I've only used DA twice now. I went with the spike throw ability instead of elusiveness, but I used a mostly similar build.
JudeTepes
Win the map before he reaches L15. Erebus ought to outlast an ooze UB before he gets Acclimation. Just make sure you're bringing lots of HP and Bishops once you can get them.
[quote who="Shadow" reply="1" id="2308655"]Shield takes unmitigated damage.[/quote] Which is something that should change, in my opinion. You end up mitigating more damage by staying opened and spamming Ground Spikes for the Goddess of Thorns buff. Shield's role in late game is laughable. Fortunately most games don't go that far.
One day you will get over Snipe and realize that Mark is the reason Regulus is irritating.
I have to agree with giving the game some kind of rubberband mechanic, where the further you are behind the stronger you become. This isn't about punishing the team that is excelling, as they will probably win anyway, but it will make the matches more interesting and exciting the whole way through. Let fun prevail, because the better team will anyway, and it's easier to bring the loser back into the fold if they're having a good time. I'd hate to see the community dry up wit
When I'm teleganked and then slow stacked I often just die. Usually I prefer to start running when I see the swirls... Which interestingly don't go away when you cancel the teleport (mind game I don't use often enough, probably).
That's okay. I don't mind if you run away from me every fight.
Haha... You made a funny. Very good.
[quote who="RapierX" reply="7" id="2294010"]I don't view 1v1 as an intended gametype, and the game isn't balanced for it anyway. Can you play it? Sure. Consider that there's 8 maps - 1 2v2, 2 3v3, 2 4v4, 3 5v5 maps and you can see that the intended team size is primarily 3 - 5 players per team. Personally I think the game doesn't play well enough until 3v3+ but that's my opinion.[/quote] I agree. I find interesting balance swings... Where with 2v2 my Sedna is utterly broken over
Just going to add that I find that Sedna has difficulties defeating an Ooze UB. I have one damage skill against him and have to spam it to graze his health/armor, sinch autoattacking comes in so slowly.
Straight up, go Ooze. It will take you time to gain momentum, but Sedna will have to chain Pounce to put a dent in you. This means you can run her dry on mana and even then she might not be able to keep up with your DPS. If she just tries to heal and auto attack through the Ooze, she will lose.
That happened to me in this match as well, except it was Pantheon: http://pantheon.demigodthegame.com/game/667380/player/23058/ After he disconnected, his partner conceded the match (understandably), but then it showed up as a loss for everyone. Not even his conceding partner got the 40 favor for participating.
It sounds like this happened so early nobody would even have war rank for angels and above.
So far, dark side has only come out ahead in a single pantheon tournament, with light winning almost every time. This time around with v1.1, dark is so far in the lead. This could be a fluke and light will be pulverizing them by tomorrow, or something that was changed in the most recent patch has flipped the odds. 1) Heart of Life nerf. It's possible that this item was more useful to light demigods than dark. Suddenly a tower Rook can't maintain his impenetrabl
This isn't a typical nerf post because I'm not going to gripe about how a Demigod is overall overpowered, but instead how the mechanics of a few moves can ruin a match. Earlier this afternoon I got into a 2v2 Fortress match on Crucible, via Pantheon mode. It was a rather amusing face off because it was two Sedna versus two Erebus. We couldn't kill Erebus--but that's not what I'm complaining about at all (because he couldn't kill us either). Hell, at one point we had li
Second consecutive Pantheon. Still a few people that I've run into whom I cannot connect with (I'm guessing they need to use /serverproxyonly as well), but this is loads better. However, am still running into game crashes when pantheon launches sometimes.
I think Foul Grasp is fine. It does a low amount of damage, a low amount of high, and a short stun for a steep mana cost. I think the only thing that could use some tweaking is early game spit, but only early game.
Ally portraits on the left. I play Sedna, and sometimes targeting heals becomes far more cumbersome than is necessary. If I'm standing near or on top of my ally, the targeting wants to snap to me, making me fidget with the pointer until the demigod I want to target is highlighted. Or, if it's Rook standing on top off Oak and I want to heal Oak, it's very time-consuming to ensure I don't waste my cooldown on the wrong person. If I can target a portrait, then I don't hav
As Sedna I very rarely pick up the HoL. I'd rather get the Health/regen/lifesteal ring for 4g.
I love it when I can get an early lead in levels and unlock Pounce II. I'm just lightly pawing at them for like 100 damage, and then the 600 damage pounce takes them completely unaware for the kill... If you save it, they don't think you've spec'd it.
[quote who="JudeTepes" reply="12" id="2200978"]While I think Bite needed a nerf, it sounds like it's getting hit too harshly. Just a mana cost and cooldown hit would've been fine, with a duration added to Mist instead of more emphasis on Bite.[/quote] Here are the numbers pulled from Frogboy's previous journal thread: [BALANCE] Lord Erebus Bite Bite's Mana Cost increased, Damage decreased, Armor Reduction decreased. </
I posted the same thing all ready in one of the journal topics, but I think the Bite nerf is too harsh. I think a more appropriate nerf would've just been hitting the mana cost and cooldown, and then slapping a maximum duration on Mist instead of focusing so heavily on Bite.
While I think Bite needed a nerf, it sounds like it's getting hit too harshly. Just a mana cost and cooldown hit would've been fine, with a duration added to Mist instead of more emphasis on Bite.
Whatever changes you guys made, you're barely inches away from solving this completely. I've managed to connect with everyone in a lobby where I used to make none. However, I'm experiencing game freezes with this beta, where it locks up when the host launches the match, or sometimes when they close the lobby out of impatience. I -have- played a game so far, though, so this is a dramatic difference.
I think making the demigod selections hidden adds an interesting element to the metagame. Rather than people choosing their demigods in reaction to your choice, they'll be choosing in reaction to what they think your choices will be based on which demigods are popular for that particular map or patch.