lack of demigod information

I should probably note a few things right off the bat.  I love this game, I haven't been able to play very much of it yet, and I am an old ROC DOTA player.  With all thos qualifiers in mind, I have one major suggestion that I would like to see implemented.

I have no way of knowing anything about anyone's demigods but my own.  I have no way of clicking on an enemy or ally dg and seeing their weapon damage, armor, or mana.  Not being able to see how strong an enemy DG is until I am being attacked takes a major element of planning and strategy out of the game.  I need to be able to see just how much +damage that regulus has before I decide if I can take him or not.  I need to know if Queen of Thorns has enough mana to shield herself if I am going to try and chase her down.  I especially need to know if my ally Sedna has enough mana to heal me.  If the dg I am laning against teleports back to base and then returns I would like to know what kind of item they bought.

I am not sure how difficult it would be to implement some type of UI change where we could click on other DGs to get their stats, but it would make the game much more enjoyable.  Anyone else have the same problem or is it just me? 

2,843 views 17 replies
Reply #1 Top

I agree that a better UI is needed. However, your best option at the moment is to play as each of the Demigods that are giving you trouble online. That way you can explore their capabilities and learn how to face them using your favorite Demigod. And you never know, you may end up finding a new fave Demigod. This worked really well for me, because now that I understand what each demigod is capable of doing, I know how to counter them more effectively.

Reply #2 Top

I agree that we should be able to see our ally's stats, but I think the enemy's stats and item layout should be kept hidden. I don't want the enemy to know I just bought mageslayer until it's too late.

Reply #3 Top

i agree there is a lack of information.

i want to see what items they have and how much mana they have, etc..

for me this is when the game becomes more interesting because you can get away with doing so much more.

 

 

 

 

Reply #4 Top

Quoting JagerJack, reply 2
I agree that we should be able to see our ally's stats, but I think the enemy's stats and item layout should be kept hidden. I don't want the enemy to know I just bought mageslayer until it's too late.
End of JagerJack's quote

My thoughts exactly. I'd like to be able to view the Enemies information in a replay though, however ingame is shouldn't be visible.

Reply #5 Top

I'd really like something in the UI that would tell me my allies health, and my minions health too. It seems like something a lot of people want so hopefully they will implement it soon.

 

However I completely disagree about seeing enemies items, I think playing whilst being able to see the enemies inventory is like playing with no fog of war or being able to see the enemies skills. It means you will rarely die because you can avoid enemies you know are built against you just by looking at their info rather than engaging to find it out, which in my opinion REMOVES a lot of strategy because you no longer have to gauge your enemies strength because it's done for you by showing you their equipment.

I'd like to see judging your opponents strength stick around as a skill in the game.

Reply #6 Top

you can see your allies health, press Tilda and it appears above their heads :D

Reply #7 Top

Quoting IllegalDustbin, reply 5
I'd really like something in the UI that would tell me my allies health, and my minions health too. It seems like something a lot of people want so hopefully they will implement it soon.

 

However I completely disagree about seeing enemies items, I think playing whilst being able to see the enemies inventory is like playing with no fog of war or being able to see the enemies skills. It means you will rarely die because you can avoid enemies you know are built against you just by looking at their info rather than engaging to find it out, which in my opinion REMOVES a lot of strategy because you no longer have to gauge your enemies strength because it's done for you by showing you their equipment.

I'd like to see judging your opponents strength stick around as a skill in the game.
End of IllegalDustbin's quote

I agree, for sure. Thing is, I don't want Demigod to evolve into a number cruncher game... that sucks the fun out of it. Having to adapt in the flow of battle by watching your enemies moves and not his/her numbers is funner as a video game.

Reply #8 Top

However I completely disagree about seeing enemies items, I think playing whilst being able to see the enemies inventory is like playing with no fog of war or being able to see the enemies skills. It means you will rarely die because you can avoid enemies you know are built against you just by looking at their info rather than engaging to find it out, which in my opinion REMOVES a lot of strategy because you no longer have to gauge your enemies strength because it's done for you by showing you their equipment.
End of quote

I should have explained a little better.  I don't want to be able to see the exact equipment they bought, particularly with regards to consumable items (which are definitely part of the strategy of surprise).  I would like to be able to see the stats on enemy demigods after they come back from shopping.  I don't need to know exactly how many slots they have open and what items they have bought, but I would like to know how much damage my opponent can do before I engage them blindly.

At the very least, I would like to be able to see enemy mana bars along with healthbars.  No one would suggest that not being able to see enemy healthbars would be a good idea, so why can't we see mana bars?  I need to know how low the enemy's health is so I can guage if he is kill range, but I also need to see their mana bar so I can see if I am in kill range for them.  For many DGs (QoT and Sedna come to mind) the mana bar is an important part of their survivability and is practically a second healthbar.  Knowing whether that Erebus has enough mana to bat swarm away makes all the difference in my decision about whether to chase him or let him go.

