What I See That Are Problems

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After playing Demigod for a bit I have noticed a few things that need worked on. I know this is only beta 1 and not much should really be expected but here is what i think of it so far.

HEROS

The heroes are a bit overpowered compared to anything else in the game. With just 1 or 2 well placed spells any other the lower life heroes (Regulus/Torchbearer) can be killed breaking no sweat. A hero without even trying with some spells can wipe out a small army. It feels like the smaller units are a bit too weak to even be thinking of fighting a demigod. The creeps can be killed with 1 spell most the time and give way too much exp. It would also be nice to have some sort of super spell/ultimate to be working towards to make thinks a bit more interesting. Most of the spells seem a bit bland and uninteresting most the time. Another thing is most of the spells cost so little mana that they can just be used over and over without trying to conserve your energy. The one that has the biggest problem is the wizard. His spells can pretty much just be spammed with little to no extra items for support.

The heroes also seem to have flawed AI. They don't always move to where you would like them and when you move them near a enemy that just happens to be around a corner fighting your army you will not join in as if you cant see them even though there is no wall blocking your sight. Sometimes the heroes will stutter in place as if they are receiving different commands to go to 2 different spots and cant decide where to go but this happened very rarely.


MAPS

The map is a bit too small. This would be great and all if you wanted a short death match but for some of the more serious player a larger map would be nice. A few battles down on earth  maybe through a village would be nice but I guess that wouldn't fit the theme that your going for that well. The maps are so small that very little strategy needs to be used in order to win since heroes can just move to you within seconds no matter where you are.


ITEMS

The items at the moment are kind of boring and don't make as big of a impact as one might think. You might think that a person with body armor and one without might have a major difference between the 2 but the only difference most the time is you can take 1 extra hit or cast 1 extra spell even though extra mana most the time isn't needed. It would be nice to have unique items that can drastically change the way a hero might be played. Lets say your playing as rook you would either get a bunch of armor or health to make yourself a tank so your team and deal some damage while you draw that fire and just manly rely on those spells and towers or get some damage and attack speed to make him deadly if you try and take him 1 on 1 melee. At the moment items just feel like a small part of the game where all heroes of the same type are the exact same when there should be some variation.

 

1,485 views 7 replies
Reply #1 Top

Agree on the items part, I also think that there're too few items, and not so much different. The demigods seem overpowered but the items just doesn't keep up somehow. Maybe go a bit extreme and double those items stat boost or just +50% may make it noticeable.

Reply #2 Top

wait for phase2..

Reply #3 Top

I know that this phase 1 is just a "graphics engine beta", but honestly I don't think its ever too early to throw in some feedback about the game.

 

1. I don't like that there are so few units in the start of the map. Once you have angels and golems the stream of units is pretty permanent, which means there's always combat. In the start of games, I often find myself standing still waiting for something to fight because towers are too dangerous with enemy heroes lurking waiting for a weak spot. Since the units are weaker anyway, what's the harm in having more?

2. Fog of war, in my opinion too narrow. If you knocked the "temple stone giant awesome archers and catapults and shit built on it" hero over, it would probably be somewhat covered in the fog of war, based on its pivot point. In addition, some units can fire at unseen enemies, and unseen enemies can fire at you without being "discovered" as is standard in most rts games.

3. The game looks fucking amazing. I don't know how you did it, but... holy shit.

4. Tooltips when hovering over stats please. Tell us what it affects, and how much.

Reply #4 Top

Quoting Heavenfall, reply 3
I know that this phase 1 is just a "graphics engine beta", but honestly I don't think its ever too early to throw in some feedback about the game.
 
1. I don't like that there are so few units in the start of the map. Once you have angels and golems the stream of units is pretty permanent, which means there's always combat. In the start of games, I often find myself standing still waiting for something to fight because towers are too dangerous with enemy heroes lurking waiting for a weak spot. Since the units are weaker anyway, what's the harm in having more?
2. Fog of war, in my opinion too narrow. If you knocked the "temple stone giant awesome archers and catapults and shit built on it" hero over, it would probably be somewhat covered in the fog of war, based on its pivot point. In addition, some units can fire at unseen enemies, and unseen enemies can fire at you without being "discovered" as is standard in most rts games.
3. The game looks fucking amazing. I don't know how you did it, but... holy shit.
4. Tooltips when hovering over stats please. Tell us what it affects, and how much.

