So when is this demigod being released?
Enraged_Camel
No no, you see, it's part of the penalty for dying. Removing the death cam would be like rewarding bad players!
[quote who="bane_solemon" reply="6" id="2313130"] Quoting Enraged_Camel, reply 5 Quoting WallaceKnoop, reply 4 Whatever happened to the expansion? Or is Stardock finally done with this game? Yep, they are. They know that with HoN and League of Legends right around the corner, and both of them offering so much more than Demigod (with LoL being released with over 40 heroes and having much more strategic depth), Demigod stands no chance of
The game hosts should have the ability to disallow specific consumable items, much like they have the ability to disallow favor items. For instance, if I want to play a game with no capture locks, I should be able to uncheck the box next to the Capture Lock item in game options. Same goes for potions, sigils, etc.
[quote who="WallaceKnoop" reply="4" id="2313081"]Whatever happened to the expansion? Or is Stardock finally done with this game? [/quote] Yep, they are. They know that with HoN and League of Legends right around the corner, and both of them offering so much more than Demigod (with LoL being released with over 40 heroes and having much more strategic depth), Demigod stands no chance of retaining players.
[quote who="SyDaemon" reply="13" id="2312492"] What about the Sedna who healed the team mate at the last minute but dealt no damage to the enemy for that fight? Or the Queen of Thorns who rushed in to throw the shield up on you just in time, completely turning the tables around? Surely such assistance deserves reward, no? How would more support oriented Demigods stay in the game if they're losing out on gold reward because they assisted more than actual killing?[/quote] <
[quote who="TormakSaber" reply="10" id="2312127"]It's rewarding teamwork. Which is what this game is about, no?[/quote] Teamwork is already rewarding enough. The more people you have fighting against a demigod, the higher the chances of killing them, which means they will be dead for ~30 seconds (and away from the lane for longer than that) and not get any experience or gold from their mines, while you continue to do so. There is no need to give people such huge rewards for mi
Uproot change suggestion: Permanently reduce the maximum hitpoints of a building (except the citadel) by 4/7/10/13 percent. At rank 3 for instance, casting uproot on a tower that has 6k health would bring down the health of the tower to 5400. Another cast would bring it to 4860 (i.e. 5400 x 0.9). And so on. This would make it very useful, as the tower would get weaker and weaker with each uproot, with no way to get those hitpoints back (so the building +hp upgrade wouldn't sav
[quote who="XaviorsFist" reply="1" id="2311781"]I know it's kindof stupid but sometimes the person who gets the killing blow is the most important. Sometimes people will get away if it wasn't for that persons killing blow. Now i understand that people like UB who can be doing spit damage ooze and their auto attack all at once hitting someone is kindof unfair because they are more likely to get the last blow but this is one of the best ways to do it.[/quote] Then they can be given a sm
Three people participate in killing player A. Player B gets killing blow. "Player B has killed player A (1000 gold), assisted by player C and player D (500 gold)." This is retarded. It means that the more people who gank up on someone, the more gold that team gets. Furthermore, it means that a person can get half the gold bonus for doing even 1 damage to the person. Change suggestion: The gold bonus is split according to the percentage
I would love to see some advanced statistics that track things like: How many games have been won by the team that was, at some point, 1 war rank behind? How many games have been won by the team that was, at some point, 2 war ranks behind? How many games have been won by the team that was, at some point, 5 demigod kills behind? How many games have been won by the team that was, at some point, 10 demigod kills behind? Yes, comebacks
How about he gains minions only if he kills the creeps using mist?
You're retarded, more like. Stop bumping your own thread.
Premades should declare it in the game title. It's not about skill or fairness. It's about being honorable players and being upfront about the fact that you're playing with a team you're familiar with, and are quite possibly using voice chat in the background to coordinate better.
[quote who="SoFFacet" reply="21" id="2309522"] What need of autoattack damage does Oak have if your citadel is dead? [/quote] It takes a significant amount of time for the minions to destroy the citadel. It's not like he send a group and boom.
[quote who="Myles" reply="12" id="2309247"]Because towers are supposed to be an early deterent. [/quote] Where does it say that they are supposed to be an EARLY deterrent, and not also a mid-game and late-game deterrent? Let's not advertise our opinions as facts.
[quote who="SoFFacet" reply="15" id="2309248"]Costing some small amount of mana wont fix the problem since Oak pays mana for his and he can do it just as well.[/quote] Except when Oak does it, he pays for it in more than just mana. Spirits are a MAJOR source of Oak's auto-attack damage. If he's constantly sending them to kamikaze the towers then he's doing a lot less damage himself. Nightwalkers though... nightwalkers are literally just fodder. Whether they are alive does not affect E
Honestly if they just made mines not usable on towers, that would be a very nice balance change.
[quote who="jonthemon" reply="10" id="2309181"]I think the issue here is twofold: 1) Towers need to be stronger in the mid-late game and 2)How should that be accomplished? I agree with #1, that towers should be more viable, but point 2 is where I'd disagree with the OP. He wants the towers to get more powerful automatically, which imo isn't a good thing. I would instead prefer to, as others have suggested, have tower power stay tied to the citadel upgrades, and hav
[quote who="ZehDon" reply="8" id="2308736"] Not to be rude, however I for one don't agree with you not because I've missed the point, but because you've misunderstood the effects of your change. Percentage based Damage on Towers would alter the flow of the game at many levels, early game would be the least effected. The problem is, that the method of play in early game is to avoid confrontations with Towers and lure your enemy into them as best as possible. By adding percentaged based da
I agree with your points on Erebus and Regulus. Erebus right now is the most overpowered and abusable demigod. Unlike other generals, it doesn't take anything to get minions besides being in range of dying creeps. Mist is also retarded. It makes you invulnerable, clears debuffs, damages enemies and heals your minions, AND your abilities recharge while you're in it. At the cost of what? A little mana over time, and immobility. Regulus being able to outrange towers is also dumb
Also, with war rank, new fortresses pop up around your base. Why not new towers as well?
If he was a dev, the first expansion would have been out already. Nice ideas dude, keep them coming.
Towers need a significant boost during late game. The way you can chase someone into their base, finish them off, then walk away pretty much unscathed is complete BS.
1 Pounce 2 Inner Grace 3 Healing Wind 4 Pounce II 5 Heal 6 Healing Wind II 7 Pounce III 8 Heal II 9 Inner Grace II 10 Pounce IV I like passive healing more. If I play smartly then I will never put myself in a situation where I say "man, I wish my Heal healed 300 more hp!"