Okay, I checked the lua code: - For XP, the only thing that matters is that you are either the killer (your minions don't count) or you are in the radius when the unit dies. It doesn't matter who killed it. A fixed ammount of XP gets shared out between the killer and every ally in radius of the death. - For Gold, each unit has a bounty value, that can be granted. When a unit gets killed, it gets checked if the whole enemy army (eg. all enemy heroes and minions) have done more
Anarchy
The game is pretty decent in concept, however: - The load times, and the times the AI takes to make their turns are ridiculous. Sometimes you have nothing to do for 3 turns and you are like "Click next turn", wait 30 sec., click, wait 30 sec., click ... Every time you start a battle, you can go fix yourself some food it takes that long to load the battlefield. - The combat AI is idiotic. I sometimes have the feeling it just moves around at random. You can beat armies that mass
Stupidity should not be rewarded, so no :)
Imho either: - Increase the cooldown to at least 60 sec. - Lower the speed of the regen massively, so you actually have to stay out of combat longer than just a few sec. - Remove the item. Or all of the above :)
Yeah, I am really interested in what the exact mechanics are and where they differ between XP and Gold. In the Strategy Forum I found this: - Flags split xp to every allied DG in (short) range of a cap. Portal Grunts split xp and gold per Micah below. Minions give no xp or gold when killed. Teams should split lanes to farm grunts and cap flags. Minions are great because they reward your opponents nothing when they die but while a
Shield just gets worse the more the game shifts from burst damage to sustained high dps. In the early game its great because you can protect people from being bursted down by effectively giving them a larger HP pool. Late game when everybody has high hp and armor anyways, Sednas Heal just outshines. QoT and Sedna shouldn't be compared so directly though i think, simply reducing it to Heal vs. Bramble. Sedna is more of a Assassin/Supporter combo, while QoT is more of a Pusher/Supporter
I think this thing really needs a range limitation. Being able to farm a lane on the opposite side of the map just through this is really ridiculous.
On the one hand, I don't think the power of minion builds has been fully explored yet, you can do a lot of crazy things by splitting your minions up, pushing/scouting in multiple places. Thats just really hard to do though, thanks to not really great UI and stupid pathing. On the other hand I agree that minions are kinda weak. Especially I think the upgraded versions are not really worth it. I think the damage is okayish, but what InfiniteVengeance suggested would be a good idea to ma
Maybe it should be called "New Players Counceling" or something :) Because if you just call the game "Newb Training", it looks the same as a "Newbs only" game, and people might not be expecting to be pelted with advice :) Also it could be nice to make this something like a weekly event, maybe twice a week, once for EU and once for US times.
Killing Demigods is not the only way you can contribute to a win. Besides, with QoT you always have a hard time killing people which are retreating early, you don't really have a lot of burst damage and your only slow comes very late and is pretty unreliable.
Oh man, I shouldn't even answer to you... - I should have been more specific, you do recieve xp for standing next to dying creeps, but you get significantly more XP if you kill them yourself, as you can read in the strategy forum. You can also easily test this yourself, get TB and once let the first wave kill each other and once AE them down, and see what gets you more XP. Blasting the creepwave gives you about double the XP than not doing it. - You don't even need Healthpots,
- Creeps killed by towers give you no XP or gold, so if you just sit behind your towers, you will earn less XP and get outleveled/econed, especially if the other side has a few +exp or +gold flags/upgrades. - If you are 2 vs 1 against one regulus you will not only hold the flag, you will also keep the 1 Reg almost completely useless by the harrassment you can do. You will also push, killing their towers, etc. Take UB and Sedna for example, UB runs in takes a few hits from Tower and Re
From Chrome earlier: [quote]I'm saying that a coordinated Regulus team will beat any other kind of coordinated team.[/quote] You: [quote]You also talking about a custome game hoping your allies pick a sedna setup, it won't always happen, if your the 3 regs making the team it's just win.[/quote] Maybe you should start reading first. And yes, if I am in a custom game and see 3 regulus picked, I will select Sedna or QoT Also, why do I argue with somebody c
[quote]We're continuing to work on the problems, but we're not going to kill ourselves for you. [/quote] Fail! [e digicons]}:)[/e] Seriously I think that many things which people experience as network problems are mainly related to the stupid "Surrender" feature which is not there. Most of the droppers are not actually network related. So I have hopes that 1.01 will remedy that. Also, supposedly lag problems will get better with lesser bandwith usage. The (hopefully)
I think it would be good if UB flips the enemy a finger every time it casts spit. I think this is an important feature to add and I demand it.
[quote who="IIXII" reply="25" id="2229791"] Relying on everyone being at max range is daft, you can get one volley off as close as you can for (750) AND THEN HAVE TIME FOR COOLDOWNS TO COME OFF BEFORE THEY GET OUT OF RANGE AND POPPING ANOTHER VOLLEY. Think before posting.[/quote] Ooh my, guess what, in the time you take to get your Snipe off cooldown, my Sedna has healed me twice. Also, I am Rook, I will just eat a tower. [quote]No you will get warscore with the favour it
Also keep in mind that a Regulus in close combat doesn't contribute much sniping power in that special point. To do that huge burst you need multiple Regs as far away from the enemy as possible. If they hide behind towers let them, farm their creeps, let your creeps die against their towers, cap all the flags you can reach. Also, I would like to see how two Regs hold a lane early to mid game, against lets say a UB and Sedna, or really any combo with a support hero, while lets
So you are actually proposing that gimping in the middle of the map or at your base crystal doing nothing but doing 750 dmg snipes will actually get you kills against a coordinated team? Thats totally laughable, a single Sedna can outheal that, hell even Monks can almost outheal that. Get some HP items, don't let yourself get low, good to go. Further, by totally giving up map control that way, not only do you loose important bonuses like 10% XP, you also massively fall behind in warsc
What all you "nerf snipe" shouters are basically saying that by stacking Regs a coordinated team can own a non-coordinated one. Big news, a coordinated team will always win over randoms. Also, you make it sound like reg can just do everything at once, kite you, snipe you, lay mines, everything of course immediately in the early game. I don't see any problems for a coordinated team with the proper setup beating triple Reg, because there is no chance in hell you'll maintain early map or
Besides, if you are complaining about TB not being able to creep from range, try playing Sedna, and see how many ranged options you have there. Or maybe just specc something else than "I am too stupid to change form"-builds.
Yeah man, TB is really severely lacking in AoE options. Oh wait ...
I am on 64bit vista too, and get occasional crashes, mostly when I have played a few games in a row. I'll try running the game in xp compatibility mode for a bit, see if that helps.
Well, I wouldn't be complaining about the occassional lag or drop or whatever. But 90% of all games not even going to completion is pretty harsh. Basically, most of the games I have tried now, somebody 30-secs. out in the first minute, and then people rapidly follow. And if somebody of your team gets kicked you have lost anyways because the AI just can't hold up. Some games don't even go up because of "connecting to players". If you are telling me this is supposed to get better soon,
Dear Demigod People :) I just pruchased your game, and the impressions from the first 10 games has been horrendous. Of those 10 games, I was able to play 1 without any problems. 6 games ended with chain-dropping people, every time resulting in a 30 sec. disconnect screen popping up. 2 games did not even start because it hung forever in "connecting to other players". 1 game was so laggy? that I had about 1 frame per second, and couldn't even properly control my character. 1 game (singl