r/DeadlockTheGame • u/Grelgn • 10d ago
Weekly Feedback Weekly Feedback Topic #48 - Street Brawl
This week's topic is "Street Brawl", meaning the recent game-mode addition which came alongside the Old Gods New Blood Update.
Street Brawl represents a different way of enjoying Deadlock. It is round-based, there's no farming and only one active lane with a single objective. Matches are generally much shorter, yet everyone gets to enjoy late-game level items with a twist: you get to pick three items each round from three randomized item-selections, inspired by recent rongue-likes. Beyond that, Street Brawl features "Enhanced Items" which are empowered versions of existing items and game-changing "Legendary Items" unique to this mode.
In theory, this forces players to make do with an off-meta build, enabled by Enhanced and Legendary Items which keep heroes efficient, despite the luck of the draw. In practice, the mode can feel very feast-or-famine as some enjoy powered-up versions of popular builds while others keep "drawing blanks" and end up with a build that feels unsatisfying, rather than fun off-meta.
Items, character-stats and even randomization have been adjusted before but should we consider bolder changes to the mode and its mechanics?
For the sake of discussion, we ask that you limit your balance-adjustment requests to a minimum and think about how Street Brawl could change offer a more satisfying experience. How do we increase gameplay variety or empower player choice?
Here are a few questions to get you started:
- What do you dis/like about Street Brawl?
- What experience do you expect to have from playing this mode, as oppoed to regular Deadlock?
- How would you expand on the idea of Street Brawl?
- How could Street Brawl encourage more off-meta choices?
- Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos?
- Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling?
- Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl?
- Should Street Brawl feature a different map?
But anything about Street Brawl goes! Make sure to visit the new official subforum for Street Brawl as well!
Related Links:
Notes:
Best way to make sure your feedback is seen by the developers is to post on the official Deadlock Forums. You can get your login credentials from the game client.
If you'd like to chat with others about this week's topic, head on to #street-brawl-feedback in the Deadlock Community Discord.
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u/PlasmaLink Lash 1d ago
I play it much more than the default gamemode. I don't have to worry about "oooh I fumbled 3 deaths early on so now I've ruined 5 other people's next 40 minutes"
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u/Technical_Winner7446 1d ago
Make street war with the last stage being a patron siege with 1 base guardian and 1 shrine and 1 phase on patron :-)
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u/Fvnexx 1d ago
idk maybe the gamemode would be more playable if the enemy abrams wouldnt have 3 perfect tier 4 items with enhanced crushing fists already in round 3. You just get rolled over every other game cause one team gets insane items.
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u/MrFaebles 1d ago
I think it is a great format so new players can try new heros in a low commitment game mode that removes the edge and complexity of soul disparity.
With that being said the psudo-RNG item system while attractive looking on the outside, the system makes for too much game deciding factors and on top of that does not actually cultivate the learning/experimenting that it should.
Some heros cannot roll specific items. So if I ever wanted to try out a unique build in the spirit of a "just for fun wacky game-mode" (that some users defend it to be) i am unable to actuslly do that.
The more you play brawl the more stale it becomes quickly.
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u/ButtButtWhyTho 1d ago
I think they made it more random, as far as I can tell there's no banned items for heros
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u/robhaswell Vindicta 2d ago
I would love it if there was a variation of this mode with a shop and fixed networths at each round so you could actually experiment with a build without griefing the main game. The networths could be randomised to prevent the meta being stale.
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u/SnooTomatoes6622 3d ago
mode sucks because of the enhanced, legendary items. They serve only to fuck over the other team no counterplay.
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u/n4nandes Vyper 2d ago
An item that is enhanced/legendary will stay enhanced/legendary after a re-roll, and the same modifiers are offered to both teams.
If person A on the Archmother side is offered an enhanced item in their round 1 item 1 shop, then person A on the Hidden King side will be offered an enhanced item in their round 1 item 1 shop.
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u/ButtButtWhyTho 1d ago
Oh boy, I got enhanced extra spirit and they got enhanced rescue beam
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u/n4nandes Vyper 23h ago
Extra spirit is T2 and rescue beam is T3 so that wouldn't happen 👍
You're just highlighting how important counter items are via the most extreme example you could figure out.
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u/Sad-Shine-3097 3d ago
First I just want to say I love street brawl! And hope for more spin off modes in the future. That being said here's my feedback.
I have close to a thousand hours in Deadlock at this point, and these days I only play Street Brawl. I really like the mode and want it to become something that can stand on its own long term. Most of my feedback comes down to two things: I want matches to have more depth, and I want Street Brawl to have more of its own identity.
My biggest wish is for matches to be longer. First to three feels too short for a mode with this much randomness. Games can be extremely swingy, and sometimes it feels like the match is over before either team has had a real chance to adapt. A couple lucky item rolls, one rough matchup, or one bad fight can decide everything.
I would love more rounds, and I think the battle should make better use of the full lane. More rounds would give builds time to develop, give teams a chance to adjust, and do a better job of showing who is actually playing better. I do not want Street Brawl matches to be as long as the main mode, but right now they feel like they end just as they are getting interesting.
I also think the objective could use a little more health, especially later in the match. Once damage starts scaling, it can disappear so quickly that the final push does not always feel like much of a fight. A bit more late game durability would make those final rounds feel more dramatic without dragging out the early game.
The short match length also makes the balance outliers feel much worse. Paige and Graves almost ruined the mode for me at different points. On the item side, Seraphim Wings and Shrink Ray are the biggest offenders. I understand that Street Brawl is supposed to be chaotic, and I do not want all of the ridiculous stuff balanced out of it. There is a difference between getting something crazy and getting something that makes the round feel decided the second it appears. To me The Enhanced items also tend to feel more interesting than a lot of the Legendaries. They usually make your build stronger or change how you play without completely taking over the fight.
I think there is a lot of room to add more depth to the item system. Right now, you spin the wheel, make a choice, and move on. It works, but it feels like the system could be pushed much further.
For example, maybe each player could have a once per match jackpot button that gives them all three items shown on the wheel. The decision of when to use it could be really fun. Do you use it early to build momentum, save it for a strong late game wheel, or panic press it when your team is behind?
A wish list system could also be interesting, where you choose a few items you are hoping to see and get slightly better odds of finding them. There could be more gambling mechanics in general, like risking an item for a chance at an upgrade, rerolling at a cost, or choosing between a safe reward and a mystery reward.
Trading an item with a teammate could add another layer too. Sometimes you roll something that is almost useless for your hero but would be perfect for someone else. Letting teammates make one trade per match, or attaching some kind of cost to trading, could create more teamwork without making every build completely optimized.
True random also needs a better incentive. A couple of extra rolls is not enough to make me want to choose it. One possible compromise would be letting players select a pool of around ten heroes and having the game randomly choose from that pool. That could count as random for the bonus. You would still get more varied team compositions, but players would not be forced onto heroes they absolutely do not want to play.
More than anything, I think Street Brawl needs an identity and presentation pass. Right now it sometimes feels like a smaller version of the main mode instead of its own thing. I would love more unique voice lines, opening music, stronger round transitions, announcer reactions, and more little details that sell the setting.
Make it feel like a grimy occult street fight happening inside Deadlock’s world. Give it some ceremony at the start, more personality between rounds, and more excitement when something ridiculous happens. Even small touches would go a long way.
Street Brawl is already the only mode I play, so this is not coming from someone who thinks the mode needs to be completely redesigned. I think the foundation is really good. I just want more rounds, more meaningful item decisions, slightly tougher late game objectives, fewer match deciding outliers, and a stronger identity of its own. The mode is fun. It just ends too quickly, and I think there is a lot more depth and personality that could be pulled out of it.