Reply #9 Top

Please don't add all of this information. The result will be a simple X - Y + Z = WIN. Knowing all of this will not make it a game of skill, but a game of predictability. And for me, predictability equals no fun whatsoever.

Reply #10 Top

Knowing all of this will not make it a game of skill, but a game of predictability.
End of quote

predictability is a skill :P

Reply #11 Top

My thoughts exactly. I'd like to be able to view the Enemies information in a replay though, however ingame is shouldn't be visible.
End of quote

 

Same here.

Items of my Allies should be visible for me. And since demigod has awseomly more possibility than dota it should also be possible to see our allies skill builds. It should be used that there are no borders like they are in funmaps :P

But not everything Dota did was perfect so im against seeing anything about the enemy.

i hated that in Dota.

It's way more tactical when you have to guess the most probable item & skilbuild than just reading it.

It's great if you come in with hugh amounts of armor and your enemy slowly realizes that his hits do way to little damage till it's too late :)

Or to pop up some potions when your enemies thought they got you.

Reply #12 Top

Quoting ViViDGear, reply 11

My thoughts exactly. I'd like to be able to view the Enemies information in a replay though, however ingame is shouldn't be visible.


 

Same here.

Items of my Allies should be visible for me. And since demigod has awseomly more possibility than dota it should also be possible to see our allies skill builds. It should be used that there are no borders like they are in funmaps

But not everything Dota did was perfect so im against seeing anything about the enemy.

i hated that in Dota.

It's way more tactical when you have to guess the most probable item & skilbuild than just reading it.

It's great if you come in with hugh amounts of armor and your enemy slowly realizes that his hits do way to little damage till it's too late

Or to pop up some potions when your enemies thought they got you.
End of ViViDGear's quote

This. Although I agree that a setting to see enemy mana bars would be nice. It is always annoying how you can't tell if that Sedna running away is 2 hits from death, or about to heal and then pounce you.

Reply #13 Top

Or to pop up some potions when your enemies thought they got you.
End of quote

i just realised that potions actually are the solution to the "lack of information" ^_^'

i mean, if potions weren't in the game, then there would be a need for more information, but since you can just run into a fight like an idiot, with potions, you dont have to worry.

Reply #14 Top

I'd be nice to be able to hae a target you can track. Click on the DG your attacking and it's health would show up. (Only health). Hell, it'd be useful for Towers sometimes as well.

I dont like/trust the healthbars from tilde, so I keep my mouse over the DG im attacking. Would just be nice to have the exact number of hps he has left without following em with my mouse.

Reply #15 Top

Quoting Legolan, reply 12

This. Although I agree that a setting to see enemy mana bars would be nice. It is always annoying how you can't tell if that Sedna running away is 2 hits from death, or about to heal and then pounce you.
End of Legolan's quote

Yeah valid point. Seeing the mana bars would actually increase the ratio of tactical decessions involved.

 

@ StAcK3D_ActR 

i mean, if potions weren't in the game, then there would be a need for more information, but since you can just run into a fight like an idiot, with potions, you dont have to worry.
End of quote

Imho pots are ok. Not op and not useless. They are too expensive to be a foundation of regeneration. Especially if compared to heart of life...

And perhaps they are quite nice in battles but the larger potions take so horrible long to cast that you can easily interrupt/stun the target before the potion aplies or even kill em often.

Reply #16 Top

Quoting Teseer, reply 14
I'd be nice to be able to hae a target you can track. Click on the DG your attacking and it's health would show up. (Only health). Hell, it'd be useful for Towers sometimes as well.

I dont like/trust the healthbars from tilde, so I keep my mouse over the DG im attacking. Would just be nice to have the exact number of hps he has left without following em with my mouse.
End of Teseer's quote

I think Demigod (friendly and enemy) health bars should always be displayed above the character or in a character window; maybe something like in WoW where you select the creature you're attacking and it stays up until it dies or is deselected.

Reply #17 Top

Quoting Aeonblue08, reply 16



Quoting Teseer,
reply 14
I'd be nice to be able to hae a target you can track. Click on the DG your attacking and it's health would show up. (Only health). Hell, it'd be useful for Towers sometimes as well.

I dont like/trust the healthbars from tilde, so I keep my mouse over the DG im attacking. Would just be nice to have the exact number of hps he has left without following em with my mouse.



I think Demigod (friendly and enemy) health bars should always be displayed above the character or in a character window; maybe something like in WoW where you select the creature you're attacking and it stays up until it dies or is deselected.
End of Aeonblue08's quote

 

RTFM!!!!

Ok actually not the manual, but more importantly: Take a look at what buttons are at your dissposal...

Showing HP can be switched in any way you want. Showing Hp of every unit is one of the possible choices.

But I don't know which button is nativ e for it since I edited my layout.