Our Initial Thoughts on Valve's 'Deadlock'

Second Wind
9 Sept 202419:17

Summary

TLDRIn this episode of 'Topical Punch,' the Second Wind team discusses their experience with 'Vals Deadlock,' a new MOBA hero shooter. With varying backgrounds in MOBAs, the hosts share their thoughts on the game's blend of hero shooter and MOBA elements. They debate the game's accessibility, strategic depth, and character design, noting its potential while also pointing out areas for improvement. The conversation touches on the game's mechanics, map design, and the challenge of appealing to both MOBA and hero shooter fans.

Takeaways

  • 🎮 The podcast 'Topical Punch' discusses the new MOBA game 'Val's Deadlock', focusing on the closed Alpha test experience.
  • 👥 The hosts have varying levels of experience with MOBAs, from several hundred to over 4,000 hours played.
  • 🔍 The discussion explores the game's balance between MOBA and hero shooter elements, with differing opinions on its success in blending the genres.
  • 🤔 Nick, with less MOBA experience, found the game less accessible due to the genre's notorious steep learning curve and skill gap.
  • 🏹 Jay, an experienced MOBA player, appreciated the game's faster pace and less rigid lane structure, which he found more accessible.
  • 🎯 The game's mechanics, such as the ability to quickly move around the map and the verticality, were praised for enhancing the gameplay experience.
  • 🛡️ The hosts noted the lack of clear character roles and the absence of traditional MOBA roles like ADC or support, which could confuse new players.
  • 🎨 Jesse criticized the game's art and design, feeling the character models and color schemes were unappealing and lacked cohesion.
  • 👾 There was a general consensus that 'Val's Deadlock' has potential, especially if it can attract players looking for a blend of MOBA and hero shooter gameplay.
  • 📈 The hosts suggested that the game's success will depend on effective marketing and clear communication of its unique selling points to the right audience.

Q & A

  • What is the name of the game discussed in the 'Topical Punch' episode?

    -The game discussed in the 'Topical Punch' episode is 'Vals Deadlock'.

  • What genre does Vals Deadlock belong to?

    -Vals Deadlock is a new MOBA (Multiplayer Online Battle Arena) and hero shooter light experience.

  • How many hours of MOBA experience does Jay have across different games?

    -Jay has about 4,000 hours of experience across various MOBAs including Dota 2, League of Legends, Heroes of the Storm, and Paragon.

  • What is Nick's experience with MOBAs?

    -Nick's experience with MOBAs is limited, having tried Dota 2 for a week and Smite 2 briefly after trying Deadlock.

  • What feature in Vals Deadlock helps players get back into the action quickly?

    -In Vals Deadlock, the zipline feature allows players to quickly get back into the action.

  • How does Vals Deadlock handle the traditional MOBA lane structure?

    -Vals Deadlock has distinct lanes but allows for a more free-form playstyle without strictly enforcing specific character roles in each lane.

  • What are the three main attributes players can upgrade in Vals Deadlock?

    -In Vals Deadlock, players can upgrade their characters' attributes in weapon, vitality, and spirit.

  • What is one aspect of Vals Deadlock that the panelists found lacking in terms of character roles?

    -The panelists found that Vals Deadlock lacks clear character roles and class definitions, such as support or jungler, which are common in traditional MOBAs.

  • What is one feature of Vals Deadlock that the panelists found appealing in terms of gameplay?

    -The panelists appreciated the third-person shooting gameplay in Vals Deadlock, noting that it felt solid and enjoyable.

  • What concern does the panel have about Vals Deadlock's ability to attract players from both MOBA and hero shooter communities?

    -The panel is concerned that Vals Deadlock might not fully satisfy players from either the MOBA or hero shooter communities due to its hybrid nature, potentially not focusing enough on the aspects that make each genre appealing.

  • What is one suggestion the panel has for improving Vals Deadlock's appeal to hero shooter players?

