[Balancing] HP Items should be nerfed
Hi guys,
I think atm, stacking HP Items is much too strong, specially vs. a Torchbearer. Compared to gloves (DPS) HP Items are just imba.
Hi guys,
I think atm, stacking HP Items is much too strong, specially vs. a Torchbearer. Compared to gloves (DPS) HP Items are just imba.
Why do U think they should nerf the HP item if anyone can buy it at first 5 levels and be at same conditions as their opponent. Those who says that with such HP game becoms boring. Well... He should try some action games instead.
Developer: Gas Powered Games
Publisher: Stardock
Genre(s): Team-based action/strategy
from the demigod home page.
Sorry, i mean FPS)
Stacking 5 HP items as some ppl are suggesting leaves you moving at base speed, having mana for 1 set of spells and Auto attacking like a wet noodle. It really only works for ooze UB, as they require almost no mana, have many speed enhancing skills and have exceptionally high base damage + ooze damage. Rooks can't really stack 5 hp items anymore, since HoL nerf. In fact, most classes used to stack hp items because mana was limitless with HoL. With that nerfed it's really not that viable. You'll constantly be oom. As for TB.. the main issue is you want to 1v1. That's not the way to go.. as a fire TB your front end is like 2500 or so. So naturally you should just team up with someone and hit someone front end for 5k.. that will do em in good. Teamwork is the only OP thing in this game.
I just don't see how you guys can say HP is too high as-is. In 3s it's easy to lose 3k or more inside of a stun. I play rook quite a bit and late game a single boulder+hammer slam is over 2k itself, so really 4k bursts can easily happen inside of my boulder roll if my partners attack, and then a UB can stun for two more seconds right afterwards (though of course the next two seconds aren't as bad as the first since alpha strikes have been used).
So what exactly is your target HP with this change? I think what your change would do is allow you to kill people 1v1 and then turn team games into quickdraw competitions.
This.
In larger games, you need HP just to have time to make some moves when teams clash. If everyone just died to burst then teamplay would be reduced to spamming damage together.
HP items are fine because there are tradeoffs. If you buy too many HP items you can't get MP items. As a rook it means limited ability to set up towers. Even if you get MP potions, it will eventually draw your gold for citadel upgrades which in turn will give the enemy a chance to overrun you with citadel upgrades. Also, if you have too many HP items it means you can't run as fast. If three demigods come over and start hitting you, I guarantee your HP is not going to save you and you will not be able to outrun the demigods. You really have to think about what you are doing.
You only need one MP item...
The simple answer to this problem is pretty easy. If your enemy is stacking HP items you have the option to stack gloves. You can get +85 damage per attack for 7,200 gold. (take THAT mage slayer!) Add in a high +armor item, such as Platemail of the Crusader and your grand total goes up to 11,700 for enough armor and DPS to take out any stacker.
Never forget that anyone who stacks is easily countered. High HP and Armor is easily beaten by doing more damage. It doesn't really matter much than they're going to out last you. Bring potions, wear speed items, bring extra DPS - or gasp, and I rarely gasp - work together to take down the beast and his confidence will drop to the floor.
You will find that people who stack HP items tend to do it as a result of being beaten to death too many times. Instead of improving their build, or learning what items fit best with what situation, they pile on HP and become a meat shield.
What's funny, and on the contrary to reason, is that countering DPS with armor and HP is so very hard that you are better off getting speed items and more DPS yourself.
BLASPHEMY!!
Is that not what i said. This game revolves around stuns BECAUSE that is the only way to take that 3k off without them running. And early game this isn't true. With 3k+ health at level 4 the highest burst damage is rooks hammer slam and at level 4 he can't stun you with boulder roll so you can still dodge it. And no way can you put down even half their life in even the longest stun with 4k health at this level. Sure I can see 3 people doing it but then there would be another 2 people on the other team keeping him alive. Throw a sedna with some priests in and they won't die. Late game they aren't overpowered it is early game. When you get 2k off the same items at level 1 as you do at level 20. Make it proportional by basing it off of percentages.
This sounds like it won't work. Let's not mention that this 7200 gold +85 damage is going to take up many items slots (Mageslayer takes 1).