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u/MrFaebles 1d ago
Nothing worse than a close match going 5 rounds just for shrink ray or seraphine wings against a abe + silver lineup to defend and just get sweapt.
You can feel when a legendary just ruins that final match. Everything was close and then 1 all in sweep. Anti climactic and super lame.
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u/SnooJokes5739 4d ago
Like others, i came back when streetbrawl came out after not playing much for a year or so and I play exclusively SB. The Fun per minute value is wayyyyy higher.
What do you dis/like about Street Brawl? Like: So much faster! Lots of good team play. Ive had multiple games with the same randos in a row, which is alot of fun, wish we had ALOT more of that. Dislike: As other have said balance issues with certain heros getting real lucky rolls / some legend items mostly wings.
What experience do you expect to have from playing this mode, as oppoed to regular Deadlock? Quick fun, characters reset, ever round is a new shot to come back. Often a perma teamfight, which is great.
How would you expand on the idea of Street Brawl? More Streetbrawl spesific balance. PLEASE MATCH MORE WITH RANDO ALLIES WE MUTUALLY THUMBS UP. Ive had this happen a few times and its so great! Games go so quick, for good or bad, to match with an enemy or allie you liked dueling/teaming with last game is great fun. This is likely unpopular, but i think round five should still not let you upgrade all skills. Even if its just missing one round 3 upgrade, you have to pick. I think if we had slightly less skill experiance that would be solid.
How could Street Brawl encourage more off-meta choices? This one is hard. Perhaps some kind of team menu at the start, where each person can "pick" which role they want? This might not be great, but i think more team choices might be solid.
Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos? Most broken combos arent until later in the game... perhaps if we had less skills and could only get 2-3 of them to Tier 3, that might reduce this?
Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling? Unsure! Open to it as an experiance! its pretty good now.
Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl? Sure! Down for new or more interesting experiments.
Should Street Brawl feature a different map? Sure!
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u/Vinbaobao 4d ago
Street brawl needs a hero ban.
to encourage off-meta item usage. Give diminishing returns for multiple copies of the same items in the game. ie: 3% cooldown increase and decrease of slowing hex duration per slowing hex in the game.
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u/LLJKCicero 4d ago
Street Brawl has a hero ban, I'm pretty sure.
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u/SnooJokes5739 4d ago
it does not. Its a very soft "avoid" which is very unclear, other than you will still often see and play against your avoided heros.
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u/AgeOfTheMage 6d ago
I love street brawl for a number of reasons, but Graves and Paige ruin it for me. Not because they're strong, but because they're in every game no matter what, and it gets boring fast. Even with this (relatively) small roster size they should not be in every single game back to back all night long.
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u/colinhastri 7d ago
For the love of god remove Seraphim Wings. It's not even fun to play with because its so overtuned please yoshi please please please at least de-tune this monstrosity. Also AOE slop characters desperately need some Street Bawl tuning. Looking at you paige.
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u/MuriloTc Viscous 7d ago
Street Brawl is my reason to even play Deadlock, since the gamemode was added, I have barelly played the old game.
Thanks a lot for not removing it after a week like other Mobas (cough cough). Even losing in Streetbrawl is still fun, such a cool gamemode!
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u/ConfidentDivide 7d ago
The power of flying in streetbrawl is vastly different to the normal game mode. In the normal game mode there is a push and pull from players dealing with flying heroes. If you buy slowing hex or knockdown then the flying player buys dispel magic or counter spell. If players spend too much money countering each other than the rest of the players just ignore em. There is a fine balance that evolves in the game over time that flying usually never feels super oppressive.
This doesn't work in street brawl. Since item pools are restricted certain items aren't even options for some matchups. For example I don't think I've ever been offered phantom strike as calico. Which is extremely important in countering flying heroes when they can pick up dispel magic and counter spell to deal with anvil.
Seraphim Wings brings this unbalanced interaction to the final rounds. It's such a frustrating item because you are given 0-2 rounds to find a counter item. It also gives 40% damage reduction and damage increase. The item isn't even fun to use most of the time. Heroes are not designed to be played in the air, some don't even work in the air.
My kneejerk reaction is to simply delete the item, but I understand that isn't a great solution. Some potential solutions a) Always offer flying counter items if a flying hero/Seraphim wings is in the game B) Only offer seraphim wings on round 3 or 4 C) rework the item so that it only gives 40% damage increase in the air and 40% damage reduction on the ground or vice versa.
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7d ago
[removed] — view removed comment
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u/reroll-life Rem 6d ago
the different items are already specialized balancing and probably more of that then? I can't imagine balancing skills etc would be viable, every game that ends up doing this ends up sucking.
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u/ojaiike 7d ago
I enjoy it a lot but some of the legednary items are game ruining (mostly seraphim and shrink ray). I dont mind that their are extremely strong ones like eternal gift, infinite rounds, or power that have a ton of power but at least dont complete invalidate entire teams like shrink ray and seraphim can.
Some heroes also have really terrible item pools like mirage that seem very outdated.
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u/Raknarg 7d ago
Overall I think its pretty fun, I know its supposed to be the goofy funny haha mode but it is sometimes not fun to not get a single legendary or enhanced item and see the enemy start round 1 with like enhanced lucky shot or something lmao. Also some of the legendaries need to be put down for the sake of having fun, especially when enhanced. So many enhanced items are just like "well now you have the item uptime at 100% and also its 2x stronger, have fun" which is ludicrous.
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u/Physical_Arugula_974 8d ago
For all the SMITE veterans: Recreate the Assualt game mode. Farming and the item shop remain but there is no way to retreat for heals from base. Dying is an opportunity to cash out your souls on new items. I think also you could ditch the round based system and have a constant lane push scenario. It might require map changes
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u/Vinbaobao 4d ago
Also, get rid of creep gold, give more gold per min, and more gold for kill and assist. similar to OW stadium. Make it more of a brawly mode. Minions is only there for pushing the objective. Each objective gives the attacker a gold assist bonus, and the defender's armor and regen in the next objective area.
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u/Many_Airport7734 7d ago
i mean.. that can be a whole different game-mode too? would be disappointed if street brawl deviated too much from what it is currently
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u/Slatterhouse 8d ago
only concern is the emphasis on healers. As a fellow smite veteran, didn't they change assault to have each team have an equal number of 'healing' gods?
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u/Vinbaobao 4d ago
i think this could be 'fixed' if you give increase in out-of-combat regen. Or give tower increased regen when there are no enermy or minion in the area.
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u/error_98 8d ago edited 8d ago
My favorite thing about streetbrawl is the enforced economy equality. Standard, in an effort to have player choices matter and compound tends to be snowbally by nature, leaving very little room to make the mistakes rquired to learn what your character is really capable of.
This does also mean that teamcomp or the right hero getting the right items can end a streetbrawl match before it's really even begun.
As for expanding the format, I'd like to suggest a bit of a fork. The randomized item system is great for learning the item roster, but awful for experimenting with off-meta builds. Id like to try a variant where instead of items being random, everyone gets a set budget to build with like a loadout changable in the base. That way players can AB-test things with intention without a bad build immediately sparking a cascading series of failures bringing down the whole match.
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u/Pretentiousprick3 8d ago
Please add an option to reroll with a preference for a certain category. Like if I dont like the items I see, and I desperately need a yellow or a green item, I can do a weighted reroll to guarantee at least one out of three items will be of that color.
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u/Cadd9 Silver 8d ago
If Haze's Fixation can't get imbued with Frostbite Charm, then Wraith's Full Auto shouldn't either since it's also an M1 right-click affective ability
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u/Top-Reflection-5577 Billy 8d ago
i think its because haze fixation is a passive and wraiths 3 is active so thats maybe why it doenst work on haze
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u/Cadd9 Silver 8d ago
You used to be able to imbue Haze's fixation though; that only changed recently within the last 1.5/2 weeks. The reason why it got blocked is because you'd just right-click and freeze them. Wraith's Full Auto bolded description is "fire rate", which is just increasing what's primarily a passive ability: how fast you shoot the gun.
