DeadMG

Killing Demigods gives WAY too much gold, and creeps/towers need a massive rebalance for better graduation

Killing Demigods gives WAY too much gold, and creeps/towers need a massive rebalance for better graduation

This is my flat opinion. There is no real value in killing creeps or towers early game, you just farm gold from killing enemy DGs. Yes, I like obviously that killing the opponent is a big part of the game. However at the moment, it's impossible to have a strategic loss, like, you die but do X damage to an enemy tower, such that it was worth your death, because your opponent gets such a huge lump of gold for your death, it totally surmounts any gain you could get. This is why imo consumables are flat-out OP. It's not acceptable to do so much damage, and then die gracefully and use the time to spend gold.

It's very irritating, because it takes so many fewer skill points to farm creeps endlessly. E.G. Torch Bearer's ring of fire, or Rook's Hammer Smash, that are just useful against everything. The creeps are worthless in combat, give or take, until Catapultasaurii, easy to farm, easy XP, but no gold. But you can EZ-farm creeps, and the game is entirely about the enemy Demigods. You couldn't go a creep-based build. You couldn't go a tower-killing based build. The only viable ones are ones that focus on enemy DG killing.

Towers and creeps are much too binary. Creeps suck until catapultasaurs and Giants, Towers own, then when you get high level and decent creeps, they suck, even if you upgrade them a lot. I think that while the raw power of Demigods is fairly graduated, the Tower power is not, and the creeps certainly are not. I think that the Tower of Light's health, should be reduced to approx 2-2.5K, but the tower fortification upgrades buffed, such that a fully upgraded tower is about 20k. And Jesus Christ, they need more regen. The trouble is now, I can see how you're supposed to wear them down. The trouble is, there's no reward at all for actually doing that wearing action. It's much more effective to simply wait, and then facepwn them.

Another easy solution would be to scale creeps and towers based on War Rank. This will nicely scale them against the availability of Catapultasaurs and Giants.

As for creeps ATM, they are simply too weak in both health and damage. Not only will simple AoE spells that you would use on enemy DGs anyway (like Rain of Ice) absolutely pwn them, even in just solo or a pair of DGs, but also, even if they survive, they do absolutely pitiful damage. The upgrades for them are worthless. Minotaurs are worthless except as XP feeding to the other team, at EVERY stage of the game. Same for archers and to a lesser extent Priests (they used to heal USEFULLY damnit!!) Another potential idea is simply to make creeps block, then massively increase their quantity. This way, they literally act as shielding against enemy DGs, and one cast of AoE spell XYZ simply won't clear the field. Flying Demigods like Regulus with Wings of the Seraphim, and TB in Fire mode, could now become literally flying DGs for more uniqueness.

I think that pushing with your creeps should always be a massive advantage, and not just because they act as meatshields against the Towers while you whittle them down essentially for free, which is lucky because it has no imminent benefit.

18,351 views 57 replies
Reply #26 Top

How about just scaling the gold reward based on the level difference between the victor and victim.

Right now you get more gold the higher the enemy's level is.

It could be changed to grant more gold if you kill an enemy DG of a higher level than you and less gold if you kill an enemy DG of a lower level.

Reply #27 Top

I don't agree with some of what you say, such as the talk about towers or creeps. But killing other demigods right now seem to be the only way to make money, and I find it a little stupid and frustrating. Towers should give a good gold reward, possibly for the whole team.

Reply #28 Top

Quoting Ekove, reply 2
I don't agree with some of what you say, such as the talk about towers or creeps. But killing other demigods right now seem to be the only way to make money, and I find it a little stupid and frustrating. Towers should give a good gold reward, possibly for the whole team.

Preferably whole team so we don't get dota's retarded last hit system. (well aware that's how it works for heros but that at least makes sense.)

Reply #29 Top

How are consumables overpriced? Hell, they are underpriced. How annoying is it to get an opposing DG to barely any, only to have him use a consumable? It's very annoying, so what do you do? You do the same thing. Result? Consumables outweigh skill. Who the hell cares that you just pulled a five man gank? Hit F1 and his demigod is safe. This doesn't happen all the time, but it happens a lot. If you need consumables to survive, then chances are you aren't as good as you think you are.

