Yep, that could be the problem. But i also noticed that sometimes your Demigod stucks in the last order you gave him. Dont know how to recreate this kinda thing :/ And i also dont know how to fix it.. it just works again after 2-3 sec of doing nothin mostly. So long, Aspartem
Aspartem
A little more steeper damage-curve in the Skilltree + remove one/two level. 5 Skillpoints are to much for the mines right now, +Stats brings him more benefit. Reduce the cooldown to 5 seconds - 10 is to long to plant a minefield. Even with 5secs. you stand around for 1 whole minute to deal enough damage to instantly kill a demigod - but i dont think they're thought for that. Mines are for clearing waves, i guess - but still useless. A Wave spawns every 60 seconds and his Angelic Fury
After a discussion in another thread with Crimson and xthetenth, about Xp/Gold etc. you get from the creeps i decided to make some tests. I picked Regulus in a normal game and started to pull out some creeps and last hit them to determine the amount of Gold / Xp they give, an how much ~Hp they got. Ok, i checked also some files now and fine some intressting stuff. Damage is calculated without armor! <span style="font-size: small;"
I played a game right now with regulus, due to his skills i can make could some good tests on Xp, Hp and Gold of the creeps. Ill start a new thread about that right now ;)
Yes, but i think they shouldn't do it with items. I dont want to see a Queen of Thorns with clothes :> Or a Rook with a silly helmet. No! Castles dont wear anything.. normally :)
Ah, please let the Artifacts be something special. At least they're artifacts! Let them be good but expensive. They shall have the potential to turn the tables, support your domination or just give some cool additional gimmick. Like the -right now overpowered- Teleporting-Wand (posted something to this item in another thread). Upgrading them wouldnt fit them, imho. Also stacking is one thing. The most things should be able to stack like: Dmg, attack speed, move speed,
Yes, xthetenth. I thought i mentioned a diffrence in getting xp. If i nuked all the creeps in may way it feels atleast as if i would get more xp. Maybe im wrong. But i know, that you get xp with just standing around + its shared with other Demigods at the same place. And creeps get ~20 gold per kill. Tried to guess it correctly after each kill i made, but its not that exact due to the additional income from the mines etc. And since these creeps come in waves of ~8-12 creature
No, Regulus is a physcial DPS hero. So he'll get stronger and stronger the better his stats/items get. Thats how it should be imo. And, yes i think it works as inteded, that the rook roll doesnt hit over the corner. Correct me if im wrong, but the bould he throws got real collsion etc. right? So its like a dummy unit? At least you can see some physics :> So long, Aspa
Inno, cant agree with that statement. Why should a low lvl demigod be able to destroy a big holy tower of light? Sure.. ya can say, because we're demigod we're powerful. Ok, so why cant i just kill everything on the map with a sneeze? RPG shouldnt rule the game flow / balance. Shouldnt be vice-versa too, but its definitly mre important. And the towers, like they are now, are not THAT bad, but could use at least some extra range. Btw, the Archertowers are more dangerous than th
Mkay.. its me again, the Dota comparer :) I think the Rook is not that Op. As a few said before, you can dodge the boulder with a bit of training, it's even better, when you get some movementspeed. A bigger cooldown is also a good suggestion, since 5sec. of stun to more than 1 guy, if you hit well is pretty strong. I'd say use it like an "Ultimate" ability. Yes, these exist in Dota, and can only achieved at a higher hero lvl - such skill also exist here, which are also
I'd say it should be a nice portion of micro, at least during Demigod clashes. And the bigger part of strategic decisions. Hard/soft-counter against diffrent Demigods, counters to specific artifacts/itembuilds - if you notice them. Again: Diffrent doesnt mean its bad. To be honest, Dota is 90% about microing and not about strategy. Push , Gank , Jungle, Rosh.. those 4 commands are nearly 100% of the strategic parts (besides picking / lanes - but th
Yeah, thats another part. When we really start to test the balancing stuff, i'd like to know how the dmg and armor calculating works. Base Critchance etc. pp. For the sake of theorycraft! :)
Personally i like the triple-pathing Idea the best. 24 Base items which each get 3 upgrade-paths to follow. Adding Auras/Abilities, some give negativ stuff to compensate for its power etc.. You could play alot with this system. Also 72 unique items should be possible, if you limit the itemclasses to specific roles/stats. Hm, i think i was wrong saying, it would be still hard for newbies. The game is new, so it will be hard, but the system - if done well - can be very i
You're talking like you would play 1vsX. While you're stunned.. nobody of your team helps you? So you get ganged? Well, imo that would be fine. I say, keep the stuns rare, because their powerful, use more roots/slows/silences etc. but let them overlap them. Perfect timed stun-rotations show a good teamwork, i've no problem with that. Please no Crowndcontrol reducing items/consumables. In every game, where such things exist, they're nearly a MUST HAVE, because disbales are the
Ok, but for me it doesnt make a big difference to recepies. Just a little bit easier, because there are no need for ingridients. Still, it would be harder for newbies but i would give more depth to the higher level gameplay. Could be also achieved by a huge load of items in the shops.. but, i like the proposed idea more. Hm, but if they implement that, there is a big need for a shortcut for the character screen :) Or even add an inventory-only screen.
