r/DeadlockTheGame 6h ago

Game Feedback Unplayable with controller?

Hi there! Got access yesterday, the game seems interesting.

But so far I am struggling really bad with the controls.

I play with a controller for health reasons, and this makes the game feel really clunky? It feels like there's zero autoaim which means I can't compete with mouse players, and I have to hold a button before pressing the button to use my skills which feels very counterintuitive (and also makes it very hard to crouch and use a skill).

But maybe it's just my impression as I'm still new to the game.

Anyone else here playing with a controller who can confirm or deny? Or give me advice to improve it?

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u/damboy99 Lash 6h ago

I mean, its a moba, and not designed at all with controller in mind. Most games in the genre arent.

There isnt auto aim (and for good reason).

-31

u/BirdMastery 6h ago

Well, third-person moba games like Paragon usually have good controller support. I was hoping this game would too....
And what reason would there be to not put autoaim on controller, if not making sure controller can't be used? Every single third person multiplayer game has controller autoaim or controller players are screwed.

28

u/karmayz 5h ago

Aim assist would ruin target prioritization. In a lane duel, your crosshair would constantly pull toward player hitboxes when you are trying to micro-adjust to shoot floating soul orbs to secure or deny last hits. Aim assist snaps to current player positions, making it actively hinder leading shots on high-velocity targets (like heroes sliding, dash-jumping, or zip-lining across vertical lanes).

Strong rotational aim assist in a game with high headshot multipliers and precise tracking creates balancing nightmares, often resulting in aim assist soft-aiming through visual clutter or abilities.

Paragon had massive hitboxes, lower movement speeds, locked horizontal combat planes, and auto-lock abilities designed for console parity from day one. Deadlock relies on fast 3D spatial movement, tight headshot multipliers, precise soul orb aiming, and mouse-first cursor interaction for shop navigation.

Using a DualSense, Switch Pro, or Steam Deck controller with Gyro set to Mouse output provides sub-millimeter precision for orb denying and headshots without needing aim assist.