Early game dominance for Dark Forces in Pantheon

After playing a bit this morning and looking through the chars, it seems that Dark Forces really have a big early game advantage over light. I am not sure if this is intended, however as a light player it seems an uphill struggle for the first 5 levels.

You generally have to hope that you don't let dark get too far ahead, and once you are strong enough you can claw back the game.

 

Just looking at the abilities and from playing the chars a bit, dark gets some really useful big abilities at the start of the game :

UB - Spit (awesome skill, most damage, ranged)

Erebus - Bite (killer skill you cant get away if you get caught)

TB - Fireball (decent damage, most probably weakest for dark)

QoT - Bramble shield (can cast at start, then recast once worn off, effective 1400Hp at start!)

All of these core level 1 skills are bread and butter and work great early game.

For Light it is not so useful, most of the core skills are not immediately beneficial.

Reg - Mines (useless at start powerful at end, have to hope you can hit the enemy DG or be in close, see snipe!), Snipe (high cost and low damage up close, where you WILL die as Reg).

Sedna - Heal (most useful for Light, but not as powerful as bramble shield, prevention better than cure as they say)

Rook - Towers (useful for holding areas, but means rook has to be stationary), Hammer Strike (only good for creeps)

Oak - Penitence (low damage)

 

I think that Spit and Bite need to be scaled down a little early game. It seems that only one Light DG can really hold an area early game, that being Rook, the rest have to spend their time harassing until they can level up. Usually meaning no flag control or lack of creeps. Once past level 5 it really balances out again, but in Pantheon it is tough as early game for light seems to be most spent running back to towers.

3,902 views 8 replies
Reply #1 Top

Light side won the Pantheon last tournament.  Let's see how this one turns out before we jump to any conclusions.

Reply #2 Top

its a nice point but no...

and on a second point balance should be based on demigods, not "light" or "dark"

Reply #3 Top

and on a second point balance should be based on demigods, not "light" or "dark"

 

If you play mainly pantheon and pantheon is set out to be the main aim of the game, then the big balance question will be how the sides match up.

The arguments I have are a complete waste of time in custom, because there is a bigger picture and everyone has free choice of char.

In Pantheon, it just seems that dark has some nice early skills that light can't really counter. I think it evens up after about level 5.

Reply #4 Top

if u play mainly parth ur bad, lol loool lol   jk???

and i thought the main aim of the game was to be competitve multiplayer...

Reply #5 Top

After playing a bit this morning and looking through the chars, it seems that Dark Forces really have a big early game advantage over light. I am not sure if this is intended, however as a light player it seems an uphill struggle for the first 5 levels.

You generally have to hope that you don't let dark get too far ahead, and once you are strong enough you can claw back the game.

 

Just looking at the abilities and from playing the chars a bit, dark gets some really useful big abilities at the start of the game :

UB - Spit (awesome skill, most damage, ranged)

Erebus - Bite (killer skill you cant get away if you get caught)

TB - Fireball (decent damage, most probably weakest for dark)

QoT - Bramble shield (can cast at start, then recast once worn off, effective 1400Hp at start!)

All of these core level 1 skills are bread and butter and work great early game.

For Light it is not so useful, most of the core skills are not immediately beneficial.

Reg - Mines (useless at start powerful at end, have to hope you can hit the enemy DG or be in close, see snipe!), Snipe (high cost and low damage up close, where you WILL die as Reg).

Sedna - Heal (most useful for Light, but not as powerful as bramble shield, prevention better than cure as they say)

Rook - Towers (useful for holding areas, but means rook has to be stationary), Hammer Strike (only good for creeps)

Oak - Penitence (low damage)

 

I think that Spit and Bite need to be scaled down a little early game. It seems that only one Light DG can really hold an area early game, that being Rook, the rest have to spend their time harassing until they can level up. Usually meaning no flag control or lack of creeps. Once past level 5 it really balances out again, but in Pantheon it is tough as early game for light seems to be most spent running back to towers.
End of quote

 

i find your logic faulty. level 1 lasts what.... 1 minute into the game?! youre on level 4 just by creeping and capping a few flags.

I suggest your review your gameplay.

 

And who would skill fireball first when he gets rain of frost instead... o.o

 

 

After playing a bit this morning and looking through the chars, it seems
End of quote

Does not reassure me about your qualifications to actualy judge game balance.

Reply #6 Top

Quoting Azrailx, reply 4
if u play mainly parth ur bad, lol loool lol   jk???

and i thought the main aim of the game was to be competitve multiplayer...
End of Azrailx's quote

You are totally missing the point...

Reply #7 Top

why do towers keep rook stationary?  He can make towers to one flag (chained to his base towers) and then go to another flag.

Reply #8 Top

Hammer smash only good for creeps?  Um, no?  Fake hammersmashes are one of the best ways to make enemy demigods run away.  If they stay, finish it.  If they run off, cancel it and just start it up again when they come back.  But the fact that it's good for creeps means it's good for xp.  And get swift anklets.  Makes you faster than most demigod's base speed if they don't get speed items themselves.

Regulus mines are also good for creeps.  And 500 damage Rank 1 snipes are awesome as Regulus.  You shouldn't be using it on the guy you're fighting up-close.  Use it on the guy fighting your teammate.