Butterchin Butterchin

Doubles -- what's the big deal?

Doubles -- what's the big deal?

On the subject of double demigods in games, I just don't get it.  The few times I have played against doubles, the doubling team has actually been at a *disadvantage*.   I think the fear is irrational over this one.  People think to themselves, "double reg that would be terrible!" and conclude it must be stopped at all costs.  But in practice, unbalancing your team with doubles seems to me to do you more harm than good.

I find this particularly annoying becuase I like to play with the random demigod option.  Lately, hosts panic at that and say, "no, that causes doubles." 

Sigh.

So, am I missing something?  I have been on both sides of doubled-teams and it is by no means a sure path to victory.  I've seen double rook, double reg, double UB, and been equally unimpressed by all (well not equally, double rook was really really bad, heh).

I'm sure I'll get flamed by those who've never actually tried it... but perhaps I'm being all pessimistic today.

 

35,218 views 85 replies
Reply #26 Top

Quoting SoFFacet, reply 23
Spit + Penitence = 2618 damage (including Pen's effect on spit for the first 7s), plus 16% amplification of any other damage hitting the target, plus 16% snare of the target, plus a chance for an interrupt.
End of SoFFacet's quote

The main benefit of Spit over this situation is that after the 0.3s cast time, the UB can turn away. With the setup you've detailed, additional damage is needed to be injected into the situation that requires that the attackers place themselves at a greater risk compared to the situation I listed. If the UB where to stack their Spits at the onset of the encounter, assuming both players of both sides are present, Spit would force one person out of the situation to heal or retreat entirely, turning a 2v2 into a 2v1. As the cooldown is a mere 7 seconds and the UBs are a force to content with in Melee, they could quite easily overpower the opposition, and still allow themselves a Spit to a fleeing opponent. It's a difficult situation to counter, however it is do-able.

Quoting SoFFacet, reply 23
Spit + Penitence + Bite = 3517 damage, 16% damage amplification, 46% snare, interrupt, -700 armor, and 775 life restored to LE.
End of SoFFacet's quote

Again, this situation requires that additional, external damage be injected into the situation for it to be lethal. 4950 damage will quite possibly kill a non-HP stacking Demigod unless the effects are removed.

The point I'm trying to make that Spit is simillar to Snipe in that it offers greater protection to the attacker due to the DOT nature of the ability; unlike other abilities which decrease armour or increase damage received and thus require additional damage be injected, Spit does it's damage in a manner which allows the attacker to retreat while still dealing damage. Adding additional Spits on top increases the lethality of the attack while not increasing the risk to any one attacker.

Reply #27 Top

Quoting Phirochu, reply 17



buy a couple of potions? keep a better eye on your hp?
End of Phirochu's quote

 

so while 1 team HAS TO watch MORE carefully their hp and SPEND money on more pots than usual the double team can play his normal game

 

just what you say proves that playing doubles is not fair

 

and btw buying a pot is not a *COUNTER*, its just a stupid palliative to avoid some ADDITIONAL death, it doesnt even remotely make the game "fair"

 

in the end its like i said in t he first place, ppl that cant understand it on their own will keep on mindless flaming about it without improving in any way

 

tired of it

Reply #28 Top

Spit is counterable by shield, heal, and minion priests pretty handily. If you opponent has one Sedna and you have 2-3 UB you've just lost some of your effectiveness since Ooze doesn't stack and Spit will get debuffed pronto.

Reply #29 Top

again a thread of this ridicules no-doubles-rule? maybe we should call it the no-doubles-when-playing-with-us-noobs-rule :P

Reply #30 Top

I love multiple reguli when playing UB ... it like a never ending lunch buffet....

Reply #31 Top

Quoting Lugh, reply 5
I love multiple reguli when playing UB ... it like a never ending lunch buffet....
End of Lugh's quote

QFT!

not only when you play ub. multi regs is so damn easy to beat. surviving the first levels just needs a little patients if there are more than two of them but after that it's LUNCH PARTY!

 

in fact you need the diversity of the dgs cause otherwise you have very weak points caused by many doubles combinations. doubles are not overpowert they are mostly underpowert!

