HorseStrangler

HorseStrangler

Joined Member # 3646932
21 Posts 1,659 Replies 9,490 Reputation

[quote who="Ginger Yellow" reply="19" id="2242945"]"Players who acknowledge they've been defeated shouldn't be forced to wait out a 30 minute game." If there's still 30 minutes to go before you're going to lose, you clearly haven't been defeated yet [/quote]If it takes 30 seconds to lose you clearly haven't been defeated yet. My point wasn't about a specific number, it was about being 10 kills, 4-5 levels, and several unit upgrades behind. Even at that point it can take

192 Replies 549,061 Views

[quote who="Tassadar" reply="18" id="2242924"]You dont get as much xp for beating people with lower xp, but you still get some.[/quote]I hate to be so harsh, but so? It doesn't matter if someone gets "some" exp, it matters if they get enough to get anywhere on the ladder, and if they do then that's a problem with the ladder itself. No other game I've heard of lets you climb a competitive ladder without fighting other players near the top.

192 Replies 549,061 Views

[quote who="Tassadar" reply="14" id="2242843"]If a good player that only cares about having the higest rank sees another good player in the game, he will just quit within the first 3 minutes and hope to play a noob next game. This player could possibly be higher rank then a better player, just bc he decides what battles he wants to fight. If you quit, it should be a loss, no 3 minute window.[/quote]How would that work? You get more xp for fighting higher ranked players.

192 Replies 549,061 Views

[quote who="InfiniteVengeance" reply="15" id="2242891"] Every other RTS out there lets you quit whenever you want - it's called taking a loss. In many other RTS' out there you gain control of the units and resources of people on your team who leave. In Dota you got their hero and a share of their money. In Demigod you get screwed. That's why one leaver kills the game, usually.[/quote]So you've identified the real problems and you still support this solution?</

192 Replies 549,061 Views

I don't understand the purpose of forcing players to continue playing after the game is pointless and no longer fun. Every other RTS out there lets you quit whenever you want - it's called taking a loss. The rage quit tally sounds childish (come on, rage quit is an internet meme like ICAN HAZ CHEEZEBURGERZ) and your goal here is to do what exactly? Force players to play beyond when a game is fun? Just dole out losses when someone quits, or figure out a way to make

192 Replies 549,061 Views

Flag caps work, I haven't tried other trinkets but I'm sure anything with a cast time wouldn't work, and probably nothign at all but I'm not sure. Basically it's just like oak cast a 5 sec invuln shield on you and you're stunned.

5 Replies 22,249 Views

The problem is that if you're trying to dodge them when they're airborne it's probably too late unless you were already in motion... The fact is that they have a fairly long cast time, the time between the beginning of the cast, the travel time, and the arming time is more than sufficient to escape. The real problem is that 90% of the casts in this game have incredibly subtle animations. The only decent one is hypnosis.

52 Replies 102,190 Views

Hammer Slam does bashit insane damage and applies a 50% snare late game. I don't see how you could make it easier to use without gutting the damage and/or snare. I think it's just one of those abilities that sucks all game until you hit 15 and then it gets outrageous, especially when your partners start using stuns as well. The only change I think would be fair is if its cast time increased the way its mana cost does as the ranks get higher, so that it would synch up a bit

82 Replies 141,587 Views

Also I've gotta say I'm not sold on the benefits of replays. It homogenizes people's approach to the game very quickly. On games like WC3 and Starcraft it resulted in further refinement and proliferation of things like basic unit rushes (zerglings, grunts, footmen) which is fun for some people but lowered the unit diversity of the game and gave newer players no real experience with more complex units to build their own strategies. So say someone releases replays of themsel

116 Replies 351,459 Views

Team skirmish and pantehon queues if it hasn't been mentioned, that's one of my favorite features and its absence really wrecked CnC 3 imo. Also what if Karma weren't a persistent stat? Less capacity for griefing but a player who exhibits the same behavior over and over would still be flagged the majority of the time. Even a 2-3 day time periods for it to diminish might lead people to cool off a bit, though it would largely negate the idea of good karma and it wouldn't int

116 Replies 351,459 Views

I think it reflects a greater problem which is that it's extremely easy to run out of gas early on and while people say that they think harassment should be part of the early game, Regulus or UB just hitting you with spit or snipe every time it's on cooldown without trying to kill is enough to send most heroes back to the crystal over and over. That needs to change, those abilities should be finishers, not steady damage dealers. Maybe what I want from hero design just isn't in s

63 Replies 10,919 Views

I agree wholeheartedly with the UB speed changes, but if people are concerned that he needs his high speed to counterbalance lack of durability, why not bake an increasing run speed at low health somewhere into his skills? That might be a reasonable way to balance it out (or maybe not, I dunno :)).

228 Replies 551,956 Views

I would like to see an addition to this game. There should be an option to see the items of all of your teammates. This could be vary usefull so people learn different kinds of styles to play with one Demigod. Maybe I am incorrect, but I would like to hear your idea's about it. It'd be neat to be able to see enemy items too, at the very least at the end of a match. I realize this might promote some goofy play like teleporting b

228 Replies 551,956 Views

UI Improvements for everyone : Allies Display : It's sometime hard to figure where are our allies, and how they feel. It'd be great to have a part of the UI with allies status, portrait and health. The portrait would allow to rapidly center the screen on the ally (with a click), to look around if there are some buildings to teleport to, for a gank or a help. <l

228 Replies 551,956 Views

I would wager it comes from winning games against other players, and if it helps, think of it like exp from any other game. The harder the creature you defeat, the more exp you get. You say a guy went 3-0 against another player, that would lead me to believe that he had significantly more exp than that guy did and therefore received very little for the win, as it clearly wasn't evenly matched.

7 Replies 1,870 Views