Leveling stats are already on the edge of unbalanced with 20 level cap. Do you really want 10k hp Rooks or 1500 dps UB walking around ?
Petit Phenix
There is always the heavy slowdown effect. And in mid game, instakilling a TB marching into 6 mines just is... awesome. One skill that would need more love is mark of the betrayer. Its short range makes it a dangerous tool to use. (in the warpstone fest game, though)
Great [e digicons]:D[/e] We'll be sure to give some feedback as soon we manage to get some nice team games.
It's a good combo on 1vs1 situations, but otherwise, as a oak, the shield is far more useful to help any hard hitting teammate finish of some demigods, or break an incoming stunlocking combo. The Oak itself can heal and isn't so mana intensive. I prefer using the orb with a "rogue" Demigod who help pushing against towers and flags while the rest of the team is doing the main fight.
As Dalzk said, they surely have been nerfed. Actually, I still search what kind of damage minions actually are able to deliver (in real game conditions) against a demigod. Anyway. 1 : ) Be on the move. I don't know how you play, but I've never seen minions ganking a demigod so far. Each try to come with a maxed minion build was a miserable failure, mostly because your added dps can be quite easily negated, and all the skill points and items spent in minion don't help yo
Somehow, when interrupting, I want to negate an action. Without CD reset to max, one could immediately resume the corresponding action. An good example of this mechanic is with Oak invulnerabilty vs Hammer slam. If the Rook spots the invulnerabilty and sucessfuly cancels, he can slam only a pair of seconds after. (while the invulnerabilty itself has 35s CD). Interrupt must screw the CD to avoid that. But stuns shouldn't do that or to a limited extend, like you said, only a few seconds
[quote]Actually Skills do scale up as you level. You just have to put points in them. [/quote] And that's why I did say it doesn't scale up with items. Toward the end of the game, with roughly 1k dps demigods, the 1k fireball or 1.2k bramble shield don't play exaclty the same role they had earlier. Of course skill damage ignoring armor helps in that regard. Altough, making some kind of skills "physical damage" would make sense, but its a b
Certainly, tower upgrades, death penalty and the fort/citadel branch need more interest ! If they don't want to change radically things, just make tower upgrades meaningful at the end of the game (+25% max is not) And lower trebuchet/finger of god upgrade cost. They actually play tertiary role.
[quote] Currently one of the best stuns in the game - from a tactical and fun viewpoint - is the UB one. Short, melee ranged, and of course since the UB itself can't move while draining life, it's the most teamplay oriente Especially since UB can arguably splash the highest DPS in the game while mainting high hp and the highest armour, so if you get 1v1'ed with him he will also slow you down (passive ability) and have higher base speed then you. He can also stun/interupt you with th
By multiplying the type of adverse effects the need for stun mitigating mechanics would be lowered. The main thing I don't like with the stun counter is that is basically, unintuitive. You cast a stun ---> DemiGod not stunned, wtf ? At least diminishing returns keeps the causality : cast a stun ---> stunned demigod -> earlier end of stun. Anyway, rather than introducing obscure underlying system, even if diminishing returns could work, the main thing to do is to <stro
Skills don't scale up with items and that makes resilient Demigods nearly unkillable toward the end of the game. Your suggestion would only worsen things up.
Glass canons ? They may be more effective, but don't forget some DG can wipe out nearly instantly all your minions. A ice torc, a QoT, a Regulus and other can in their own way negates a fair part of your firepower. Health reduction should be gentle at best. Minions shouldn't be the main dps source of generals, imho. They should be a tactitacl tools at least as useful as most active skills out there. (which they aren't)
To further complete on this topic, here's a suggestion of what a revamp of minions could, be taking in example the QoT Shamblers : ranged minions, don't attack on the move, area of effect attack. Shambler branch : each level add more shambler/shambler invocation. Each level adds more HP Entourage branch : each levels adds more damage/attack
Minions Trial : So I tested a game against a single AI to check up minion efficiency. Played Erebus with following template Bite (2), Mist (2), Bats (2), minions (4), covent (4) + ultimate minion skill (1) + morale (5) Items were haulberk of life + feral gloves and gladiator glvoes + crown and many citadel upgrades. AI was Regulus with focus on Fury and mines. Conclusion : the minions just
I think we'll stick with no warpstone games from now on, because as most people agree, they * play more as intended * revolve less around super stun/burst combo and give speed buff/debuff more weight. * let players take better playing habits Moreover, if warpstone is to be nerfed/removed, it's never too soon to learn to play without such a joker. Is there something specific you would want us to test throughout our next game sessions ?
