Generic/Specific Demigod Ideas and Issues

Generic

1. Every ability should have a number in it, be it a percentage or an integer, but currently many do not.  For instance TB's Permafrost says it increases mana regen, but it doesn't say how much it increases it by.

2. Demigods do not stand out enough from normal units.  Most times this isn't a problem, but when you have huge battles going on with tons of units and minions it can be very hard to see certain demigods (I'm looking at you Erebus >:().

3. Powers that only trigger when you die are stupid.  If you are a good player then you will spend a majority of your time NOT being dead and thus they are not as useful (see below for more details).

4. Effects from powers are sometimes not very pronounced (i.e. it is hard to see that they trigger).  For example, what does it look like when Regulus hits someone with Impedance Bolt?  I can never tell when it is working and when it isn't.  There are other examples where I just wish that the visual effect drawn on the characters was more pronounced, I just can't think of them at the moment.

5. If I use an ability that is self targeting and has a casting time of 0 then it should NOT cancel any order I currently have.  This happens and is very annoying when you are running and you try to use Wand of Speed or if you are attacking and use an item that boosts your attack, etc.

Specific Demigods

Regulus

1. I play Regulus and like him.  That being said, I think 2 things should changed about his mines: i) Enemy players should see mines displayed in the same way that allied players do (i.e. with the red area of effect circle around them) because as it stands they are hard to spot even if you have true sight, ii) They should be killable by ranged units, I don't think this really nerfs him all that much as you still need to buy a ward to see them

2. Unless I am missing something, Angelic Fury is not a very good ability.  Given the usefulness Snipe, Explosive Mines, Mark of the Betrayer, Maim, etc., I do not see a compelling reason to use Angelic Fury.  Now, if this was DotA where in every game you got every single ability and maxed it out then I could understand why some people would scream "ZOMG HE ALREADY HAS UBER POWERS!!1!", but if he recieved another power that was good and people used it then it would mean that he couldn't use one of his other powers as much so it should balance out.

 

Oak

1. Oak's Last Stand is easily avoidable by simply running away while he dies and revives over the few seconds it seems to take him to enter his post-death mode.  Perhaps instead he could have a Taunt power that would cause all units within a range of him to attack him for X seconds, gaining either some bonus armor for the duration or % damage reflection (he still takes damage, but attacker also takes some damage as well).

 

Erebus

1. Erebus' Poisined Blood is terrible because if a teamate happens to drink the potion from your death they get hurt as well!  The HP per sec is nice with his power but idk if it justifies taking it.  What I would suggest is the following, either: i) The potion should be red to teamates so that they know not to drink it or ii) The potion heals for the amount it would normally damage the opponent for AND gives some kind of bonus like +5% move/+5% attack speed for 10 sec or something like that.

 

Sedna

1. Yeti AI is just plain retarded.  Maybe they fixed it, but the times that I played as Sedna and tried to use Yetis I found that many times when I told them to attack a Demigod if he ran a certain distance out of their range and there was something closer to attack (like some grunts) they just stopped chasing and started attacking the grunts.

 

Unclean Beast

1. To be honest I don't really have much to say about UB, all of his abilities seem useful and he always plays his role nicely.  Spit could be tweak slightly to make it a little less powerful.

 

Torch Bearer

1. I would like to see the amount of damage that is done when Deep Freeze is used, just display it above the "2 X Shatter" text.

 

Rook

1. Nothing to add.

 

Queen of Thorns

1. Tribute seems like it is too high up in the skill tree to be really useful.  Perhaps if it was moved down just a few levels it would make a big difference.

2. Bramble shield seems like the amount of absorption should be smaller or the cooldown should be longer.  At earlier levels it is really annoying.

3. Violent Sieges isn't good from my experience.  It does 100 damage per second to units who stand next to a building that are being destroyed by Uproot and by level 15 that does turn out to be a whole lot of damage because units typically do not just stand next to buildings.  I mean, it COULD help, but it seems very situational.