Reply #32 Top

Quoting Healer, reply 24



Quoting ddd888,
reply 5
IT IS unbalanced, end of the story, if you dont understand why yourself you are not able to understand the explanation either



http://pantheon.demigodthegame.com/game/753116/player/34090/

Always easy win ....
End of Healer's quote

 

very funny, one supernoob with less than 10 games, also 2 players quit. congratulations.

Reply #33 Top

Quoting Schobbo, reply 7



Quoting Healer,
reply 24



Quoting ddd888,
reply 5
IT IS unbalanced, end of the story, if you dont understand why yourself you are not able to understand the explanation either



http://pantheon.demigodthegame.com/game/753116/player/34090/

Always easy win ....



 

very funny, one supernoob with less than 10 games, also 2 players quit. congratulations.
End of Schobbo's quote

Funny schobbo ...

You should be a veteran and know that they've concede/quit (end game)
and last 1 only conceded and game was over...

I dont need to tell u what was the war-rank differences because they always
were back behind towers .

The point is that there is no way that 3 reg experienced players will win against
3 other experienced players that's playing demis like LE UB Sedna rook or oak.

The link above is only one example.

Reply #34 Top

the discussion does not make any sense because they are mostly only theoretical assumptions and of course everybody believes in his ones.

 

rarly there are some matches with doubles allowed (very sad) so there is nearly no practical evidence. sure some of you payed allready against or with doubles and maybe you got eaten by double snipe, double spit or what ever. the problem is that this people imediatly cry for op doubles (edit) although it probably was only a problem of not knwoing how to conter a new and unusual situation.

 

the fact ist that there haven't been enough matches with doubles to empirically proof the one or the other opinion. but this make the no doubles rule even more stupid: they are scared for problem that currently NEVER really existed!

 

i had some matches with doubles, only a few but i at least had some and most of them they were played but at least not noob players. they have all lost. of coure this isn't representiv. but i had some insight on how they lost and how they could've been countered. you don't need to share my opinion on this but fact is that we all had far to less matches with or against doubles to even be scared of an alleged overpowerness of dozubles.

 

making a rule against somthing that was nearly never played is so typical human stupidity that it allways scares me that within 10000 of years we didn't got any more intelligent on this point!

 

Reply #35 Top

[c 1240 Bracton De Legibus v. x.] melius & utilius [est] in tempore occurrere, quam post causam vulneratam quaerere remedium.

it is better and more useful to meet a problem in time than to seek a remedy after the damage is done.

Reply #36 Top

a true but not fitting quote!

 

1. there never was a real problem with doubles and only because some thing it might be a problem does not need to cut off a whole bunch of gameplay possiblities.

2. if there will be enough gamers with doubles it won't be a problem to proof its problems and it won't be a problem to stick to the no doubles rule after it has been shown that it is a problem

 

forbitting something that NEVER was a problem is plain sutpid. it is a simple act of being scared of the unknown and laziness of finding conters.

 

edit: if mankind would have used your citation like you we would still hang arround trees because everything could have been a problem for our existence. so stop advancement. same logic as you used. only prevent a problem before it happens if you KNOW FOR SURE that it would be a problem. this does not hold for doubles!

Reply #37 Top

Quoting ZehDon, reply 10
[c 1240 Bracton De Legibus v. x.] melius & utilius [est] in tempore occurrere, quam post causam vulneratam quaerere remedium.

it is better and more useful to meet a problem in time than to seek a remedy after the damage is done.
End of ZehDon's quote

More correct is to see what you've done wrong and change it
when you're again in the same situation against doubles. There should be no
rules.

Most of hosters do not allow doubles ( i think mostly because of topics like
this one) so it doesn't matter to much.

Reply #38 Top

the big deal is that its F#$%ing boring playing against doubles.
End of quote

This is the real reason most people use the "no doubles" rule.   They just think the game is more interesting when facing a diverse set of demigods.  

As for double UB and Reg, I don't think it's so much a balance concern, but the fact that spit UB and snipe/mine Reg are two of the most annoying demigods to fight.  Note that I didn't say imbalanced or toughest or uncounterable. 

When I come from work and want to blow off steam with a quick game of Demigod and a beer, I may not be in the mood to spend my time facing a couple of UBs or Regs because I don't find it as enjoyable as facing a diverse team.  That's all.

