Hello everyone,
I'm DemiSpets, I haven't posted here before but have been stalking these forums for months now, and have been playing Demigod since Day 1, as all Aussies and some US pros will attest.
Like most experienced players I'm not too happy with the new high-favor items, but not because they're OP (gimme a break, +200hp to botf will do f-all, the new dodge builds will out-bs that). I just think that the concept overall is a bit stale.
Expert (high-favor) items should be for expert situations, period. Expert play is not about having 9000hp, it's about all those things we love to hate - the spawn lock race, the set-up gank, the bait and switch, the creep control, etc. So, high-favor items should be of massive use for those situations, and actually quite useless for general play.
Here are some ideas that I feel would be supported by most veterans. All of these focus on massively supporting true expert play (i.e. TEAM PLAY), and have very little disbalancing effect for the general pugger:
The Rallying Cry
5,000 Favor | 180 Sec Recharge | 3 Sec Cast
When cast on a captured flag, this item causes an additional creep wave (as per current cit upgrades) to come forth IMMEDIATELY, regardless of when the last wave was. This wave does not count against the regular waves.
This can be used for a bit of creep wave building, but is mainly intended for a single DG trying to defend an about-to-run-out locked flag against a superior foe, for instance when the other 2 teammates are busy fighting at another spawn.
The Flux Capacitor
5,000 Favor | 120 Sec Recharge | 1 Sec Cast
When activated, this item will prevent all teleporting (enemy AND friendly) into the general area of the caller, around 20yrds (around the same as Batswarm 1) for 10 seconds. Teleporting OUT is still allowed.
This is an anti-gank item once you've fought through to an enemy spawn. The enemy must now tele in on the supporting towers, missnig the opportunity to prevent the flag capture (still enough time to interrupt lock though).
The Cruel Mistress
10,000 Favor | 120 Sec Recharge | 3 Sec Cast
When activated on a LOCKED ENEMY FLAG, this item will break the enemy lock.
This is a very powerful item, meant for the telespawnlock race at the end of the game. Allows team efforts against previously-thought secure locked flags. Would massively escalate the expert end-game. May need to bring the recharge time on this to 180 secs, but try with 120.
The Mortar of Jericho
5,000 Favor | 120 Sec Recharge | 1 Sec Cast
When activated on a FRIENDLY tower, this item will heal the tower for HP based on the citadel tower regen upgrade level, running at +2000/3000/4000/5000HP.
This is primarily meant as an anti-collapse tool for fighting at towers that are about to fall against a weakened opponent. Often good/aggressive players will continue to focus on the tower for an additional 2/3 hits to bring it down even if surrounded by creeps and you're almost upon them. Their survival in this situation depends on teh tower going down. With this, you can quickly prop it up (notice cast time) and fight them back.
The Crown of Thorns
10,000 Favor | 30 Sec Recharge | 3 Sec Cast
When activated this item causes 100% of all damage suffered by the activator to be transferred as healing to friendly DGs within 15-20yrd radius (activator still takes the full damage).
This is a massive ganking support item for late-game assaults/defenses at spawns.