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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?

17,122 views 62 replies
Reply #51 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.
End of quote

It's not about "making sense" it's just a gameplay aspect that I think was unintended and it devolves into an NPE (Negative Playing Expierence - it's completly unrewarding for the victim and doesn't share common gameplay aspects). In general, NPE strategies should be removed or nerfed to the point where they are no longer effective. Another NPE was how Nightcrawlers could get stuck in the citadel. Sure, that could be an exploit as well and many exploits are in turn NPEs. But, still.

Defending your citadel from Spirits while your opponents are gallabanting around was the reason the Horn was initially nerfed, after all.

The issue with minions, is that it puts a time-bomb on the game. You have X amount of minutes to win before they nuke your citadel. Making them unable to target the citadel still means you can win with Giants and whatnot. And Giants will be a LOT more effective when they have no towers left, etc. And being a ninja is easier. So there are still plenty of advantages and reasons to go minion.

The other fix you suggest looks overly complicated."
End of quote

Not really. You have to use a Thread.addDebuff() call in the "takeDamage" function, wherever that is. Then in the PriestUtil or whatever you just have a buff check and adjust accordingly. It's not very hard for someone with good knowledge of the games' inner workings to do. That said, it is a bit more complicated for newbies. Plus, I'm not a /huge/ fan of a monk nerf, since the real issue is good DPS + HP Stacking + HP flag + Sigils == more effective monks which means that first 900 gold is the best 900 gold you will ever spend in terms of what you get back from it over the course of the game. I know it makes ranged characters (esp) more viable, but it really buffs UB even more and I'm not sure if we want that (even if he gets healed for less as well...).

The best nerf for monks would be for them to have a drastic reduction in their dps or make them unable to attack at all. Still hurts Sedna a lot though because the majority of her dps comes from monks :-/

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."
End of quote

Rapes Sedna. So hard. Monks drop too fast late game as it is, and a Sedna without monks is a dead Sedna. Sedna can currently dance with a UB, but a good UB will position himself so that Ooze is killing your monks. You can move your monks around as well but just moves too and, trust me, he kills them after a few seconds. You can then resummon them with half hp (damn minion HP bug), he then Ooze-rapes them and then you have no monks for the next goddamn minute.

Even though Sedna is a general, she is played like an Assassin more than every other general. Any minion nerf should not make Sedna unplayable against top tier demigods. Also Siege Gunners are her really only good counter to a Rook.

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

Right now it's 200 + 50/level.

Just so we are clear guys. Minions do /not/ scale.

http://demigod.wikia.com/wiki/Priest

http://demigod.wikia.com/wiki/Siege_Archer

 

900 gold -> 2700 gold (3x) and Priests heal 50% more, do 50% more damage, have 50% more hp and heal other units 40% more. They do attack 250% faster though D:

350 gold -> 1850 gold (5.25x) and Minotaurs do 2.5x damage, 2.5x hp, +600 Armor, +10% attack speed

550 gold -> 2050 gold (4x) and Siege Gunners do 2x damage, 2x hp, +10% attack speed

 

Plus, remember that people are getting armor and stuff. High-level minions are NOT a cheap investment and they aren't THAT much better than what they had before. The fact that their mana costs double from tier 1 to 4 is more than enough. Plus, the only minion-idol that is super-effective is the Demolisher, which is 2000 gold. You can get NR or early Priests (which counter minion builds somewhat decently. Priests kill minions for you, and also they help you push. Minion builds also tend to lack a good AoE, unless they are Queen. It does give them more souls to throw at you in the case of nightwalkers and spirits, so there is that :-/) or even an extra point in FS.

Spirits (esp) and Nightwalkers are just as effective at raping towers and demigods as Demolishers and cost no or very little mana. A nerf that you propose here would just mean that minion builds only get tier 2 minions at most and then invest the rest in buggy minion items.

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

End of quote

Priests biggest asset is the fact they do massive, utterly massive dps, esp when they clump together. They do more damage to Demigods than Catapults -.-

Citadel priests should heal more as War Rank increases, this will help assasins phenomenally.
End of quote

Assassins need help phenomenally? Not really.

Rook is completely competitive, and if you monk split with him his towers make sure they stay alive against everyone but TB. He has the largest health pool in the game and already benefits the most from monks.

UB is completely competitive and you do not want to be giving UB 44% healing with Sedna. (Sedna gets Bishops + Heailng Wind, + Citadel Priests). Seriously. I don't think you want him regaining /HALF/ of his hp every 10 seconds. Espiecially if he sigils.

Reg should never be in melee range or taking damage anyway if he can help it and the only thing that priests will do will be healing off Spit/Pentitence/Fireball/whatever. Plus, he has a tiny hp pool larger priest heals barely benefit him. Plus, his weak AA will get healed off by monks AND priest now. Terrific!

TB already is competitive if you play him not like a retard and also has a similar style with Reg in that he is only healing off ranged harrassment abilities. The reason TB loves Priests is because of the dps they give him in conjunction with all his other ranged damage abilities and Fire Aura.

DA won't benefit much from Priest heals due to a small health pool and he is arguably the one most in need of it (weakest melee demigod in the game currently).

Generals:

Erebus... larger priest heals + Bite...?

Sedna. Healing Wind. Oh shit, Sedna will never die.

Oak. Large health pool for a general, already strong

Queen. Small health pool means that larger heals won't help her much and already makes her pathetic dps even more useless

Occ. Massive health pool.

