I know it's extremely long. I don't expect anyone to read it. You can skim over the skills and get an idea of the type of mechnics i'm talking about that would make them more interesting.
I like Demigod a lot more than 1b. But I still think it needs a great deal of work.
The basic game is nice. I **LOVEEEEE** the new gamemodes. Fortress and Domination are awesome. Slaughter is pretty cool too. I actually prefer them over the normal conquest. The creeps are nicely done. The maps are nice. The flags are nice. But, a game like this is 50% its skills and items.. which are lacking. The skills are too bland, simple. They're too much like a spreadsheet. Most of the skills don't require much interaction, but rather just pointing and clicking. A lot of items are like this too. Most of them are just spreadsheet items. +stats. For the ones under 2500g, that's fine. Some of the more expensive ones have abilities, but they're usually bad. And some of the artifacts are a bit too good..
So I guess I'm not going to like the game nearly as much as I could at release. But I'm hoping this game will be supported like DotA and Guild Wars are. Guild Wars, for example, has completely changed the skill functions of more skills than Demigod even has in january and december. And over the past 4 years have redesigned many more of them, as those skills couldn't be balanced by just improving how they currently behaved. They needed new behaviour to no longer be imbalanced, to be usable, or to improve the game another way.
One thing I think is really lacking is some "if .. then" type skills. Such as "if target is attacking," because then it's action and reaction. Your foe does this, you do that. It goes beyond dumping your skills, or doing some combo of them . And some combos could require your target to do something, because the other skills relie on the conditional effect.
Heres hoping for the possibility that Demigod will get a large amount of skill changes, including redesigns and additions, post-launch, with a good deal of suggestions:
Some suggestions for additions/reworks might seem "imba" but it's all relative to everything else. Right now at level 15+ it's a lot about DPS, anyways, which doesn't seem ideal.
I'm also going to suggest new active skills. I think each demigod should have something like 6-8 active skills to pick from.
- When you choose a skill to raise to level 1, it should bring up a tooltip type box where you assign which of your 4 buttons to put that skill on(and thus assign it to a numbered hotkey.)
- After you have picked 4 skills, all other actives on the skill list should become unclickable, so you can only get and level up new passives, and level up your 4 chosen actives.
- There shouldn't be a limitation to at what level you pick your last one.. you just shouldn't be able to put a point in all 6, or 8, or whatever number, and switch them on and off your bar in the middle of a game. You should be stuck to your choosen 4.
Key: Debuff. Buff. Skill marked for design additions or reworking. Skill marked for just balance changes.
ALL
Cast times
- The 0.1, 0.3, 0.5, 0.8, 0.9, 1.0 cast times are inconsistent. They All the 0.8, 0.9, 1.0 cast times should be made 1.0. They're close enough to be. Or 0.9 is fine, 1.0 is simply a cleaner number. The large amounts of numbers makes it too hard to compare, it's annoying for people who like to interupt!
- The skill list should go 10-12-15, not 10-15 IMO. Such a big gap.. Some level 12 skills would be nice!
- Make Interupt proper. The .1sec stun was fine for testing how the mechanic works.. Turns out it works out great, and is nice for gameplay. Now it needs to say "INTERUPTED" and be something seperate so other things can trigger from interupts. =] (IE, an item that has you damage enemies when you interupt them! Stuff like that would be awesome)
- Some skills should use weapon damage, and shouldn't ignore armor. However, armor's damage reduction vs. skills should still cap at 35%, however. I think about half of skills should use weapon damage, and half should be armor ignoring.
- Cap slows stacking to 33% max slowing.
Torchbearer
Frost Nova
- Increase cast time to 1.5 seconds. (Some think this should instead have a lower radius. I think it'd be better if it instead took longer to cast so you could counter-stun or interupt.)
- Reduce 3 second stun to 2.5 seconds.
- Add fuctionality of "Increase cast times 30% for 10 seconds" as well as the movespeed reduction for foes.
- This adds to the current debuff, not creates 2nd one.
Rain of Ice
- Change its functionality to "A maelstrom of hail raining down 10 clumps of ice which deal 100/200/300/400 damage each in a small AoE"
- This would make it do less damage at the edge of it's area, where someone would only get hit by one of them, but closer to the center people could get hit 2 or 3 times, receiving. 2x or 3x damage.
- Reduce attack speed debuff to 7/14/21/28%.
- It currently slows too much in combination with Permafrost.
- Increase cast time to 1.0 seconds.
Permafrost
- Change functionality to "Reduces the Attack Speed and Movement Speed of foes by 4/8/12%. Whenever an ice debuff ends on a foe effected by this skill, excluding this skill, they take 200/400/600 damage."
- OR Change function to "Reduces the Attack Speed and Movement Speed of foes by 4/8/12%. Whenever an ice debuff begins on a foe effected by this skill, excluding this skill, they take 150/300/450 damage."
