Unclean Beast Bestial Wrath The Unclean Beast still does inordinate damage with this ability and even a minor attack damage item. Combined with more powerful items and the Beast`s raw attack speeds, his damage potential is a magnitude greater than what it needs to be, such that any other abilities of the character seem inconsequential and unnecessary. I would try lowering the percentage damage bonus to 100%, 150%, and finally 20
WarlokLord
[quote who="Tridus" reply="18" id="1961265"] Amazon.ca is pathetically lame.[/quote] Yep - their inventory is remarkably piddly compared to that of the US parent - 99% (no exaggeration) of the things I search for and find on the .com site are unavailable/MIA on the .ca site.
Do we have an updated eta for Beta 2? I shouldn`t be so impatient... but I`m impatient... (grin) (impatiently)
Non-Teleport Immobility Whilst in the guts of the enemy fortress area on Mine with my Torch Bearer I encountered a circumstance where after/during a particularly hectic combat my Demigod was unable to move. I could teleport with the Elven cloak and scrolls, but nothing reset or freed my character. I let him die... which returned things to normal. Perhaps with the busy circumstance I had been stuck in place by a minion, and perha
Torch Bearer Double-Cast I can initiate a second incidence of Rain Of Ice (or whatever its called) by designating a target that is out of range for the spell, then re-using the ability before the storm has occurred. Worked with the tier 1 ability.
Another New Series Of Item (Fairly Critical In Scope) Items Of Dispel -usage Dispels all negative effects on a single friendly target -unlimited uses -user must click to select, then click a target of the Dispel -instantaneous -super-long recharge time (average is 100 seconds, minimum is 35 seconds) -different items of this type have different casting ranges, different recharge
[quote who="NelsMonsterX" reply="6" id="1957719"]I never played the first one but I'm getting more and more interested in the sequel the more I hear about it. [/quote] If you can still find a copy, it is *still* a worthy experience... don`t let sprite graphics fool you.
[quote who="EviliroN" reply="8" id="1956521"]Oh, Annatar, right so often, yet so wrong. french. -1 karma Aren't Canada, USA, and Mexico all the same DVD region? Or is it the problem that Canada's government officially is bilingual? It's kind of silly that Amazon will refuse to make money. [/quote] Well, thats right - thats why I find it wierd and silly that all of a sudden I cannot order an english-only version of something... . Canada is bilingual,
Demigod is a terrifically fun action contest right now. I think we need to be careful when speaking of complicating things, particularly in regards to the item system. Introducing a myriad of item and item modification options I think will drag down & dilute the action. I would rather not indulge in a ragdoll alchemy construction puzzle when I could and should be venturing forth and utilizing my abilities to crush enemies. You`d be shifting focus from combat to item equipping. <
[quote who="Annatar11" reply="3" id="1955730"]Stardock can't send out boxes of other publishers, though All they have rights to sell are the digital versions of all the games. The only boxes they can send out are the ones they make themselves for their games. [/quote] Yea I know - I`m more fuming over the sudden distinction of "region". The US and Canada have always been the North American region as far as I can recall... until now. Terrifically inconvenient and nonsensical.
Impulse offers Sacred 2 for sale, digital download only. If they offered to ship out a boxed copy as with Sins and Demigod I would have ordered it immediately, especially after my experience with Amazon. Here in Canada we are forced to sit and wait for a stupid bilingual edition of the game. Part of this enforcement is the concept to Amazon.com that we are a seperate region from the rest of North America, and they therefore cannot fulfill my order of the english version that is alread
Rook Towers I like the The Rook in the new beta, even though I think a *very* top tier 1200 point Hammer Slam is still appropriate, but I find something lacking in his Towers now. It doesn`t feel right that with a finite limit on the # of Towers he can raise, that those Towers are of finite duration. I prefer the original "forever" duration - unless he raises a new one in excess of his maximum. The finite #s of Towers in existen
[quote who="Nights Edge" reply="20" id="1954861"]What about an item that gave nearby creeps a bonus against a particular Demigod?[/quote] Thats a really good idea. Giving creeps/minions some specific bonus versus specific Demigods sounds like it changes a dynamic of play - powerful Demigods might suddenly need to treat such escorted/buffed popcorn/swordfodder with more ample fear & respect. Example: All friendly creep Angels/Demons within
[quote who="lprometheus" reply="16" id="1954578"] Let's definitely bear in mind that these arenas ARE artificial. That is, the gods have placed these arenas specifically so that the Demigods can vie for the favor of the gods to ascend. It's not like Supreme Commander or even Warcraft where there's this chunk of territory you're trying to conquer. The flags play right into the God's arena the all father placed items in the arena and only a ascend DG will have