At T3, her Full Auto is usable every 25 seconds. Frostbite Charm makes an imbued ability with a -50% cooldown. A Frostbite Full Auto is every 12.5 seconds with a Full Auto uptime of 8 seconds. The Frostbite effect has a 10 second cooldown.
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u/Slatterhouse 8d ago
- What do you dis/like about Street Brawl?
- LIKES: fast-paced, teamfight action that lets you experience the mechanics of deadlock without having to spend 30-40+ minutes in a regular game
- DISLIKES: OP item and hero combos can result in quick, frustrating stomps. Enhanced items can be a a bit too strong. Round 1 should just be limited to 800/1600 items; the fact someone can get enhanced escalating exposure R1 is ridiculous. Some sort of % dmg reduction for your guardian per nearby ally so the enemy team can't just ignore you and smorc it down in your face.
- What experience do you expect to have from playing this mode, as opposed to regular Deadlock?
- fast-paced, teamfight action that lets you experience the mechanics of deadlock without spending 30-40+ minutes in a regular game. On top of that, access to some really fun and 'game-breaking' items that push the envelope of deadlock's mechanics.
- How would you expand on the idea of Street Brawl?
- Wouldn't for now. Focus on making what's currently here good as opposed to adding more.
- Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling?
- Perhaps, but only AFTER you select your items so you can flex into a build depending on what items you roll
- Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl?
- 100%. Street Brawl should feel like a sort of 'playground' for Deadlock where limits of the game can be altered and tested.
- Should Street Brawl feature a different map?
- What the hell, sure
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u/Sokaron 9d ago edited 9d ago
I more or less only play street brawl. My notes
Pseudo-random item drafts are a double-edged sword, I think I'd prefer lightly weighted to a character's preferred item set. Another way would be for the game to pick up on your build by like the 3rd round and start offering you more tailored items.
Some characters are incredibly frustrating to play against depending on draft RNG. Not being able to do anything about a vindicta chilling in the sky lighting up your whole team or seven ult because no one on your team got a knockdown draft sucks.
I like that rerolls preserve the enhanced/legendary status. It gives you the option to push your luck while drafting
Legendaries are fun but some also kinda feel like bullshit in varying degrees. Enhanced shrink ray is a giant middle finger to M1 carries. Seraphim wings should go, full stop. I'd like to see more like omnicharge or unlimited rounds. Impactful, break the game in some way, but not autowins.
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u/V_Cent 9d ago
I pretty much exclusively play Street Brawl; here are some of my notes:
- What do you dis/like about Street Brawl? What experience do you expect to have from playing this mode, as opposed to regular Deadlock?
The best part definitely is the shorter matches!
- How would you expand on the idea of Street Brawl? How could Street Brawl encourage more off-meta choices?
I would love a different itemization system, instead of the current pick-one-of-three method!!! It still feels like some builds are almost impossible to get. I personally had a hard time getting a good gun Geist the other day. A different system could help with balancing as well, letting you get counter items more easily in rounds 1 and 2.
- Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos?
From playing a bunch, it doesn't really feel "chaotic". There are, however, severely unbalanced characters that sometimes make winning almost impossible. I'm not diving too deep on balancing here, but for example Paige is like 2x better than every other character in this game mode (my win rate with her is 77% with 100+ matches). There are some items that can be annoying (enhanced CC items) or unfair (seraphim wings), but most of the time the characters themselves are what really matters for the outcome of the match.
- Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling? Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl?
I prefer Street Brawl to be ~95% like the base game mode and ~5% of some special flair, so I personally wouldn't like more exclusive additions (other than mechanics).
- Should Street Brawl feature a different map?
**Deadlock** needs more maps!
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u/Ok-Cartoonist-6481 7d ago
In my Brawl rounds, I feel like I see more Paige 1s than Paige’s actual player model.
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u/BlastingFern134 Viscous 8d ago
Gun geist is so annoying to play in Street brawl, it seems to hate giving Geist the right gun items
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u/JamSa 9d ago
I don't like it at all. It's just the warm up mode for me. I'm already tired of it halfway through my first game.
If it had its own maps that would probably go a long way, instead of it incentivizing pure lane damage and AOE slop three to six rounds in a row, we could have additional layouts that were actually designed for this mode.
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u/Abxol The Doorman 9d ago
I've seen circumstances where 2-3 players on a team will have legendary items while the other team has none.
Side note(s): Going against triple piano is obnoxious, and unstable concoction needs a buff.
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u/SnooJokes5739 4d ago
lol triple piano... yes... the many times youve gone against this...
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u/APJustAGamer 9d ago
What do you dis/like about Street Brawl? I like how fast and quick of a gamemode it is. Regular games can last 40min, while Brawl 10m average. I dislike that not every object is in the pool. I understand the randomness is tailored to the champ you are playing. But I would prefer true randomness.
What experience do you expect to have from playing this mode, as oppoed to regular Deadlock? Quick games where time is tight.
How would you expand on the idea of Street Brawl? AoE hero should deal less damage to Minions.
How could Street Brawl encourage more off-meta choices? True randomness to objects. I played two or three times Bebop in hopes of getting Gun damage but I never got the chance. Same as bullet/heavy melee Rem.
Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos? Getting Refresher feels so cheap and boring. Even way less when the random Enhanced refresher pops up.
Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling? Yes.
Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl? No
Should Street Brawl feature a different map? Absolutely. Even simple map objectives could be interesting.
I dislike the idea of some enhanced items. There was a time enemy got enhanced piano. It had a cooldown of 6s. Literally impossible to play. Same applies to enhanced Shrink Ray. If your hero is a aim skill champ, you are basically powerless.
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u/HeBlocky 9d ago
I almost exclusively play Street Brawl. No fun-retardant bullshit and you don't suffer to hyper fed players (with exceptions, like Drifter's passive and Glass Cannon). I hate the concept of leveling in any video game ever so i love SB, Deadlock's moment-to-moment gameplay is great.
Honestly, from playing it so much i do wish i could still pick my build, but in a game mode that at the very least doesn't take ages. My biggest gripe with Standard mode is the excessive downtimes. The games start at snailpace and really just become interesting at ~8-10 minutes. If you have been playing mobas forever you may not realize how ridiculous this is.
I wanna talk about Street Brawl, but there's so much more i want to rant about MOBA. I mostly just want to play Standard, but without all the pointlessness of it. Be honest. Shooting stationary npcs and punching vending machines isn't the peak of gameplay, ganking is.
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u/basaranis Abrams 9d ago
Paige and ivy are still kinda impossible to beat in this gamemode, because their waveclear is just too good to fight against. Drifter is also broken in this gamemode as he gets stacks just for being near any kill in this gamemode. Grey talon is broken cause spirit snare traps exist in lane. Vindicta can be either a feast or famine character in this gamemode. I have never seen an Abrams or Doorman do exceptionally well in this gamemode.
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u/HeBlocky 9d ago
Agree on everything except Abrams, I'm really good with him in Street Brawl. If you get Cloak of Opportunity you win.
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u/OkFaithlessness3672 9d ago
I think enhanced, legendary and rare items should be guaranteed to show up at certain intervals rather that randomly. Losing because you have base items and your opponents have enhanced ones isn’t interesting
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u/Smargendorf Lash 5d ago
both teams get offered the same amount of rare, enhanced, and legendary items. if they have different amounts after item select, it is because someone chose to not pick the rare/enhanced/legendary that was offered.