    -One suggestion for improving Vals Deadlock's appeal to hero shooter players is to introduce more uniform objectives and a clearer focus on the shooter elements of the gameplay.

Outlines

00:00

🎮 Introduction to 'Topical Punch' and 'Val's Deadlock'

The video script introduces the show 'Topical Punch' with hosts Casey, Nick, Candra, and Jesse. They discuss their familiarity with MOBAs (Multiplayer Online Battle Arenas) and their experience with games like Dota 2, League of Legends, and Smite. The main topic of the episode is 'Val's Deadlock,' a new MOBA shooter game in its closed Alpha test. The hosts share their initial thoughts on the game, highlighting the blend of MOBA and hero shooter elements. They also touch on the difficulty of getting into MOBAs due to the skill gap and complex game mechanics.

05:01

🤔 Balancing MOBA and Hero Shooter Elements in 'Val's Deadlock'

The hosts continue their discussion on 'Val's Deadlock,' focusing on the game's balance between MOBA and hero shooter elements. They debate the game's accessibility, with some appreciating the less structured lanes and faster-paced action, while others feel it lacks the depth and strategy of traditional MOBAs. The conversation also covers the game's mechanics, such as the zipline feature for quick map traversal and the importance of last-hitting minions for experience points. The hosts express concerns that the game might not fully satisfy fans of either genre due to its hybrid nature.

10:02

🎖️ 'Val's Deadlock' Gameplay and Character Experiences

In this segment, the hosts delve into their personal experiences with 'Val's Deadlock,' discussing the gameplay feel and character abilities. They mention the game's simplified upgrade system with three main attributes: weapon, vitality, and spirit. The hosts express varied opinions on the game's mechanics, with some enjoying the shooting and movement aspects, while others feel the strategy elements detract from the action. The conversation also touches on the lack of clear character roles and the need for better UI and explanations for game mechanics.

15:04

🌟 Final Thoughts on 'Val's Deadlock' and Its Potential

The hosts wrap up their discussion with final thoughts on 'Val's Deadlock.' They acknowledge the game's potential, especially in the mobile space, but stress the importance of proper advertising to attract the right audience. Some hosts express disappointment that the game did not fully convert them into MOBA enthusiasts, while others remain optimistic about its future. They also comment on the game's aesthetics, noting the need for more coherent art direction and storytelling. The conversation ends with the hosts thanking viewers for joining their discussion and looking forward to future episodes.

Mindmap

Keywords

💡MOBA

MOBA stands for Multiplayer Online Battle Arena, a genre of strategy video games where each player controls a character with unique abilities. The genre is characterized by strategic team-based gameplay, typically involving two teams of players competing to destroy the opposing team's main structure. In the video, the discussion revolves around 'Val's Deadlock,' a new MOBA game, and the panelists share their experiences with various MOBAs, such as 'League of Legends,' 'Dota 2,' and 'Smite.'

💡Hero Shooter

A hero shooter is a subgenre of first-person shooter games that incorporates elements of hero characters, each with unique abilities, into the gameplay. These games often feature team-based objectives and hero selection, which can impact the team's strategy. The video's discussion contrasts hero shooters with MOBAs, as the panelists express their expectations for 'Val's Deadlock' to blend hero shooter mechanics with MOBA gameplay.

💡Val's Deadlock

'Val's Deadlock' is a new MOBA game that is the central topic of the video. The panelists discuss their experiences playing the game during its closed Alpha test. The game is described as having elements of both MOBAs and hero shooters, which generates a debate among the panelists about whether it leans more towards one genre or the other and how this might affect its appeal to different types of players.

💡Skill Gap

The skill gap in gaming refers to the difference in ability between new and experienced players. In the context of the video, the panelists discuss the difficulty of getting into MOBAs due to the significant skill gap and the steep learning curve associated with mastering the mechanics, strategies, and map awareness required to play effectively.