Reply #39 Top

jomungur: that is a reason i can understand but this does not explain this widly adopted rule. most of the people are simply scared of potentially overpowerness. look at the argumentations, that's exactly what they mostly say.

 

if only is what it is for you then we only would have "some" games with this rule and not nearly all implieing this.

 

i find it boring and anoying that i'm often forced to leave the lobby becasue i cannot play the dg i want to due to some other having it already selected. i find this many times more annoying than the slight need to adapt my strategie to dobules. i need to adapt it to the oponents anyway.

Reply #40 Top

Lol guys I think the problem is not the Doubles, the problem is the Balnce of the Demigods.

Let me explain this:

I host a game 5vs5. In one team there are 2 Regs. Everyone in the opposite team whines. TSure they would also whine if there where two Ubs or two Rooks. BUT if there where two Qots nobody cared. I think the problem is that Unclean beast and Regulus are still a little bit imba. Just change the range of spit & mines to Zero. A double QoT has never been seen as a prob.

Im lookin forward to tge 2 new DGs. I swear they are surely not balanced!! I would laugh if there will not be any imba things. Lets see, but dont forget what I said.

Reply #41 Top

Quoting JuareZz, reply 15
Lol guys I think the problem is not the Doubles, the problem is the Balnce of the Demigods.

End of JuareZz's quote

Not again plzzzzz....

Reply #42 Top

Quoting CelMare, reply 14
jomungur: that is a reason i can understand but this does not explain this widly adopted rule. most of the people are simply scared of potentially overpowerness. look at the argumentations, that's exactly what they mostly say.

 

if only is what it is for you then we only would have "some" games with this rule and not nearly all implieing this.

 

i find it boring and anoying that i'm often forced to leave the lobby becasue i cannot play the dg i want to due to some other having it already selected. i find this many times more annoying than the slight need to adapt my strategie to dobules. i need to adapt it to the oponents anyway.
End of CelMare's quote

if not at least one (better both) aren't going mines than having two regs in team is a disadvantage and not an advantage! if they do then it's balanced.

Reply #43 Top

Quoting CelMare, reply 11
forbitting something that NEVER was a problem is plain sutpid. it is a simple act of being scared of the unknown and laziness of finding conters.
End of CelMare's quote

As I've already stated in the other threads, stacking of a particular Demigod advances the use of their primary ability outside of what I could call the acceptable limits. Snipe, Spit, Towers - they all can be abused. In double, they're an annoyance - in quartet they become a problem. Yes, there are counters, however it then limits what Demigod combinations - or what builds of Demigod combinations - can be used against them thus limiting gameplay. We have 8 Demigods, and at most 5 team slots to fill. There should be no need to strack Demigods.

Quoting CelMare, reply 11
edit: if mankind would have used your citation like you we would still hang arround trees because everything could have been a problem for our existence. so stop advancement. same logic as you used. only prevent a problem before it happens if you KNOW FOR SURE that it would be a problem. this does not hold for doubles!
End of CelMare's quote

We clearly have a different definition of 'problem'. A problem is not limited to a risk, which is what you're referring to in your statement. It was 'risky' to climb down from the Trees, not a problem. If it can be foreseen and prevented from occuring altogether, the problem need not be a problem at all rather an oppurtunity to advance. Farming, for example, was a solution to a problem - the problem of the aquisition of food.

What you're suggesting is that we let double occur, and if there is a problem then we bring in changes to get rid of them. I believe there is a problem in certain circumstances, however quote any one of my posts asking for offical intervention. You will most likely have a difficult time finding one. I don't want them out-right banned, I just want people to accept that they tip the scales slightly, and people have a well founded reason to not want them in their game.

Reply #44 Top

Quoting ZehDon, reply 18

Quoting CelMare, reply 11forbitting something that NEVER was a problem is plain sutpid. it is a simple act of being scared of the unknown and laziness of finding conters.
As I've already stated in the other threads, stacking of a particular Demigod advances the use of their primary ability outside of what I could call the acceptable limits. Snipe, Spit, Towers - they all can be abused. In double, they're an annoyance - in quartet they become a problem. Yes, there are counters, however it then limits what Demigod combinations - or what builds of Demigod combinations - can be used against them thus limiting gameplay. We have 8 Demigods, and at most 5 team slots to fill. There should be no need to strack Demigods.
End of ZehDon's quote

as i allready answerd then this is totally bullshit - sry for the expression.

it makes NO difference if you were hit by two snipes/spits or by one of each. you have both advantages? right! but you have both disadvantages too.

having two regs will  allow you to snipe two times the same target but you lack of pusher like ub. having two ubs lack of the ranged assisting shot of a regulus.

stacking two of this abilities does NOT amke them better then ahving one of each of them. you even didn't bring any argument for this. you only say they are scaling far beyond to different abilities what is plain false!