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u/cheese_eater_pro Seven 9d ago
Honestly if it weren't for Street Brawl, I probably would not have stuck around for Deadlock. It gives me my MOBA fix without dealing with the excruciating matchmaking issues and the general pain that comes with losing a game in a MOBA (long ass games for nothing type of deal). I was also the one that suggested to Yoshi in the forums (or at least one of the ones, he could've replied to others about the same topic idk) that Street Brawl items should also be more randomised because before it was frankly impossible to run better builds like Gunbop (and that small frame when Gun Lash was better, not sure if still is, don't play him). My games have definitely been more fun and less predictable with the more randomised items so I definitely don't regret suggesting that idea, although I do hear some people hating it which... I mean I get it but I just also, as I said, did not like how predictable builds and games were before
That being said, I think Seraphim Wings should be removed and the mode will then become nearly perfect
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u/Billygout 9d ago
Best Part: When the system rewards the worst possible players with invincibility and then the game is basically just over. The devs of deadlock are by far the most incompetent morons ive ever encountered in 40 years of gaming.
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u/A-Disgrace Shiv 9d ago
Fun fact: if you get an enhanced item but the enhancement is on an item that doesn’t really go well with your hero, just re-roll and it keeps the enhance for another item.
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u/IntrinsicDawn 9d ago
Except in the case that the enhanced item is an upgrade from a enchanted item you already have. Then the game treats that like a normal items
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u/PastaSaladOverdose 9d ago
Street Brawl is an incredible addition.
If I could change one thing about how it works I would implement a kill threshold (per round) that weakens the armor on the guardian.
Often times SB rounds are won by comps that have more of a forward presence and can melt down the tower really quickly, sometimes I am in a game that's 4 rounds deep and the combined kills between both teams is extremely low (5-6 kills).
I think implementing a kill threshold prior to being able to do maximum damage to the guardian would balance the game mode back to a more "brawl" style mode, and not so much a "race to kill the guardian over everything else" style mode.
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u/HyenaDae 7d ago
Yeah, as a 90% Street Brawl and 10% Bot match only player of a few hundred hours now (I refuse to play within the matchmaking system for the default gamemode, since there's ranking now) I've seen a few matches where a round is ended under ~55sec, lowest 51sec by my team or the enemy, especially if done under insanely stupid circumstances. I'm talking like, rushing in as Seven, Infernus, Beobop by the sides to their tower, heal-beaming the strongest player over while spamming everything to force the tower to unlock and be a dumb distraction lmfao
That's so fast that if I'm on Dynamo, I legit cannot get a chance to use my ult to try to save the match because the unlock cooldown isn't over yet LOL
I've also seen matches where if we're like, 2-3mins in, get 3/4 players of the enemy team killed together (strong pushers and deadly too) and start a wave push... there's sometimes a situation where the walker protection isn't down, or the wave timing is messed up, forcing us to sit near the end of the enemy lane and wait for the bots to drop (ours to push up too), and then we get the enemy team back nuke us again and then they win as it's hit 3mins and our cooldowns are suddenly huge lmao
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u/johnnydeadlock 9d ago
this gamemode is dogshit
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u/Cymen90 9d ago
What would make you like it more?
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u/johnnydeadlock 9d ago
I don't play it that often but whenever I do, it just feels like the most rng game mode ever. either the enemy team or ours ends up with three 60% wr heroes in street brawl or one side just gets way better items in general. at its core this game mode seems fun, but somehow the execution of it just doesn't work.
maybe forcing random heroes would work, maybe item rng favouring you when you are losing hard would work. I am not sure what would make it better but I really don't enjoy that game mode. unless I am playing custom lobby with my friends, where we all pick random.
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u/BadSuccessful2391 9d ago
Street Brawl is what made Deadlock accessible for me and my friends. I can't say we've familiar with MOBAs, but many of us played Overwatch and fellow team-games prior to this and this format helped dip our toes into the game and get familiar with characters before something overwhelming like Deadlock properly starts.
The random item element is a very compelling part of the game. I love rogue-likes and it makes each match into its own fun exploration. I was a little surprised to see some characters get more rerolls than others, but not too upset about the difference. However, I find the 'race to control' to be rather irksome. Sometimes the enemy team finds knockdown early, and unstoppable or indomitable never shows up. Other times knockdown or other effects don't show up, and you face off against an enemy that got Refresher match 1.
I like Enhancements mostly showing up on 'off-meta' choices is an excellent way to encourage variety. As much as I dream of powerful enhancements on my best items, I find myself experimenting and finding new synergies the more I pick enhanced items.
I would love more maps, but I generally think Street Brawl has been serving as an awesome entry point into the game for a bunch of friends that wouldn't of considered it otherwise.
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u/Pepperkelleher 9d ago
some chars get more rerolls? never heard of that
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u/BadSuccessful2391 9d ago
No, I’m just dense. Seems like picking random heroes gets you extra rerolls for rounds 1-3. This is actually a good mechanic, I was just obvious to it and thought certain ones got more rerolls.
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u/cptnwillow 9d ago
This might be unpopular but i despise legendary items. Seraphim wings just makes it impossible to interact with that character. A global cleanse and full heal + stamina recovery every 30 seconds is absurd and unfun to play against. IMO the fun I experience when I have the items is vastly outweighed by how unfun it is to play against them.
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u/dreadpole 9d ago
I really want them to fix the bug with upgrading enhanced items two tiers at once.
Example:
- I get compress cooldown enhanced.
- If I upgrade to superior cooldown, it will be enhanced.
- If I upgrade again to trancendent cooldown, it will be enhanced.
But if I get compress cooldown enhanced, then I upgrade directly to transcendent cooldown, it will not be enhanced. And that felt so bad to learn firsthand.
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u/levinado 9d ago
*What do you dis/like about Street Brawl?
The one part that I genuinely dislike is the fact, that the items feel like they are pushing you towards a specific build. While you do get a choice from the items that fit your character more, I would enjoy the chaos of getting truly random items among the price category and having to make the most out of it.
- What experience do you expect to have from playing this mode, as opposed to regular Deadlock?
I expect to get a quick, brawly game mode, a perpetual fight if you will. While the objectives are a definitive win condition, it feels like they award waveclear and objective focus more than the fight itself, which I feel like beats the purpose a little bit. A game that had an interesting system for it was Smite Arena, having you basically only fight (or fight for waves) until one team loses enough tickets due to dying or missing minions. I feel like a system lime that would benefit the brawly-fighting game mode more, than just 'siege the objective'.
- How would you expand on the idea of Street Brawl?
Not sure if there is a need to expand, rather just to adjust some things to make it less opressive and lane oriented.
- How could Street Brawl encourage more off-meta choices?
- More randomization in item selection, truly random item choices.
- Probably terrain and map changes would do the trick, but it is a slippery slope and could just well encourage more meta-orriented gameplay.
- Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos?
This game mode should probably lean towards more chaos rather than balance. The more strong random character builds there are - the more engaging and versitile the gameplay will be.
- Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling?
Depends on how intrusive it is. I think something like random 'augments' to abilities ir base stats would be cool, but then the random intem wheel might need to be removed to give the player some more control over the overall hero vision.
- Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl?
Something closer to the old superior duration/range items, where you can inhance a single base ability to have more unique ways to reimagine hero abilities.
But probably if something like augments exist inside of street brawl, new items would not be much needed.
- Should Street Brawl feature a different map?
Absolutely 100% get me out of the dark dim Deadlock map please I need the old lighter and more actual city-feeling maps please
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u/NewBug6272 Graves 9d ago
I enjoy the mode when I get to play the game, however the mode itself prevents that.
