I'm pretty sure THIS: [IMG]http://www.speedtest.net/result/489113442.png[/IMG] is my problem, but still, I've been unable to play a game of Demigod online with 3v3 (haven't managed to try a 2v2 yet) due to pings above 1800 anytime I get in a game. Is there anything I can do, short of closing minor background programs (MSN, AIM, mIRC) in order to free up bandwidth to play this game without ruining the experience for everyone else and having to quit out to allow the others to play
TiberiusAudley
Athens, AL. Package received. Rook statue being put to use scaring off army of sugar ants that have invaded my computer desk.
[Name]: Jabber [Type]: Assassin [Theme]: The Creature of Mirrors, Mimes [Skill Type]: Vorpal Cut - A heavy-damage skill that increases damage Barrier - Creates a giant wall in a position that must be destroyed before enemies may pass it. Reflection - Lv15 Augment to Barrier, Reflects 10% of damage dealt to it back to the attacker. Invisi
I know at least a handful of the beta testers of this game gave Hellgate: London or it's little sister project, Mythos a try. Well this post is for those that, like me, had high hopes for Mythos. Even if you never heard of Mythos, if you're a fan of Diablo games, roguelikes, or Action/RPGs in general, this post is for you. After Flagship Studios closed down, bringing their Seattle team down as well, the Seattle team reformed as Runic Games (July 2008). The developmen
If you need an explanation to make it make logical sense... "Demigods, being arrogant beings, rarely use the full extent of their power. As circumstances require they may tap into more of their power, such as when they are teamed up on by their brothers and sisters, in order to become more durable."
Mythos, from Flagship Studios underwent a Beta process much like the betas described by Stardock. The game in its initial form was very primitive and did not have a lot of features. The entire point of Mythos at that time was to test the netcode (and to a lesser extent, the Engine) for Hellgate: London. As it grew, more features and gameplay were added for the players, but the process was very much about finding bugs first and worrying about feature addition and balance late
[quote who="Ke5trel" reply="12" id="2096878"]a. Scroll of Rebound. $500. 0.5 second cast time. Upon use any spells cast on that player or area around player within the following 2 seconds are rebounded upon the caster. Only works on Demigod abilities and spells (i.e. normal attack damage is not reflected). Cool-down of 15 seconds. b. Ring of Rebound. $4,000. 0.5 second cast time. Upon use, any spell cast on that player or area around player within the subsequent
Proposed Change for Mass Charm : Any target affected by Mass Charm allows Erebus to leech 10% of his weapon damage (per attack) for the duration of Mass Charm. This "duration" is equal to the stun length on regular monsters, so when it is Level 1, the leech lasts for 3 seconds and at level Max, 8 seconds. (Reason for change: Currently, Mass Charm is like a vanilla version of Frost Nova. The first two levels are both really week
Female Assassin: [Name]: The Echidna [Type]: Assasin [Theme]: Snake [Skill Type]: Clairgustance - Able to absorb/share the effects of expendable items used by other nearby demigods. (10% of any Potion used nearby takes effect on The Echidna as well, or something.) Clairsentience - Able to share buff status effects used
http://forums.demigodthegame.com/323003 Lots of ideas in that thread ;)
Currently, Fortresses are even less of a threat than an Archer Tower near a Tower of a Light. This seems like a logical fallacy. One would think Fortresses would be fearsome, or at least carry more of a threat than an Archer Tower. My suggestion would be to have Fortresses' (DEFAULT) attack work similarly to an Archer Tower, +25% more damage. In addition to a Fortress' health being five times more, as well as being upgradeable with Trebuchets and Finge
So, these are the ideas I came up with since Frogboy suggested to further detail any ideas or input at this point with ACTUAL numbers... Torchbearer: +10? Mana Per Kill Unclean Beast: +20 Damage Over 5 Seconds Added to Default Attack per level Regulus: 5% Chance to Critical for 1.5x Damage Rook: +5% Armor to Nearby Units (With this, his default Health per level should go bye-bye) Oak: +5? Life Per Kill to Oak and his Minions Queen of Thorns: QoT
Considering the Warp Stone is available to ALL Demigods (currently) before Erebus could dream of getting Bat Swarm, this is not really a balance issue. The Warpstone has a higher range than the first level of Bat Swarm. Even if the Warpstone is adjusted the way I suggested (20 yd Range, 5000 cost) it's still available AROUND the same time as the first level of Erebus bat swarm in a standard game, and does NOT cost mana to use.
