Mechanics: Difference between revisions

Jump to navigation Jump to search
Sloofy (talk | contribs)
Rewrote parry description. Updated wording and capitalization
Update capitalization
Line 20: Line 20:
; Weapon Attacks
; Weapon Attacks


* Every hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other heroes and units.
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.


; Melee Attacks
; Melee Attacks


* Every hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a heavy, more damaging blow.
* Every Hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a heavy, more damaging blow.


; Parry
; Parry


* Parries (Default key: '''F''') are a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state''. The parry animation lasts 1 second, where any incoming melee attack will be parried for the first 0.75 seconds. During the ''parry state'', the player can fully absorb one melee attack; stunning the attacker for 2.75 seconds, preventing incoming melee damage, and making the attacker susceptible to increased melee damage in return. A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.
* Parries (Default key: '''F''') are a defensive move that is available to every Hero. After performing a parry, a Hero briefly enters ''a parry state''. The parry animation lasts 1 second, where any incoming melee attack will be parried for the first 0.75 seconds. During the ''parry state'', the player can fully absorb one melee attack; stunning the attacker for 2.75 seconds, preventing incoming melee damage, and making the attacker susceptible to increased melee damage in return. A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.


; Crouch
; Crouch
Line 36: Line 36:
; Heroes' Abilities
; Heroes' Abilities


* Every hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.


=== Movement ===
=== Movement ===
Line 81: Line 81:
; Items
; Items
{{Main|Items}}
{{Main|Items}}
* All [[Items]] give passive bonuses and some of them have an Active ability that hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].


== Comeback Mechanics ==
== Comeback Mechanics ==
Line 118: Line 118:
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team's Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health.  
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team's Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health.  
|-
|-
| [[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 is located in the center of the map and is a potent, tough threat that requires multiple players 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 potent, tough threat that requires multiple players to co-ordinate and defeat.  
Line 126: Line 126:
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the "courier", and another urn will spawn 5 minutes later.  
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the "courier", and another urn will spawn 5 minutes later.  
|-
|-
| [[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]].  
|-
|-
| [[Sinner's Sacrifice]]
| [[Sinner's Sacrifice]]
| style="text-align: center;" |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[souls]] in exchange for health if punched.
| style="text-align: center;" |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.
|-
|-
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
Line 141: Line 141:


=== Temporary Buffs ===
=== Temporary Buffs ===
Temporary buffs spawn on the bridges overlooking the soul urn locations and begin at the 10 minute mark. There are four types of buffs:
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 10 minute mark. There are four types of buffs:


# '''Survival Buff:''' Grants temporary health and health regen.
# '''Survival Buff:''' Grants temporary health and health regen.