 

the is no exponetial scaling of abilites due to stacking. at best they get double as good but you lose another abilitie from not having that dg. that is not op, thats blanaced. at worst you have abilities that do not stack what makes your doubles even worse!

 

stacking =/= overproportional scalling !

 

edit: in bold: doubles are at best balanced and at worst underpwoert overpoered they are only for a short level period but such overpowerness you have anyway wihtout doubles. demigods are in gereral during some level time slightly more powerfull like others!

 

the very only exception is having at least 3 or 4 regulus with snipe at the very beginning levels were you could get nearly one shotted if all regs shoot together wihtout them needing to be near to you. but this is easly contered by patients being very defensiv until level 3 or 4 after that you will destroy any such 3+ regulus team with ease!

 

 

edit: regarding limiting gameplay: you are allways limited due to your opponents decission to a subset of descisions yourself. but this stupid no doubles rule is limiting gameplay before the game even starts! YOU are limiting gameplay with no doubles rule! not vice versa.

 

once more edited: if you wouldn't had disallowed doubles before anybody could test it enough you would have saw this yourself. caliming an overpwoerness without ever being able to be shown is even more asburd. you don't even have arguments for that beside a misterious overproportional scaling of stacking abilitites.

Reply #45 Top

But there are no problems with doubles. It brings forth their strengths to a greater degree but also their weaknesses. Unless of course the doubles are using completely different builds.

My friend and I like going double TB. He goes ice and I go fire. We are completely different DGs build-wise and are specced to do completely different jobs on the field.

If we both say go with an ice build then we'll be great at freezing towers, killing creeps, and annoying/interupting DGs BUT we'd be not nearly as good at killing DGs or dealing much damage in general. Which means if we're both in the same area we could very easily get steamrolled by any direct combat force of DG(s).

Reply #46 Top

Quoting CelMare, reply 19


it makes NO difference if you were hit by two snipes/spits or by one of each. you have both advantages? right! but you have both disadvantages too.

having two regs will  allow you to snipe two times the same target but you lack of pusher like ub. having two ubs lack of the ranged assisting shot of a regulus.

stacking two of this abilities does NOT amke them better then ahving one of each of them.
End of CelMare's quote

yes it does

cause regulus can shot from ANYWHERE, so if A+B are fighting E+F on a flag and C+D which are fighting G+H in another flag can still both shot on whoever of E or F is lower on hp to kill him not even risking

 

not talking about mines

on cataract 2 archers put 3 mines each on central flag while fighting on a side, and there is no way for opponents to get it safe

 

its a HUGE advantage

Reply #47 Top

feel it is up to the people who enforce the no double rule to provide empirical or theoretical proof, this is a almost impossible jobb i do realize that. if this was done however the rule could be more detailed for example no 3UB1sedna on XXX map no 4reg on XXX map and except for those few exceptions that has been calculated being overpowerd in general or having no counters this rule could be abolished. current situation with a blanket rule against no doubles is mostly wrong or to a large part wrong for sure.

seen nobody attempting even to prove that all double are overpowerd they take a single double and try prove that not realizing they are by doing that making a argument against the blanket rule of no doubles/triples/4 DG at all.

there is a saying "no smoke without fire" if many people intuitive feel that doubles is overpowerd then there might be a grain of truth in it somewere, still go as far as making a rule saying All doubles DG is OP is illogical and simplistic.

 

Reply #48 Top

Quoting ZehDon, reply 1
The main benefit of Spit over this situation is that after the 0.3s cast time, the UB can turn away. With the setup you've detailed, additional damage is needed to be injected into the situation that requires that the attackers place themselves at a greater risk compared to the situation I listed.
End of ZehDon's quote

I am aware that Spit has some advantages which lead it to be stronger in some cases, but it also has some disadvantages which lead it to be weaker in others. It seems you place far too much weight on UB's "ability to turn away," I find this is a fairly useless advantage. Spit and Run is owned by Priests and horribly owned by Heal 3. 

