I've put a whopping 25 hours into the game now and have read some reddit threads about the philosophy of moba game design. As expected, CC seems to a huge point of contention between the shooter side of the playerbase and the moba side. I found a thread talking about how in mobas, CC is necessary because its the only way you can reasonably outplay an opponent who is straight up statistically superior to you everyone else on your team. This makes a lot of sense as its not like you can have much room to out aim or maneuver your opponent. Since so much of people's skill expression is based on positioning, you have to punish bad punishing super hard by making them stay in that bad position.
The issue with this in a moba shooter hybrid like deadlock, is that now you have aim and movement as a way for players to outplay each other. If the shooting was less forgiving, then it would be easier to outplay a stronger opponent because you were able to hit your shots and they were not. In the game's current state though, the items you get from earning souls are so powerful that even a small difference in souls gets you to a point where you don't really need to worry about missing your shots. If they made these items less powerful and the shooting less forgiving, then it would be much more feasible to kill a stronger player by flanking them or landing your shots.
I'm sure CC will always be in the game, so I'd like to see them make CC more interesting for both players and for viewers. I'm totally fine with the softer forms of CC like the walls you can put up and the ice dome thing you can trap people in. My issue lies almost entirely around the hard stuns, as they're huge impactful plays, but theyre so boring on every level besides their context. Instead of stuns, I'd like to see stuff like players getting launched up into the air and taking extra damage from your projectile ability depending on how high up they are. This would lead to cool moments where you were only able to kill the obese opponent because you waited until they were as high up as possible before firing your follow up attack.
There are so many times in this game where I don't even bother attacking because I just know that I am statistically incapable of killing my opponent and all I can do is run away. you really never get that feeling you do in tf2 where you get forced into a scout 1v1 at only 34 hp and then you win the fight because you juked their shots while landing 2 meatshots. I honestly think its best that the game isn't as aim dependent as tf2, but I think a nudge towards emphasizing shooter skills would let the devs put much less emphasis on using CC to outplay people.
One thing I really like about this game is the melee system. you can do a quick jab by pressing q or you can charge it to do a heavy melee attack. If you think a player is about to melee you, you can parry them by pressing F. If you're timing was right, you are rewarded by stunning your opponent for a few seconds. The stun is kinda lame, but it does feel really good if you're the one landing the parry. to its credit, it feels more like stunning your opponent in smash or street fighter. What I like about the melee is that its very useful in the game and not just a trolling/desperation tool. You charge ahead during your melee which greatly increases the number of situations where its a relevant part of your toolkit, reload times are pretty lengthy so melee is often your best option, and if you melee a creep you get their souls instantly which means they can't be denied. Melee'ing creeps adds a lot of depth to laning stage as now you have a good reason to position yourself aggressively.