WoW's servers have been down since 1AM PST, and are just about now coming back up :( I'm so excited for this patch that I dreamed about playing it (twice in the same night!). Or maybe I'm excited because I dreamed about it? Dunno.
MetDragon
[quote who="Aarojw" reply="15" id="2089279"]I haven't played DII, so I don't know how the meteor works on there. But, if I understand you correctly, it's basically a smaller radius version of Rain of Ice, so it has multiple meteors. But what about this: what if he got a meteor ability that's basically just one meteor that does massive damage to whatever it hits, but it's a really slow attack, IE, Rook's Hammer Slam. So: it only damages a small area, you have to aim it,
I like the idea of meteor a lot. How about, a virtually instant cast time, really small radius, medium range, and very high damage, but there's a 1-2 second delay from when it hits. This gives him an ability that can be combo'd with stuns or snares, or a skilled player can predict an enemy's movement and put it in his path. It also would reinforce fire as the single-target nukage skills, and require a stun or snare from yourself or an ally for maximum capability.
Right now it's really not fun at all for more than a few games. If you were to actually play it as if it were a full game and not just a beta, then it would be really dull in it's current form. It has a LOT of potential for improvement, however.
I really think mana bars should be visible by everyone. This would mean that if you sit around with no mana then a smart enemy could use that to his advantage. It adds more strategy, which this game really needs.
I like this idea a lot! Perhaps reduce the casting time a bit as well, but buff the damage some. Maybe instead of buffing the damage, give it a harsh slowing effect?
Demigod visibility definitely needs improvement.
I think this idea is kind of silly. Flags are supposed to be bonuses. You are supposed to capture them. It wouldn't be fun for your demigod to "capture" negative curse flags for just walking past them. There would also be too many ways to circumvent them: you could just go around to another path, or take the enemy demigod's path instead, or get a lot of speed boosters and run past them before they could capture, or just teleport past them. It would also make it easier for a stupid or maliciou
I agree, last hitting and item recipes are concepts that worked in DotA but something that Demigod can improve upon a lot. I saw a suggestion a while ago (with mock-up screenshots) of upgradeable items: you would start with one item and would be able to upgrade it through a few upgrade trees. This creates the same kind of fun of item recipes from DotA (you don't just throw money at a new item, but actually start with a weak one and work your way up to a more powerful one) without the same dif
This game's BIGGEST influence is DotA, and despite all the hate DotA gets, DotA has practically a perfect gameplay formula for its type. Because DotA is virtually the only other game with similar gameplay, it's the only thing we have to compare, and it'd be idiotic not to learn things from it.
I have to agree with everything said so far in this thread, pretty much. Most demigods will have 4 castable skills at most, while in DotA most heroes have at least 2, usually 3 and sometimes all 4 skills are casts, yet DotA has something like 90 heroes now. In order for Demigod to remain diverse there really need to be one or two more castable skills on most of the demigods. Another thing I've noticed is that currently, each skill point spent is hardly an upgrade, except for very few skills s
I agree with all of those as well, although adding your allies health and mana might take up to much screen space.
Your english is fine. I think it should be "my english is" but it's an easy mistake to make, even for a native english speaker.
It's not in currently, and I don't know of any plans, but I think it should be put in. Being able to see an enemy's items and perhaps other stats means you can actually react to whatever strategy they are using and counter accordingly. It adds another layer of strategy.
Right, I think my main point is just that longer cooldowns allows for more powerful spells.
[quote who="Soccer194" reply="4" id="2029951"]merci beacoup. mon francais J'ai ponce est plus bien que trois outre personne dans mon classe. can u tell me what i just said.[/quote] "Thank you very much. My French I thought (J'ai pense with a ` over the e is more correct I think) is better than 3 other (autre) person (needs to be plural) in my class (should by ma classe, it's feminine). I can't believe I can remember all that... also, sorry to derail the topic a bit. Ton franca
Right, I'm not saying every spell should be 30+ second cooldown or whatever. I'm just saying that there need to be more longer-cooldown spells to make battles more interesting.
It's like I say "Longer cooldowns" but you guys read "Longer game". Did you even read what I said?
Demigod goes plenty fast as it is. The cooldowns don't need to be so long that you won't have it for a push; they just need to be long enough that you're not using the same spell 3 times in the same skirmish against a demigod. Something like 30 seconds, maybe just 20 seconds, enough so that if you miss it you won't be able to use it until either you or your enemy dies or runs away. Rook's hammer is a very powerful ability, and none of the other demigods have anything that really compares, so
That delay might just be from a slow computer. I haven't really noticed that and I'm sensitive to that kind of stuff.
[quote who="HorseRadish" reply="6" id="2029401"]Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour[/quote] Longer cooldowns wouldn't necessarily make a longer game, it would just make each cast of a spell much more valuable, noticable, and fun. It won't slow down gameplay much if at all.
[quote who="Trigeminal" reply="1" id="2029276"]Not true, there is a penalty for missing. If you miss, your opponent gets another chance to use his skill and you likely won't get another chance. I would love to see a few "epic spells".[/quote] There's that, yes, but you still did a few hundred damage from the AOE effect and Hammer is pretty much the only instant-kill move in the game, and Rook's tough enough to survive long enough for t
I think there really needs to be an upgrade system for items. That way you can save up a little at a time and have a smoother, general increase in item power instead of saving up forever for an item.
Currently, I believe the cooldowns for most spells are just way too short. When you can cast the same spell every 10 seconds, that spell quickly becomes very powerful yet each cast becomes much less significant. You don't need to strategically use your casts because if you waste a cast, you can just cast it again in a few seconds. Healing and shielding spells are ridiculously overpowered because your only limiting factor becomes your mana. For example, Rook's hammer is ridiculous because you
You should be able to see anything on the battlefield that you'd be able to see normally.