💡Map Awareness

Map awareness is the ability to be conscious of and understand the state of the game map, including the positions of enemies, allies, and objectives. It is a crucial aspect of MOBA gameplay. The panelists mention map awareness as a challenging aspect of MOBAs, which 'Val's Deadlock' attempts to address by introducing features that allow for quicker map traversal and more immediate engagement with the game's objectives.

💡Verticality

Verticality in gaming refers to the use of the game's three-dimensional space, allowing players to move and interact not just on a flat plane but also up and down. The video mentions that 'Val's Deadlock' incorporates verticality into its gameplay, which is not common in many MOBAs, and this adds a layer of complexity and strategy to the game.

💡Zipline Feature

The zipline feature is a gameplay mechanic in 'Val's Deadlock' that allows players to quickly traverse the map by using ziplines. This feature is highlighted in the video as a way to reduce downtime between engagements and to facilitate faster response to in-game events, which is a departure from the more static map movement in traditional MOBAs.

💡Lanes

In MOBAs, lanes refer to the paths that run from the base to the enemy's base, where players start and where most of the early game action takes place. The panelists discuss how 'Val's Deadlock' deviates from traditional MOBA lane structures by allowing for more freedom in lane choice and less strict adherence to traditional lane roles, which can impact the strategic depth of the game.

💡Macro and Mechanical Gameplay

Macro gameplay refers to the strategic, big-picture decisions in a game, such as resource management and map control, while mechanical gameplay refers to the execution of individual actions and skills. The panelists contrast these aspects of MOBAs with the more immediate, action-oriented gameplay of hero shooters, noting that 'Val's Deadlock' attempts to blend both but may not fully satisfy players looking for either pure MOBA or pure hero shooter experiences.

💡Character Roles

Character roles in MOBAs define the function of a character within a team, such as damage dealer, support, or tank. The video discusses the lack of clearly defined roles in 'Val's Deadlock,' which contrasts with traditional MOBAs where roles are well-established. This ambiguity may affect how players strategize and choose their characters.

Highlights

Introduction to the podcast 'Topical Punch' and the topic of discussion: the new MOBA game 'Val's Deadlock'.

The hosts share their experiences with MOBAs, ranging from Dota 2 to League of Legends and third-person MOBAs like Smite.

Nick's brief and unsuccessful foray into Dota 2 and his subsequent experience with Smite.

The discussion on the difficulty of getting into MOBAs due to the skill gap and the complexity of map strategy.

Jesse's preference for a hybrid of hero shooter and MOBA, but feeling that 'Val's Deadlock' leans too much into MOBA mechanics.

Jay's appreciation for the game's balance between complexity and accessibility, and the potential for it to attract new players to the MOBA genre.

The conversation about the game's fast-paced nature, with quick character movement and zipline features.

Nick's critique of the game's lack of character class definitions and the absence of clear roles like in traditional MOBAs.

The hosts' differing opinions on whether 'Val's Deadlock' successfully blends hero shooter and MOBA elements.

Candra's enjoyment of the game's third-person shooting mechanics and the variety of hero abilities.

The potential of 'Val's Deadlock' to become a significant contender in the MOBA space, according to Jay.

Nick's comparison of 'Val's Deadlock' to 'Battleborn' and his interest in the game's strategic elements.

The hosts' consensus on the need for better UI and clearer explanations of game mechanics like 'spirit'.

Jesse's desire for more defined character roles and the potential addition of a dedicated support character.

Candra's critique of the game's aesthetics, including character designs and the game's setting.

The hosts wrap up the discussion with final thoughts on 'Val's Deadlock' and its potential future.

Transcripts

play00:03

[Music]

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hey everybody welcome back uh it's us at

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Second Wind again my name's Casey wosu

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joining me today is jate hello Nick

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candra hey and Jesse Galina hey and

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welcome to topical punch we did we

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didn't confirm it that's name it's

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called topical punch

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we did not for two of us dressed up for

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this topical event and two were left in

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the any this topical

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Iceland this uh episode is going to be

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based around vals deadlock it's a new

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MOBA slh hero shooter light experience

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the four of us uh spent some time in its

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closed Alpha test um lots of people are

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playing it there's a lot of Buzz around

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it uh but since we got access we decided

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you know we'd sit down have a quick talk

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about our thoughts and opinions on it

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but um you know first up how familiar

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are most of you guys with mobas in

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general like I know some more than

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others Jay in

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particular I'll I'll let everyone else

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speak to them yeah uh Jesse what is your

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experience with movas uh enough time in

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League of Legends to think maybe I

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should get sweaty and then realize that

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was a terrible decision uh stop getting

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sweaty and then realize that no one else

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in the Community wanted to play like I

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did uh and stop that and then a actually

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a whole lot of smite so third person

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mobas I have several hour okay yeah uh

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how about you

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Jay me uh across the board between Dota

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2 League of Legends Heroes of the Storm

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and Paragon which is relevant with it

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being a third person shooter MOBA uh I

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have about 4,000 hours between them um I

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I'm a if you discount MMOs I'm a big

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mobile player so um this was you know

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right up my street and uh I've got a lot

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to say well now this is done uh how

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about you Nick are you very familiar

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with mobas is it a blind spot for you my

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uh my experience with them is loading up

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Dota 2 for about a week which the

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community likes to uh poke fun at me for

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cuz I I got into it for like a week and

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then I got out of it real quick uh and

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then I loaded up Smite 2 after trying

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deadlock and somebody was really mean to

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me and I was like

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that's usually how it Go the M

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experience I've always enjoyed the

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concept of mobas but every like I feel

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like it's a genre that's just really

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hard to break into because of the skill

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Gap onboarding is is insane yeah it's

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it's not necessarily the the character

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um skill Gap it's the you know the macro

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map um and mechanical sense that's

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really hard to get a grasp up I I have t

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like I've tested a lot of different ones

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like I've had friends who are big into

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them and they want to pull you in cuz

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they need people who won't get mad at

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them I guess uh when you play but I've

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always bounced off like I tried Smite I

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tried uh that old Lord of the Rings one

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uh I I tried to even just watch

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competitive League of Legends and like

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it's incomprehensible there was a Lord

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of the Rings mooba there was yeah for

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like it was a Xbox push I believe they

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were like a you want you want this

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mobile and Xbox Lord of the Rings baby

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yeah so I mean all that that concept has

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just not jelled well with me and I I've

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largely blamed it on the fact that mobas

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are a little hands offy in terms of

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mechanics it's more about strategy like

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Jay mentioned like you know map

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awareness and stuff like that so

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deadlock seem to maybe be addressing

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some of that in that it does fuse some

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more hero shooter like elements into the

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core gameplay but it is still very much

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aoba so I'm just I'm just curious uh as

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someone who is more of a hero shooter

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fan as a mobile fan jumping into this to

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me felt like I like the wool had maybe

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been pulled over my eyes like I thought

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I was going to get kind of a unique hero

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shooter experience and it's just not

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that like it's very much a

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MOBA I land

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between the tides in a way so I'm also a

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big hero shooter player and I wanted

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this to be a hybrid of a hero shooter

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and a MOA but when we actually got in

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and got to play I started to realize oh

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they are leaning way harder into the

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MOBA um kind of sphere than I first

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anticipated and the problem for me is

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they're not leaning hard enough into it

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they're trying to keep it free form like

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you can kind of play what you want and

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go in whatever Lane you want whereas in

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a lot of traditional mobas there are

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very distinct lanes that specific

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characters excel in and you do that like

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you can't in League you shouldn't be

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playing a character that excels in the

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jungle in say mid lane because they'll

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just get destroyed by the other

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characters but here in Deadlock it seems

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way more free form I I would like to

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have either more of a third person um

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MOBA or have more of a hero shooter that

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has uniform objectives and I just don't

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think they' they've done enough of

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either see that's funny I I like it that

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it's right in the middle of the two