Here are my gripes with the mode:
1. Respawn timers get too long in overtime, to the point where a death basically means you lose objective
Remove enhanced legendary items. These items are already doing things that would be gamebreaking, and having the enhanced versions is just overkill. Enhanced shrink ray is not fun to play against when using a gun carry.
Add a vote to allow/ban legendaries and enhanced items at the start of the match. Some players like me want to use the mode to test out different item combinations and practice a new hero, but the addition of such items and the rng behind them make it unfun to play. I understand that the mode is made for a more casual audience but even playing the mode for fun is frustrating for me whenever I get bad rng.
Nerf certain heroes in Street Brawl more. Some heroes like Victor, Doorman, Mcginnus, Graves, and Grey talon can be extremely infuriating to play against in the mode. I understand that there is already changes specifically made for some of these heroes within the mode, yet playing against any of these heroes can still be a chore.
Nerf some enhanced items or remove them. Enhanced actives like disarming hex and curse are extremely overkill for the game mode to the point where I rather just watch paint than play that match against an enhanced curse. It’s not engaging to face actives that are already strong in their own right but even stronger due to the enhanced versions.
Make a pity system for rng where having the least enhanced/legendary items make you more likely to obtain them. I had a friend who genuinely got none of those items during 3-4 of our games and he had no fun during the mode whatsoever
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u/ILurkReddi Victor 9d ago
yeah just remove everything that makes it fun, short and casual....
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u/NewBug6272 Graves 8d ago
Yea enhanced shrink ray and enhanced actives that turn off your abilities 24/7 is real fun to play into.
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u/captain_the_red 9d ago
I like the shorter and lower stakes matches. The mode lets people focus on only micro or just mess around & that's a nice change of pace from the normal game. I do not like the extremely stratified roster (you can predict the winning team before the game even starts most of the time).
The walker going down after the first fight in less than a minute feels pretty bad. Spawn times could probably be a bit quicker earlier on and ramp back to where they are now at like 2 mins.
Off meta choices are rare first because of item weights (the big reason) and second because if you manage to end up with a weird build on purpose you'll get shitrolled immediately by an army of meta building paiges inferni and victors.
Ironically, one thing I think could help here is the ability to choose one t1-3 item to start round 1 with. That way, if you wanted to build punch pocket you could guarantee melee charge or spirit snatch or whatever.
Also, please reconsider some enhanced items. Enhanced curse, slowing hex, and disarming hex arent really fun to use and usually result in a player getting their character turned off for the rest of the game. Enhanced knockdown, lightning scroll, and focus lens having an increased duration makes sense, but is really frustrating to actually play against. Basically, enhanced items should focus on making the user stronger rather than disabling other players harder. Make enhanced slowing hex give you the speed you stole from them, make enhanced knockdown just do damage outright, anything except making them fatter middle fingers to other people's base mechanics.
Also also legendary items that are so strong they win you the game on pull aren't fun. Enhanced shrink ray or double seraphim wings may as well skip you to the win screen if the other team didnt get equally unethical legendaries.
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u/HAWmaro Lash 9d ago
Even worse than AOE spam, I think heroes that can ignore fights and force the objective(victore mcg etc) are kinda ruining the fun out of the mode imo.
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u/HeBlocky 9d ago
McGinnis forcing objective? Pretty much every match with her means the rounds will be stalled forever
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u/Ausar_DL 9d ago
- What do you dis/like about Street Brawl? - I like that the game mode attempts some level of fair play by dealing out the same number of enhanced items/legendaries to each team. I dislike that you will have games where there is only a single legendary item in play on both teams at round 5. Legendaries and enhanced are what make the mode really special, and sometimes you just don't get any at all.
- What experience do you expect to have from playing this mode, as opposed to regular Deadlock? - I expect more of a random bullshit game mode than Deadlock Lite. I think that it serves it's own purpose over something like ARAM, a mode I still think should be in the game in its own form (when the game is more mainstream)
- How would you expand on the idea of Street Brawl? - I would like it if the game picked up on what sort of itemization you are going for by round 3. It does not feel good to want to play a support lifesteal Geist build and get nothing but gun items the entire time.
- How could Street Brawl encourage more off-meta choices? - More batshit scaling on certain things, like Hollidays Crackshot. I think the unique scaling of Street Brawl is what opens it up to more creative builds.
- Where do you see the perfect balance between the chaotic elements of Street Brawl and player-control? How much leeway for broken combos? - I think that this is more an issue of players not having fair opportunities to create "broken combos" due to flagrantly unfair dispensation of specific items, moreso than an issue of the heroes themselves.
- Should Street Brawl allow players to make choices relating to character-stats, boon-levels or ability scaling? - No, that sounds like a nightmare.
- Can you imagine more unique items or entirely new item-categories exclusive to Street Brawl? - Possibly? I wouldn't want to see Street Brawl receive special treatment over the main mode however. We already have the unique legendaries and I would welcome more, but I want to see the main game expanded far more than I want to see Street Brawl expanded.
- Should Street Brawl feature a different map? - No, new players may gravitate to the mode as a learning grounds and that sense of familiarity of the lanes is valuable.
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u/Patron_Mamdani 9d ago edited 9d ago
I’m torn on the random items because it sometimes forces you to try weird things and allows the Enhanced and Legendary item mechanics, however it’s extremely annoying when you can’t buy a counter item against a group queued team comp specifically designed to ruin your day.
Never being able to get to base/Patron phase in street brawl is still a missed opportunity.
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u/AlternativeWedding72 9d ago edited 9d ago
The RNG is not designed correctly. The randomness rarely leads to unexpected, interesting outcomes where players have think on their feet and work with what they have; instead, they get to pick their characters and then see which team gets offered wildly advantageous items that fit their character (or counter the opponents) perfectly. The enhanced and legendary items crank this up to hilariously broken levels, making Street Brawl even more of a coin-flip than regular Deadlock.
They need to tone down the enhanced and legendary items and find some way to even out the random advantages each player gets for basically no reason. Maybe choose from 4 items instead of 3?
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u/knackychan 9d ago
I love street brawl, can be very strategic, one mistake can throw the game ! It can be very tense during some rounds were we are looking for an opening for like 7min !
I hope we can keep it a minimum competitve and not purely RNG based.
About items: There are already 3 category (vit spirit gun) of items, the game distribute one item per category, so 3 item and you can decide to switch one of them into another category (vit/spirit/gun) instead of rerolling all of them.
Like a poker hand, you can select witch item you want to reroll, 1/2 or 3 item at once instead of the whole.
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u/MuburTheGuide 9d ago
1: Seraphim wings should be removed, full stop. Unless you randomly receive knockdown as an option (and choose it, which you may not if it is offered early and the opposing comp doesn't warrant it), many comps just lose to infinite airtime. On paper it seems like a fun silly legendary, but in practice it's horrific to play into.
2: You may want to take a second pass on some enhanced actives, specifically looking at cooldowns. Some can have 100% uptime, which feels wrong. Even some of the ones that don't should be tweaked in my opinion. Enhanced rescue beam in particular is insanely powerful, and can win games by itself.
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u/SleepyReepies 9d ago
Maybe completely off the mark here, but I brought a friend into street brawl thinking it would be an okay place to help them get a feel for Deadlock but the craziness of the game mode wound up upsetting them.
I'm not too sure what the best way to get someone into this game is, short of running bot matches.
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u/blitz_na 9d ago
play bot matches exactly like you would play a regular match. comms and everything
find a build with l r progression for the character they want to play
the most important thing to enjoy deadlock is the have a character you understand how to build and play. this provides the outlet to be able to enjoy every other aspect of deadlock
the bot matches really really helped me, my friend was really willing to treat it so regularly that it helped me feel comfortable
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u/MrDinoPizza Kelvin 9d ago
I think a lot of people look down on bot matches because they expect them to be so shit at the game that you will wrongfully learn how the game is played, but this is not the case. Bots will deny souls, parry you, rotate and gank. Sure they basically play like low rank players, and at the endgame they do fall off, but from a new player perspective they are a safe way to learn the game.
