Hmm thats right. Well we could rework the concept a bit. Instead of just spending favour you would get a blessing from a certain god by performing well in certain areas. But that still leaves the problem of not bleeding away excess favor. Simply adding more things to buy with favor is not the solution. I'll give it some more thought.
Tamren
As long as they are not too fancy I don't see why not. It would encourage more tournament play at least.
I would also like the ability to save pre-set settings. Multiplayer already remembers your preferences, there is no reason why singleplayer can't as well.
I highly agree with the autotarget suggestion. Abilities that target demigods are harder to use in a crush because they stand out and you get a key to help oyut arget them. But abilities that target minions can be very frustrating in dense battles.
Well you could add an option to disable them. I'm pretty sure you can set games to not allow favor items.
Yeah. And for the most powerful blessings, aside from the favor cost there are also conditions. If you want to keep the blessing you would be forced to play by certain rules. A huge blessing against towers could be lost as soon as you kill an enemy demigod, that sort of thing.
Keep in mind the skill will work of you cast it while in range, it doesn't matter if they move outside of that range in the meantime. I don't get what you mean by chainlighting "not doing anything most of the time"
I don't like this. On maps where the crystal is close to the citadel this would give the defending team an overwhelming andvantage whenever push comes to shove.
Depends on how much you want to win I guess. Some people like to eke out every advantage.
A shapeshifter demigod would be unique. But currently what you have described here is a fire torchbearer/unclean beast hybrid. You may want to rethink the weak but numerous minion thing as well. That is already Erebus's forte.
I wouldn't mind the death cam half as much if it didn't jerk my camera around wildly. Having the option to turn it off would be great.
You misunderstand. Blessings are essentially a temporary separate favour "item". So you can get one along with any favour item you might own. I guess the free part doesn't work well. So how about we up the cost to 25 or 50 points? Assuming you lose the game you still make a net profit, or no profit. Both of which help curb the buildup of useless favor. The better blessings would cost far more, you would only break even if you did exceptionally well. -- Heres anot
The free ones would be weak compared to the rest of the blessings and all of the favor items. The only reason you would use them is if you are saving for an item and can't afford any. The blessings are designed to help focus builds towards something. Currently builds can be controlled through skills and items. By adding high tier blessings you could sacrifice in one area to accentuate something else. For costs, medium blessings would be 100 and the premium blessings would be about 250
Interesting concept but it does hav a few issues. Increased XP and MAX level? Are you nuts? No possible way to balance this. Creep conversion yes, stealing minions big no. Needs a cap on number of units, and the tougher a unit is the less likely your chances of converting it are. Minos would be easier than giants for example. Shedding skin is a unique ability but it takes snakes a LONG time to wiggle out of thier skin, eventually leaving an inside out tube. Consider re
Just an idea I thought up. Every round you get to pick 1 favor item or buy an item you do not own. What if you could also purchase a simple "blessing" at a cost of favour? The way it works is simple. According to the lore there is a pantheon of existing gods. Asking a particular god for a blessing would have an effect on your demigod. There would be three types of blessing. Free. Anyone can get these. The bonuses would not be anything gamebreaking, simple things like a
Something that annoys me is the wiping of favour and achievements every epoch. The balance reasons are justified and all, but there are problems. When you make players earn their content in the form of favour items you tend to stack the system toward people who play more often. In most cases this balances out because there is an upper cap. There are only so many favour items, and regardless of how much time you spend per week everyone will eventually get everything. When you introduce a rese
If online achievements get wiped then my enthusiasm for playing multiplayer is going to be dampened a bit. The favor you get from achievments (which really isn't that much) is the only "permanence" you get online.
I couldn't find the info anywhere else so I might as well ask here. How do achievements get recorded for both singleplayer and multiplayer? As I understood it singleplayer stats go into a file on your computer and multiplayer stats get stored server side. But does that mean they get wiped along with favour every tournament reset?
Amazing map. Good work! The only problem I can see is pathfinding, it could be a nightmare for the computer. This kind of map would put a premium on teleport abilities.
For the demo, limit favour to 500 points. Disable achievements. Disable singleplayer. Limit games joined to random skirmish ONLY. And do not let them pick which demigod they play.
Say what? This is like refusing a coke because you like pepsi. Only if someone takes a sharpie and writes "pepsi" in big block letters on the coke can you have no problem with it.
So if you discount the bonus gained with items Regulus is not overpowered compared to any other DG. Thought I do agree the mines are a bit too powerful. Mines are supposed to be a trap, but the way he uses them makes them more of a very powerful grenade that delivers a big spike of damage.
This problem is my biggest problem with the game. Basically what happens is singleplayer favor points do not carry over to multiplayer. The moment you win a multiplayer game those favour points are stored on your impulse account. They will remain persistent for any later games. The problem is this blanks out your singleplayer achievements and replaces them with whatever achievments you have earned online. This is EXTREMELY agrravating because I use singleplayer to try out strategies and te
This is a frustrating problem when you are actually playing rook because when you are targetting say, hammer slam, the red outlines of enemies behind you no longer show. I have been killed many times just because enemy DGs warped in at my feet and I couldn't see em until it was too late.
I would very much like the ability to back out of supporting one side. The catch is that when you leave a side all of your contribution gets deleted.