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because uh my big problem with mobas is

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like you know playing Smite a lot of

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your time is kind of spent just running

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getting back to the battle for a lot of

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them and uh deadlock has this nice

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zipline feature that kind of gets you

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right back into the action your

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characters move pretty fast base level

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so like you know you can get around the

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map quickly there's a lot of a lot of

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verticality which I don't think happens

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really in all any mobas that I've played

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um and I do like I do like that the

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lanes aren't super structured because I

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played one round of SM two and I was in

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the left lane and then I went to the

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middle and I got yelled at I was like I

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didn't understand that so it's making it

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more accessible for sure um and I like

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that the uh I like that the movement on

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the map like because of that lane

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structure that way the strategy kind of

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shifts and pulls across the map in

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different areas uh so the way they have

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deadlock set up is that you know you

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have to your Towers which your your

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Guardians and then your Walkers uh and

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then you know basically like at when

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one's being attacked I think in Smite I

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don't know if it shows a health bar when

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they're being attacked but in this one

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that shows you a health bar so you can

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see the direct progress and like how

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urgent it is that you need to Cross

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Lanes and go help and come back and that

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that is something that happens in more

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traditional mobas it just happens a lot

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later in the experience you know 10 15

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20 minutes in that's when the map kind

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of things start to progress along the

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map and you start trying to progress

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towards objectives collectively as a

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team rather than staying in your lanes

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and you're right like deadlock does do

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this it gets into that straight away

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like like we were playing yesterday and

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um I was solo Lane and two people came

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into my lane and I was getting trounced

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on and I just said I need help and one

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of you quickly zip lined over and

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supported me and it's it's really nice

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that you can do that immediately but I

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believe it does take away some of the

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strategy from um a lot of what mobas

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bring to the

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table

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yeah I know I found myself in the middle

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cuz some of the things that Nick was

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talking about and like that quicker

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stuff happening I love a lot like that

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is absolutely what I want I hate waiting

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30 minutes before I can stop

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one-shotting minions like in my lane and

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I can do something else that drives me

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wild but a lot of the stuff that makes

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mobas kind of boring to me hasn't been

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replaced it's just been focused on so

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like you have to get the last shot on

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the minion but now you also have to get

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the confirm kill to shoot the little

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soul that's coming out of it or it'll

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get denied from someone else shooting it

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so then also trying to deny their shots

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so you're just zoomed in on this one

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part of the game and then that kind of

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makes me lose the the ability to look at

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the larger map and have that sort of

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strategy and be able to move freely

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because that's the part I like is being

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like hey Lane four needs help and I'm in

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Lane one I'm like all right cool I'll

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just head over there like why not like

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but it it doesn't really for me it

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didn't really allow me to do that which

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was a a big bummer yeah for for me like

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it didn't feel like a like a good

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blending of the two like it they they

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the two systems which is like light hero

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shooter mechanics and mug gameplay felt

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opposed to one another because the

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things that I like out of hero Shooters

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is you know that that nice movement that

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ability to you know get head shot uh and

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make use of your character and the

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synergize with other players or whatnot

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but when you do have to focus on the

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strategy of the minions and then the the

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stuff you have to buy to strengthen

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yourself in the store so that you stand

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a better chance when you do get into PVP

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engagements all of that felt like a

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distraction to what I really wanted to

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be doing which was running out there and

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getting into like firefights with people

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yeah and this is the um the Crux of the

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issue for me which is I believe a lot of

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people are going to be coming into

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deadlock wanting that and there's also

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going to be a lot of M players who are

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wanting to come in and seeing that

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complexity and that depth that mobas can

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bring and I think because they're not

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hyperfocusing on EV or it could

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potentially put both sides of the party

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off cuz I don't see a lot of say League

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Legends players wanting to come to

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replace that with deadlock and I don't

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see a lot of like hero shooter players

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wanting to come and replace that kind of

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quick Snappy uh kind of quick playay

