OMG_blackmage OMG_blackmage

The minion topic Attack and Defense

The minion topic Attack and Defense

 

Well lets get this started…..

First monks were overpowered as they heal by percent, and people wanted it turned into a base number; which after a point would make monks completely useless and wouldn’t stop hp stacking as long as we continued to have a hp flag and sigils.

Secondly some people said they either wanted idols either taken out of the game (Fuck each and everyone one of you!) Or let them be bought by every Demigod and not just generals. I find this amazing as doing this won’t seem to make Assassins overpowered, while suggesting giving Blade of the serpent to Generals will somehow break this game. The way split put it “No demigod should have both infinite mana and healing at the same time.” So if giving General Bots will break this game, then so should giving every demigod idols, and if idols were removed then I for one would stop playing all together.

 

Now even with all the bugs in this game; siege is overpowered to, what the hell? Ok, so it takes 15 AA to kill them, but I don’t want them dropped in three or four damn hits. How about we also add them to that and just have one idol or special unit give the same amount of gold as one would get from killing a demigod, I mean that should be fair to then. What next? You want berserkers to die in one hit, no wait how about unmulchable shamblers? No I got it Yeti’s that can only attack anything that moves (Ok that just may as well be an improvement.)

 

You have to react when cats and giants are attacking your towers so why shouldn’t you have to when minions are? Another thing is why the hell are you leaving a general alone to build their army?

17,123 views 62 replies
Reply #26 Top

Quoting Teseer, reply 25
I would love if they had a lot less health (except minos) but the monks (etc) could heal a LOT of their health.

Man, I like that idea. I might look in to some sort of mod...

Edit: And increase the range of Priests so they can heal Minos on the fronts.

Edit 2: Come to think of it, if you made priests only effect grunts and minions but made their heal very strong for them, you could back up a giant wave really well! Assign a priest to each giant of a wave. That would be nice, would make it feel a LOT more general like when you use your minions to strengthen the normal grunt waves.
End of Teseer's quote

You see not how people would start bitching about this especially as soon as cats hit the field?

 

Edit

There is nothing that can be done that will satisfy ever.

Reply #28 Top

mmm, I was thinking about a mod some time ago(I looked into the datafiles) and it might be doable. Although I'm a lousy modder most of these things are just stat changes anyway. 

I only really have a problem getting generals to be able to buy two or three of a kind. Because I fear it might involve some UI changes. 

 

EDIT: the monk healing is very well documented so this should be possible.

EDIT2: I tried to change how their AI works, no dice. Well now I think about it it wouldnt work anyway since you could just manually order them to heal you.

EDIT3: I did got the 3 minos, 2 gunners, 1 monk change working.

EDIT4: Still struggling trying to mod this in but I did find how citadel upgrades are defined, so that would be pretty cool for an expanded mod.

Reply #29 Top

Doing flat heals for monks makes them more overpowered. Seriously. Pick a number. Let's say 200/400/600/800. That sounds balanced... right? Now every general ever will get Bishops before every other item because 800 heals every 8 seconds is huge @ level 5 (and imagine Sedna, who would get a whooping 1200 heal).

What we really need to do is make it so that if you take damage from another demigod (that isn't any form of Damage over Time: Spit, Plague, Queen Death Effect, etc. Not minions or towers either. Raw instant-damage skills or Autoattack only) from 2 seconds in the past then you heal only half as much as you normally would. This really hurts Sedna, I will flat-out admit (and makes Counter Healing "not that great"). This increases item diversity a lot (now going Banded + Scaled Helm means that you can push another General off of a flag... but they'll heal and come back and take it back a minute later) and is a subtle nerf to HP-stacking and monk-splitting without being OMGWTFPWNT.

Sedna would need to be redesigned as follows:

Healing Wind II. Currently makes monks heal 50% more. Instead, if she has the "in combat" debuff she heals normal amounts and if she is out of combat they heal 50% more.

Counter Healing. Currently makes opponent monks unable to heal. Instead, keep the unable to heal debuff for opponents and make monks in her Healing Wind aura immune to the "in combat" debuff.