Thanks I don`t think anyone has thanked you yet for implementing proper flying mechanics for aerial units. Its very nice and appropriate to see the angels and demons *flying* across chasms to engage targets in their sphere of awareness. Seems to work well mechanically/balance-wise too. Nice code evolution: keep it in. Be interesting to see the Vampire Lord transform and fly in similar fashion, or perhaps some other Demigod. But
Tower/Structure Hesitation Often after I command the Demigod to attack a proximal structure, he/she/it hesitates for about a full second or two before actually engaging the target. This is not the aforementioned inability to path to a target, it is something distinct, to the best of my observation. Supplementarily, if I command The Rook to Hammer Slam a structure which he is still hesitating to attack, his hammer often falls to
New Items Gauntlet/Ring Of Melee Carnage -all Demigods within a 30 foot radius, enemy or friendly, gain 20% Evasion. -only the user gains 25% damage. Ring Of Scholars -gold gained is cut by 30% for user -experience gained is increased by 20% for user Ring Of Riches -experience is cut by 20% for user -gold gained is increased by 40% for user Staff Of Sorcerous Whelm -+25% to dama
Colossus-Class Pathing The larger the Demigod or Minion, the more likely they can get stuck. This seems particularly acute with Demigods and Minions intermingling. What seems to be happening is that either entity jiggers about and winds up partially inside the other, causing both to be immobile. When one of the two is slain, that frees up the other to resume normal movement. Perhaps an inelegant solution is
[quote who="lprometheus" reply="9" id="1954430"]Ok guys are you all complete idiots?? The rings against Demigods are a must for this game. Every great RTS has a counter so this is a great idea to balance the playing field. And the reason most of RPG cry babies don’t like is you don’t want to use your mind like an RTS player you want one over powered attack like ice stun so man up girls. On the note of the towers transforming to structures I think this is the best idea to date we n
[quote who="TheBigOne" reply="6" id="1954240"]I've thought about it again, if you really want to make it skillful there shouldn't be 8 items which gives a buff versus a specific demigod but Items which gives a temporal buff vs exactly 1 of your enemies when some conditions are met. For Example the next guy who casts a spell on you becomes your "Archenemy" and everytime he casts a spell on you he gets 500 Damage. Then there could be an "Revenge" Item which lets you deal more damage vs th
I like your Ring Of The Crucifix example. I can definitely warm up to the overall concept *IF* these items are unique and part of a completely random pool on a per play basis. If they are not, then I would definitely prefer items that bestow buffs or penalties on a general 'class' basis - by category of ability than by specific name. In that latter instance, Ring Of The Crucifix might offer protection versus the Dead and Spirits wielded by The Oak and The Vampire Lord, but not limited to them
[quote who="Nights Edge" reply="17" id="1953649"] Edit: I missed this the first time though: "[SUGGESTION] A compromise: if you introduce such items, make them unique." What if all artifacts were unique? It would bring a long-term useful benefit to controlling the artifact shop flag - get the item you want or deny it to enemies. As it is you just have to make a push in that direction when you have enough gold to buy your artifact, and ignore it the rest of the
DatonKallandor, Good point with Limb Counts (!). The same applies to wielding a gazillion weapons or wearing multiple cloaks (2 cloaks max. would be fine...). Of course, some measure of allowance might need to be made concerning the exact physical nature of the Demigod, whether or not it is a standard human form. Maybe that would get complex fast? Frogboy, Demigod or entity-specific items could be problematic to balance, purchase-wise and therefore game-wise
[quote who="OrleanKnight" reply="3" id="1952886"] If I was to buy a ring that would weaken the Armor of a Rook, it should only weaken the armor of a Rook and no other Demigod. We all know, a Torch Bearer or perhaps even a General without the right Armor is just a walking piece of paper ready to be torn apart. But what if the Rook is not going Armor heavy? What if he's going for High Damage and can one hit kill me? Then I'd want to Weaken his damage out put. But how the
[quote quoting="post"]Hi guys, just a note where we're at. It doesn't look like we're going to have the beta ready in time for Thanksgiving. It's pretty close but even if we made it by Wednesday, with so many people off for Thanksgiving, it's just not one of those things we would feel good about putting up and leaving. We hopefully will have it the following week. Now, that said, let's talk about some of the stuff the team at Gas Powered Games is working on as wel