Armor as always has usually been weaker than HP, as we railed to death in the other topic. The HP buffer serves another purpose - the longer they live the more abilities they can use as they cool down. Your autoattacks are less powerful (proportionately to their massive hp) than their spammed abilities are to your low hp.
HP stacking is only an issue because it's so much more cost-effective than DPS stacking. That's it. Raise the price of one or lower the price of the other and you have balanced the mechanic. (The problem with having to wait to get home before posting is that you get ninja'd all the time
Zechnophobe's post on this)
its simple. Hit Point items are over powered or non hit point items are underpowered depending on the way you look at it.
Hit Point items shouldnt be nerfed imo, just other items should be made so they are actually useful.
Again, damage items don't scale at the same rate as HP items because HP items have to outscale multiple opponents, whether it's an ambush from multiple demigods or just a single demigod who's got increasing reinforcement support. As things like giants and catapults hit the field or even priests in some cases total damage taken is increasing greater than just the items of the attacking demigods.
i cannot understand none of the current balance issue threads. this is by far the most balanced game i ever played. there are many different taktics possible.
OK, I will explain it for all the idiots right now:
HP Items are too strong, compared to gloves. Everyone who can prove the opposite, post it here.
HP Items are too powerful vs spells. I don´t have a fair chance with a TB, which can deal up to 2,5k dmg (or less) on lvl 15 vs a rook or an ub with more than 10k life. Don´t forget about Sedna with 800 live reg in 10 seconds.
HP items are freakin imba in combination with UB. I swear nobody has a chance vs an UB player on lvl 20 with 450 dps (orless, in combination with ooze). In addition to this, ubs "Aclclimation" (all about 500 dealt dmg to ub reduces dmg for 5 secounds bout 40%) Makes it rly impossible to kill him with burst attacks TB is depending on.
I played Rook with aggresive gear. I bought gloves and boots, skilled on hammer slam and stats. I got farmed like hell. Couldn´t esape, was bursted extremly.Then i played Rook with HP gear. It was thousand times more effective. Same for ALL other heroes.
And you tell me HP is not OP???
They should be nerfed, because then dps would become too important compared to spells and make TB and so on too weak. Got it?
There are different tactics possible. But they are underpowered. It´s like to play Cod4 with a scorpion. Forget it.
Changes nothing at the fact, that HP Items fist Spells.
Just a note, I play fire TB, and so far I haven't had much trouble dealing with high healthed players, realistically it shouldn't take 1 barrage of spells to take someone out. You need to wear them down and drain them.
Or should everyone be able to 1-3 shot other players? The game is HP focussed.
I played Rook with aggresive gear. I bought gloves and boots, skilled on hammer slam and stats. I got farmed like hell. Couldn´t esape, was bursted extremly.Then i played Rook with HP gear. It was thousand times more effective. Same for ALL other heroes.
And you tell me HP is not OP???
The only two things I could see really being necessary would be -
Have +weapon damage increase spell damage so that damage is more attractive (right now many people avoid it becuase it doesn't add damage to their spells)
Have Blood of the Fallen be percentage based (right now it is one of the best favor items bar none in the early game - at level 1, if you fight someone with BOTF and you don't have it it is a guaranteed loss)
lord not a garunted death though u will have to retreat but u will be alive and if u have spit or fireball or snipe then u can harsh them while keeping away from them
^^ Listen to this man.
There is nothing wrong with current HP stacking. This game is designed for 2V2, 3V3, 4V4, 5V5. This game is not really designed for 1v1, as when you look at the gods from a 1v1 perspective it's got a Rock, Paper, Scissors approach.
Health stacking is the only way to be able to try and survive getting jumped by multiple gods (and upgraded Minions). Even then your chances of escape are slim. I've played against a Frost TB & UB, my partner and I both UB's and when they got the jump 2v1 on either of us we would be dead before both of their stuns wore off, and we always Health stack to the max.
You need to look at the game more then just your 1v1 situations. If you are working as a team, and playing smart its not an issue. Giants & Cats provide very good dps against demigods.... hell Giants alone will rape your face with out a large health pool, especially when you start buying their DMG upgrades.
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