer to charge, but have greater damage and range. | ||
; 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 | * [[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 | ||
* Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects. | * Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects. | ||
; | ; Hero Abilities | ||
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[ | * Every Hero has 4 unique abilities, which they can unlock for use by spending [[Boon|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities provide tools for Heroes to enhance their playstyle in several different ways, such as dealing damage, empowering themselves or allied Heroes, weakening enemies, or assisting in traversal. | ||
=== Movement === | === Movement === | ||
{{Main|Movement}} | {{Main|Movement}} | ||
; Double jump | ; Double jump | ||
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[Stamina]]. | * Heroes can perform a ''double jump'' by jumping (Default key: <code>Space</code>) while in mid air, which cost 1 [[Stamina]]. By default, Heroes can perform a single ''double jump'' in the air. | ||
; Dash and Air Dash | ; Dash and Air Dash | ||
* Pressing the dash button (Default key: <code>Shift</code>) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies. | * Pressing the dash button (Default key: <code>Shift</code>) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies. | ||
* Pressing dash while in the air performs an ''air dash'' which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single ''air dash'' while in the air. | * Pressing dash while in the air performs an ''air dash'' which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single ''air dash'' while in the air. | ||
* Most Heroes have unique dash speeds, this can be viewed in their Vitality stats. | |||
; Dash Jump | ; Dash Jump | ||
* A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent ''dashing''. The timing of a ''dash jump'' is visualized by the | * A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent ''dashing''. | ||
* The timing of a ''dash jump'' is visualized by the Stamina bar turning blue while ''dashing.'' While the Stamina bar is blue, the player can press jump to successfully ''dash jump''. | |||
* If players miss the timing of a ''dash jump'' by pressing <code>Space</code> too early or too late, the Hero will continue to dash and players will not be able to attempt the ''dash jump'' again until the initial dash is completed. | |||
; Slide | ; Slide | ||
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]]. | * Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]]. | ||
; Down Dash | ; Down Dash | ||
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; Mantle | ; Mantle | ||
* Heroes can ''mantle'', i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in. | * Heroes can ''mantle'', i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in while jumping. | ||
; Mantle Glide | ; Mantle Glide | ||
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; 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 | * There are 3 lanes: York (Yellow), Broadway (Blue), and Greenwich (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]]"). | ||
; Ganking | ; Ganking | ||
* Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes. | * Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes. | ||
; 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. | |||
=== Items === | === Items === | ||
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== Map Mechanics == | == Map Mechanics == | ||
{{main| | {{main|The Cursed Apple}} | ||
The map is where all of the fighting in ''Deadlock'' takes place. Known as "The Cursed Apple" and based on Midtown and Lower Manhattan in New York City, the map contains all of the unique features of ''Deadlock's'' gameplay. | |||
=== Minimap === | |||
{{main|Minimap}} | |||
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information. | |||
* The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions). | |||
* The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations. | |||
=== Structures and Units === | === Structures and Units === | ||
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! Unit/Structure !! Image !! Description | ! Unit/Structure !! Image !! Description | ||
|- | |- | ||
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each | | [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each Patro], sent down the map's Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers. | ||
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. | For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. | ||
|- | |- | ||
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the | | [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian. | ||
|- | |- | ||
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the | | [[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: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_Icon.png|110px]] || The fourth objective is the | | [[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]] || [[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. | ||
Once the Patron has been brought to | Once the Patron has been brought to 50% HP, it will become invulnerable, transform and move into their team's Pit. If the weakened Patron is not currently under attack, it will passively regenerate its health. | ||
When the Patron | 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]] || | | [[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. | 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]] || [[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]]. 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. | ||
|} | |} | ||