 

If you don't have the "in combat immunity" benefit for Counter Healing then Sedna will really struggle against UB and Erebus. She would also have been slightly nerfed against Assassins levels 5-7, though I THINK she would perform better against another General.

 

If you make only 1 monk come per summon you need to make sure it has more HP. Monks drop really fast end-game as it is. You don't need your one and only monk dying in half a second and being screwed for the next 20.

 

And, again. The only nerf minions really need is to be unable to attack your citadel. Making minion items ineffective past a certain range is optional but not really required (esp in conjunction with not being able to attack your citadel).

Or. We need to add a giant anti-minion death laser to the top of the citadel D:

Reply #30 Top

Honestly, I'd be happy with ANY change right now.

Reply #31 Top

Patch notes 1.25 -- Due to complaints that the Torchbearer's fireball skill is overpowered, the damage has been scaled to 100/200/250/300

Reply #32 Top

I don't want any changes, but changes that will work!

Reply #33 Top

Quoting Splitshadow, reply 31
Patch notes 1.25 -- Due to complaints that the Torchbearer's fireball skill is overpowered, the damage has been scaled to 100/200/250/300
End of Splitshadow's quote

I'll be happy with that!

Reply #34 Top

If you swap Fireball and Circle of Fire for Fire/Ice (and have it effect CoF instead of fireball) then I'd deal with it. Wouldn't be happy but I could deal.

Reply #35 Top

I doubt anything is going to change. Updates are released too slowly. We might possibly get the Uberfix in and that's it. Ironically, that would make minions more powerful. :P

Reply #36 Top

I'm still clinging to the hope that we might get a patch after SupCom 2. Only GPG can stomp on my hopes for this. Not you NaySayers!

Reply #37 Top

I've given up hope on demigod ever getting uodated again after that whole Oc bullshit!

Reply #38 Top

I will say, I was depressed GREATLY by Oc. I think DA was pretty well thought out and seemed to be working correctly.

...Every ability other then Blast Off! has SOME issue with it. I mean...really?

You didnt start a game and try to dispell something before releasing it? You didnt test to see if you stopped health regen with the last level of Chain Lightning?

Ughhhhhhh. I love GPG. I really do. Supreme Commander is the greatest game EVER in my mind (FA, really) and I adore Demigod but they really strain my ability to be dev loyal.

SupCom2 could be the straw that breaks my back if it's going to be as bad as I'm worried it will be.

Reply #39 Top

Quoting Teseer, reply 38
I will say, I was depressed GREATLY by Oc. I think DA was pretty well thought out and seemed to be working correctly.

...Every ability other then Blast Off! has SOME issue with it. I mean...really?

You didnt start a game and try to dispell something before releasing it? You didnt test to see if you stopped health regen with the last level of Chain Lightning?

Ughhhhhhh. I love GPG. I really do. Supreme Commander is the greatest game EVER in my mind (FA, really) and I adore Demigod but they really strain my ability to be dev loyal.

SupCom2 could be the straw that breaks my back if it's going to be as bad as I'm worried it will be.
End of Teseer's quote
its going to be worse.. I have inside info, but dont tell anyone *_* *_*

Reply #40 Top

I do have positive feelings in the sense that its HARD AS HELL to get my friends into SupCom as it takes a few months at least before they even stand a chance so maybe the dumbing down will help get them into a stratagy game to play with me for once.

But...ITS DUMBED DOWN! The Economy was the best part of SupCom and what made it amazing. A part of my soul died when I read it the first time :(

Reply #41 Top

Hahaha...dangly parts....oh wait, stick with 1.

Reply #42 Top

There is an easy answer for balancing minions...but as this game is unsupported, it will not occur. You shouldn't just be able to buy them. They should only be buyable after the first rank of the minion has achieved a certain amount of damage. If someone buys the first rank of gunner and does enough damage to go and buy the seige demolisher then fine. As for the monks, leave them as they are but require the same upgrade requirement...as they are primarily for healing and not damage it will take forever for them to be able to purchase the next rank of priest.

 

Think real hard on this and you know I'm right.