No, minions builds suck in current version, its not a question of playing style. The OP stated the most evident reasons : minions suck because * their HP aren't useful because players focus the general * they are not focused because on themselves they only hit hard a cooperative target. Moving demigods, warping demogods, retreating demigods, AoE demigods aren't threatened by minions * their AI is messed up and you constantly have to reming them of what their ta
The problems comes from the fixed value of many important skills vs the progressive value of HP/armor/raw DPS. End game the big burst combos (shatter/firbeall/snipe/pounce/bite, etc) aren't that menacing for a rook. At the moment, the warp stone tends to nullify what's supposed to be rook greatest weakness, speed. Without it, and some toned down damage output at latest level, he should be more balanced.
I may be wrong, but AI was less bold in beta 2. Nightmare rook was a real pain in the ass (we were less experienced, though) and displayed a big use of evasion tactics. This is the main point now, they just seem to have lost their sense of danger. ->imput into AI a sens of dangerous things. Not based only of HP threshold, but on HP loss rate as well, as would a decent player do. Of course mitigate this with achieving something : reaching a life potion/dealing last bl
I didn't get that feeling of almightyness against towers. Maybe on isolated ones, but they tend to die in number with splach damage. I admit I almost nether do anything to boost their damage, since as HD300 stated it, AI makes minions uneffective against DG. They are my own weapon boosting reserve :p
Thank you ^^. To continue with analysing team games, we tried something new : No Warp Stone Game (and no MageSlayer) Team 1 : Sedna, Regulus, Beast, Ice Torch Team 2 (mine) : Sedna, Erebus, Beast, Fire Torch (me) Both their Sedna and our Erebus took the warping favor item. I took the CD diminution item (for fireball spamming) Noticeable things : as pred
No, Boulder from a distance is easily avoidable (and it's a arguable affirmation with current comment lag) but at melee/low distance, that's not the case. I didn't play DotA and can't tell whether direct comparison is relevant. But DotA characters and items are certainly far more diverse and numerous. We are currently playing a game with a limited set of options. Current boulder combo implies you must avoid going melee with this specific character. Telling us about hyper violent combo
Well, I already mentioned this in that thread (I apologize for the sheer size, though) I agree with most of the OP on this particular topic. -multi stun combo are neither balanced nor fun, and so is mageslayer. -an anti stun item could be handy but must not become a must have like the warp stone. -diminishing return and no CD reset are good solutions. I disagree a bit about Erebus. His stun is certain
Strange that rook latest armor level is Hammer is not unbalanced per se. The latest level of boulder creates a boring situation since the higher you go, the easier it is to land the powerful slam. Torch : ring of fire could either benefit from these modifications : largly higher damage, since it
Rook : we don't wanna beginnning with equipement constraint on character or introduce it to all axisting demigod. Beast : attack speed at high level is fine, it's the character role. Torch : yes it's auto attack versus spell and here is the issue. Itemization doesn't allow to upgrade spell effects and it's certainly better this way, though that means glass canons like the fire torch aren't that dangerous when reaching last level, because the beast for instance can output at le
Assassins feedback Rook : This demigod seems to have the largest array of possibilities : self heal, zone control, slow, burst and aoe damage, stun/interrupt, damage boost. Of course he can't do all at once, but other demigods look less varied in comparison. Moreover, He has some very good branch end skills, such as a the poisoned arrows In team games two issues arise : quite early into the game, the rook is a good sieg