- At level 2, gaining the MPS increase to allies like it does now too.
- http://forums.demigodthegame.com/343246 More on shatter mechanic here. (I LOVE the mechanic because it shows me Demigod improving a lot with it's skills.. but sadly I think how shatter currently works, and being on deepfreeze, is broken. It can't be adjusted with less damage, how it works needs changing.)
Deep Freeze
- Change functionality to "Interupts skills. If a skill is interupted it takes 1.5/3/4.5/6 longer to recharge and target loses 300/600/900/1200 mana and mana cannot be increased by any means for 1.5/3/4.5/6 seconds.
For 7 seconds, cooldown of targets skills that are used is increased by 1.5/3/4.5/6 seconds.
- Increase cast time to 1.0 seconds. Make it cast 10x faster when used on someone who is casting a skill. (so 0.1 then)
- Info on Deep Freeze bug is here: http://forums.demigodthegame.com/343333
Fire & Ice
- Fireball bonus kept the same
- Deep Freeze works as if it has interrupted a skill, even when it doesn't.
- This would guarantee 2 debuffs from Deep Freeze.
Fireball - Fine.
Fire Aura - Fine.
Circle of Fire
- Increase damage to 1000 or 1200 at max level. 80 a second is rather weak for something that must be stood in.
- Add additional functionality of "Applies an debuff to the target each time it deals damage that increases the damage taken from the next firespell by 5%, stacks up to 5 times"
Circle of Fire > Inspirational Flame
- Move it to level 12
- This would make fire TB more useful since you could sell your +%MPS item(s) earlier and have more to spend on damage ones or some new useful items.
Fire Nova
- Add functionality of "If used while within the Circle of Fire, engulf effected enemies in flames dealing DOT equal to that half of what your max level of Circle of Fire does."
- See http://forums.demigodthegame.com/343419
NEW SKILL SUGGESTIONS:
Volcanic Fissure
- Active skill
- Cost 750/1150/1550. Cast time 1.5sec. Recharge time 20 sec.
- Creates a fissue in the area at your targeted location.
Enemies in this area receive 100/200/300 damage every 2 seconds, for 6 seconds.
Enemies which are moving when they are damaged by Volcanic Fissure are stunned for 1 second.
Rolling Blizzard
- Active skill
- Cost 750/850/950/1050. Cast time 0.5sec. Recharge time 12/12/12/9 sec.
- Sends a blizard from your location, towards the targeted location.
It starts at 150/250/350/450 damage and gaining more damage and size the further it travels, maxing at 350/600/850/1100 damage. Starting at 6 range area, ending at 12 range area. (The blizard would travel about the same range as boulder.)
The Rook
Hammer Slam
- A lot think this is too much damage.. I think it's fine and just should be one of those skills effected by weapons damage and armor. Then if it does 2100 damage with average weapon damage, 35% reduction on armor is going to take 735 damage off it, which is very considerable reduction.
- Its 50% slow on the last level would still slow 50% even with the 33% cap on slows stacking, since it is not stacking, it's one skill that does that much slow on its own.
Tower Upgrades
- The Trebuchet upgrade should further increase the archery towers damage slightly.
- The Trebuchet should favor shooting buildings and demigods. =\ Always wasting shots on minotaurs and archers..
Boulder Roll
- Change functionality to "Rolls a boulder dealing 200/400/600 damage. It stuns foes for 0.5 seconds and slows their movement by 15/20/25% for 7 seconds.
Moving foes are stunned for an additional 1/2/3 seconds.
- Increase the speed slightly.
Power of the Tower
- Cast time increased to 1.0 seconds.
- It's silly how it does the animation of the hand raising, but you can cancle out of it.. The cast time is so short, i always drop one mid-fights, which is silly!
- These need a minimum range of distance to other towers. Like 12 or so. Red circles shoudl go around towers already up to show where you can't place 'em.
God Strength
- Change functionality to "Gain additional damage equal to 5/15/25% of the highest attack damage you've received in the past 60 seconds."
- To be clear, attack damage means.. attack damage. Not skill damage. So in order to do 150 bonus damage, someone must hit you for 450 damage. Only Oak would do that very easily. Most people tend to hit around 250-400 later game.
- You could increase the bonus you get by this by having low armor, so you take more damage. The enemy can reduce the bonus you get by going for +atk speed over +dmg, but can't avoid the Giants hitting you for 400 still.
- Not positive about this change still though. I think it needs a redesign, really.
Building suck thingy - fine. But it'd be nicer that it had a dual function, doing something different against players..
Erebus
Bite
- Add functionality "If target foe still has more health than you, deal an additional 200/350/500/650 damage and gain an additional 200/350/500/650 health."
- Reduce mana cost at low levels slightly.