I told him don't do it. 20 Yard Range, 5000 Gold Cost. Possibly add a 1 second cooldown to all skills after teleporting with Warpstone.
Fairly sure this existed in Beta 1. I remember observing a computer versus computer fight.
-AI Demigods with Bat Swarm, Warpstone, Cloak of Elfinkind, or Cloak of Night should recognize gaps in terrain as passable through use of teleports. I left a game of Crucible, against a L20 Nightmare Erebus, up for over 6 hours last night (the game crashed while I was asleep, while I had 1.24 Million Gold), but the Erebus would always run straight to the point I had blocked when all he would've had to do to win was teleport behind me and capture flags from there. I did not move fo
This is an idea I proposed a long time ago, in the early days of Demigod Beta (I think I brought it up in IRC, to Scathis...that's how long it was.) Anyway, the point is to give Demigods further unique identity, separating their different goals through their Passive Skill at the bottom. Each skill should give a different bonus based on the different Demigod, in addition to the traditional stats. An example would be an inherent crit chance for Regulus, inhere
[quote who="HD300" reply="5" id="2082129"] To add to Ult's list, Rook has too much HP/Armor. A rough 2k HP lead before items late game does not make sense for a Demigod who has the single most hard-hitting attack in the game. His "slow" speed is always offset by the extremely powerful "Warpstone" so it's a moot point. You may argue that it is the way it is because he's a magical grunting castle, but lore should always take a back seat to balance. All of this combined with his ability to
I still don't see how 1150 damage every 3-5 seconds is a bad thing... in addition to the ability to heal yourself for 1500 just as fast. She also bans Demigods from using skills for twice as long as ColdTB Stuns.
Sedna's Pounce is formidable if she ever makes it to higher levels, though it does have the weakness of being a very close range skill. However, it *DOES* interrupt enemy demigods (Meaning you can stop a Hammer Slam dead in its tracks) and it has a very, VERY short cooldown timer if you own a Celerity Flag and max out Magnificent Presence. Because of its major weakness (Again, the Range), I have one suggestion: Give Pounce a larger cast range, allowing Sedna
That number of people dying slightly increases when you take out their primary method of escape.
Looking at it from a logical perspective, the Warpstone (and all similar items such as Cloak of Night favor item) eliminates one of the listed Pros of Erebus: His ability to move quickly in and out of battle, through Bat Swarm. In a quick test run against 2 Nightmare AI just now (just for the sake of testing Gold Rate), by the time I reached Level 5 as Erebus, I had 4800 gold. This is 2300 more than the current cost of Warpstone, which, although it does not DAMAGE
Plenor Battlecrown, even post-nerf is an item I tend to pop on the characters with a lower mana.
After updating for Beta3A, I, as always, switched to Windowed Mode. I prepared to play a game with some of the regulars, but upon the game starting my ping suddenly spiked to 2000+. In the lobby, my ping displayed as normal. I don't know if that information is or is not related to the display bug I immediately noticed, but here is the actual bug: When hovering over units with the mouse, their "selection" highlight was actually a few (like 20-
In addition to the methods listed here, Raise Dead Wards need to be Targetable/Damageable if the number of Spirits remains as high as it is. The lower-capped summons are all straight-summon. Nightwalkers are summoned passively...but Spirits are summoned passively by a totem summoned on the battlefield. The totem has a listed health, but is untargetable and undamageable. If this Ward were targetable, it would prevent Oak from freely summoning the spirit