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.

 

35,212 views 85 replies
Reply #51 Top

@SoFFacet

i just explained this special case in my posts. and i eplxained why it is only temporary an issue, temporary meaning at low levels because of the bad scaling of snipe. the disadvantages of the reg demigod will come pretty fast in to destroy this advantage.

 

but yes it is an exception to the rule, and the only one. but it is absolutly no justification for such a no doubles rule.

 

so i fully agree with you SoFFacet.

 

ps. i just saw your edit ;)

 

edit: my personal opinion why they came up with this stupid rule is on one side the regulus snipe but on the other side the hero imbalance from dota which has been solved by only allowing one of each to keep diversity. such an imbalance we do not have in demigod!

Reply #52 Top

Doubles should be no problem especially Regulus. Just stack a bit of armor and health erarly on and watch that you never go low on health. Early Regulus sucks at lane control so you should just focus on controlling the map and kiting/harassing the snipescout around with one player then outteching them. I mean if they can´t snipe you what are they gonna do? Bleed on you? Stacking snipers is a one trick pony that sucks against competent players.

Reply #53 Top

I know this seem to be a bash Regulus and UB doubles thread. But for me the active abilties aren't so bad it's the passive abilities that get really good in doubles. 

Double Sedna's with Bishop and High priests and both with healing wind 2 and magnificent presence may not kill noobs at the begining but certainly mid to end is almost unkillable.

Also TB Aura's stack as well as his ice abilities so double ice can actually be a surprisingly powerful after mid game if their working together. Double fire can work but there is still the problem with chasing peopley. But with a negetive 14 run speed and negative 30 attack speed just from permafrost they can actually be quite tough against auto attack demigods.

Reply #55 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

You are joking right?  Look at the skill levels.  The tripple Reg team is less experience then your team.  You would have won 2 on 3.

Reply #56 Top

@mrappard

even if they stack what's the problem???

yes it its double as good but i needs TWO demigods. IT MUST BE DOUBLE AS GOOD TO BE BALANCED! thus the benefit per demigod remains the same. it is not overpowered it does not makes the ability better. you have at the same time a stack of the disadvantages.

 

stacking is not overpwoered! stacking has no superproportional enhancing! stacking the same ability or two different does not make one better than the other as long as the abilities alone are balanced!

 

and btw. not all passivs stack so it is an excelent exemple why doubles are mostly UNDERPOWERED!

 

it is so simple that it really scares me what odd logic some people are used to.

 

edit: Lead Farmer : forgett this bad example he made. it's not the point. the point is there exists no evidence for a no double rule. there is no practical expirience because nearly no such games have been ever played and no theoretically except snipe on low levels with more then two regulus. and me and others explained why this single exception is not a big issue.

 

Reply #57 Top

It may be just the bug but having Sedna two sedna able to regenerate 50% of their health every 8 seconds seem to make them pretty tough. Combined all of the health regeneration Sedna has already makes them quite difficult to kill and would be better then most other demigod parings.  (Although you lack of AOE might be a problem)

 

 

 

Reply #58 Top

It's amazing how often this debate has come up. 

 

The only possible issues with doubles is Reg snipe and possibly Beast for his stun stacking, although I've never really seen a team use beast stun stacking effectively.

 

I guess there's also the issue of people getting bored with doubled/trip/quad/whatever demigods, this issue has nothing to do with balance.

Reply #59 Top

beast stun is not a problem. there are many dgs with stunns. they all can be performed one by one. only snipe and only if there are more than 2 regs and only on the beginning levels.

beside of that most doubles are underpowered.

 

well this comes so ofton up because you still get said "no doubles" when you enter a game and selevt the same as others. it sucks!

Reply #60 Top

There are some exceptions besides snipe I suppose. Maybe hitting a critical mass on AoE damage with dual TBs would be unnecessarily punitive for minion builds, but seriously for the most part this all just goes back to people not liking being sniped to death, which as I said is pretty much brought in check by priests/monk idols anyway.

Reply #61 Top

Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

The ability to deal damage while either not present or at a very low risk is a very important factor in a game where dying removes you from the game for a period of time as this decreases your chance of death compared to your enemy in a given situation. If you can't appreciate the advantages of spit, and call it's DOT component fairly useless, than I can only summise you don't quite understand the mechanics at play.

You're counters are situational - and this is my point. Instead of any combination having an acceptable counter, as would be the case with a mixed roster, to their enemy team we now have situational counters with requirements placed on more than just their item purchases or play style. Stacking limits gameplay. This isn't "fight stacking with stacking" as you seem to think I mean, rather placing requirements on your opposition to enable them to achieve the highest optimised level of resistance; effort with respect to successfulness to be more precise.

Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

So the problem isn't that the person 'Sniping' isn't at risk, but rather the person being Sniped is unable to pose a threat (interupts, etc) to them while they do so? Did you read this before clicking post? I shouldn't need to detail that the damage component of multiple Snipes is an issue it's the abilities primary function and should go without saying. The Xv1 scenario is a valid point however, and is simillar to the DOT issue I have with Spit; dealing damage without being present. Snipe has counters like Spit does, revolving around Health recovery items and /or abilities, however when either are stacked the requirements to counter become counter-productive.

Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

If a team of UBs is unable to single out an opponent, then they don't really know how to play the DG in question and thus aren't the people who would be the most effective at manipulating a team of stacked Demigods to begin with.

Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

And this is why your argument fails. Please provide the example to which 5x is countered so hard under gameplay circumstances that not only warrants no stack control, by rather a buff to Spit because the ability is so terrible that is warrants a capital BAD in it's description.


Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

You're attacking theory for being theory with further theory. A self defeating point.
The strengths of a primary ability are amplified on a slightly non-linear model, depending on the ability. The careful point to take into consideration is the stacking of those abilities, not the careful and normalised disbursement of such abilities through the course of your average match with a mixed roster.

Quoting SoFFacet, reply 48
2 Spits is perfectly within the limits of what 2 nukes should be able to do.
End of SoFFacet's quote

2 Spits, yes. I agree. Now, lets talk about 3, 4 and 5 Spits. Ranged DOT with the numbers I've already provided as a base point of reference are not able to be reproduced using any other combination of Demigod. Should 5 Nukes be able to deal that amount of damage over time without further input besides 0.3s casting time? The play style required to maximise the effect of the use of the stacking of the Spit is that of hit and run - UB's intended purpose afterall - and thus the idea is to deal maximum amount of damage with the least amount of risk. Risk, as I've already mentioned, is not increased despite the increase in damage as would be the case with other combinations. This was your issue with Snipe; the target was fighting a momentary Xv1 without a method of preventing such a thing. Through correct play, this can be reproduced with UB to a degree.

Quoting SoFFacet, reply 48
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.
End of SoFFacet's quote

Assigning a total numerical value to the effectiveness of any Demigod is a pointless endeavour as there are numerous varibles to take into consideration.
Also, I would assume in a team game both teams would be working together against one another. Hence the point of the discussion. Stating that Team work increases the effectiveness of any Demigod on a Team is non-sensical; Team Work normalises the effectiveness of a Demigod due to the nature of the game - however a lack of Team Work decreases it.

Quoting SoFFacet, reply 48
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?
End of SoFFacet's quote

I question your logic. Stacking is allowed. I've played against them - online, offline and during a LAN (LAN being the primary example) - and I'm saying there is a problem. Your solution: play against Stacking.
If all combinations of Demigod were in fact equal, as you've based the majoirty of your argument on thus far, how can you now turn around and call them weak? A consistant argument is a sign of someone who understands the issue at hand; an inconsistant argument is an argument for arguments sake.

Reply #62 Top

Quoting ZehDon, reply 61

Quoting SoFFacet, reply 48I 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.
The ability to deal damage while either not present or at a very low risk is a very important factor in a game where dying removes you from the game for a period of time as this decreases your chance of death compared to your enemy in a given situation. If you can't appreciate the advantages of spit, and call it's DOT component fairly useless, than I can only summise you don't quite understand the mechanics at play.

You're counters are situational - and this is my point. Instead of any combination having an acceptable counter, as would be the case with a mixed roster, to their enemy team we now have situational counters with requirements placed on more than just their item purchases or play style. Stacking limits gameplay. This isn't "fight stacking with stacking" as you seem to think I mean, rather placing requirements on your opposition to enable them to achieve the highest optimised level of resistance; effort with respect to successfulness to be more precise.

Quoting SoFFacet, reply 48Completely 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.
So the problem isn't that the person 'Sniping' isn't at risk, but rather the person being Sniped is unable to pose a threat (interupts, etc) to them while they do so? Did you read this before clicking post? I shouldn't need to detail that the damage component of multiple Snipes is an issue it's the abilities primary function and should go without saying. The Xv1 scenario is a valid point however, and is simillar to the DOT issue I have with Spit; dealing damage without being present. Snipe has counters like Spit does, revolving around Health recovery items and /or abilities, however when either are stacked the requirements to counter become counter-productive.

Quoting SoFFacet, reply 48Spit 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.
If a team of UBs is unable to single out an opponent, then they don't really know how to play the DG in question and thus aren't the people who would be the most effective at manipulating a team of stacked Demigods to begin with.

Quoting SoFFacet, reply 48I'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.
And this is why your argument fails. Please provide the example to which 5x is countered so hard under gameplay circumstances that not only warrants no stack control, by rather a buff to Spit because the ability is so terrible that is warrants a capital BAD in it's description.


Quoting SoFFacet, reply 48Complete 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.
You're attacking theory for being theory with further theory. A self defeating point.
The strengths of a primary ability are amplified on a slightly non-linear model, depending on the ability. The careful point to take into consideration is the stacking of those abilities, not the careful and normalised disbursement of such abilities through the course of your average match with a mixed roster.

Quoting SoFFacet, reply 482 Spits is perfectly within the limits of what 2 nukes should be able to do.
2 Spits, yes. I agree. Now, lets talk about 3, 4 and 5 Spits. Ranged DOT with the numbers I've already provided as a base point of reference are not able to be reproduced using any other combination of Demigod. Should 5 Nukes be able to deal that amount of damage over time without further input besides 0.3s casting time? The play style required to maximise the effect of the use of the stacking of the Spit is that of hit and run - UB's intended purpose afterall - and thus the idea is to deal maximum amount of damage with the least amount of risk. Risk, as I've already mentioned, is not increased despite the increase in damage as would be the case with other combinations. This was your issue with Snipe; the target was fighting a momentary Xv1 without a method of preventing such a thing. Through correct play, this can be reproduced with UB to a degree.

Quoting SoFFacet, reply 48When 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.
Assigning a total numerical value to the effectiveness of any Demigod is a pointless endeavour as there are numerous varibles to take into consideration.
Also, I would assume in a team game both teams would be working together against one another. Hence the point of the discussion. Stating that Team work increases the effectiveness of any Demigod on a Team is non-sensical; Team Work normalises the effectiveness of a Demigod due to the nature of the game - however a lack of Team Work decreases it.

Quoting SoFFacet, reply 48If 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?
I question your logic. Stacking is allowed. I've played against them - online, offline and during a LAN (LAN being the primary example) - and I'm saying there is a problem. Your solution: play against Stacking.
If all combinations of Demigod were in fact equal, as you've based the majoirty of your argument on thus far, how can you now turn around and call them weak? A consistant argument is a sign of someone who understands the issue at hand; an inconsistant argument is an argument for arguments sake.
End of ZehDon's quote

Multiple Reguli is stacking for snipe is countered by upgrading your creeps armor rating making them harder to kill.. his not focusing on mines or wings will eventual have him overwhelmed and pushed from lanes by tiny little minotaurs... which is funny as hell :p

Same thing for Sedna...And to a limited extent tower rook...

A beast that is solely spit based will also be countered by this...

Too many of you are thinking inside a tiny little box and not thinking outside the problem for more unique solutions...

Reply #63 Top

Since this is getting so long, I've gone to the trouble of striking all the text that I'm directly refuting during my post, for organization's sake. 

If all combinations of Demigod were in fact equal, as you've based the majoirty of your argument on thus far, how can you now turn around and call them weak?

A consistant argument is a sign of someone who understands the issue at hand; an inconsistant argument is an argument for arguments sake.

End of quote

My argument is perfectly consistent and rationalized. In fact I actually enjoy rereading it because its so elegantly valid and sound. Your ability to misunderstand it, and/or purposefully misconstrue it, is however, quite troubling. 

I've never said that all combinations of DGs are equally powerful. Some are quite a bit stronger than others, for example most involve at least 1 Sedna and at least 1 Beast. Teams without those DGs are probably worse. Doubled DG teams also belong to the category of teams that are worse than a diverse team that happens to include Sedna and Beast. Sedna and Beast are the metagame. 

Assigning a total numerical value to the effectiveness of any Demigod is a pointless endeavour as there are numerous varibles to take into consideration.

Also, I would assume in a team game both teams would be working together against one another. Hence the point of the discussion. Stating that Team work increases the effectiveness of any Demigod on a Team is non-sensical; Team Work normalises the effectiveness of a Demigod due to the nature of the game - however a lack of Team Work decreases it.

End of quote

The number is just an example, a thinking tool. The point is that whatever tangible power 1 UB has, 2 UBs have exactly double that tangible power - which is exactly what is supposed to happen.

Also, there is such a thing as synergy in this game, 2 DGs often come together to form a whole greater than the sum of its parts by working together. This phenomena is often used by people trying to ban doubles, however, what I'm pointing out is that they forget that the same is true of all DGs combinations.

If you want to think about teamwork as an increase in effectiveness or lack of teamwork as a decrease - whatever. 

2 Spits, yes. I agree. Now, lets talk about 3, 4 and 5 Spits. Ranged DOT with the numbers I've already provided as a base point of reference are not able to be reproduced using any other combination of Demigod. Should 5 Nukes be able to deal that amount of damage over time without further input besides 0.3s casting time?

The play style required to maximise the effect of the use of the stacking of the Spit is that of hit and run - UB's intended purpose afterall - and thus the idea is to deal maximum amount of damage with the least amount of risk. Risk, as I've already mentioned, is not increased despite the increase in damage as would be the case with other combinations. This was your issue with Snipe; the target was fighting a momentary Xv1 without a method of preventing such a thing. Through correct play, this can be reproduced with UB to a degree.

End of quote

In cannot be reproduced by Spit. Snipe's range is astronomically superior, which is what allows multiple Reguli to create their own Xv1 situations. Spit's range is comparatively short. You can see it coming a mile away, so again I repeat, the only way you would ever get hit by 3+ spits is if you voluntarily engage the 3+ UBs in a battle. The only reason you would do that is if you matched their numbers, in which case both sides have the same number of nukes, but with different perks attached to their particular nukes.  

So in answer to your question in the first paragraph there - yes, it would be perfectly fair. 

You're attacking theory for being theory with further theory. A self defeating point. 

The strengths of a primary ability are amplified on a slightly non-linear model, depending on the ability. The careful point to take into consideration is the stacking of those abilities, not the careful and normalised disbursement of such abilities through the course of your average match with a mixed roster.

End of quote

This slightly non-linear model is what I was referring to earlier as teamwork. 2 Spits together become intangibly stronger than the sum of two individual spits, because they can be applied in focused fire. Pen + Bite are both tangibly and intangibly stronger together than they are as a sum of parts, for their stacking damage amplification and snare, and their ability to be used in focus fire, respecitvely. This argument was meant to show that not only do stacked abilities become stronger in the hands of any combination of diverse DGs, but they often do to a greater degree than they do for doubled DGs - leading to my point that doubles are in general, weak. 

The only theorycraft here is your invention of an extra imaginary force multiplier that magically bestows extra synergy to doubled teams. Everything else on my side of the argument and yours are just simple game facts. 

And this is why your argument fails. Please provide the example to which 5x is countered so hard under gameplay circumstances that not only warrants no stack control, by rather a buff to Spit because the ability is so terrible that is warrants a capital BAD in it's description.
End of quote

1. Heal and Shield both completely negate your entire nuke.

2. Effective health stacking + multiple priest minion types heal back most/all of your damage, which your 5x-spit-and-run nuke gives them plenty of time to do.

3. The only way you would get hit by 5 Spits is if you have 5 DGs there as well, in which case you have just as much firepower, in different forms, to fire back at them. I can think of a lot of different 5 DG combinations that would easily crush 5 UBs.

This doesn't warrant a buff to Spit, it just warrants players not be stupid and select a weak combination of DGs.  

If a team of UBs is unable to single out an opponent, then they don't really know how to play the DG in question and thus aren't the people who would be the most effective at manipulating a team of stacked Demigods to begin with.
End of quote

In my analysis I assumed that the UBs would try to single out a single opponent, as would the other team try to single out a single UB. Assuming equal high level play from both sides, the UBs have a disadvantage.  

So the problem isn't that the person 'Sniping' isn't at risk, but rather the person being Sniped is unable to pose a threat (interupts, etc) to them while they do so? Did you read this before clicking post? I shouldn't need to detail that the damage component of multiple Snipes is an issue it's the abilities primary function and should go without saying. The Xv1 scenario is a valid point however, and is simillar to the DOT issue I have with Spit; dealing damage without being present. Snipe has counters like Spit does, revolving around Health recovery items and /or abilities, however when either are stacked the requirements to counter become counter-productive.
End of quote

No. Why is this so hard to understand? The problem is not that the person sniping isn't at risk, but rather that the person being sniped can't get away from the Xv1. This is what makes snipe unique. 

The ability to deal damage while either not present or at a very low risk is a very important factor in a game where dying removes you from the game for a period of time as this decreases your chance of death compared to your enemy in a given situation. If you can't appreciate the advantages of spit, and call it's DOT component fairly useless, than I can only summise you don't quite understand the mechanics at play.


You're counters are situational - and this is my point. Instead of any combination having an acceptable counter, as would be the case with a mixed roster, to their enemy team we now have situational counters with requirements placed on more than just their item purchases or play style. Stacking limits gameplay. This isn't "fight stacking with stacking" as you seem to think I mean, rather placing requirements on your opposition to enable them to achieve the highest optimised level of resistance; effort with respect to successfulness to be more precise.

End of quote

All Hit and Run tactics, including Spit, are horribly owned by Priest minions. Maybe you just don't understand how efficient they are? Assuming the other team is smart enough to use them, we can assume that Spit is fairly useless as a harassing tool. The only way the UB team is going to make progress is to commit to battle and use Spit as a general combat nuke. 

If your whole point is that facing 5 UBs requires you to take a Sedna and/or lots of Priest minions, thats pathetic. Sedna and Beast are the metagame, so every team should have one anyways. And buying lots of priest minions is exactly the sort of in-game adaptation that you and I both favor. 

Every team has some "highest optimized level of resistance," double or not. That optimal setup will require a certain combination of DGs. Failure to take that combination will mean you have to make do with what you have, probably leading to a solid but not optimal setup, assuming your team doesn't suck - which is perfectly fine and natural. How is all this different for doubled teams than non-doubled? Oh thats right, it isn't. 

Reply #64 Top

So the problem isn't that the person 'Sniping' isn't at risk, but rather the person being Sniped is unable to pose a threat (interupts, etc) to them while they do so? Did you read this before clicking post?
End of quote

That isn't what he said.  He said the problem (assuming for the moment that it really is a problem) is Snipe's ability to add damage to a fight from two lanes over.  If the person being sniped was magically able to get in a hit or two on the sniper while it was happening, it wouldn't matter in this context.  Being able to jump into a fight from that huge a distance is still a significant bonus, hence the complaints.   

Reg's safety in this situation isn't the issue.  The ability for X players simply tack damage on to an engagement from just about anywhere is.  Spit is a ranged attack, obviously, but all of the UB's stacking it have to actually be near the target and not farming another lane.  They have to be 'present' at some point to make the attack at all.

 

Reply #65 Top

zehdon dont waste ur time. doubles isnt OP.

Reply #66 Top

i'm still waiting this stupid rule disapears from the lobbys... now that it seems that it arrived at the forums.

Reply #67 Top

I'm super bored so I wanted to point out that there are some abilities which have a unique force multiplier effect when doubled with themselves. Snipe is a good example, but ground Spikes is probably the best one.

Let's say we have a level 10 Sedna with just Nimoth's boosting her armor. She'll be at 1328 armor, which is 34% mitigation, aka she takes 66% damage from autoattacks.

If we hit her with one rank 4 Ground Spikes she'll drop to -172 armor, which is ~-7.4% mitigation, aka a 62% damage taken increase. Not bad.

But if we hit her with a second one we can drop her armor down to -1672 armor, which is -201% mitigation, a full 300% damage taken increase (from autoattacks).

So there's one example of a legit force multiplier from DG stacking...  and yet how many people here really care about double QoT? It's preposterous and it shows that people don't really care about balance when it comes to doubles, they care about being spammed with abilities they find annoying.

Reply #69 Top

Quoting Obscenitor, reply 67
I'm super bored so I wanted to point out that there are some abilities which have a unique force multiplier effect when doubled with themselves. Snipe is a good example, but ground Spikes is probably the best one.

Let's say we have a level 10 Sedna with just Nimoth's boosting her armor. She'll be at 1328 armor, which is 34% mitigation, aka she takes 66% damage from autoattacks.

If we hit her with one rank 4 Ground Spikes she'll drop to -172 armor, which is ~-7.4% mitigation, aka a 62% damage taken increase. Not bad.

But if we hit her with a second one we can drop her armor down to -1672 armor, which is -201% mitigation, a full 300% damage taken increase (from autoattacks).

So there's one example of a legit force multiplier from DG stacking...  and yet how many people here really care about double QoT? It's preposterous and it shows that people don't really care about balance when it comes to doubles, they care about being spammed with abilities they find annoying.
End of Obscenitor's quote

 

On the other hand, Spikes does not scale as good as def. If you would be fighting 2 spike queens why would you get just Nimoths? It's quite easy to get more than 3k def at lvl 10 (1 spike currently is not very effective at DGs that stack armor). Then QoT doesn't have any interrupts but your team probably will (could this be a reason why they did not give interrupts to QoT?). As the cast time is quite long, chances are, that they will get interrupted (usually people tend to interrupt other DGs...). This would  leave them open for a lot of attacks. A bigger problem might be a full QoT team trying to suicide storm the citadel with full tier 4 idols as even one of them can take out a non upgraded citadel in 20 seconds (but then again they might get killed easily in the attempt).

Reply #70 Top

Most people don't armor stack. They'll hp and speed stack thinking that will save them then the armor debuff will hit em and suddenly they are taking 300-400 dmg from lvl 6 DGs and 100-150 dmg from minions. And if the debuffs stack then you could easily see 500-600 dmg auto attacksvery early in the game. Stacking armor is expensive and normally once you hit 2k or so armor you start getting very diminishing returns. So while not fighting a QoT you have wasted a large chunk of gold on armor that isn't working very well for you.

Reply #71 Top

[quote who="CelMare" reply="59" id="2328601"]beast stun is not a problem. there are many dgs with stunns. they all can be performed one by one. only snipe and only if there are more than 2 regs and only on the beginning levels.

Beast's stun is actually different than any other stun in the game.  It is the only stun that does not give immunity, so you could use 3 beasts and w/e other dg with a stun and have 4 back to back stuns with no breathing room for the victim.  Like I said though, I have yet to see a team really exploit this.

Reply #72 Top

I finally got someone to help me test double ground spikes and the debuff doesn't stack with itself even if you have multiple queens, so please disregard that part of my posts.

Beast's stun is actually different than any other stun in the game.  It is the only stun that does not give immunity, so you could use 3 beasts and w/e other dg with a stun and have 4 back to back stuns with no breathing room for the victim.  Like I said though, I have yet to see a team really exploit this.
End of quote
Bear in mind beast's stun isn't just unaffected by stun immunity, it doesn't cause it either. So when I'm with a UB I can use my boulder roll immediately after his stun and it'll stick.

So you could have four UBs for an 8 second stun, but you could also go regular stun > foul grasp > regular stun > foul grasp > reguluar stun.

Reply #74 Top

I should have known better since the numbers get so crazy once you pass -1700 armor and the equation breaks outright at -2500. I just assumed that the game would cap your -armor rather disallow the stacking outright.

Reply #75 Top

although if you could stack armor debuffs than QoT would be the scariest double. Because its almost impossible to keep armor around 4k-5k just to avoid a double QoT attack.