Too Much Emphasis on Mass / AoE

I'm not really sure how this can be remedied, but I've noticed that this game seems to be all about masses of units, especially later on in the game, when things get really cluttered.  It gets so hectic that it's simply not possible to individually select enemies.  It even becomes difficult to single out enemy Generals in their huddled mass of minions.

There are no mechanics in place for players to get more out of their units, even as Generals.  A great player isn't going to defeat a much worse player with half as many minions (and no health potions for that matter) no matter how good he is. 

As an Assassin Demigod, you quickly begin to feel that the only way to really be successful is to invest as heavily as you can into area of effect abilities to try to wipe out waves of enemies as fast as possible.  No emphasis on finesse, or manuevering.  Just wiping out masses of enemies as fast as you can.  This is especially true when your opponents are Generals, because you're always going to be fighting a mob of creeps even if there are no AI controlled ones nearby. 

So the game becomes about who can maintain map control and push forward by affecting the flow of creeps moving toward the enemy Citadel.  This might sound okay for some people, but the problem becomes that this takes the emphasis away from the Demigods and puts it onto the creeps...the masses of insects running around at your feet.  This game is called Demigod; it's supposed to be about the Demigods.  Regardless, this wouldn't be so bad if targeting and scale were such that you could actually try to get the maximum efficiency from minions as a General, or if you could do...something to get more out of your skills as an Assassin. 

I'm just not sure where skill comes into play here.  The game is more about knowing what upgrades to get, which items to buy, and when and where to push.  That's okay but...to what extent can a competitive scene really evolve out of that?

A great player should always be able to handily defeat a weaker player with far fewer resources.  At the moment I can't see that as a possibility with this game.  In other words, the skill ceiling is lower - being better at the game can only give you so much of an advantage.

8,126 views 14 replies
Reply #1 Top

I agree with you on that one. It seems like the less AoE you have, the more you die to the masses. Also there's so much going on in the game that once you get to a certain point, your Demi takes over and it's no longer your ability that determines the outcome. However, there are particular items that prevent the masses from harming your hero. Namely Plate Mail of the Crusader and Groffling Plate.  The only Demi that is "typically" getting these items is The Rook, which is why many people are complaining about the inability to kill him. Any Demi with those items can resist the effect of massive amounts of units and essentially can maneuver about the battlefield at will and even fight multiple Demis at once.

Two things should be done here, or none at all :

Reduce the amount of units onscreen and increase their damage/health to compensate

Reduce the effect of Plate Mail of the Crusader and Groffling Plate.

Reply #2 Top

My main problem is especially towards the end of a game I feel like a spectator more than anything else, because there's so much crap flying / crawling around my screen it's rather difficult to do much about it.  All I can hope to do is tell the minions to attack towers / Demigods and use AoE skills.  Not a whole lot to it.

 

I think probably the creep waves should only get stronger, not more numerous as the game goes on.  This way there's much less clutter.  The game should start and end with Demigods, not "epic" masses of angels and miniscule minotaurs.

Reply #3 Top

I think more the good player is going to kill the other hero more often, making more money, thus able to buy better equipment and being more capable of destroying towers/forts and taking the othersides portals.   you can win the game with basic minotaurs if your opponent cant get out of rez timer and you own his portals (this is a bit of an extreme case, but the better skilled player is always going to have more money, because every time they meet the better player will kill the less skilled one)

 

 

Reply #4 Top

I tend to agree with much of this.  What are your thoughts on how you would prefer it to be?

Reply #5 Top

Less units onscreen also means less problems with computer performance. There was somewhat of a skill element in "sorting out the chaos", however, that some people appreciate while others don't like it.

It's a trade-off, really.

Less units means more Demigod on Demigod action, which is what is preferable, but also certain Demis can't quite function without creep cover, such as Regulus.

Ultimately ,however,  it would leave all of the Demis to need certain stats and abilities to win games, and others would be just plain unused. One example would be in a situation with 2 healer creeps instead of 20 on the battlefield, Sedna's Counter Healing skill would be significantly less useful or plain useless altogether. Rook would only need Boulder/Hammer to win a game (oh wait he already does...) ... etc

Reply #6 Top

You could always just take out the General? All his/her units will go away then.

As for the problem of the masses of units obscuring enemy demigods you can hold CTRL and the game will only let you click on Demigods then, either for targeting of skills or targeting for auto-attacks.

You don't have to go for AoE to be successful, you can also aim to do as much damage per hit, or do many hits per second. Either way you tend to annihilate anything that stands in front of you too long.

Whilst I agree the focus should be slanted more towards the Demigods I don't think you really get that feeling of demigod-like power if you're always facing opponents of similar power. You really do need the little random guys and the Generals minions around to show how much above the rabble you are.

