noother10

noother10

Joined Member # 1600160
0 Posts 0 Replies 3,384 Reputation

I know QoT has issues with other abilities been pretty weak and costing too much. I've not really played a shield QoT, playing it normally I can do quite ok. The thing been that others have told me it gets up to 1700hp which means no one attack will take it down except maybe a hammer slame or spit DoT, but in the games I've played they seem to be able to spam it quite constantly enough to never take any damage or very little. All I am suggesting is to nerf that ability when they hopef

15 Replies 7,813 Views

Lately I've come across more and more QoT who spam their shield like there is no tomorrow. I've had Sedna + Oak take on a QoT with shield, we got up on it and it popped a shield, we pounced/penitence and also melee'd it down, and as soon as the shield went down another went up... It was impossible to do any damage and he just ran back to base. What is worse is running into a QoT with a teammate where they just spam bramble on upto 3 people at once. It is far more effective then healin

15 Replies 7,813 Views

As of late I've ran into more and more QoTs and they have been increasingly annoying. The fact they can spam 1700 hp shields on 3 people at a time, and keep casting it every 5 seconds it seems, it is basically impossible to hurt the enemy. QoT + Lord Eb = Impossible to beat, even with 3vs2... I had a Sedna with an Oak and couldn't do jack to them, not even dent them and had to retreat quite often.

35 Replies 66,546 Views

I've ran into an AI Lord Eb once... 12k HP, impossible HP Regen, towers near one of our portals + portal spawn (up to angels) + both of us players with my Lord Eb + Oak couldn't make a dent in him.

5 Replies 1,473 Views

I've played as a minion lord eb and against them. The good ones are nearly impossible to stop, and the same for oak, and is impossible to stop when their team is co-ordinated. It's fun when minions are in your base tanking your towers while the lord or oak caps your portal flag, and your their as whatever class AOEing everything. It is even more fun when you AOE the minions to half hp only to see them back up at full in seconds. I think the insane bonuses that minions pick up off thei

24 Replies 53,657 Views

The teleport to enemy seems overpowered quite easily. As others have said, most the abilities seem very OP, and if you look at other classes in the game in relation to their abilities and damage, what you've listed uses little MP for a lot of damage and abilities. I'd say change slight of hand to an ability that places an explosive on the enemy that is basically a delayed attack and combining that with a combo of sorts. There does need to be attacks he can use out of invisibility. For

13 Replies 2,432 Views

I like the general idea of it, but yeh I agree the cast times seem basically too short to interupt, and the cooldowns are pretty low for most abilities. Could you define some mana costs for these abilities? Having high mana cost can balance the low cooldowns, but still the cast times need to be lengthened a bit I think, it seems like it'd be a fluke to interupt any of them. Enraging Charge should have a more limited range. Instead of viewable range, which I'm not even sure will be pos

22 Replies 68,208 Views

1. Argyle (Melee Brawler) A. Assassin type brawler who uses his fists in his own form of martial arts. Charges head in and beats the enemy to a pulp before the enemy has any idea what has happened. His attacks range from power punches to rapid punches and chase down attacks to catch fleeing enemies. B. http://forums.demigodthegame.com/360984

65 Replies 243,553 Views

I pictured the disarmed demigod/unit blocking attacks as usually while trying to get their weapon back, instead of going head on in and punching. I did originally have ideas for knockback attacks like a few super combos that may punch someone up into the air with several hits then finished off with a large sweeping kick, sending the demigod flying backwards. But knockback attacks in this game seem mostly pointless as they are they out of range of you and can then escape or easily come

6 Replies 5,207 Views

[quote who="pseudomelon" reply="2" id="2329197"]Just out of curiosity, is Argyle named after the character from Fallout 3? or perhaps.... http://en.wikipedia.org/wiki/Argyle_%28pattern%29[/quote] It wasn't named after anything in particular, I just tried to come up with a name for him that didn't seem lame and could suit him in the game. @ gkrit Thanks for the suggestion, I've changed it. As it is a disarm I think it should prevent any attacks

6 Replies 5,207 Views

Hi, I've been inspired by some other Demigod ideas in this section of the forums and have decided to come up with my own suggestion, a Demigod that I believe will be fun to play. Summary Argyle is a melee brawler meaning he doesn't really use a weapon except for his armoued (weighted) fists and his agile but strong body. He brings on a relentless attack and won't let enemies run away easily. <span style="text-decoration: un

6 Replies 5,207 Views

Well I usually am talking about the ladder matches not custom ones, so I can't be reg. Even in some custom games, I've found the only counter agaist me playing as rook was, ignore me early game, then mid/late an UB and TB would basically stun lock me so I couldn't even boulder roll or get any attacks or potions off. Having 6 towers up, plus your own on shoulder, plus boulder plus hammerslam = many dead demigods, towers and NPCs.

82 Replies 141,858 Views

I find problems dealing with a rook with any melee type. Usually I play EB with all the health/armour/regen bonuses as well as skills for regen, bite and minions. Any non-noob rook cleans me up easy unless I am many levels above them. I end up getting hit with boulder then hammer slammed, then they've been using speed boots/divine and just run me down. If they don't use that, they just spam towers. So a two on two on the tournament ladder, usually results in me and team

82 Replies 141,858 Views