The game is getting boring because its always the same in conquest mode. Who upgrades the citadell faster wins. Its so unambitious, change the strength and number of creeps please. And reduce the amout of money earned by DG kills.
That is pretty counter intuitive. If you lower gold from DG kills, it is even more worthwhile to spend your gold on citadel upgrades as upgrading your demigod will not get you a sizable bonus (IE: a good chunk of gold from killing a DG).
How would you like the strength and number of creeps changed? How would this impact your issues?
I would also like to point out that its not who upgrades the citadel faster, but who gets the right upgrades at the right time first. Upgrading "faster" is a great way to feed xp to the enemy and waste your gold.
I have yet to play a demigod who can not wipe out an entire wave pretty damn quickly. If you dont spend your money on your citadel, your demigod should be more then powerful enough to wipe out creep waves with ease as well as get a few DG kills. If youve been selfish with your money and you are still lagging behind the problem is not the game, the problem is you.
So, while Catapulsauri and Giants do get you closer to winning then any other upgrade, getting to it first wont necessarily win you the game. More imporantly, in order to get your warscore to a point where you can purchase those upgrades means you must hold enough flags for long enough.
To take that one step further, when you say "whoever gets the citadel upgrades first" what you are actually saying is whoever gets their warscore up to that point first. Of course, by that what you are really saying is whoever has controlled the most flags for longer. As we all know, what controls flags? POWERFUL DEMIGODS. Harass or kill enemy demigods away from flags to keep their war score low. If you can do this your wave size will increase, will be more powerful and your static defenses will also be upgraded.
My point being, anyone who thinks the game is about "rushing tfor the citadel upgrades" is more at fault for losing then ny strategy the other team was using. The game is about flag domination. If you do it, you will win. If you dont, your oponents will.
As to the Original Post. I must agree, the defensive upgrade is incredibly useful. Losing your towers is the first step towrds losing the game as you have nowhere safe to run to nearby which makes it harder to hold flags and escape persuing demigods. The offensive upgrade I find can be left for a little on most maps.
The mint upgrade is incredibly important. I had a game last night where I purchased the mint upgrade 4 minutes into the game. The game lasted 30 minutes (I believe my teamates were noobs, no idea what to buy and what not). If it werent for the 18720 gold we received as a team from the mint over the course of the game, who knows what would have happened.
As to the offensive and defensive upgrades, I normally leave these untill one of 3 things happen:
1: We are pushing into the enemy base.
2: we have just purchased catapulsauri.
3: My oponents are stacked with AOE damage.
The first 2 are self explanatory. The last I will explain. If your oponents have a large arsenal of AoE damage, they can wipe out your creep waves very quickly. Not only does this give them gold and xp but it pushes towards your citadel. It also allows your oponent to easily run in and take out an encroaching horde of your creep when you finally get it to their base. By giving your creep waves the upgraded health bonus, you can quite easily get to the point where the amount of effort (mana/damage) the AoE'rs need to put out to anihilate the wave becomes too high. This gives those extra needed seconds for your next wave to arrive at the location or for a demigod to come help.
On maps with large distances between the citadels the health upgrade becomes even more important. With more health your new waves will be able to catch up to the prior waves when they are stuck fighting towers demigods and the oponents wave. I am sure you have all seen it happen, you come upon a wave and for some unknown reason, there is 15 priests with it. This is a direct effect of the health upgrade. A new wave came upon a prior wave before the defenses of your oponent were able to fully kill the first wave. Your minos run in and in fine form the towers/creeps attack them as the closest units before moving on. This lets your archers, clerics (and later catapulsauri) build up before getting to the enemy base.
As to the offensive upgrade, I usually get the first level of it my first time back at the crystal. Normally around level 5. It is very useful if you are fighting a general who went with minions as the AoE damage will kill them much faster as well as any reinforcements that come along. Out of all the upgrades I spoke about though, this one is generally the least important unless you are playing with a small amount of players on a large map. Then your towers will need both the regen and the AoE in order to stop creep waves dead.
Ok, thats enough for now. Hope everyone pulled something useful from that wall of text.
Cheers,
Chaosbrynn