Mist
- Increase mana cost so that it's fixed to 125MPS at all levels.
- Prevents it from being used where it can be kept up nearly forever at level1, and used to just be immortal and annoy people. I'd hate to have some max duration or something on it. You should just be limited by your mana.
- Increase damage by 25 across all levels. Or deal 33% more to Demigod's.
Mist > Bloody Haze
- Change functionality to "Enemy Demigods within the mist move, and cast spells 30% slower. Their attacks have a 30% chance to miss.
Bats
- Increase level 3 damage to 900. 600 is way too low for a level 15 skill, even if it does give tele.
Mass Charm - fine
Mass Charm > Muddle
- Change functionality to "Enemy skills which are recharging take an additional 6 seconds longer to recharge. For each skill effected this way, that enemy loses 250 health and you gain 250 health"
- That's 1k damage, 1k life gained if you hit it on someone that just dumped all their skills. And it's AoE. But it's very conditional.
Improved Conversion Aura
- Add functionality of "Each time a Night Walker is converted, the remainder of the corpse explodes dealing 10/20/30% of the enemies life as damage in range of 8.
Army of the Night
- Change Functionality to... I need some thinking on this one. :/ Right now it's worthless, and needs a redesign, not just a simple buff of the attack speed. Nightwalkers healing themselves serves no purpose
Coven - fine
Poison blood - fine, but remove last level(vampiric aura)
Vampiric Aura
- Remove the Poison Blood prerequisite.
- Make it 2 levels. Level 5, and level 10.
- Divide up the leach between the two levels. And the tooltip needs to say the amount..
NEW SKILL SUGGESTIONS:
Contagion
- Passive Skill
- Whenever a nearby enemy becomes effected by a debuff, all other enemies near that enemy recieve it as well but for only 10/20/30% the duration. This copy is not re-spread.
You take 200 damage for each enemy it's spread to.
This skill will not be triggered if your health is below 25%
Cool Name 1
- Active
- Mana cost 250 per second. Instant Cast. Recharge 15sec. Range 12
- For 4 seconds, reduces the targets max health by 5% every second.
Oak
Raise Dead Ward
- Increase cast time to 0.3sec for consistancy.
- Add functionality of Soul Power to this skill. (Possibly requiring being in range of a ward?)
- It should not require 7 points to get Soul Powers Benefit.. Oak requires too much point spread. There aren't enough focused build possiblities.
Soul Frenzy
- Raise chance to 15%. 5% is just randomness.
- Reduce duration to 5 or 7 seconds to compensate some of the chance increase. But it'd probably be fine at the 10 second duration.
Last Stand
- Add functionality of "If you kill a Demigod while in the berserker fury, you do not incure a death penalty." to the level 2 of this skill.
Soul Power
- Change Functionality to "If you don't control any spirits, allies have +250/+500/+750 armor and debuffs expire on allies 15/30/45% faster.
Each time one of your spirits dies, you gain +15 damage for 15 seconds. Stacks 3/6/10 times.
Your spirits have a 10/20/30% chance of reviving themselves immediately after dying.
Penitence
- Rework functionality to "For 7 seconds, target takes 20% more damage and moves 15/20/25% slower.(4th level below..) This deals damage equal to your attack damage."
- The damage would be applied after the 20% increase.
- The reason I think it should be fixed at 20% is you hardly do any damage in the begining, and later on you can drop people quick. The more damage you get increases by you doing more damage, so there isn't really any reason for it to start low and get higher. +10% is only 15 more damage in the begining, and with the 5 sec duration it isn't that good currently.
- Move the 4th level to level 12 with added functionality of "Whenever effect foes take while while moving, this debuff reapplies for another 7 seconds." Or posibly casting/attacking instead of moving. I'm not sure what would be best while still being balanced.
Divine Justice
- Limit it to 2 levels. 8/15% or 10/20%. It isn't worth 3 points. Or really, this needs a redesign. It's pretty meh..
Divine Justice > Rally
- Change functionality "When Oak kills, or assists in killing a Demigod, all allies on the map gain +500 armor, +1000 health, and is imune to slows and stuns for 20 seconds."
- Move it down to level 12.
Shield
- At level 2, would it be so bad to add the debuff removal and the debuff immunity to it consider it's extremely long recharge?..
Shield > Purify
- With the debuff added to level 2, change functionality to "When Shield is used on an ally, all it's effects are duplicated on you."
- Note that really need some AoE buff removal item with a long cooldown for a number of reasons, probly? ^^
Surge of Faith
- Reduce cast time to 0.5 sec.
NEW SKILL SUGGESTIONS:
Cool name 1
- Active skill
- Mana cost 750. Cast time 0.1 Recharge 25 seconds.
- For the next 12 seconds, skills against targeted ally other than yourself fail. Each time this is triggered, the caster of these skills takes 300/600 damage.