 

---

I know I bring Sedna up a lot and that's because I have the most expierence with her, she is my favorite/best demigod and I'm one of the top Sedna's in the game so I feel like I have a bit of authority to her when it comes to balance compared to other people. That said, I think Sedna has a great power level: she has counters, she doesn't OMGWTFPWN everything on contact, and yet is a great asset to the team, can compete with tier 1 demigods and can hold lanes, etc.

I don't think that anyone thinks that Sedna needs a nerf, and I don't really think she needs a buff either (except a slight increase in her armor/level to make her more competitive end-game). I'm extremely wary about any changes to monks because that /really/ affects Sedna since Sedna is soooo dependent on them as it is. Anything but a superficial change can either make her unplayable or overpowered.

Reply #52 Top

Quoting Teseer, reply 48
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.
End of Teseer's quote

Fire and ice makes the damage of a firebal change, and a fireball casted will follow you all the way back to a crystal. So lets change those things also.

Reply #53 Top

You missed the point again.

Unless pent/debilitating flag is goin on, the Fireball will ALWAYS do the same damage. A minion can do an unlimited amount based on its life.

You have to be in RANGE to start the cast.

Reply #54 Top

Hedgie just raped both sides of the argument....

Reply #55 Top

How?

Nothing I really want was touched.

Remove minions. Give priests auto at WR 3. That's what I want.

Reply #56 Top

Quoting Teseer, reply 55
How?

Nothing I really want was touched.

Remove minions. Give priests auto at WR 3. That's what I want.
End of Teseer's quote

Keep minions or revamp them, anything else I could care less about. Because some abuse a way of playing doesn't mean it should be removed. I can think of atleast  skill from every demigod that needs to be removed then.

Reply #57 Top

Yeah. A Demigod. Not across 5.

Edit: I give debating with you. You jump subjects and I just cant keep up with where your going and my points are missed over and over. It makes my head hurt.

Reply #58 Top

Quoting synnworld, reply 52

Quoting Teseer, reply 48I 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.
Fire and ice makes the damage of a firebal change, and a fireball casted will follow you all the way back to a crystal. So lets change those things also.
End of synnworld's quote

1350 damage late game is pathetic unless you do certain combinations of demigod with good synergy where end-game burst is actually useful. If you're getting it level 15 it's not so bad, but if you get it at level 20 people are walking around with Bulwarks and Akshandors. Now, you're TB so you're a few levels ahead so there is that. But still, in 5 minutes they will have them.

Remove minions. Give priests auto at WR 3. That's what I want.
End of quote

In all assassin games, who are the two strongest demigods? Reg and UB.

Reg will snipe your ass so many times you will have to go to the crysal. UB will just spit on you until you die.

When the game was released, everyone and their mother thought Spit was completely OP. Why? Because everyone speed stacked and no one bought monks. Spit does MASSIVE damage, espiecially when taken into account damage/mana. It's drawbacks is that it is DoT rather than burst, a lot of stuff cures it, and then also you can use monks to heal it off. Removing monks early game gives those two demigods (in particular) a massive advantage because the best early-game counter to both of those abilities are monks. 

Now, I'm totally okay with a buff to Regulus, even though his early-game isn't too bad (levels 1-4) as it is.

Remove monks and Reg + UB become the new killer tier 1 duo.

A lot of skills would have to be reworked as well.

Like I've said, Sedna needs monks. Remove those and you need to seriously buff her regen and passive stats because she is the worst demigod in terms of effective health and armor for melee and her dps sucks too. Rook has worse armor, but, he has about 50% more hp.

Speaking of Rook, Rook would be nigh unstoppable except for a Reg or a TB. If you so much as walk away from your tower (even to get regen!) it'll drop, then he'll advance to your gold flag. Now you STILL aren't getting priest heals because you're out of the creep wave.

Queen becomes even worse, since one of her advantages is taking a little bit of damage, shielding, then letting the monks heal her while shield absorbs damage.

Erebus, Queen and Sedna all have major dps issues without minions. Monks contribute a lot of dps for Sedna and Queen (esp in conjunction with Ground Spikes) and Erebus' minion horde as well.

In a pinch, all the generals would need a nice stat increase to basically UB's level in order to compete.

Reply #59 Top

Good grief Hedgie, you have created the great wall of text. There will only be 5 posts on this page :rofl:  

But in all seriousness, everything you've said is correct. There is no real simple fix to balance issues because Demigod is a complex system where any one action causes multiple unexpected reactions.

Reply #60 Top

Quoting Teseer, reply 57
Yeah. A Demigod. Not across 5.

Edit: I give debating with you. You jump subjects and I just cant keep up with where your going and my points are missed over and over. It makes my head hurt.
End of Teseer's quote

I get your point, I'm just using another point to disprove your point.

Reply #61 Top

uhm lol no, reg sucks in all assasins games too.

ITS UB/ROOK/ROOK. 

 

But yes removing minions is stupid. It's also walking away from a very interesting design dilemna.

Reply #62 Top

Quoting lifekatana, reply 61
uhm lol no, reg sucks in all assasins games too.

ITS UB/ROOK/ROOK. 

 

But yes removing minions is stupid. It's also walking away from a very interesting design dilemna.
End of lifekatana's quote

Uh... Reg just can sit back and snipe Rook all friggin' day. Just stand by his mana tower for the xp. 90% of the time any citadel priests you purchase will just walk past Rook and won't heal him, and even if that isn't the case Heavan's Wrath nukes every other priest wave. Even though Rook has like 20 hps getting 10% of your hp back every ... minute while getting sniped every 10 seconds means you aren't going to be able to stay very long and your towers are useless.

Plus, Reg can also just mine your towers to death but that's less effective than constant sniping the entire game in my opinion.