I heartly support the monkey king idea. I can think of a few designs that would really fit right along. I'm also suprised some sort of stealth kill character has not appeared in this. Something like a ninja of some sort, I'd also like to break that 2D plane a bit. So if somebody had some sort of running leap attack. The monkey could really do the above, another reason I support him so. I think the dark side should gain a gluttonous
landisaurus
that isn't really unbalanced. The rook just eats towers with one of his abilities, it him GAIN health while destroying a tower. You gain a significant amount too. That ability doesn't cost much MP and has very low cool-down time. So you basically can spam it on a tower to bring it down very very quickly. I don't think reg has any more power than rook in that aspect. Reg's scope also doesn't work on archer towers or fortress
nah, the Irish football player
In the shatter department I think it would be more interesting if the fire is what shattered (that makes more sense from a physics stand point as well, you freeze, freeze, freeze, then quickly heat) making the extra damage be the pay-off for switching between fire and ice (that requires a lot of work over just specializing in all fire or all ice) I personally do not think rooks need to be much decreased. They are about solid without being that powerful.
I think this has been reported. But its good to mention it again. It actually pretty common. Where you light or dark?
My problem with ring of fire is that there is an item that does the same thing. I'd want all of TB's abilities to be unique. My problem with a meteor spell is that then all TB has is the nova (which is like a explosion), fireball (which covers the throwing fire) and the rain of fire (which covers the fire from the sky). If he gave him a 2nd 'fire from the sky' spell he wouldn't have a classic just 'heat things up' ability. I personally don't mind th
now, I saw something happen when a demigod died. it was outlined in red when I had my mouse over it (I think it even disappeared knowing that I had identified it as a bad potion). The outline in red being constant for teammates should be fine. (I should play up this money thing, killing myself over and over again to gain lots of money XD )
I agree with the 6 yetis. I like yetis and I don't like being limited to 4. I also feel that they are very weak now, almost too weak.
I know I was looking at my 0 win streak thinking "WTF? I have to have at least 1 win, since it says I have won games right next to it" Different stats seem to be wrong at random times.
[quote]The quality of a test can't really be quantified; plus, as others have said, most posters forget to give karma points to good posters anyway. [/quote] Its true! and usually what gets the karma are things like 'you made a funny' or 'that is a nice wall of text [that I only half read]' I was very sad at one point because I put a bunch of effort into drawing some what I considered to be quality fan art, and nobody gave any karma.  
Well, the problem I see is it seems to be a very required item. and if you make it too pricy then everybody is just going to save up for it and nothing else. I think the cool-down time should be vastly increased, but other than that its fine. So that way its the 'emergancy escape' rather than right now its sometimes used to return to battle quickly.
I do not think that the warpstone should move minions. This is because I use it as an escape tool. In a fight, when I find myself near death I teleport out, I don't want my minions going with me. I want them to stay where they are and keep beating on the person who brought me so near death. Vunderhead seems to cover pretty much what else there is to say.
yeah, I understood it the way Sevenix describes. I feel like there should be more items or steeper price scaling as well, since I find some of the weak little +10% bonus items I would never use them (or save to buy them).
It woudl be nice to be able to see the DPS of your minions too. Something better than "is stronger than previous version"
[quote who="slurple23" reply="24" id="2078907"]Just had my first DG match with mittens. I pwned him hard. [/quote] I was in that game ^_^
Last I tested, you take like 500 damage everytime you attack the citidel. if you can do enough damage to kill it you likely deserve to win (I almost got it once, but then I got tired and just started smashing things that didn't kill me back)
Its pretty close to release though, I mean its not like we'd be missing a whole lot. I try to give karma everytime I see somebody be helpful, but I think many people forget to do it. I don't even spend much time on this forum, but I know everybody I see above me in this thread has been pretty involved. I personally would set the cut-off to be lower, like 10. Once you have 10 karma (provided its not all from the off-topic areas) you probebly de
Wow thanks! I actually now have my win 98 emulator that I was looking for.
It happened to me, but then all the UI vanished when I tried to do something about it. I have not been able to get repeated results though.
I said the same thing (using other words) in my map feedback. But both sides can do it. Its not unbalanced, just annoying. I think some sort of protection should be put up to defend against it.
seconded!... or thirded? whatever is next I would want the option of being 'random assassin' or 'random general'. I'd want this to be an option for the pantheon as well, pick random from the side available. Actually, what I would want most is a feature that lets me pick which demigods to include or not include when I pick random. (needs a random button 1st). So lets say I hate playing rook, oak, and QoT, I uncheck that one from the random options menu,
[quote]I kind of like the fact that it is asymetric and you can sneak into the back of a noob players base. Capturing the portal itself in the early rounds does little benefit as minotaurs ansd archers are too weak to really do any damage. It is just annoying. Late game it can be catastrophic, but that is the case on all the maps.[/quote] I like that it is asymetric too, but that isn't the point. It can be pretty bad early to mid game too if nobody is really paying a
[quote who="Frogboy" reply="8" id="2070820"]I know this is going to sound crazy but the connectivity problems are pretty fun to debug. I am actually quite anxious to get in on Monday and figure it out. [/quote] I agree. I like debuging code (not just connectivity issues). So is a large part of stardock pushing to get this release out soon? or just a few select people like you, frogboy?
I think that shatter damage on his deep freez should actually come from fire I say. Like, if you freeze them and then heat them up again quickly is when they'd shatter, not when you continue to make them cold. Make it so if he hits them with a fire-ball, and the above effects are on the enemy, then it does crazy extra damage. Right now, to me, it still seems to be all ice or all fire (or just ice, because the above shatter combo I think trumps
Disclaimer, I am a retard when it comes to names. So for the sake of this feedback post I dub them the following so that we are clear. Mostly its nit-picking, but somebody has to do it. I'm not sure how much effort is going to be put into improving the maps before release (its all about making the game function on all levels and balance at this point right?) but just in case: "Small map" = map with frozen deamon thing in center "f