Hm.. I disagree with half this.
innociv
No. It works how it should.
ok
[quote who="VyperXXX" reply="6" id="2175776"]to have deep freeze only effect skills after they are cast would completely nullify the ability. There's not a whole hell of a lot a frost mage can do to you, those -cooldowns are essential for getting kills. just change the description to "silenced for 7 seconds" and be done with it.[/quote] Wow.. really? No it'd say "Don't cast spells with this active or you're fucked" It'd be like silence, but you can actual cast, just won't
Like I've said in my balance thread ( http://forums.demigodthegame.com/348135 ), his damage needs halved or something while in Last Stand. Not only is it ridiuclous in fortress, but suicide 2-3 runs on the citadel will kill it.
Oh, really? K you have fun with spending half your skill points into uproot and compost. I'm sure you'll be unstoppable.
On exile or crucible, you basically lose, since they can block off the 1/2 choke points. On something like leviathan, tower spam doesn't really do much.
This is a good way to add lots of useless work that'd waste time incorporating things to actual improve gameplay. I wouldn't mind it, but god there is tons i'd rather see first..
Yes it happens to all of them. I believe it has something to do with autoattacking while moving. Haven't you ever noticed if you give an attack order, and then move, you still attack things in your way while moving? Well, it's doing that, back moving you turn around 180degrees when you're trying to run away.
You kind of missed the point about cooldowns in that there is strandardation that makes for consistancy in playing the characters, easier comparison/balance, among other things. But I don't think there should be a 2nd form, really.
Dont step on them.
LOL 10 second stun immunity afterwards? It works alright now as far as I could tell. It USED to be a problem in beta. How it is now, well, need to play more to see. But I believe they've basically fixed the issue.
Besides the two game breaking bugs (getting stuck, turning away to attack someone chasing you when you gave a move order to flee) and the crashes, demigod is great fun.. But can't be a 100% since there are lots of ways to improve it. 100% means perfect. It could use more skills, more polish to the fortress gamemode, improved item abilities not to mention an upgrade system for them rather than something like recipes, more informative and clear ui, more clear information(I kno
I'd much prefer an activatable item that gives invisibility than an invisibility demigod. Yes Though, of course would need to expand on the anti-invis items. And you're right, more unique abilities and stats besides spreadsheet stuff are needed. Weren't my suggestions more unique though? Like a chance to double-hit, (like double damage, but 2x chance to proc things too), and the increasing %chance effects. Also on the $ thing.. I think
Also 3 seconds is too short cooldown Demigod skills are 7, 10, 15, 35 cooldown IIRC. And I believe the only one with 35 is Shield. Though 20 sec could be added. For one, Silence needs to get nerfed to 20 second cooldown IMO. And I edited my above post.
No i'm saying you should remove the "The enemy loses 7/15/20% movement speed and 7/15/20% atack speed." so you can balance it for having a lower cooldown. And i'm talking about its duration increasing 1second per 1k mana used to cast it, instead of 2 extra seconds.. thought that'd be clear when you wrote it in the first place. o_O Again to balancei t for a lower cooldown. Or what would be better is 1/2/3/4 second duration, +1 second per 1000 mana used to c
[quote]Regarding the 45 sec ability i was thinking that 30% in atack speedthe and damage is pretty hight so i didnt want to make it very spamable, but now that i think of it if the last level for the orbs of light is at 15 or 13 i dont have to worry that the ability will last too long, in a best case scenarion the ability will last 20 secs with 10 orbs and 5k mana so yes i think i can tone it down to maybe 27.[/quote] What I'm saying is the ability should be nerfed to warrant a
Yeah . Doesn't really fit any missing role. Only thing not in the game is the mana shield.. But really, could just add more skills to the game and a passive mana shield or more activatable choices being added as alternatives for currents.
Potions are 275 gold. The debuffs removers are 250(this item needs a buff of being an activatible item or to cost less.. not spit a nerf.)
I really really hate the skill ideas but I guess an elephant demigod wouldn't be too bad. But I think it'd be neater if someone was riding on it..
For dark side they should have a guy just as big as the Rook, or just about, that is a mechical wooden walker that resembles a pirate ship. It has no head, just the deck up top with the wheel and a pirate manning it that has a sword in one hand, flask of ale in the other. There are wooden gears and cables connected to the joints that makes it look very primative. [quote]There are no heroes that are particularly designed for ambushing. This would likely involve a hero tha
Hm I wouldn't say it's good at long range against towers.. because it's lots of small shells. Cannon barages are more a close range thing to get the maximum destructive power. That's how it used to work, going right side by side to another ship, and relying on your gunners reloading faster. :) Being able to easily kill towers at long range is bad. Like snipe is pretty lame against towers right now. Fireball is good enough as it is, able to hit
Ah. Yeah. Rain of ice is too hard to evade. But the damage is fine. I'd prefer seeing the aoe size fixed and/or slower maelstrom ice falling. The ice will land no where near me yet I take the damage.. I'm pretty good at TRYING to avoid it, which is where skill should come in, but it's near imposible. >_ Even if the cooldown is lowered(to 12 or 10 seconds, though it needs lower duration then), it should have smaller AoE to match the
Yes he'd have some ability to fire his cannons in one barrage and it's physics based, so the closer you are the more shells that'd hit thus the more damage that's done. Further away has more spread and they aoe on hit with the ground. And another ability would summon a wave that moves forward and pushes away smaller units. When those units are pushed into towers or enemy demigods, they do damage to them. Otherwise it wouldn't really hurt demigods. The bigger of a cre