Well, but then no stun should be implemented. You can see what happens then, if you play Dota. Stuns are just really powerful, as innociv said, because you can do ANYthing. So if i've to choose a Hero for my Teamup, and i had to choose from Torch / Rook / Remu, i would pick Rook > Torch > Remu. Yes the slow is good, but the AE-Freeze is better, and the ridiculous low-CD Ae-Stun even more. There has to be more, than only a disbale fest. Knockbacks, silence, slow or roots are a be
Yes, best would be if players can choose if they want it or not. Just add it to the options, so you can turn it on/off. Its good to know what happens. At the moment its just like.. ok im getting gold, but i dont know from what exactly. I really do not like it if I do not have transparency of the operations.
Ok, seems i didnt get one thing. Right now, we just have the 3 Demigods Rook, Remulus and Torchy. And.. there will be a opponent faction, thats what i thought already. But.. which number is now correct? 8 per side? 8 total? 8 per Side would be more then enough for the retail imo. Since there will be 1 year of updating, there will be eventually more heros later on.
To make it quick: 1. Yep, noticed that also. Xthetenth said it already, the devs are working on it. 2. I can sign that one too, some of them just wont blow off. 3. Again, signed. 4. I gonna try this in the next games. Maybe i can find out the prefered targets of each hero. But the attack-ground / auto-attack commands seems to be a bit buggy right now. Sometimes they wont even start to hit the other creeps :/
Infact, yes the cooldown is pretty high, but still very good to clear creeps. Imo, the reason why he has this spell, isn't implemented yet. This skill will be great for redeeming General army's, i guess. So before we demand an early change, let the Generals take a seat at the divine table.
As it seems, you didnt read the beginning of the post @Phazon88 The Dota references are made, because it's the only thing we can refer to. If you read the post carefully you would have seen, that i just compare the mechanics. No Numbers etc. numbers can change. I also stated, that i dont want a Dotaclone. I added the longer explanations for people who dont play dota, but still should be able to understand what i mean. If you could be more specific with your post, i would help
Yes, really nice state for a first beta. A lot of very good design choices we could already see. (Hero Themes etc.) Now let's find and squish all the bad bugs and then go for the harsh mistress Balance :) Can't wait to see the improvments after each new build.
First of all, English is not my first language, so excuse me if i do a few grammar mistakes [e digicons]:)[/e] But i'll think you'll understand me. Second, i definitly going to refer to dota, and compare this game to dota quite often. This is because, it's the only thing similiar to Demigod and i play Dota a lot and i'm not that bad at it. I know, we should post it "Issue after Issue" but if i didnt do it like
Xthetenth, its just the diffrence between Tactic + Strategy. Dota is more the first, while Demigod is the latter. Or at least its my PoV from what we can see until now. Possibly, i play dota by myself. I can assume what your thoughts / feelings are about Demigod. I myself brainstormed alot about balancing stuff and "what if.."-Things. Just give the game some time, finding its way. Alot can change during a Beta - this isn't the first test i'm doing and often you can see
No, last hitting does not give you a significantly bonus. You'll get a few bonus bucks for kills and a little bit more for heros. But more important are your goldmines. It's not importang now, since the AI is really limited right now, but against real players this could be one of the bigger parts of the game: Fights about Portals / Mines etc.