2,944 views 11 replies
Reply #1 Top

LOL if you lower bramble shields power then QoT won't have anything how long have you used her I find that the cooldown and damage absorbed is perfect and some other things that you wrote I agree with, Tribute is useless shouldn't be using shamblers anywise, uproot sucks and I'm pretty sure from all of the posts that people have been making that it's gonna be changed around.

Reply #2 Top

I like a lot of your ideas for the demigods! I particularly like the ones that are about showing more info and numbers. The only glaring thing that I think I disagree with is your comment about shield. Its supposed to be pretty annoying imo :P.

Reply #3 Top

Exactly if that's nerfed down or taken away then QoT will go from least popular demigod to fossil.

Reply #4 Top

2. Unless I am missing something, Angelic Fury is not a very good ability. 
End of quote

 

I dont intend for this to sound rude, but i stopped reading after this.

Play a few more games, you'll find a lot of stuff is pretty balanced.

 

And ctrl +  target, and tilde are your friends to spot hidden demigods.

Reply #5 Top

Quoting kitch45, reply 4

2. Unless I am missing something, Angelic Fury is not a very good ability. 

 

I dont intend for this to sound rude, but i stopped reading after this.

Play a few more games, you'll find a lot of stuff is pretty balanced.

 

And ctrl +  target, and tilde are your friends to spot hidden demigods.
End of kitch45's quote

I said, in light of his other abilities it seems weak.  If you disagree can you give me a build I can try that uses this?

Reply #6 Top

It's called a DPS build. I don't play much Reg, so I'm not real knowedable in it, but you basically max your DPS with the help of AF. It is, in my expirience, much better then a snipe/mine build during the late game since abilities do not scale the way DPS and health do.

Reply #7 Top

i have to agree with u with poisoned blood ... seriously ... i invest in it for the regen ... but wtf ... kills teammates. Theres more to lose than gain with this skill imo.

Qot ... needs tweaks ... no nerfs plz.

UB ... only thing i can say about his spit is decrease its range slightly. There r several ways to counter spit alrdy so nerfing it would just make the skill redundant.

TB's deep freeze ... i thought there were numbers shown ... right behind SHATTER text. coz i remember seeing 1275 dmg when i got it to fire and ice. I also think his "State" buffs need to last a lil longer.

Oaks Last stand .. good for taking out towers especially if tower settings are on strong. Thats pretty much its only use.

Rook structure transfer i find is useless late game .. gods strength out shines it massively. my opinion anyway.

Reply #8 Top

The erebus potions are almost fine the way they are. Just 2 things i don't like about it. ONE, the potion deals damage to erebus himself and thats not all, if you die by drinking your own potion you get gold for it instead of it counting as a suicide. TWO, if teammates die by it, then it shouldnt give erebus gold. (three), make it slightly visible that the blood is poisoned to erebus and his teammates. I don't mean like a red glowing potion saying gtfo, but maybe something along the lines of no runes around the potion, or the potion turns darker if you zoom in, just something that you'd have to observe to find out, but not so that people who are running away and need a potion would not consider drinking erebus' potion.

QoT needs an uproot buff/change and a shambler buff/change. I'd suggest making 4 levels for Entourage and have each level increase gold income by 1 so it should be shambler buff and 1/2/3/4 gold increase.

Oaks last stand is the most easily avoidable when you have high movement speed or if you teleport. But if Oak also has high movement speed and high attack damage, he'll still be able to catch up fairly quickly. I'd like it too if his last stand "cast motion" would be something less noticeable and faster, along the lines of Oak casting surge of faith, but without the protruding circle of mediocre hurt.