And the gold is fine. As opposed to DotA, Demigod has a lot less items. In DotA, you picked items based on your attributes and got an item build. Getting a pricier item is not always the right decision. In this game, almost anyone can use any item, and getting a pricier item usually is the best decision. That being said, the strategy is when to get your items, not what items you get. If you make gold easier for everybody to get, then everybody will be running around with the best items. The bottleneck on gold forces you to pick when to get an item, and whether to sacrifice your attribute for now so you can give it a huge buff later or get an item now that doesn't give you as big of a buff as the pricier item.

Reply #30 Top

Quoting vindKtiv, reply 4
How are consumables overpriced? Hell, they are underpriced. How annoying is it to get an opposing DG to barely any, only to have him use a consumable? It's very annoying, so what do you do? You do the same thing.

 

Actually, what I do is run back to my towers saying "450 gold pieces" to myself.  If I can force him to use a potion that's half a demigod kill right there! (EDIT: actually, more like a third)

Reply #31 Top

Quoting vindKtiv, reply 4
How are consumables overpriced? Hell, they are underpriced. How annoying is it to get an opposing DG to barely any, only to have him use a consumable? It's very annoying, so what do you do? You do the same thing. Result? Consumables outweigh skill. Who the hell cares that you just pulled a five man gank? Hit F1 and his demigod is safe. This doesn't happen all the time, but it happens a lot. If you need consumables to survive, then chances are you aren't as good as you think you are.

So the fact that big heal pots take 3 seconds to cast doesn't scream interupt to you? Or again by your logic since I use consumables enjoy not killing me and me killing you by extending myself behind your towers, since I can just pot after I kill you then escape. Of course the fact the options exits for you as well just means i'm a noob for using it.

Reply #32 Top

i agree with you that demigods give too much gold. compared to the gold a demigod gives everything else is just as good as nothing. but my solution would be a different. but let me start somewhere else

ofcourse someone should be rewarded if he can kill a demigod, and ofcourse everyone else who helped killing should be rewarded as well, and i think half of the money is ok. but the fact that demigods give way over 1k gold in midgame alrdy is very much.

on the other side someone should be punished if he dies. but i dont think someone should be punished a way that he doesnt get gold for a kill he helped to get. or if you look at oak. you kill him, he becomes invulnerable and kills you. he gets full gold for you and you get nothing for killing him. there is a minor punishment which i dont even care about. you cant get xp in the time your dead and you dont get gold from the mines which is nearly nothing anyway. so we need another punishment if you ask me.

so my solution would be to lower the gold given (it would extend the games a little) but to steal some gold from the demigod you killed. in fact you would get a punishment which is really annoying if you just got enough gold for whatever item you want. in addition you get even more rewarded if you kill a demigod because you know you just stole him 500gold or 1k gold and threw him back a little. and even more so if you'd save your money from the beginning it makes it harder to save gold for better items. so more or less if your a really skilled player and play against noobs. you just pawned them constantly they have no gold and the game ends in 10minutes cause he cant do shit. if the games are even everythings back to now since killing gives a little less gold but dieing result in a loss of gold.

yes, it may be stolen from dota or other games like that. but why not steal good things? :P

Reply #33 Top

There is gold reward for assist already, and I believe it's half.

Reply #34 Top

Quoting Kayleytha, reply 7
i agree with you that demigods give too much gold. compared to the gold a demigod gives everything else is just as good as nothing. but my solution would be a different. but let me start somewhere else

ofcourse someone should be rewarded if he can kill a demigod, and ofcourse everyone else who helped killing should be rewarded as well, and i think half of the money is ok. but the fact that demigods give way over 1k gold in midgame alrdy is very much.

on the other side someone should be punished if he dies. but i dont think someone should be punished a way that he doesnt get gold for a kill he helped to get. or if you look at oak. you kill him, he becomes invulnerable and kills you. he gets full gold for you and you get nothing for killing him. there is a minor punishment which i dont even care about. you cant get xp in the time your dead and you dont get gold from the mines which is nearly nothing anyway. so we need another punishment if you ask me.

