Theyos

Theyos

Joined Member # 3149020
0 Posts 0 Replies 295 Reputation

It would be nice if the traversible mountainside tiles had an alpine ground type with conifers and/or scree on them. Tundra and Solid ice are a given. I'd also like some sparing 'blasted' crystalline ground to be added like the tiles around chasms with a Giant's Causeway effect would be nice. Also as mentioned above, true ruined cities that cover more than one tile would be nice. They don't have to give any resources extra just as mentioned above it

44 Replies 170,654 Views

I've had a good few back-and-forths but I have yet to see an actual comeback. Kind of gives me whiplash when I go from being able to coast to victory one match then doggedly scraping to a win the next and then back to easy victory. IMO there's a very sharp jump from easy to hard based on how evenly matched your team is, it should be harder to win in a broader range of matchups.

23 Replies 3,381 Views

"I'll make my own red carpet... thank you " Especially the way she seems to have to different versions, one normal and one much angrier and more dismissive. The timing on that 'thank you' is spot on as

60 Replies 100,093 Views

Thanks to you all for the swift reply, the guide I was trying said not to use mulch shambler at all as it is apparrently reactive and 'reactive abilities are pointless' or words to that effect, I usually use mulch in normal play but I do find I just end up being stuck in my bulb and being completely ineffectual, so it seems i have little choice than to put my points in summon/mulch again and spend all my time inside my flower again... in fact I think i may just switch demigod. QoT just isn't

8 Replies 33,418 Views

I have just finished with a rather infuriating 2v2 on Cataract as a Goddess of Thorns build QoT with an angel build Regulus vs a mine spamming/sniping regulus and Hammer Slam Rook. Coming back after a fairly long break from the game. The Rook was fairly easily counterable, as I could comfortably outrun him and he had no tower farms to worry about and his Hammer Slams were easy to dodge for the most part

8 Replies 33,418 Views

[quote who="Frogboy" reply="15" id="2163386"]Thanks guys. If you guys want, we can keep doing these updates even after connectivity and things get addressed. So we could show meetings where we discuss new demigods or how to implement new match making techniques or us and GPG discussing new items and player suggestions. I just worry you'll get sick of seeing these posts. [/quote] <span style="font-family: h

67 Replies 95,005 Views

I wouldn't agree with Venom Spit as that is caused by a close brawl that goes down to the wire, in those situations I believe that only one person should gain from it (the person who got the kill in first), it encourages people to be clever and to think carefully about pressing the attack and not overextending themselves. On the other hand, with regards to mines and poisoned potions I do think that mone

3 Replies 1,449 Views

I am wary to call things OP especially at this early stage but no matter what demigod I play I always have big problems against the UB, so much so that me and my friends now call it the 'Unclean Formula 1 Car' even with a good sized headstart there is nothing you can do to get away from it and it's venom spit is incredibly powerful considering its range (though not nearly as bad as its speed).

69 Replies 19,895 Views

I love the QoT, and greatly enjoy playing defensively and playing a support role shielding my team and using my shamblers to do most of the 'heavy lifting'. However, a major point I have come across, at least to me, is that there is no incentive for me to come out of bud form, when I gain armour, health and mana regeneration and splash damage to

2 Replies 1,397 Views

[quote who="ShadowMastiff2468" reply="15" id="2157392"] Quoting Theyos, reply 13This idea has been also given by TheScottishAlien and will most likely be what CtF will result in! Trying to "push" a "tank" into the enemy base![/quote] Oh sorry, jumped right into replying and didn't really read all the replies too deeply [e digicons]X|[/e]

24 Replies 25,926 Views

Please can you make abilities that only affect certain types of units (such as minions or enemies) only highlight valid targets. One main problem I've had is using Mulch Shambler and not being able to select my shamblers in amongst a huge melee of reinforcements and demigods, I mean, I can't mulch any other unit type, why the hell should the game highlight other units then?! Now I understand that it may take skill to quickly target an enemy efficiently, a

2 Replies 1,317 Views

Maybe for capture the flag you take the flag to the enemy base, with a much lowered number of base defenses that reset after a flag cap. That way fast gods who can just about get through the defenses will still be useful but much more risky than using a big heavy bruiser with lots of health and being able to take down the towers. Also it removes the problem of running away being so easy, as running back to your own base will achieve nothing.

24 Replies 25,926 Views

I was thinking just this as well, at least the forest theme, I don't agree with the 'real world location' idea though. I like the idea that all the maps have been specially created by the gods just for this gladiatorial fighting. Maybe a place similar to a well manicured garden with paths or avenues, but also some wider open areas such as lawns for instance. But yeah, having some plant life would be a nice change from all the mosaic tiling about. </

32 Replies 13,006 Views