If the UB where to stack their Spits at the onset of the encounter, assuming both players of both sides are present, Spit would force one person out of the situation to heal or retreat entirely, turning a 2v2 into a 2v1. As the cooldown is a mere 7 seconds and the UBs are a force to content with in Melee, they could quite easily overpower the opposition, and still allow themselves a Spit to a fleeing opponent. It's a difficult situation to counter, however it is do-able.
End of quote

Its just simple focused fire, any combination of DGs can do that. Nuke the same person, they get threatened, have to pull back, turns into a 2v1, etc. 

The point I'm trying to make that Spit is simillar to Snipe in that it offers greater protection to the attacker due to the DOT nature of the ability; unlike other abilities which decrease armour or increase damage received and thus require additional damage be injected, Spit does it's damage in a manner which allows the attacker to retreat while still dealing damage. Adding additional Spits on top increases the lethality of the attack while not increasing the risk to any one attacker.
End of quote

Completely wrong, the problem with Snipe has nothing to do with Reg being "safe" while he uses it, it has to do with Snipe's ability to project power from extreme distances, allowing multiple DGs to effective gang up on a single DG even when few-none of them are actually near that DG. Effectively it gives you a momentary 3v1 (or however many snipers), except that the victim is unaware and often unable to stop it. 

Spit is completely different. There's no way you can get hit with 3 Spits unless you voluntarily engage, which would only happen if you had 3 or more DGs present as well. At that point its a pitched 3v3 battle, in which case Spit and Run is easily counterable and so you are left with a straight battle. You must be crazy if you think that 3x UB stands a chance, much less will win, against a diverse combination of Sedna/Oak/UB/LE etc.

I've been trying to be nice by saying that there might be some cases where 3x Spit actually would be good, but come to think of it I can't think of any. It gets countered so hard by good HP stacking / regen / Priests / Heal. So I guess I'll just go right ahead and call you out on fundamental assumption: 3x Spit SUCKS. It is so far away from being OP, its a disgrace that you would ever imply such. Its bad. Not only not OP, but in fact BAD. 

As I've already stated in the other threads, stacking of a particular Demigod advances the use of their primary ability outside of what I could call the acceptable limits. Snipe, Spit, Towers - they all can be abused. In double, they're an annoyance - in quartet they become a problem. Yes, there are counters, however it then limits what Demigod combinations - or what builds of Demigod combinations - can be used against them thus limiting gameplay. We have 8 Demigods, and at most 5 team slots to fill. There should be no need to strack Demigods.
End of quote

Complete BS theorycraft. This is what I was talking about when I said "imaginary force multipliers." A DG is a DG, and (with the exception of Snipe) a "primary ability" is not magically amplified by the presence of other matching "primary abilities." A team of 3 has 3 DGs with 3 "primary abilities." A team with all the same "primary abilities" STILL only has three. 

Any two DGs can achieve some level of synergy with each other by simply focus firing and working as a team. The point is that doubled DGs do not benefit from this more-so than other combinations. 2 Spits is just 2 nukes on target, same as any other 2 DGs could do. 2 Spits is certainly outside the acceptable limits of what 1 Spit should do, but thats obviously because, you know, there are two of them. 2 Spits is perfectly within the limits of what 2 nukes should be able to do. 

When you have 1 UB, you have a certain amount of power, lets call it "1." When you add another UB, you now have power = 2. You now have 2 DGs. Overall Power Per DG = THE SAME. I suppose one could argue that its actually slightly higher to take teamwork into account, but like I said, any two DGs can work together, so theres nothing special about doubles. 


What you're suggesting is that we let double occur, and if there is a problem then we bring in changes to get rid of them. I believe there is a problem in certain circumstances, however quote any one of my posts asking for offical intervention. You will most likely have a difficult time finding one. I don't want them out-right banned, I just want people to accept that they tip the scales slightly, and people have a well founded reason to not want them in their game.
End of quote

I won't accept it because its not true. Its complete BS theorycraft, held up by flimsy and invalid arguments which include imaginary force multipliers, imaginary need to counter doubles with doubles, and deliberate ignorance of basic game facts.  