Reply #7 Top

Quoting Frogboy, reply 4
I tend to agree with much of this.  What are your thoughts on how you would prefer it to be?
End of Frogboy's quote

 

Fewer, stronger creeps.  Citadel upgrades give you stronger troops / better troop types, but doesn't give you increased numbers.  The starting amount of creeps is probably okay.  It's as the game goes on that there's more and more that it's a problem. Having the stronger , larger units would help to make it so focus fire (with minions) would actually be a useful tactic, and Demigods focused on doing more single-target damage would not get overwhelmed by creeps / minions so easily.

Also lowering the amount of minions that Generals get and similarly scaling their health / damage would also probably be a good idea.

 

That's my best solution to the issue, at least initially.

Reply #8 Top

For mass unit, host ur game, go to GAME OPTIONS, then SPAWN RATE, change it from FAST to NORMAL, meaby that the problem because I alway wonder why the default setup is fast?

For the aoe, all the assasins have it. For general, QoT and Erebus are the only one with aoe but they are general, arent they suppose to be behind they minion?

Dont forget the fortress mode, have you try it yet or only conquest so far?

Reply #9 Top

Despite the game settings, Slow, Normal, or Fast - we have Beta Testers do have to provide feedback on how the game plays. Each build we've seen the developers test the limits of just how much crap they can put on the screen at once, and frankly I think they've overstepped their bounds. We certainly need fewer amounts of grunts on the field, no matter what spawn rate we opt for. Each unit is more durable, and becomes more durable as the game progresses. Just because they are fewer shouldn't take away from the game at all.

At present, it's pretty nuts to have so much on the screen. I'd really like to an evolution in the units, a visible evolution. If you upgrade armor, you see them wearing new armor, same for weapons. Since they'll be fewer in number, you can easily see the differences in them.

I'd really love to provide more feedback, but I can't play the present build.

All I can suggest is "Less is More".

Reply #10 Top

Despite the game settings, Slow, Normal, or Fast - we have Beta Testers do have to provide feedback on how the game plays. Each build we've seen the developers test the limits of just how much crap they can put on the screen at once, and frankly I think they've overstepped their bounds. We certainly need fewer amounts of grunts on the field, no matter what spawn rate we opt for. Each unit is more durable, and becomes more durable as the game progresses. Just because they are fewer shouldn't take away from the game at all.

At present, it's pretty nuts to have so much on the screen. I'd really like to an evolution in the units, a visible evolution. If you upgrade armor, you see them wearing new armor, same for weapons. Since they'll be fewer in number, you can easily see the differences in them.

I'd really love to provide more feedback, but I can't play the present build.

All I can suggest is "Less is More".

End of quote


Unless you still thought this from Beta 2C just put the default settings back to Spawn Rate: Normal and you will find nothing has changed with the amount of minions spawning. I personally think the minion spawn rate and unit amount is good (as long as its set as Normal).

However I like the idea of more visible upgrades on the minions. That way you can actually tell how upgraded your minions and the enemies are.

Reply #11 Top

The spawn rate being fast is definitely a bug. I've made no intentional large tweaks to the gameplay.

To help us discuss balance related issues, our internal dev team vocabulary is:

Minion - Controlled directly by a General.
Reinforcement - Spawned from a portal. 

 

Reply #12 Top

I always called Reignforcement, Grunts. So I'll be sure to keep that in mind in further observations.

Reply #13 Top

Quoting Tyo, reply 11
The spawn rate being fast is definitely a bug. I've made no intentional large tweaks to the gameplay.

To help us discuss balance related issues, our internal dev team vocabulary is:

Minion - Controlled directly by a General.
Reinforcement - Spawned from a portal. 

 
End of Tyo's quote

 

It is my belief that the numbers of both of these need to be toned down, especially reinforcements.  Minions, however, even before 2D were too numerous. 

Generals play like "posse leaders" more than anything else.  One moderately strong hero surrounded by a cloud of weaker minions.  It would be much better for gameplay purposes to give players fewer, stronger units so that the degree to which a player is adept at controlling their few units determines how successful they are.

 

p.s. I'll refer to the units I've previously deemed "creeps" as reinforcements from now on.

Reply #14 Top

I agree that Minions should perhaps be lesser and more powerful so that indivual micro can be expanded on, but I think reinforcements are fine at the moment as they are (in Spawn Rate: Normal settings). The reinforcements though in a way have to stay weak and numerious to a certain extent so there is the feel of the Demigod being more superior and more useful than them. If they were even lesser and more powerful than they are now killing them would be a lot more difficult as one AoE spell would not kill them early on, but only put them on lower health, making it a lot harder to level up which is not really a needed change atm. However I wouldnt mind a "small" change to making the reinforcements lesser and stronger if it actually improved the gameplay. I think we should leave GPG/Stardock to play around with these changes and see if they feel right and balanced.

We could test them out now if we wanted. Settings - Spawn Rate: Slow   Minion Strength: High