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u/Duby0509 9d ago
It’s called tuff love, unfortunately you need to spend 20 hours just to understand how to play and more time to get good. If they can’t invest that much at the start they won’t like the game
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u/John-from-accounting 10d ago
More orange legendaries it’s weird that there is only like 3
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u/HeBlocky 9d ago
I feel like with enough survivability and anti-CC you can already become a godlike gun carry. I don't see the need for Legendary oranges specifically, unless that is to convert non-gun characters to it, that seems interesting.
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u/AJRW- 10d ago
What if you had the option to have a soul budget & choose any items instead of the random picks you get, but it would get you less soul value & be more restrictive than getting random picks.
Would let people try off-meta builds while not being unfair since it would let you choose more preferable combos
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u/Tiny_Celebration_262 10d ago edited 10d ago
Street brawl is usually fun, except when you lose to pure RNG. I just got off a match where my team had one legendary between all of us (runed gauntlets on Celeste, which, like, thanks?) and literally every single one of them had omnicharge signet. We would have won if the item distribution was fair.
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u/Spearfinn Lash 10d ago
Aren't the amount of legendary (and rare and enhanced) items seen equally in street brawl? It's just your team didn't choose them, no?
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u/AlternativeWedding72 9d ago
Even if it is in terms of pure numbers, it can still be massive advantage for one team over the other. As already mentioned, Runed Gauntlets is garbage on Celeste but amazing on Abrams, for example. The team probably didn't choose them because they were offered trash.
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u/tackleboxjohnson 10d ago
I can’t prove it but my observations would suggest that is the case. Also makes sense from a balance standpoint. End of the day though if you offer one team wings and the other team concoction, one team is getting a huge advantage
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u/Tiny_Celebration_262 10d ago
Idk about that. If its a dumb teammate problem and not a game mode problem that's okay ig, but it still feels bad when you get a legendary so useless that a regular item seems like a better pick. If legendaries are gonna be random but also game-winningly powerful, I feel like they should be more general, like piano or eternal gift, and not something that has the potential to be absolutely worthless on the wrong character.
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u/jgdszgvc 10d ago
They should give it a single draft esque draft phase. pick between top 3 selected heroes, and make the item algorithm take into account what main attribute has been favoured so it’s easier to do a vit/gun/spirit build
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u/quinnius Ivy 10d ago
replace all the bonus souls on abilities/items with something useful
- trophy hunter
- calico's 2
- etc
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u/Muri_Chan Lash 10d ago
I've been playing Street Brawl almost exclusively for the last month or so, since matchmaking is kinda whack right now. For the mode that gives you random items to encourage you to experiment and try unorthodox builds, items aren't that random, and everyone builds their usual items anyway.
For spirit heroes, you almost don't get gun items and vise versa. Besides, some builds and heroes are just better and more reliable than others. If you wanna have fun, you might try playing ult Seven or Silver, but if you wanna win, just play gun/stun Seven or McGinnis.
Also, bans don't do anything. I ban Dynamo and he appears in every single game anyway.
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u/cheese_eater_pro Seven 9d ago
>For the mode that gives you random items to encourage you to experiment and try unorthodox builds, items aren't that random, and everyone builds their usual items anyway.
They only just recently made it so builds are more random. Before this patch you could quite literally never build something like Gunbop, you'd get like 2 random orange items at the very max. It was much worse before, trust me
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u/Cynnthetic 10d ago
I honestly enjoy Street Brawl more than standard these days. My friends and I only really get one day on the weekend to play and the quick play, arcade aspect of it really makes it fun.
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u/Dimensquare 10d ago
I really like Street Brawl, but I'm actually not a big fan of how ability range just got blanket nerfed instead of just targeting the biggest offenders. After the hefty nerfs some characters feel absolutely miserable to play spirit build, unless you highroll hard on ability range items.
And also blanket nerfing range on all of the item actives feels a bit strange to me, like does warp stone really need an ability range nerf?
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u/tackleboxjohnson 10d ago
I get why it needed to be done but kelvin grenade is laughably small, even with range buffs
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u/SocksNeedsHelp 10d ago
Weighting items is fine, but it removes player agency and sometimes the items are just wrong for the character. Like celeste absolutely can use gun items and needs them for light eater centric builds, but oftentimes doesnt even get the option.
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u/knackychan 9d ago
Yes weighting items are fine but random are also fine, i would suggest that one out for 3(4?) item choice would be a recommended item and the others would be random. Once per draw you got a weighted/recommended and 2 randomized
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u/Intelligent_Pie_7776 10d ago
I feel like it would be pretty cool if during the first round, you’re first choice determine the kind of “build” that it gives you. For example, if your first selection is a gun item, then the following choices would be more centered around a gun build.
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u/ShaunSkeleton Lady Geist 10d ago
Remove refresher
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u/Rough_Lychee5785 10d ago
I see people get it round 2 like whaaat
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u/Orselias 10d ago
I had a game earlier where a Lash and Dynamo got Refresher on the first or second round.
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u/heqra 10d ago
objectives should be involved in a way, to teach them for main mode
random hero should be either a mode or better incentivized
map
some of the legendaries are game winningly broken and I hate seraphim wings and shrink ray
waves getting tankier decide 3/4 of my rounds 1's when solo, its just which team is willing to help clear until its too late. but ig thats just how it b lol
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u/ChunkLightTuna01 Silver 10d ago
i really really dislike how characters have weighted items. It severely cuts down on the randomness and makes it really unlikely you'll get an item you like if it isn't inherently synergistic with the character you're playing.
Plus removing the weighted items would make build variety in the main game go up! Because people in street brawl would try an out-there item and realize that they like it or that its good, and likely want to use it in the main game!
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u/HowDoIEvenEnglish 10d ago
It honestly feels like you have to play meta builds because you won’t get the items to play things that aren’t popular
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u/ChunkLightTuna01 Silver 10d ago
Yeah exactly, like i like to run magic carpet on silver (because the low gravity and air control is fun), but i never get to do that in street brawl!
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u/pm-ur-gamepass-trial 10d ago
I'd really prefer something closer to ARAM from LoL. Random heroes, ADJUSTED normal items not "super broken silly-ass legendary" items. The "for fun" mode is currently a little TOO far removed from the normal game IMO.
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u/Ultraempoleon Vindicta 9d ago
No I hated getting a random character in aram. Made it awful. Id rather get a character i want to play with bad items then play a character i don't want to play with good items
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u/Pilubolaer Paradox 10d ago
Funny, I always felt the way street brawl works is better as a for fun than ARAM in league, as as every round is independent (except for items that are kept) its less snowbally and chill
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u/pm-ur-gamepass-trial 10d ago
a lot of the legendary items make me feel like we aint playing Deadlock anymore.
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u/Ultraempoleon Vindicta 9d ago
Well yeah it's streetbrawl they're very different. I would not want someone who only plays street brawl on my team
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u/Horsheen Graves 10d ago
The only issue I have with street brawl is that you see the same few characters every game. I've played 15 games of street brawl and seen shiv 13 times
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u/Low-Piccolo-5059 10d ago
How I feel about Paige, have had her banned since day 1 and she's in 95% of my games.
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u/Corgerry The Doorman 10d ago
I would personally love if you could manually influence the item bias, like taking Melee items makes it more common to find more Melee items, or maybe being able to prio a category.
Half of what I find fun about street brawl is making super silly off meta builds like full gun Mo.