If you allow doubles (ffs what am I saying, they ARE allowed, PERIOD) then you can truly see if they are imbalanced as you claim. But I am confident you will find that they are not. In fact, as I said before regarding Spit, I think you will find in most cases not only do they not "tip the scales," they are in fact bad.

This is why I get so irritated by people complaining about doubles. You are trying to ban something that is WEAK. How stupid is that?  

Reply #49 Top

Quoting ddd888, reply 21

Quoting CelMare, reply 19

it makes NO difference if you were hit by two snipes/spits or by one of each. you have both advantages? right! but you have both disadvantages too.

having two regs will  allow you to snipe two times the same target but you lack of pusher like ub. having two ubs lack of the ranged assisting shot of a regulus.

stacking two of this abilities does NOT amke them better then ahving one of each of them.

yes it does

cause regulus can shot from ANYWHERE, so if A+B are fighting E+F on a flag and C+D which are fighting G+H in another flag can still both shot on whoever of E or F is lower on hp to kill him not even risking
End of ddd888's quote

i admint that on a first glance so it seems. have you encountered many matches against dobule regs to verify this? no? then stop expressing this like the whole truth and forbit doubles as long as this NEVER WAS ACTUALLY A RPOBLEM

 

now why it is only on first glance a problem:

i have encountered severeal times double regs. as you of course not enough to be a representable count. but in this fights i saw an evidence why dobule regs are UNDERPOWERED, yes you hear right, UNDERPOWERED.

 

true they both can shoot from far, but what the hell are doing your mates? your mate should keep the second reg busy enough and btw when he sees him trying to snipe he can interruped him as i've done million times. and after level 2 or 3 snipe isn't doing much dmg anyway at least not so mcuh that it would be difficult to handle it. having two regs bears many other disadvantages, they are squishy and lack of pushing power.

no, double reg is underpowered!

 

you talked about mines? yes mines is one of the best things a reg has. are mines from two regs overpwoered? NO! are they dobule as usefull? of course. it's only double es good, that is still BALANCED. you lose another dg you get a second reg.

if you are affraid of being killed by 12 mines then i say you are a noob. wait for creeps, send minions and if you still step on a mine stop getting further! same game as with one reg only there are some more mines but also some more typical regulus weaknisess!

 

btw. there are some items to allways detect mines. use it to detected stacking mines from probably two or more regs to avoid insta kill. that's for what this items have been made!

 

EDIT: as i allready admitted: the only exception where "dobules" bear some overpowertness is when having more then two regs or better more then 3 and this only holds for the early level. after some levels the snipes will not hurt you enough.

Reply #50 Top

Quoting ddd888, reply 21

Quoting CelMare, reply 19

it makes NO difference if you were hit by two snipes/spits or by one of each. you have both advantages? right! but you have both disadvantages too.

having two regs will  allow you to snipe two times the same target but you lack of pusher like ub. having two ubs lack of the ranged assisting shot of a regulus.

stacking two of this abilities does NOT amke them better then ahving one of each of them.


yes it does

cause regulus can shot from ANYWHERE, so if A+B are fighting E+F on a flag and C+D which are fighting G+H in another flag can still both shot on whoever of E or F is lower on hp to kill him not even risking

 

not talking about mines

on cataract 2 archers put 3 mines each on central flag while fighting on a side, and there is no way for opponents to get it safe

 

its a HUGE advantage
End of ddd888's quote

Snipe is the one special case because it allows an artificial Xv1, and X goes up as the number of Snipers does. This is completely different than what any other doubled ability does. 

For any other ability CelMare has it completely right. There is no special exponential scaling that you get from 2 of the same spell. 2 DGs = 2 DGs, with twice the power of 1 but the same amount of tangible power per DG. There is a bit of an intangible power increase to take teamwork into account, but this is true for all combinations of DGs including doubles. 

Therefore you have 2x Spit ~= Spit/Pen ~= Spit/Snipe ~= Pen/Snipe ~= Pen/Pounce ~= Pen/Bite ~= 2x Fireball, etc. Each combination has certain strengths and weaknesses, but nothing that makes them purely better than the others. 

EDIT: And yes, CelMare is also correct that if you play cautiously in the early game, you can reach a mid/late game where 3x Reg just sucks.