Reply #43 Top

Quoting Pfizzyhead, reply 42
There is an easy answer for balancing minions...but as this game is unsupported, it will not occur. You shouldn't just be able to buy them. They should only be buyable after the first rank of the minion has achieved a certain amount of damage. If someone buys the first rank of gunner and does enough damage to go and buy the seige demolisher then fine. As for the monks, leave them as they are but require the same upgrade requirement...as they are primarily for healing and not damage it will take forever for them to be able to purchase the next rank of priest.

 

Think real hard on this and you know I'm right.
End of Pfizzyhead's quote

No you are not, that does nothing to fix the problem. All that does is give demigods who have early hp an advantage over demigods like TB and Reg.

Reply #44 Top

I do like the idea of 1 minion instead of 2 for the shop items. Generals shouldn't all have crazy healing powers that let them heal themselves and a teammate. Demolishers have a shitton of hp, so you only need 1 to do a lot of damage before it gets killed. Minotaurs are just mine fodder anyway, taking one away won't give anyone pause.

Reply #45 Top

Honestly Hedgie, making minions unable to attack Citadel doesn't make much sense. After all, if they can tear down citadel the way they do is because they've been able to easily destroy every single defensive turret before it. Then, why not making them unable to attack turrets/forts too? It wouldn't make much sense either.

The other fix you suggest looks overly complicated.

If i'm not wrong the heal % of priests doesn't escalate that well, it goes from 10% of Monks to 15% of Bishops, so upgrading priests idols ain't that great, it's the HP stacking that makes the difference. IMHO opinion it's only a problem early game where choosing Blood of the Fallen over any other favor item makes a huge difference in monks heal due to their % based nature.

My main gripe with minions is this:

-They're supposed to add some RTS strategic depth and variety to the game, but: in good RTSs you have to take care of your units because they cost precious resources. But in Demigod you can mindlessly throw them at enemy towers/whatnot cos they respawn themselves OR at a very low mana cost, with a very litle cooldown time. In addition to this, enemy demigods gain nothing by killing them, no xp, no gold, no nothing. So this turns demigod into a bad spamfest RTS.

You can fill your inventory with minion enhancing items without caring much for your mana pool or own hp, since enemy can't reach you behind your minion wall. So, i'd really like to see an increase in idols summoning cooldown (let's say, being conservative, 45secs), and maybe a lil increase in mana cost.

This way, going for those monks healing that enemy demigod could make a difference, they'd have to wait a bit more to just respawn them, and you could concentrate on the demigod itself.

And of course lower the retardedly high hp that sieger archers/demolishers have, they're moderately gold cheap, have high ranged damage output, and yet they sometimes have higher HP than the summoning demigod itself (2 x 1575 hp siege demolisher = 3150 hp  X( ).

Ah well, i'm a crybaby.

Reply #46 Top

I pretty much agree with everything there. :D

Reply #47 Top

What is the obsession with giving gold rewards to minions? They may look like creeps but they're not. As someone eloquently put it: you don't get a reward for surviving a fireball or a spit so why should you get one for killing minions?


Regardless I do agree that minions as of now are way too cheap and change 8 will drastically increase their mana cost. Note that a good qot will actually care about her shamblers and will usually still have her starting shamblers at level 8.

Reply #48 Top

I cant summon a fireball and order it around.

A fireball cant take hits from a tower.

I cant surround you with fireballs.

Fireball will always do the same damage.

I have to cast fireball near you.

You can interrupt fireball.

Reply #49 Top

Raise mana cost

Archer/Monk- 400 mana
Gunner/Cleric- 650 mana
Canoneer/High Priest- 900 mana
Demolisher/Bishop- 1150 mana

Don't lose your idols in the field.

Problem solved.

Another idea
Citadel priests should heal more as War Rank increases, this will help assasins phenomenally.

WR 3- Monk heal quivalent
WR 5- Cleric heal equivalent
WR 7- High Priest heal equivalent
WR 9- Bishop heal equivalent

 

Reply #50 Top

The second Idea would be nice. I would like them to be automatic too. It pisses me off when one guy one your team is all NOOO! WAITTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT!

They help me as TB so fuckin much.