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game play with deadlock there's going to

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be a niche of players who want both but

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how big is that audience right um who

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knows it might be a beautiful way to get

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people into the mobile genre um but I

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can fore it putting a lot of people off

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I mean it got Nick so yeah yeah I really

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I really like deadlock like it hit that

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perfect balance of not being it's

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complex but not too complex cuz you know

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when you look at League or whatever it's

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almost like when you were streaming wow

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the other day and I was like oh my God

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there's a billion icons on your screen I

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have no idea what any of this means and

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in deadlock they simplify it to uh

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weapon vitality and spirit to me like

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it's readable I know what I'm upgrading

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I know what I'm doing I know what I'm

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focusing on I don't really fully

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understand the spirit stuff yet I think

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they need to do a better job of

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explaining what that is I know it's tied

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to your abilities and all that and how

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much damage like fire does to you over

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bullets it's in early pre-alpha so I

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mean you know getting some more UI in

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there to explain that things those

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things better is going to help but uh my

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big my is something it does my my big

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thing with moas though in general it's

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like none of them just have like that

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that right gameplay feel to me and like

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I I wouldn't say like Dota or any of

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those feel good to play like people play

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them for the strategy no I agree uh the

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closest thing for me was is maybe

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predecessor but even in predecessor I

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don't feel like I'm hitting anything and

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then in deadlock like the gameplay like

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the third person shooting gameplay feels

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really good and having I think i'

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probably out of all of you I think I've

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played the most cuz I played a bunch of

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that first night that we got codes and

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I've played probably about half the

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heroes and there isn't a hero that I

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really didn't enjoy using which is a big

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surprise to me cuz usually in hero

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shooters or anything like that I I flock

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to maybe two or three and in this I

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found like most of the abilities are

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really fun to use and especially uh that

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last match we played yesterday where I

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finally figured out like the build for

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the fire guy and I started ripping

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people apart and I was like I get it

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this is fun

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it's safe to say that Nick you plan on

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playing more of this when we get you

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know additional opportunities when it's

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out of alpha when it's

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launching yeah now I've been uh I've

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been I've had the itch for a new shooter

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that involves strategy and you know

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that's how much I like siege for that

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the strategy part of that um and the

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closest thing this this game reminds me

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of is uh battleborn weirdly enough um

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which it did not farewell no but even

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like even like gigantic tried to make it

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comeback we streamed that and I think

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all of us kind of came away like

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eh so yeah I think I think this has a

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bright future ah outad of it like it's

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really really mechanically solid already

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I think you know some map adjustments

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some strategy

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adjustments figure better UI to better

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explain the characters and what all this

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all the spirit does and all that I think

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I think this game's going to do quite

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well I think for people like Nick

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awesome it's hitting them for people

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like me if they introduce some new

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elements like if they just have a

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character that comes in and is a

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complete healer like don't worry about

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final shotting kind of like a support in

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League where it's like you don't want to

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One-Shot minions all you do is poke at

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the enemy and heal your team and buff

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them and that's it and like if they

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introduce character like that awesome I

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would like that a lot it might get me

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more interested in this game but it

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seems like the shooting is such a

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hardcore part of it it may not happen

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that that is a weird part about dead

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luck there is no like character classes

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really which is what I was getting to

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about the lanes right in in League or

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traditional mobas you have a an ADC or a

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carry and a support who supports the mid

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lane um and a midlaner or a jungler and

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Deadlock has jungle camps I don't know

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if you guys noticed that in the center

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of the map there are jungle camps um and

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there are distinct Lanes but at no point

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could I through reading the descriptions

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or playing them understand what

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direction or role the kind of character

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should be playing um I was looking for

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one that was like this is very clearly a

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jungler they benefit from being in

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killing the jungle camps um and that's

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what I feel like it's missing um from

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that entire experience I want there to

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be a support and you know you come and

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support me Jesse and stuff like that

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yeah cuz they don't even have like uh