Regulus' mines should not be so well sightable by enemies. I do agree on the destroyable part tho, but then wards would maybe need a bit higher cost, but not really since most Reguli use mines on creeps/towers/enemies planning to charge away, or charging toward them. The mines should be physical damage on the most part, since i think that seems logical. Rooks towers deal physical damage, and given the fact that i think the mines act as Regulus' summons/towers and that i . The damage reduction should apply to some range at least, maybe not like "Haha i have 80% damage reduction, your mines deal slightly less damage than a level 1 fireball". Maybe something along the lines of mines dealing less damage on the splash, but still full damage to units/demigods that are in the circles range or activate it. That way atleast, it would still be a viable anti-minion and demigod nuke, but it wouldnt tip the scales so much in massive full team battles. Example: the way it is now the explosive range on Regulus' mines is fairly huge, so that when 2 teams of 4 do a full versus, then the Regulus' can "sit back" and easily deal up to 5400 damage every few seconds.

Unclean Beasts spits shouldn't stack. They should instead take the place of the previous spit.

Rooks towers need some sort of minimum range they can be placed from eachother, so that placing 8 towers in almost exactly the same area wouldnt be viable.

Sednas Yetis are not the only ones that do this as i beleive most minions do so. QoT also starts attacking units in range when something she chases ends up out of range (this is rather funny sometimes actually, since QoT sometimes ends up attacking units that are behind her while moving forward).

This is probably just me, but i really dislike the fact that TBs fire aura scales so rapidly. 5/10/15% is just too much in my oppinion for an aura that has quite a fair amount of range. Maybe if it scaled like 3/7/10% or 5/7/10%, then i think it would work fine. Maybe slightly reduced aura range would be fine too.


Quoting kitch45, reply 4

2. Unless I am missing something, Angelic Fury is not a very good ability.

 

I dont intend for this to sound rude, but i stopped reading after this.

Play a few more games, you'll find a lot of stuff is pretty balanced.

 

And ctrl +  target, and tilde are your friends to spot hidden demigods.
End of kitch45's quote

Angelic fury is an abilty that requires investment in other such items. Items that unfortunately do not increase your health/armor in any way. And that's why it isn't as popular.

I think what Mr11 meant by not standing out, was that you aren't able to just SEE the demigods. This is quite a problem for me too, since Rook is overly fat and you're not capable of seeing who's behind him so easily.

 

Reply #9 Top

I think what Mr11 meant by not standing out, was that you aren't able to just SEE the demigods. This is quite a problem for me too, since Rook is overly fat and you're not capable of seeing who's behind him so easily.
End of quote

 

Yes, that is what I meant.  Late in the game there can be tons of units and if you are fighting 1 or 2 Demigods you may think you are ok but...oh...wait, there is an Erebus in there too but you didn't see him amongst all of the grunts because he is so small and blends.  I understand that you can hold CTRL to target only Demigods, but I just want to know they are there.

Reply #10 Top

I said, in light of his other abilities it seems weak. If you disagree can you give me a build I can try that uses this?
End of quote

http://www.gamereplays.org/demigod/portals.php?show=page&name=regulus-strategy-guide-build-order-gamereplay

First one i remember seeing.

Also, there was a build combining it with the favour item blade of the serpent, which allowed for mass use of mana abilities without the need for as many mana helms, as you would get back mana for every damage inflicted aoe style.

In essence, it was getting an aoe attack for not much mana. Given the extra effect of "tagging" creeps, which isnt in mines(?) it is remarkedably useful. Even a single point, and constantly in angel form is usually enough to outlevel a regulus who isnt using it.


I just turn the demigod-only health bar on using ~. I think its 4 times? very very helpful in spotting an enemy demigod amdist the mess :)

 

Reply #11 Top

For QoT  don't nerph bramble shield overall, just in the first few levels, it is overpowered for a level one skill but later in game its fair.

As for regulous his mines shouldnt be attackable seeing as that is what generals summons are for, but you really should be able to see the circle. And angelic fury is usually for people who build damage and distance and then take out the towers from where they cant be attacked.

As for Erebus's poison pot you're 100% correct im sick of killing myself with my old pot.

And you missed something big with rook. Because each arrow is counted as an individual attack, any effect from items like 5% chance to slow becomes way to frequent. they need to tweak that

Otherwise  really good list.