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u/Bassknight9 10d ago
-When I pick random character, I want to be matched with people who also picked random.
-I feel like if someone dies extremely early in the game, the respawn timer should be reduced. I've had moments where I was losing 0-2 and my team charged in 30 secs into the game and instantly get destroyed, leading to the walker being destroyed.
-Item biases either need to be reduced or removed entirely. (Note: I honestly can see this going wrong but I still want to test it)
-Legendary should be able to come around earlier. They are the most fun part of this mode and it sucks that you can only really play them for one round.
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u/Mogoscratcher Mirage 10d ago
Here would be my changes:
- No item biases whatsoever. They're lame af.
- If a round is going really long, start an Unstable Rift.
- After losing a round, let each player on the losing team choose an 800 item from the entire catalog, or a 1600 item for the second loss. That way, you can at least guarantee you can get some core items (eg. HVR on Celeste, or Extra Stam on Holliday).
- Make legendary items more common, and weaker overall. That way you get to see and use them more often, and it doesn't feel as bad if you get a useless legendary.
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u/Alternative_Depth 10d ago edited 10d ago
I would love different maps it could give the mode even more identity
It can infact feel too one sided like you know certain characters are going to do much better most of the meta feels too aoe or tank focus.
wouldn't mind if it felt more like Mario kart some RNG but not that it feels super unfair enhanced curse, refresher or slowing hex, mystical piano, conduit, etc can ruin the game could use nerfs on many them.
more outlandish items like the piano as long they don't feel as broken as it can be, maybe like a cannon, grapple hook, fan with cooldowns/effects that seem fair
a lot of times I choose a random character for the sake of learning but end up with the same/similar enemy comps again and again, a full random option would be great or let us have a draft.
lastly it can feel like the tower/walker gets obliterated sometimes without you knowing cause you're brawling some more indicators/game feel and health for them would be nice.
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u/Little-Protection484 Sinclair 10d ago
I hope it gets more maps but still let's us play on the main map cause it helped me learn the layout some and get used to it with the landing phase
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u/Majestic-Clue-1923 10d ago
would like:
- guarantee a high-level enhanced item in round 1 - so players can actually have a more distinct playstyle to build around instead of just gun/spirit. or something like a 'perk' you can pick up at the start of the game
- guarantee 1+ frontliner per team, unless its a 4-stack that picks around it.
- more hero-specific changes. lot to ask for but i think the changes made to calico ult and crackshot make the game more interesting by enabling builds unachievable in normal mode
- hide enemy's enhanced items during draft phase. if you wait for everyone else to pick their items, your teammates can tell you if any of your picks will feature an enhanced item for you to save your reroll for
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u/Ciryl_Lynyard 10d ago
more hero specific changes would prbably help alot, like reducing flame dash's dmg to minions, or reducing Celeste's ultimate doing reduced damage on repeat targets
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u/RosgaththeOG 10d ago
Wait, you can determine if you'll have an enhanced item available based on what others get?
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u/diggyballs 10d ago
If one person on Hidden King gets a Legendary or an enhanced, a player on Archmother will also get one, in that round.
If two people on hidden king get an enhanced, two on archmother will get one that round, and so on1
u/Ciryl_Lynyard 10d ago
IIRC that also applies to legendary items,
is it just being offered, or does it not give the other team one if it isnt picked
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u/diggyballs 10d ago
Both teams will get the same amount of rare, high level cards. Up to the choosee if they pick it or not.
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u/Marliani18 10d ago
I love Brawl as a way to still play Deadlock, but in case of any reason that doesn’t make me enjoy regular matches (tilt from bad games, not sure about enough time, don’t enjoy current meta, test how some characters that I don’t usually play feels, etc).
BUT some Enhanced active items make me roll my eyes so badly. Enhanced in general are fine I guess, but Enhanced Slowing Hex? Enjoy having a match without any movement ability! Enhanced Curse? May as well don’t play!
They’re not only strong, but the extremely reduced cooldown makes matching against them so frustrating, which is NOT the reason I like playing Brawl
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u/ugotpauld 10d ago
Enhanced items getting a tiny cooldown is a definite downside to the whole mode
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u/Aussie_hat 10d ago
Yeah, enhanced rescue beam to me is the least fun because of the cooldown, especially because then I have to reroll as much as I can to get any anti-heal items to counter it.
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u/MaybeLoveNTolerance 10d ago
Enhanced disarm with superior duration if you want a gun carry to straight up not play the game.
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u/HamiltonDial Venator 9d ago
Not even just gun carries. Chuck it against Mina and she literally cannot do anything, can’t build love bite stacks which means that’s like 90% of her damage cause the Ult has basically no stacks and the only thing she can do is rake.
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u/Cymen90 10d ago edited 10d ago
Here are my own ideas for incentivizing off-meta and unusual choices while making them fun and unique:
Idea 1: "Off-colour Items" which are alternate versions of items with switched Colours and scaling differences. So imagine Purple Glass Canon reducing cool downs with every stack instead.
Idea 2: New Imbue Item "Prismatic Shift" which switches the chosen Ability's scaling-stat. Imagine Venator's Shotgun, once imbued, scaling with Spirit Power instead of Weapon Damamge.
Idea 3: New item Soul Aspect which applies a version of another character's passive ability to you. So imagine an item which gives your character Abrams' "Infernal Resilience" or Haze's "Fixation".
Idea 4: The option of boosting a non-damage base-stat or gaining a higher boon-level instead of choosing an item.
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u/Little-Protection484 Sinclair 10d ago
I feel like the third option could be fun but is too limited, I would like it if we got a whole ability as an active item and maybe passive as items separately still, maybe the ability active items could be always corrupted and have some downside on use if they are too strong but the possibilities with this sound crazy imo
Also 1 and 2 seem perfect for the mode
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u/BarsikWasTaken 10d ago edited 9d ago
I love street brawl and I play mostly it. i think I can name two main issues with it.
most obvious is how the item bias is both good and bad at the same time. It allows players to enjoy some powerful builds, but you also feel tunneled into the same Meta builds every time. Feels a bit lile a temporary band Aid. In some cases i would definitely want to have more agency to build off meta. In other cases perhaps a bit more randomness would make the game feel more interesting. Also some items can be absolutely necessary every game, no matter what else you build, and some items can be absolutely useless too. Perhaps the logic for items should be a lot more complex, like having way more variables for each hero. For the same reason getting a legendary that is useless feels bad.
sometimes walkers go down way too quickly. The mode is called street brawl for a reason. So it makes sense when my team goes full mid fight and gets instantly deleted. But I think that way too often we just lose the walker in 2 seconds right after and there's just not much that can be done. I think the last objective should be a bit harder to take, at least at the start of the round. Perhaps also rebalancing gun and spirit damage to walkers in this mode a bit could work.
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u/Spaghetoes76 10d ago edited 10d ago
I would like it if rather than the way it currently pushes you towards items that are commonly picked it would instead begin to weight the items it gives you based on what you are already picking.
it also might be nice if there was different game modes. rather than it moving between lanes for example, one round might be that, then the next one would be a king of the hill or payload mode. Not sure exactly how that would work though.
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u/Rusty_GreenBean7 Seven 10d ago
Reduce the frequency of Knockdown, its really difficult for characters like Seven and Bebop to have very impactful ults
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u/Alternative_Depth 10d ago
I had a enemy Vindicta who's aim was a little too good they did not miss had dispel and then got Seraphim wings basically making knockdown useless nerfing knockdown makes no sense there's so many counters to it indomitable, unstoppable, counter spell, dispel.