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like let alone roles like Top Lane

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jungle they don't even have a basic

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thing like I do a lot of damage look at

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this Tommy Gun like that character does

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not say explicitly what they do and I

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was you have to inue it and it feels

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weird yeah I read through a bunch of

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them be like but who's support like who

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does a thing I want to do and I that was

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a hard thing to find that I had to go

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through playing and I ended up playing

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several characters I did not like yeah

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yeah that that may just be that I mean

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that seems like an easy fix though right

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like they can just lab the characters

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who fit those roles and tweak them as

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well right they very well could be yeah

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I mean that that that the first match we

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played yesterday I was playing somewhat

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of a support character cuz I was able to

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drop a healing item behind Jay and all

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that and support him as he was going in

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uh and then she also had the the wall

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that I could set up and I kept I kept

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blocking Jesse from getting kills on

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accident by accident yeah MH there's

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spikes on the other side I was trying to

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get the kill

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as um as much as I have been you know

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maybe criticizing some of the designs um

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I still really enjoyed my time with it

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uh as as a mobile player um I because I

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can naturally um do a lot of the things

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that is required for mobile players I

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found actually playing and kind of

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dominating in matches relatively easy so

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for me I look forward to going in and

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basically just being extremely ful

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because I know what to do on the larger

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macro scale um and then getting an

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encountering uh maybe in ranked play

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players who do play mobas and seeing

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what that kind of high level gameplay

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looks like uh I do think this game has a

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future and could be be like a huge

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contender in the mobile space it just

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needs

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to be really careful on how it

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advertises itself because I think if

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they just do it through a look it's a

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hero shoe of mobile elements a lot of

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people are going to get turned off they

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need to just advertise it correctly yeah

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Jay you helped a lot in that last match

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in terms of

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focusing me and I guess Jesse as well on

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like what we should be doing to then be

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successful and like have a character

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that can you know matter and get kills

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in a match and after all of that once I

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was like okay I I'm starting to

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understand like what I'm supposed to do

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here I still felt like this wasn't for

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me so so and I think that just might be

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the case for a lot of people like

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because it is like and I I I guess I was

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hoping it was going to be the thing that

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turned me on to the magic of the Moa but

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I I think I still just sit outside that

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wall yeah and I will say for all my

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complaints and that I currently don't

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plan to play more and maybe I'll touch

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it again some other time uh really

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wellmade like Jay saying it has a future

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like yeah it's good enough in Alpha to

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for that to be fairly clear again Casey

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if it's advertised to the correct Market

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yeah I think that's fair any

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final statements on deadlock before we

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wrap this up can I just say it's really

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ugly like am I allowed to I think the

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character designs don't look good I

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don't like the muted colors I hate the

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setting I love that it's magenta I mean

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it's Alpha but there's no context for

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why like I don't know why there's a blue

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Hellboy I don't know why like the

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minions have candles for heads like I

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there's like story stuff missing but

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like it's Alpha so like I guess that's

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not super important and it's a MOA thing

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like League of Legends law and DOTA law

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is all just in descriptions and stuff

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like that they it's difficult to convey

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all but I do feel like there's some

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level of uniformity in league and DOTA

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and smite and and Heroes of the Storm

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which thanks for reminding me as a game

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I forgot uh I've even played it that

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looking at it it's like oh I could kind

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of put these pieces together like I

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don't and then I can read descriptions

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and be like oh I was right or wrong

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about this but in this I have no idea

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why anything is happening and there's a

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lot of evil disembodied voices

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whispering in my ear the whole match and

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I feel like I should be worried and I

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don't know

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why you sure that wasn't just me there

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was also

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dick come to Blue Lane come to Blue

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being mad every time I stole a

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kill but yeah I mean that's that's the

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MOBA experience in a

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nutshell but uh but thanks everyone for

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hanging out with us for another one of

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these topical punch

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conversations yeah we'll catch you on

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the next one take care everybody bye bye

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byebye

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[Music]

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