The skill "Shield" is disabled for 25 seconds as well. (And Shield would be changed to disable this skill when it's used too, but not for shields whole recharge like this one.)
Cool Name 2
- Passive
- 15/30% of all damage nearby allies receive is transfers to you. Your armor reduces this damage.
Regulas
Snipe
- I'd prefer it's functionality changed to. "Deal 200,350,500,650 damage in addition to your weapons damage, plus bonus damage over range(more bonus than it does now, since much harder to hit). Its damage is decreased by 50 for each enemy it penetrates." It'd need cast time decrease to 1 second too then, though.
But really, it's not to say it doesn't take skill, or at least coordination on ventrillo, to hit someone on the other side of the map and get that last health off em.. Just ground targetting and hitting at epic ranges for massive damage would be so cool 
Dead Eye
- Change Functionality to "50% chance for Snipe to recharge twice as fast."
- a 3% chance for stun is purely random. You can't rely on somethiing happening 1 in 33 times in fighting someone to get a teeny tiny effect.
Maim
- Change Functionality to "If target foe is moving when hit by your arrows, they are slowed by 2%. This stacks 4/7/10 times. Lasts 6 seconds and refreshes each time target is maimed."
Inpendance bolt - fine I suppose.
Angelic fury
- I would never use this right now, but I'm not sure how it should be changed. A "+50% attack speed. Attack speed items are nullified. You take 33% more damage." might be nice. Right now +100 damage is not worth 4 skill points. It takes away from points i need to put in snipe and/or maim, or other nice skills that are hopefully added.
Angelic Fury > Vengance.
- 500 damage aoe from a level 15 skill? One that requires 4 points of a bad skill before getting it?.. Needs redesign too.
Tracking Device - fine
Sniper's Scope - fine.
Mark of the Betrayer
- Increase range to 21, same as Regulas' max range.
- Decrease cooldown to 15 seconds at level 3.
Explosive Mine - fine
Sharpnel Mine
- 30% slow when Regulas already has 2 slows that are much easier to pull off? It needs to be redesigned.
Unclean Beast
Venom Spit
- Increase mana cost about 20%.
- Change functionality so that it's ground targeted, effecting units it hits. The hitting multiple targets will make it better, but it'll be harder to hit someone far away with it.
Putrid flow - is fine
Inner Beast - is fine.
Acclimation - is quite a nice skill.
Foul Grasp
- Decrease mana cost about 15%.
- Give it a 0.5 sec cast time, not instant. I don't quite get why it's instant.. even though it is the weakest of the stuns and currently expensive.
- Add functionality of "If foul grasp hits a target casting a spell, you steal mana equal to the health you steal.
- Increase the health stolen at lvl3.. 700 for a level 50 skill? :/ People have 5k-8k life then, and you can't move while doing it.
Ooze
- Add functionality of "The toxic cloud reduces outsiders visibility, giving ranged attacks a 10/10/20/20% chance to miss."
Diseased Claws - is fine.
Bestial Wrath
- Increase cast time to instant.
- Change functionality to "As long as the target is not suffering from any Debuffs, the Unclean Beast deals 10/20/30/40% more damage.
When Unclean Beast hits moving foes, or foes which are casting spells, he deals 30% more damage.
Each attack has a 5/10/15/20% chance to remove a debuff from the Unclean Beast while this skill is active.
- And this is basically making it so UB can't gain as much damage when using his passive snare. Using that skill will debuff, and thus you don't get any bonus damage except against moving foes. If you want the biggest bonus damage against fleeing people you have to relie purely on speed buffs.
Unrelenting Wrath
- Change functionality to "Unclean beast gainst +25% attack speed when Bestial Wrath is active. When Unclean Beast hits moving foes or ones casting a spell, he deals +50% more damage.
Slow debuffs do not effect the Unclean Beast while Bestial Wrath is active."
Port Mortem - Is fine
Plague - is fine.
SEDNA
I'unno sedna is pretty cookie cutter healer right now. But she's mostly fine. I'm not crazy about her skills because besides pounce it's simple silence and heals, but she works.
NEW SKILL SUGGESTIONS:
Cool name 1
- Active skill
- Cost 750. Cast time 0.1 sec. Recharge 45 seconds.
- For the next 10/20 seconds, your skills cast 50% faster, recharge 50% faster, and cost 50% less mana.
This ends early if you use an offensive skill.
Cool Name 2
- Passive skill.
- The next time a debuff would effect a nearby ally, that debuff fails and it cannot be applied any other time within the next 60 seconds.
Each time this is triggered, the aura is removed from all your allies and it doesn't activate again for another 180/60 seconds.
Queen of Thorns
QoT's skills are mostly fine except level 1 brambles should absorb less damage or cost more mana.
I think that's enough. You get the idea. 