Considering the other side controlled both creep paths, I somehow don't think feeding them more xp would have helped. :P
SolaceAvatar
Massive connection issues when it came out meant it didn't establish the player base it ought to have, and the extra demigods that where supposed to come out "by release or soon after" have... well, apparently just been started. Obviously by this point you can't call Demigod "dead", but if it came out flawlessly it would be much, much more popular than it is now. On the flipside, they still haven't abandoned it, which is good. The new demigods are a start, but modding,
As far as people jumping to call overpowered, I'd like to point out that while his abilities seem pretty killer, it sounds like he's got a low damage output. One of his abilities shoots a single spine from his tail (which looks to have pretty dinky spines), while other characters have... what, shoot a meteor, boulder, forest of death-spikes, hammer the size of a small building, ect? Also, the warp-swap thing probably won't have enough range to tower-gank someone early game, and by late
Actually I think this is an exploit because it only seems to work for some Demigods. I've used it several times with Erebus and I think Oak, but I've never been able to find the sweet spot with Unclean Beast or larger.
The best demigod against structures is Regulus, two points in range and he doesn't get hit back from them, so he can chew his way pretty much anywhere given time.
[quote who="woppin" reply="6" id="2273806"]Solace, you would have to install the mod yourself to play, and the mods are centralised and monitored by SD/GPG under the proposed system iirc.[/quote] So, it'd start like a new game, and you'd only be able to play against a tiny subset of people? Those rarely do well... being able to just download a new map would be cool, the problem is how to handle someone from giving himself five staring flags or something...
[quote quoting="post"]This past week we nailed down with Gas Powered Games the plans for Demigod v1.2. The 3 big items are: Native modding support.[/quote] One of the reasons good games last a long time is because of their modability; for instance the unreal turnement series and half-life series. So, this is a very good thing. However, there's a big, big difference between those games and demigod. They're client-server with a heavy ratio of clients to servers, and demigod is p2p
Beeecause increasing something by a twentyfifth is so useful?
AEON Pros: Versitile, aoe effects Cons: Lack of burst damage, interupts Misc: Assasin, looks like a nature elemental; fur, plants, rocks, ice, antlers, ect. Abilities: His spells are all ranged aoe (5 meters) and last 5 seconds. They make the area lo
[quote who="Krazikarl" reply="16" id="2270681"]You are very very rarely going to be chasing somebody who has teammates around and trying to exchange there.[/quote] My point being they can see you and you can't see them, so you won't know when they're going to gank you or protect their teammate. [quote who="Krazikarl" reply="16" id="2270681"]You are rarely losing much flag time if any at all, usually your teammate is right behind you. Given that the guy has to r
[quote who="Krazikarl" reply="8" id="2268509"]If you mess it up: They get 1k gold plus a few waves and you lose a few waves. You also lose some gold when dead. So the net is maybe -1450 gold for you. Even if you succeed only 75% of the time, you are coming out WAY ahead (the break even point is about succeeding 2 out of 3 times). A 90% success rate means you are making gold hand over fist. Of course you also need to factor in assists, bu
Lessee, off the top of my head, my first thought is that this is the wrong forum. My second thought is that this is about a thousand times more likely to be the result or possibly product of trolling than anything else.
I think all the minions are good. Archers outrange towers and do aoe damage, and minos are cheap, easily replacable meat shields.
[quote who="Milskidasith" reply="3" id="2268460"]Err... As long as you have a 75% success rate, if you are going against the DG you are chasing and another enemy who happens to be there, you are breaking even (assuming equal levels and gold being of equal importance to all players involved.) That also assumes that you don't get hit by the tower, in which case you would feed even less EXP and gold (if you got killed by the tower for two assists every time, you would have to get 50% to break ev
The main problem is that, while you can know you're going to die if you go in after someone, you don't know you're gonna kill them. A heal, shield, or invul, a ranged attack on you from the mist, even just a character with more hp or hp regen than you thought, and you've just managed to kill yourself period. Even if you get a 90% sucess rate, the extra gp/xp you get compared to farming won't offset the massive loss if you feed yourself to an opposing player.
The only time I think it's worth it to kill someone when you know you'll die is if you can turn a 2v2 into a 1v0.
Well it's clearly possible to someone who can dig into the code, it's another matter if it'll be a possible option in the eventual map maker. :P Also, the producers don't have to respond to the ideas... and probably don't want to; if there's a good idea people are excited about, they say they're going to add it, but then have to cut it for some reason it's really bad pr.
Micropayments for this game seems like it could cut up the playerbase quite quickly... "I have the Albegon Assault expantion, the Amazom Map Pack, but not the Knights of Caldar or Atlantis Exploration packs, what games can I get in?" Works for Oblivion because of no multiplayer, but...
Or give the finger a really low rate of fire (like, once a minute or something), but with a giant independance-day beam, and a countdown/target beacon before it hits... or damage over time, like, drain 500 hp/s for 10 seconds in the area. Players can get out with partial damage, but it'll take out structures nicely.
I see two general problems: First, creep buildup. Even though only a few priests/catas spawn per wave, I've often seen dozens pile up to attack things. Especially with engies, who don't ever have to put themselves in danger. Second, the game was clearly made for the defences to fall over time, to reduce stalemates. I don't think buyable structures would be implemented, unless they where temporary.
Yeah the scale is clearly messed with... the "archers" in Rook's shoulder-tower are smaller even than the minos, while Sedna, who is supposed to be perfectly human except for the tons of mana, is about the same size as the tower itself.
The only real problem I see is multiple regulii... and that can just be up to the room creator. He's got two massively long range skills, snipe and mines (rook's towers are too slow to be broken) which allows multiple characters to cover eachother from insane ranges.
Yeah I'm pretty shocked that worked. If he kept his minions with him you'd probably have died a lot less.
It's a pretty neat idea, the one worry I have is that the grunts taking different paths would make it really easy for you to distract a group and then they both miss. Since in all the existing maps the grunts take perfectly symetrical paths and always meet, the developers might have a problem with that.
Well you have a crappy auto attack and a mediocre damage skill and are probably putting most of your money in mana and armor... so the fact you can chase someone is sorta irrelavant if you can't actually kill them before they make it to their tower. I'm not saying you can't make a tank-sedna, but a support-sedna is just as powerful.