PLS CHANGE "DEATH" penalty

Pls change it to lower respawn time, lower gold, and lower exp.

 

It leads just to "oh i lost half my hp i retret", or to oh go in use a skill and retreat.

 

Sometimes i saw this: Both players just walking back and foreward.

 

This:

A) Boring
B) Stupid
C) Its more usefull to retreat then try to risk to die.

So change it to be more a "competive" style ( Demigod vs demigod)

3,529 views 18 replies
Reply #1 Top

It leads just to "oh i lost half my hp i retret", or to oh go in use a skill and retreat.
End of quote

Haha, so? You don't think the developers took that into account?  You want the enemy demigods (AI or Human) to chill there and not cast any spells and die?

:-p

Reply #2 Top

It is competitive exactly how it is now. You die, you're screwed, not just mindless throwing of skills on each other and just occasionally dying waiting 5 sec running in to do stupid mistakes again, which are not being punished by long respawn time.

 

I say keep it how it is now.

Reply #3 Top

Retreating is playing smart.

 

But! You can, in fact, change the options to lower the exp, gold and respawn time, in regular skirmish games.

Reply #4 Top

I dont see any strategy when you run away with halp hp ( Or in the game i played, we were both on full hp )

The retreat strategy just leads to builds where you try to deal as much high dmg as pssible in one hit/shot. Cause every other strategy is useless, cause everyone just walks away after a few hits. Which renders some skills to useless...

Reply #5 Top

i don't agree with you i like it the way it is where is the reward for killing enemy demigods if its a 5 sec respawn besides the gold and xp? there would be no incentive otherwise to kill that annoying emeny demigod, cause when you kill em you get 30 secs of being able to push the enemy back and make progress if they respawned in 5 secs or whatever you would get no where cause they would be right back and with full health/mana. if you are losing so much health so fast that you feel like you can't do anything its probably because your lvl difference makes you useless against them

Reply #7 Top

Haha  ^
         ||

Reply #8 Top

Personally I don't think you should lose xp for dieing. If you are unlucky and get killed once you are then nerfed in level ready to lose the next fight! Can be pretty demoralising.

Reply #9 Top

I would say to leave the respawn timer the same.

 

I do agree they should lower the gold you gt for a kill though. At early levels a DG set up to kills rivals amasses gold much quicker than one set up to farm creeps or hold land. And taking out buildings is worthless for the DG themselves... it is great for the team and pushing to the end game, but no gold or exp means most people focus on that much later in the game. It would be nice if you had to worry about them taking hitting your towers right from the start since they would be getting gold and exp for taking them out. And with that in mind, leave tower damage the same but make them much tougher.

 

At least that is how I would like to see the game go. Most games end because someone gets enough gold to buy artifacts long before anyone reaches near 20. I seldom see games that end with people at lvl 20. Most of the time around lvl 12-13 one side takes off and the game is over. They end the game at 15-17, but that is because they earn levels like candy while they are destroying their rivals in the last 2-3 minutes.

 

Reply #10 Top

I don't think the death penalty is harsh enough,

You should be able to loot one random item (not a potion) off of a demigod each time he dies. Would make it way more interesting (and costly).

Reply #11 Top

When you die, you should respawn where you died as a ghost. When your a ghost you can move around ilke normal but only do one damage, and infinite life.

-Heart of life problem solved-

Reply #12 Top

this suggestion sucks.... its fine as is.

Reply #13 Top

If you want to lower the respawn time then buy the graveyard citadel upgrade. Or just don't die, and learn when to make a tactical retreat(not trying to sound like a prick, just giving advice).

Reply #14 Top

Personally I don't think you should lose xp for dieing. If you are unlucky and get killed once you are then nerfed in level ready to lose the next fight! Can be pretty demoralising.
End of quote
You don't lose XP.

And taking out buildings is worthless for the DG themselves... it is great for the team and pushing to the end game, but no gold or exp means most people focus on that much later in the game.
End of quote
You do get some gold for destroying structures. Not much, but some.

 

:fox:

Reply #15 Top

Quoting Kitkun, reply 14

Personally I don't think you should lose xp for dieing. If you are unlucky and get killed once you are then nerfed in level ready to lose the next fight! Can be pretty demoralising.You don't lose XP.

End of Kitkun's quote
No? I read that you do. You definitely don't get any trickle of xp when dead like you do from just standing around. Maybe you should still get the trickle.

Reply #16 Top

nonsense, besides there are citadel upgrades that lower death spawn as well as items ;)

Reply #17 Top

lower death spawn as well as items
End of quote

Yeah people, derrr.

Towers should give SLIGHT XP and gold....and should increment depending on type.

Archer Towers-100 XP/Gold

Towers of ________- 250 XP/Gold

Forts-500 XP/Gold

      -When victory condition is set to Forts, it should be 750 as an incentive :-p

-Phal

Reply #18 Top

No? I read that you do. You definitely don't get any trickle of xp when dead like you do from just standing around. Maybe you should still get the trickle.
End of quote
There's no regular trickle of XP either. :P

However, you get 1 xp per (capture bar) tick while capturing a flag. 100 for actually capturing it.

What you see may be the fact that you get XP for being near enemy creeps as they're killed. The range on that is pretty big.

 

Towers of light give 300 gold, I think. (Don't quote me on this.)

 

:fox: