Yes, this game is great. If you don't like it after purchase, you can get a full refund. There's no real reason not to try it at least.
Shadow_Avenger
[quote who="woppin" reply="9" id="2250598"]A point about interupting a HoL-ing shielded Oak: He can run while doing it, so you need to be able to catch him to inflict something like pounce or foul grasp,..... [/quote] Ok, has anyone actually tested this? I'm pretty certain stuns don't work to stop the HoL regen from my experience. You CAN, however, stop him from using the HoL for a couple seconds by stunning him immediately after he activates his shield, but that can be very tric
Are you advocating that if you were to pay more money, you would be able to get a better speed than everyone else, you capitalist pig? [e digicons]:erk:[/e]
Ooze generally works better against Generals, while Spit works better against Assassins. However, it's possible to get Spit AND Ooze, but will need some more mana gear, but if you can kill them faster, you won't need as much health.
People who consistently blame teammates and complain when bad things happen on the team, while never taking blame for anything they do, are not classy at all.
They're just jealous.
Always show numbers on the health and mana bars, puhleez!
It looks wrong. [e digicons]:(O[/e]
Mist makes Erebus almost invincible with a high mana regen rate.
This happens against Erebus sometimes with any demigod because of Mist, so don't know if that might be the cause of SOME of the issues. When Erebus goes into Mist, target is lost, and Erebus can just pop in and out of Mist just to screw up the targetting. I'm sure there's a bug with targeting, too, but just thought I'd bring that up so it doesn't get confused.
I think both are mostly fine, except spit could use a range reduction, maybe even make it a melee range skill instead.
Or Enfo.
...it's an AI. OR ...you start winning when the AI takes over.
An update: So we were able to repeat this again. Apparently at warscore 4, new light/darkness towers spawn (which are awfully close to the old towers). So they're not respawns, but can seem like them when not watching closely.
I don't mind noobs who are willing to take advice and learn. I mind people who don't think they're noobs and/or refuse to learn.
I do not mind premades, as you go into custom games expecting it. What I don't appreciate is (example): 2v2, the premade buddies wait for the other team to both hit ready, then quickly change their demigods and hit ready and start the game. I know that's the advantage of hosting the game, but I still feel it's a kind of trickery exploit, although I don't see this changing anytime soon. Would help if there was a Random Demigod option. Not a lot, but somewhat.
Although in very basic concept, it's not too different from DoTA. However, it's got several levels higher because of warscore and stuff like that.
I think there should be two stats: wins and losses. if you quit or disconnect, it should be counted as a loss. If your team continues to fight and win, they should get a win, but you receive a loss because you quit or disconnected. Higher amount of losses would mean a quitter, bad player, or bad connection.
I'm not against a 10k gold nuke. It wouldn't be used that often, maybe just once a game, and 10k is a lot of money. I don't think it would be game-breaking, and might give the defensive team a little more breathing room for a bit. I don't think it should harm demigods, though.
One problem I see in conceding is that it might lead to favor farming in custom games. Two friends play one side each, and alternatingly concede. Not a huge deal, I suppose, but a consideration.
Banned for calling out a meanie.
Was playing Beast last night and seemed to have an abnormal amount of pathing problems (likes to get stuck or spin in place). Didn't notice problems with abilities specifically, but seemed to have special trouble chasing down enemies, especially around corners or buildings.
Ah, sorry about posting another thread about this, I glanced real quick through the forums to see if this was asked and must have the existing threads about it. It did seem a bit odd as I would have thought people would have asked for this overwhelmingly already. It seems almost an oversight, as you'd expect testers would have suggested this in the beta phase.
I'm pretty certain these were LIGHT towers (well, Darkness towers in this case as the AI was Darkness) that spawned, not archer towers. This is because I remember immediately thinking MAYBE Rook was spawning towers really fast at my location, before realizing that it was impossible for Rook to have done that and noticing that all the towers were up. So I am sure this was not a simple archer tower spawn due to war rank.
I was playing a LAN game last night (after 1.01 patch), 2 humans vs 5 nightmare AIs on Zikurat. My ally and I took out the left towers all the way to their portal. We destroyed the 3 towers around their portal and capped the portal. Things were looking good as we both alternated porting back and forth between our citadel and their portal and flag locking. We also captured the left gold mine (protected by archer towers). However, something odd happened. After a while, ALL their towers