I think you're missing that you can still have specialist classes with having multi-use skills that aren't so situational. :/
innociv
[quote]No, the system in DoW makes them invulnerable while they are doing the Sync kill. I'm 110% on that so someone owes me 10%[/quote] Maybe so.. either wya it woudl be simply enough to make people able to take damage while doing the kill animations.
Yeah but that's exactly the same.. Typically skills that are so situationally are made to be extremely good in that situation. Which, sort of makes sense, but then feels lame when that situation happens and it's used on you. BAckstab in most games is a good example. It's made extremely powerful because in a lot of games it's so hard to pull off. So when it's used on you it feels lame. But I'm not saying every single skill should be like this :/ 0-2 per Demigod.<br
Not really because you wouldn't have it on that type of skill. It shouldn't exist on everything like I said. Just a few skills that otherwise wouldn't be as useful to make the more versatile. I don't see why items that buff your damage would have different effects to different units.. That's not what I was saying at all. I was only thinking for the Aura's that items have. If an item gives +damage it shouldn't matter what you're hitting, that'd just confus
Well of course it'd need to be in descriptions.. It's just another line.
Well the way it happens in Dawn of War is that the unit still takes damage while doing the animation, but it doesn't die until AFTER it's done. You're thinking of like in Gears of War where you don't take damage at all. That was a very stupid decision they had. This isn't the issue though really.. Dawn of wars system of taking the damage after the animation is done is fine (except sure, some units do waste time attacking longer than they should. That's fixable too though.)<br
The Generals getting troops isn't a distinction of skills AFAIK. Choosing not to use troopers as a General would be seriously gimping yourself, I believe.
They work well in Dawn of War. I'm iffy on them myself. They look AWESOME, but they have to not interfere with gameplay.
One thing I'd really like to see is things working differently based on how you choose to use them, rather than just working for one situation and then not working at al. To make it as brief as I can, I basically mean this: Say you have some skill. If you targeted a Demigod with it, it might do a large amount of direct damage. Such a skill would be useless against creeps as it'd do far more damage than their health, and just be a waste. Instead, say if it hits
Well "The Oak" is a bit of a silly name for an undead raising guy with a big axe and shield..
[quote]GPG doesn't have a good track record for this, but I'm willing to bet that it's largely because former publisher THQ was a dick.Time will tell. Hope for the best, plan for the worst.[/quote] Yeah.. this is why I mention. I hoping it was all 100% THQ's fault. I mean like with Supcom right now, since the new patch, you have to uninstall logitech drivers in order to freaking play. It really makes me want my money back for supcom and FA. Even if it is THQ's fault
With kill animations the game figures if you keep attacking for 5 seconds, you'll kill the target, so it does a 5 second animation of killing it, much longer than your normal attack speed. Just.. in example. The issue isn't with being stuck for "longer" than it'd take, but not being able to change your mind in killing someone, getting stuck there, yeah.. There should be some sort of "cancel". It's hard to say how to handle that in a way that won't look choppy.
You start each round at level 1, or 0. You get to level 25 in 20-30 minutes generally, or you should.
The pawns should shoot used VCR's, DVD players, jewelery.
Unclean beast probably. Snare and DoT's and nice. Generally DoT units do the highest DPS to make up for the slow damage dealing, so I imagine Unclean beast is good. Sedna if there are some good direct heals so I can micro to keep things alive and do well. Or what is likely is I'll abuse what's overpowered while simultaneously yelling constantly and berating the devs to fix it, really.
They didn't scrap The Oak.. they just apparently renamed it the "Vampire Lord" like I said in my post. I hope they rename it something better. "Vampire Lord" is silly. ;o Yeah 8 Demigods isn't bad. Hopefully we'll get another 1-4 more by the time the game actually ships. :P
Supcom needs the dual core for all the physics simulation. I don't think Demigod is going to have tons of that, nor tons of units firing tons of projectiles. So I think a dual core might not be an absolute requirement like in supcom.
You pick your Demigod at the beginning of a round and start anew. There are no character slots, I don't believe. You can play any of them any time. You don't "make" a character with a name and stuff.
I just shed a tear.. It sounds so perfect! The Unclean Beast skills are EXACTLY what I wanted. Same with the Vampire Lords (bad name.. What happened to the Oak? I guess The Oak isn't that much better though.) A General with friendly aura's and unfriendly debuff auras, and the turning the undead.. That's just too awesome! Exactly another kind of demigod that I wanted! I hope they buff friendly demigods too. :P And omg! Items for your demigod that will buff a
Which ones?.. I've played tons of games and not encountered one that uses more than 1gb.
If they all have the exact same strengths and weaknesses then what is the point of having more than one of them?.. And demigod is more than just fighting people 1vs1. And presumably it's more than ordering your demigod(and your units if you have any) to attack the other persons demigod, and one will die and one will live with 1 hit left, or them killing each other simutaniously.. Theres creeps, there's towers, yada yada. Your idea of what makes balance sounds very sha
Yeah you're right. It's going to be a LONG time before games use 1gb of ram. So as long as you background apps are using less than 1gb, you have enough. UT3 only uses like 350-450mb!
[quote]But in 1v1s it could end up being "whoever is most compatible with that particular set of creeps, wins"... hopefully that won't happen, but it is still possible. Minor variation would be good but not so much that one Demigod gets much of an advantage.[/quote] Ehh.. but you don't KNOW what demigod to pick. You don't know how the creep lanes are going to be. Wouldn't there be an advantage anyways based off what Demigod you pick ANYWAYS?.. This could tip the balanced
true but scathis did say it takes a very long time just to do the model, textures, particle effects, animations, and code for each demigod. Like a month.. and they where just starting to add art for some i think. I'd like more than 12 but i'm not that optimistic especially when GPG hasn't said anything :P Would be really nice if they actually told us :P Currently it's at 4 that we know of isn't it? The Druid lady.. Torchbearer.. Rook.. Unclean Beast
In a competitive game it just plain sucks when there is an obvious exploit that everyone who plays knows of, and is getting abused frequently, yet it's not patched until months later. This is often because I guess developers feel just changing one thing isn't enough for a patch. Another reason is QA taking forever to... assure the quality I guess. But I don't quite see how changing a few numbers for balance is going to make the game crash, so I don't see why that sort