so my solution would be to lower the gold given (it would extend the games a little) but to steal some gold from the demigod you killed. in fact you would get a punishment which is really annoying if you just got enough gold for whatever item you want. in addition you get even more rewarded if you kill a demigod because you know you just stole him 500gold or 1k gold and threw him back a little. and even more so if you'd save your money from the beginning it makes it harder to save gold for better items. so more or less if your a really skilled player and play against noobs. you just pawned them constantly they have no gold and the game ends in 10minutes cause he cant do shit. if the games are even everythings back to now since killing gives a little less gold but dieing result in a loss of gold.

yes, it may be stolen from dota or other games like that. but why not steal good things?

The respawn is a big enough penalty, people shouldn't be punsihed like that, it just encourages quick spending and ignoring citadel upgrades as if you die now not only do you not get to do the upgrade but you're already weaker cause you're not upgrading yourself. Also just because it's like dota doesn't mean we need to make it dota.

Reply #35 Top

So you had a player that played the game poorly(dies alot) and it hurts the team.

Why do some of you not see that asking devs to 'fix' this is addressing the wrong people.

Help PLAYERS learn that dying is WRONG in the game.

When players get it, the game gets better. It's not a game mechanic problem.

No matter what game you play, playing with noobs on your team is gonna make it suck. And we are just days into this. Theres alotta noobs.

For those who just CANT STAND IT, get your friends to come play and get on voice. Or as I suspect some of you don't have any, make some :grin:

Reply #36 Top

gotta say OP never played as oak with all lv4 totems by the time i get to lvl 3 WITHOUT dying via the two teleport scrolls i always have...i used all my summon minions moved in with a normal wave of grunts (minitours/archers) and easily pwnd a similar lvl unclean beast whilst i capped a flag then slowly moved in on his towers and creeps till i took his forward goldmine then it was as good as game over.
As for tower killing build rook and drain life from buildings/godpower or my personal fave go for towers till you get the upgrade on the rook itslef and have total map control in your small area :>
Creep based build...as you said pretty much any AOE spell (maybey add a DG item that reduces AOE spells to creeps nearby and buff something else on DG (evasion?)

nothing to do with the OP but "feeders" dunno if there is a kick option but if yea use it at least a dumb A.I has an excuse right? but unless they are charging into the citadel maybey stick close and help double team or try chatting without insults. liked this game since beta can't wait for the new demigods after they get past the realease hitches (only had 1 issue and that was due to a friends firewall) and going online skirmish has failed like 2 times outta 10 and was waaaay quicker than DOW2 looking for a 3vs3 :S

-can't seem to delete myself so can a mod pls?

sorry for trolling and copy/pasted apology, it's just quicker

Reply #37 Top

i do like the idea of feeders giving diminishing returns, for various reasons

but then again, i like it better when teams with feeders lose as fast as possible, even if it's my own team.  the game is less frustrating or less boring for everyone involved if the game ends faster.

Reply #38 Top

Well the thing is, lets say you had NO reward for kills.  You still have a reward in the dying person dropping levels behind from not being near the dying creeps to get xp.

However, as that persons teamate, this doesn't effect you TOO much.

When there is the big reward, it does effect you a lot, because now that person is not onlyhidnering themself but "Feeding" the enemy.

That's why I favor a reward more like 300-800 instead of the 600-1600 i think it is now.  With maybe some bonuses for killing someone that's on a streak and stuff like that.

Reply #39 Top

Quoting -Sorian-, reply 1
How about just scaling the gold reward based on the level difference between the victor and victim.

Right now you get more gold the higher the enemy's level is.

It could be changed to grant more gold if you kill an enemy DG of a higher level than you and less gold if you kill an enemy DG of a lower level.

Semi off-topic, I think that a DG should be worth more gold the longer killstreak they are on.

But I agree 100% on Towers and Creeps. When has a Mino done ANYTHING other then trigger your enemy's Journeyman's Boots?

I think the AOE needs to be drastically reduced from towers. Theres no point in using them as even fodder when the AE from the tower hits you even though it's shooting a mino. Make them fire faster to make up for that so the creeps can't build up too much on it. That kills overkill as well. Too much dmg is wasted firing once...bringing a mino to 5%, waiting...and firing again.

More dmg/HPs all around for all but pults and giants. The range for healers needs to be increased as well.

(Sorry for the jumble of thoughts at once, it's late and I'm almost off work.)

Reply #40 Top



I think that pushing with your creeps should always be a massive advantage, and not just because they act as meatshields against the Towers while you whittle them down essentially for free, which is lucky because it has no imminent benefit.

 

I dont agree

multiplayer games are all based on pvp between demigods using enviroment to help/survive/hide

more towers means more points where opponent can escape/kite, they are a good (very good at start, less good at end) strategic element

i only agree some option to upgrade them is a bit underpowered, last upgrades should increase tower range too, and maybe more regen hp/armor , resistance in general

 

just remember the usual "we are DEMIGODS"

Reply #41 Top

We are Demigods, so we should just ditch the towers and creeps. That's pretty much how the game is now. If you are absolutely winning at level 1, you can't go blowing up towers and accomplishing a lot. If you AoE down his creeps, they're no loss. There's a bunch of things here which are just pointless, useless, etc. I think the threat that the enemy may make serious encroachments on your territory should be a punishment for dying instead of ridiculous quantities of gold.

Reply #44 Top

I have to disagree on this one.  DYING IS BAD. It should be a big deal, with a big penalty, or else it just reinforces people flinging  themselves in mindlessly. In principal, i like the idea of a strategic death, (which i do all the time even with the high penalty) but I find a tactical retreat much more frequently usefull.

Reply #45 Top

The thing with creeps is that they are worthless. Only the priests have their use, as they can heal your DG in the field. Even if you upgrade them, they'll just get owned by the towers instead of the other creeps. Waste of money. Why would anyone buy those tower upgrades when you can get the godly money bank upgrade? Even in fortress mode it's not worth it. There was no reason to set the tower hp regen and tower armor in 2 different upgrades.

It's simply useless to go for towers unless you are past level 8 or so. All you need is to hold the gold mine flags as much as you can until one of your team members (preferably the guy playing as UB or regulus) can get enough money to buy the overpowered artifacts first. Then the other demigod won't ever go close to your team.

Creeps are simply xp food for the enemy if you upgrade them, while they SHOULD be a strategic asset. Of course those giants and catapults are nice, but the damage boost from artifacts are so much better to get at first. Anyway, I think that the conquest game mode is simply badly designed as it always ends up becoming a race to get the artifacts.

Reply #46 Top

Quoting wooricflair, reply 20

Creeps are simply xp food for the enemy if you upgrade them, while they SHOULD be a strategic asset. Of course those giants and catapults are nice, but the damage boost from artifacts are so much better to get at first. Anyway, I think that the conquest game mode is simply badly designed as it always ends up becoming a race to get the artifacts.

At least in the last few games I've played, game has pretty much ended before the artifact phase. With about evenly skilled teams, pushing with creeps seems to become more important. Getting an artifact first may help, but often it's just better to go for catapults.

But the basic creeps, even with all upgrades, are worthless. Sure they can eventually take down an undefended tower, but at that point of game a player could do it easily anyway. And that's pretty much all the impact they will have, aside from being cannon fodder. They may sting a bit, but even basic regeneration covers that.

Reply #47 Top

i totally agree with the OP

 

Reply #48 Top

I wholeheartedly agree with OP. People who know the game in and out will dominate if you have one bad person giving them gold and experience. I understand you're not supposed to die at all, but there should be a decrease in the amount of gold you recieve if you kill the same person over and over, the same terrible person on your team who always gets themselves in bad situations. You can't really help them at all if they're being stupid. I also agree with AI controlled demigods should reward significantly less gold or none at all with a little experience.

Reply #49 Top

I think the death reward for the enemy should be about half, but the other half should be taken away from your gold amount.  That way it's less of a feed to the enemy, but it does hurt you.

Reply #50 Top

i think killing enemy DG's should give a little less gold than it does right now, but keep the rest of the game the way it is.. towers should be worn down by creeps so you should help your creeps when fighting other creeps