Map object idea: Neutral creep spawns

I haven't played warcraft 3, but one description sounds interesting and I think it could be quite interesting in at least some maps in Demigod. What if there where some neutral creep zones around the middle? Not attached to flags, not moving anywhere (except maybe in a small fixed pattern), just sitting around to harvest for xp/gold. Unlike creep waves they could be stronger straight out, so fighting them would leave you more open to being attacked by the other team, but worth either more xp or just respawn faster to make up for the fact you're farming instead of trying to kill towers or w/e.

1,106 views 5 replies
Reply #1 Top

Or they could be extra strong creeps and are no man's lands. Or prehaps protecting the pathway to an important flag or backdoor entrance to someone's base.

I also wouldn't mind seeing enough neutral creeps that are spawned that they are actually sent towards both bases. It would give that map and extra something to watch out for. Like a single stray giant.

Reply #2 Top

I'm not a fan of this idea. I think it would distract you away from the main object of the game; defeating your opponent. Farming the opposing factions creeps for a level advantage provides two incentives - your fighting your enemy, possibly pushing further down your lane and your getting gold/exp as you do so.

This idea - as it plays out in DotA - leads people to ignore their lanes for chuncks of the game at a time to farm these neutral units so that they can overpower their opponents as early as possible. I'd prefer the game didn't devole down this path. Personal opinion however.

Reply #3 Top

Jungling was great in DoTA, but I wouldn't want to see it in this game. 

Reply #4 Top

It would take away from the focus of the game - demigod vs demigod action.  :thumbsdown:

Reply #5 Top

I'm gonna have to disagree with this idea as well. Demigod is NOT DotA. I like Demigods "battle of the gods" style gameplay over DotA's "run around and farm" style gameplay.