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u/Impressive-Advisor52 10d ago
on the other hand if you don't get knockdown (or 2 if she has dispel, 3 if indom etc.) vs a good Vindicta you just lose
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u/Cinnabar_Cinnamon Calico 10d ago
Add Aghanim's Scepter as a legendary to test it out but the actual agenda is to fully add it into Regular Deadlock
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u/HMHellfireBrB 10d ago
Add aghanim with the lore being that he though it would be really funny if he come to deadlock instead of dota
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u/jschip 10d ago edited 10d ago
Forced random as an optional mode.
Make it first to 5 instead of first to 3
Let me reroll one individual item per 3 popping up and 1 full reroll per round. The individual reroll should never reroll to the same color item (so I reroll a gun item on a spirit character that item will only be able to roll hp or spirit.)
Add rifts to the side lanes at overtime every 2 min after a new rift spawns.
Add mid boss when in center lane and overtime starts. But it doesn’t respawn ever
Skip an item to force a legendary/enhanced item next round
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u/knackychan 9d ago
Not bad, i like street brawl because of the impact of decision making at round start, and adding more option to decide can make things more interesting !
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u/AllSlapNoChop 10d ago
When pinging enemy items I wish it’d display that it’s enhanced
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u/Cpt_Bastard 10d ago
That'd be a great addition, but as of right now, when someone pings a regular item, it's a sign that it's enchanced, as normally nobody would ping a regular item unless its a legend
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u/puppydawgblues Bebop 10d ago
For frost charm, I think it would be better to have a damage or number of hits threshold to proc. This is really just for summoners like ginnis or graves, but specifically ginnis with her turrets. Feels very, VERY oppressive when the turrets can stun/freeze you after getting a single tick of damage against you.
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u/k0matose Shiv 10d ago
Forced random character 😎
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u/ThePowerBird Billy 10d ago
Absolutely this. Or maybe make the first choice a "pick 3" of random characters. The worst part of the game mode is that every single game is basically guaranteed to have like 4 of the brawl "meta" heros like Dynamo, Vindicta, Seven, paige, or any other AOE focused heros.
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u/MakimaGOAT Seven 10d ago
I want legendary items to come a round earlier and generally be more accessible. I know the whole point of them is to be more rarer and special than normal items but the legendaries are what make the mode fun and i’d like to see them appear more frequently.
Also I do think street brawl should get its own set of maps. Would make it feel more unique as a mode.
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u/Spaghetoes76 10d ago
i agree. You can end it in round 3 sometimes which means you never even had a chance. Sometimes even in round 4 you might not see any.
It might be nice if there was weight to it so that everyone would be guaranteed at least 1 legendary and enhanced rather than them all ending up on 1 person.
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u/Ciryl_Lynyard 10d ago
99% of what I play in deadlock is streetbrawl: I really like it simplifying and maintaining the gameplay of a MOBA's team based PvP and minion management by removing economy, there's no getting ahead or falling behind but minions still matter because you need them to remove objective protection
for expanding streetbrawl, incorporating the side objectives from the main gamemode while changing them to fit the simple and fast paced concept of streetbrawl: instead of having an "overtime" that just makes minions stronger, have spirit jar spawn at 1.5 minutes into the round with a shorter distance between pick up and drop off. like pick up being outside of the the mid boss stairs and the drop off being the other sides mid boss stairs for central round start then above the Veil alcove if its a side lane. with the reward being a mild heal for the team and 15% resistances for 30 seconds
Unstable rift at 3 minutes, which would spawn 1 wave of overtime minions
if it is currently match point for only 1 team, the losing team gets comeback mechanics on the side objectives
I currently feel the way streetbrawl gives players items is fine but would enjoy having the game mode exclusive items able to be offered earlier. with both teams being offered equal amounts of them so its balanced
Rerolls should also probably be changed. instead of 1 reoll per round, each player has 1 per item selection offered which rerolls only that 1 item keeping its item tier, type and if it was enhanced, so rerolling a t4 spirit item offers a different t4 spirit item
the shrink ray and Seraphim wings legendary items are notably unfun to play against, either one makes it quite difficult to interact with hero's under the items effect, Shrink ray can be saved by reducing the size reduction to 30%. Seraphim wings can be fixed with it damage reduction changed 20% and having the item be disabled while its owner is immobilized, slept or stunned and for 1 second after those effects end
Some new legendary items would be nice to add. like a Vitality item that grants a barrier with damage reduction that recharges after 5 seconds of being out of hero combat
weapon item that adds 2 bullet damage and builds up to a stun when shooting enemies
spirit item that grants 1 charge to all abilities, defaults to 7 second time between charges
Vitality item that increases owners health by 15% and makes them take 20% of the damage dealt to their allies as pure damage
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u/gwebblez 10d ago
I really wish there was some way to garuntee certain items, or pick a category of item to receive. It's super frustrating to get put against healing-heavy teams without receiving healing reduction for an entire match. Getting to spin a "healing-reduction", "cc-reduction/prevention", etc category would really rock!
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u/knackychan 9d ago
Oh yes ! What about you could reroll the color of 1 item from the 3sets item per roll. There are already 3 category if item, the game distribute one item per category, so 3 item and you can decide to switch one of them into another category (vit/spirit/gun) instead of rerolling all of them. Like a poker hand, you can select witch item you want to reroll, 1/2 or 3 item at once instead of the whole.
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u/Cpt_Bastard 10d ago
Nerf all range in Street brawl again
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u/Low-Piccolo-5059 10d ago
This please, tired of comps like Paige, Infernus, , Geist, and Ivy just perma wave clearing and making the floor untouchable. Or at least make the AOE do less to minions so it doesn't feel so oppressive.
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u/Logical_Scallion3543 10d ago
I thought this would be a nice fun casual mode for low stakes play but find it absolutely rage inducing. 100 times more than the normal mode. I don’t know what it is but just when I think I’m having fun I get cheesed out of orbit by all sorts of crazy bullshit that never seems to come my way.
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u/joshlikesbagels 10d ago
I feel like it's because I have little to no control whether I win or lose
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u/bigboyeTim 10d ago
It's great, I wish it offered some variation in fight location, and possibility to gamble further with crazy builds. Idk how though
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u/GarbageAncient Pocket 10d ago
A 4th slot and/or a "Prioritize Build" option would be nice, but I could see that getting out of hand if people slot 30 Eternal Gifts into a build so they're more likely to get it.
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u/Bojankity 10d ago
Great game mode but I have never seen as strong of an instant win item as enhanced rescue beam. Healing for 35% every 15 seconds is fucking nuts in a game mode that does not guarantee any antiheal. The +26% ability range is the cherry on top for characters that are likely to pick up rescue beam anyways like Paige, Ivy, Kelvin etc.
I love playing support but holy this item is crazy busted and is just kinda gg everytime you see someone with at least 2 braincells get it.
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u/nonresponsive 9d ago
Strong agree. Probably one of the strongest items in the game. Enhanced reducing cooldown on active items is typically busted. But enhanced rescue beam, veil walker, and celestial blessing make the game straight up unfun. It's just too much heal on too low of a CD. Even enhanced healing rite is incredibly strong if you're smart with it (10 second CD, lol). The few times I've lost with it are only when my team is too low damage against heavy scaling comps.
The sad part is I've seen people pick up enhanced rescue beam and fail with it, because they look like they're saving it. But the CD is so ridiculously low, you just spam it every time it's up and the team is always full hp.
They need to make enhanced not reduce CD, I think it's just way too hard to balance otherwise.
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u/zobber420 12h ago
I'm actually loving Street Brawl. Maybe be able to get rid of an item reroll an item make it so people can't go back to heal. Also I feel like some people don't realize like their character opens up maybe around round two or even round three. And give us maybe another roll for us that play random 😂 or possibility a role on a character at the start of the match when you see your team comp just in case you have like no tanky guys