1. Too many units can cause a lot of issues, I've played about 15 games now and I never really noticed your issue of not having enough mobs at the start, it lets you haras if they poke. Their strength or in this case lack of isn't the reason you should want more, more early level mobs = faster leveling and the leveling is already exponentially faster than a lot of people had predicted. If you perhaps added more units and still had the same exp for all of them, I might be inclined to agree but with the lower end of pc's just remember that if you start with 'lots' the end will have 'lots upon lots' and this might cause a lack of frames for those with a lower end computer.

2. I've noticed people being able to attack without being discovered it's a fair thing and I quite enjoy the aspect of it but wouldn't really mind seeing it stay or go, it's not very influencial, if you can't see someoen hitting you poke a bit forward and target them. Though I did notice as reg, you can aim snipe and then they move into the fog and you can still hit them also if they teleport it doesn't seem to cancel the cast bar on the snipe so they can die as they teleport to the crystal.

3. Agreed! the game does look amazing and it runs amazing on my box.

4. Tooltips to give stats would be awesome - especially of your minions that spawn from the portals, that would be great.

 

Reply #5 Top

Quoting Zeneroth, reply 1
Agree on the items part, I also think that there're too few items, and not so much different. The demigods seem overpowered but the items just doesn't keep up somehow. Maybe go a bit extreme and double those items stat boost or just +50% may make it noticeable.

 

You say the demigods are overpowered but you want to up the bonuses they get from items? Won't this just make them even more overpowered?

 

1. Too many units can cause a lot of issues, I've played about 15 games now and I never really noticed your issue of not having enough mobs at the start, it lets you haras if they poke. Their strength or in this case lack of isn't the reason you should want more, more early level mobs = faster leveling and the leveling is already exponentially faster than a lot of people had predicted. If you perhaps added more units and still had the same exp for all of them, I might be inclined to agree but with the lower end of pc's just remember that if you start with 'lots' the end will have 'lots upon lots' and this might cause a lack of frames for those with a lower end computer.

I agree, already you can get to level 3 about 1 minute into the game and start spamming your crowd control skills to powerlevel you dude. Instead of having more units early on, you could increse their stats to make it harder to kill them with 1 cast of an aoe.

Reply #6 Top



ITEMS
The items at the moment are kind of boring and don't make as big of a impact as one might think. You might think that a person with body armor and one without might have a major difference between the 2 but the only difference most the time is you can take 1 extra hit or cast 1 extra spell even though extra mana most the time isn't needed. It would be nice to have unique items that can drastically change the way a hero might be played. Lets say your playing as rook you would either get a bunch of armor or health to make yourself a tank so your team and deal some damage while you draw that fire and just manly rely on those spells and towers or get some damage and attack speed to make him deadly if you try and take him 1 on 1 melee. At the moment items just feel like a small part of the game where all heroes of the same type are the exact same when there should be some variation.
 

 

I don't know if you have tried out all the items but the +evasion is amazing. The item for teleporting is great. I have no problems with the buffs from the items in beta. +200 weapon damage really packs a punch also.

Reply #7 Top

You say the demigods are overpowered but you want to up the bonuses they get from items? Won't this just make them even more overpowered?

What i was trying to get across is that their spells are overpowered, the hero just attacking by itself is not overpowered. They seem a bit balanced with their normal attacks and items would not effect their spells. WHat the change in items would be used for is to create some variation in how you play a hero other then point attack use spell A B then C.

I don't know if you have tried out all the items but the +evasion is amazing. The item for teleporting is great. I have no problems with the buffs from the items in beta. +200 weapon damage really packs a punch also.

The items in their current state are very boring and are too stat based. The only items that are where they should be are the artifacts with their use abilities. Would also be nice to combine items to create bigger better things but i guess that would be too much like DotA but it was done very nicley in that game. More normal armor items with some kind of use abilities or passive % chance of havving effects when you attack or get hit would be nice.