Demigods: Offensive ability balance

Following the example set by our dear friend oak!

Right now Oak seems to be the only balanced demi to me. The main part of every single one of his abilities is %based or a flat effect and thus usable throughout the game regardless of level and equipment (not entirely but far more than straight number abilities).

What i'm trying to say is that other characters abilities that do damage etc. i.e. The spit and life steal abilities for UB, Snipe/Mines for Regulus etc. dont scale well.

Snipe would be far better late game if it was:

lvl 1: deals 150-300% of weapon damage depending on range (more damage @ longer range)

lvl 2: deals 200-400% of weapon damage depending on range 

lvl 3: deals 250-500% of weapon damage depending on range

lvl 4: deals 300-600% of weapon damage depending on range

lvl 5: the current stun passive at the end of the snipe line.

If abilities ignored armor for all % of weapon damage based abilities then lvl 4 snipe could deal upwards of 2k damage on a retreating foe. Making it the finisher it is supposed to be, as it is snipe is pretty useless once lvl 17+ is reached, same for other abilities.

Mines could do

lvl 1: 100% of weapon damage

lvl2: 200% of weapon damage

lvl3: 400% of weapon damage

lvl4: 3x400% of weapon damage +30% slow

 

With items are they are at the moment; offensive capability is too low and defensive too high when the game degenerates into an autoattack fest with lifestealing for great justice. Other than stuns oak is the only character with abilities that can turn the tide of a battle at that point; his sheild, buff, debuff and ocassionally even last stand are incredible even at lvl 25 with uber items.

Diminishing returns on stuns, wow style, would be a good thing. Something like every time you are stunned, for the next 30 seconds it upgrades your (hidden) immunity rank. Rank 0 - Full stun time, Rank 1 - Half stun time Rank 2 - Quater Stun time Rank 3 - Full time but 50% movement + attack speed instead of stun Rank 4 - Half time, 50% movement + attack speed Rank 5 - No effect.

Each stun would reset the 30 second timer.

 

Just some ideas i thought i'd throw out there

 

2,095 views 15 replies
Reply #1 Top

Making spell damage depend on weapon damage messes up the itemization - you'd go for +weapon damage items despite playing a caster build. However, weapon damage should go into skills that are clearly weapon based - Snipe, Hammer Smash, etc.

Reply #2 Top

Well until there are any +spell damage items i dont see how its any different...

The idea isnt based around weapon damage, thats just the examples, its more about making skills scale better so that by the end of the game everyone isnt just autoattacking because using direct damage skills becomes a disadvantage....

Reply #3 Top

There are -cooldown and +mana (regen and base) items, which are specifically geared for casters. Gearing with these items makes using spells useful even in the endgame.

Reply #4 Top

which promotes a stunlock fest =/ hence the reasoning behind the second suggestion

Reply #5 Top

Stuns aren't that prevalent, and they all have reduced effectiveness against demigods. Not to mention they all have very large mana costs compared to the actual damage they deal - stun locking one demigod takes several demigods working together, which leaves the rest of the other team to roam free.

Reply #6 Top

Agreed.

 

When I'm hitting for 200-300, a snipe with a cast time that only does 600-800 is a bit 'meh'. Particularly on a DG with a built in snare.  If you're winning the fight enough that the snipe will end it, then they're probably not getting away from you anyway.

Reply #7 Top

I disagree with those that think the -cooldown items are sufficient. They're not. You're still doing crappy damage in the super late game, even if it is on a 24% better cooldown - which is negligible considering I can get +200% weapon damage as a melee hero. And mana cost is an even bigger joke, as it's ridiculously easy to pump your regen to the point where you practically have infinite mana. Or simply upgrade your storage so you can cast each of your spells 10 times before needing to recharge.

+Spell Damage items that are better than +weapon damage would be helpful and alleviate this.

Reply #8 Top

Alot of the demigods are balancesd and stay strong in late game. Take Rook with the combo of stun and roll he can quickly finish off most DG's. unclean beast's stun allows him to chase after guys then stun to finish them. Torchbearer's nova's together make a quick kill of all nearby units and allows him to do firebolt and other m moves to finish. Reguluss and kill a wave of attackers with mines than use snipe to kill fleeing units. it may not do as much but thats why u have to make sure they have enough damage. Erebus I guess is alittle underpowered in late even though I never actually finished a game with him because I hate him.

Reply #9 Top

Most of that is true, but I still think melee heroes scale far better than the casters do at this point.

I can go from 300 damage to 600 as a melee hero, and also go from 19% attack speed to over 100%. Add those together and you've got a 200% increase in damage for a melee hero. Now factor in armor and mirror effects - I can get 100 damage reflected onto anything attacking me, and have 75% armor mitigation WITH 25% damage resistance and/or 25% evade.

However for casters, I can't even upgrade my spell damage. Yes, you can do all of that I mentioned above here too, but I shouldn't be stat whoring with every character I play. I should be forced to adapt my strategy and upgrade my spells. Otherwise replayability will suck as everyone goes for +weapon damage and +attack speed late game. It basically turns all the heroes into clones of eachother once you hit 25.

Just my 2 cents.

Reply #10 Top

well they did say that they didn't have time to make it balanced, I guess casters should be upped a bit.

Reply #11 Top

Yup. I just want to make sure the devs understand that casters vs. melee is in no way balanced at the moment.

I'd be curious to see what balance changes they made in a more updated version.

Reply #12 Top

Quoting ZeratulTheDT, reply 9
I can go from 300 damage to 600 as a melee hero, and also go from 19% attack speed to over 100%. Add those together and you've got a 200% increase in damage for a melee hero. Now factor in armor and mirror effects - I can get 100 damage reflected onto anything attacking me, and have 75% armor mitigation WITH 25% damage resistance and/or 25% evade.
End of ZeratulTheDT's quote

I really doubt you'll get ALL of that. You don't have enough equipment slots to do it.

Reply #13 Top

Yeah you do.

Put the 30% attack speed and circle of fire in your potion slot.

Put the 25% dodge and 40% move speed in another potion slot.

Put 3 pieces of armor and 2 weapons in the other slots.

You now have 80% + attack speed, 25% dodge, 75% mitigation and 60+ damage mirror effects. Oh, and 500ish damage that you can double to 1,000 by putting the unmaker or w/e in the final potion slot.

And all of these items DEFINITELY have the feel that they were designed for melee. When was the last time that you put damage reflection, +weapon damage or armor on a mage?

Edit: The above item references aren't exact, but you see my point

Reply #14 Top

Now there's your problem - you're playing in an imaginary unlimited gold version of Demigod. Even getting the armors will take you half a match, and the 75% mitigation is by no means guaranteed - you'll need a good base armor value to get there and not every Demigod has that.

Maybe if the game goes on for hours auto-attack heroes have the advantage. That's immaterial when during the actual game they scale just as well as casters.

Reply #15 Top

No, I'm just assuming I'll kick the ass of my opposing Demigods to get gold or make it to the late game. One of the two always happens. Play me sometime with my "imaginary" armor set. It'll be kicking you back to your spawn point and laughing at you at the same time. I've played 3 games today alone with the exact armor setup I just mentioned - not so "imaginary" to me.

And forgive me, I meant 70% armor mitigation, which is an excercise in simplicity to get for any Demigod. I've had a Torchbearer at 69%, no problemo.