Achievements are fun. Most gamers will agree with that statement. They provide a nice sense of accomplishment when you, well, achieve them. It is quite rare that they have an actual impact on the game, but they are fun goals to shoot for nevertheless. <span style="color: #000000; font-family: "Verdana","sans-serif"
Random_Guy
It was a teaser trailer. Iirc, it was the first footage released and then they decided to use it as the beta intro. I agree that there needs to be some ingame footage in the new intro. It is indeed too "weighty".
Thanks for all the support guys! Keep it coming. Prise, comments, and criticism alike. [quote who="goodgimp" reply="3" id="2037388"]I'm still reading your post, but why do you say that Generals are rewarded for killing their minions? The example you use of the Siege Demolisher is that: -Cost is 10,000 -Therefore, in order to get the most units out of the cost, you must kill off your units so you can summon more This doesn't make much
Introduction "There shall be wings! If the accomplishment be not for me, 'tis for some other. <span style="font-fami
I have been aware of running between the Rook's legs ever since the Nightmares did it to me a while ago. In both the Boulder Roll and the Hammer Slam, technically the best place to be is right on top of the Rook as both attacks are directional. However, the problem with this is that the Rook generally wins a slap fight. If he had lower base attack, then running around his legs would be a viable option. Unfortunately, you're bound to lose a fight at point blank range si
I think the main problem with Generals is the Idol system. The only cost of the unit is the manna which is quickly regenerated at the crystal, thus all minion related strategies involve running back and forth between the crystal. Sure, you have to buy the Idols in the first place, but after that you just spam the summon button. Because minions technically don't cost anything right now, you cannot make them very powerful. If each unit had a specific cost then&
The Rook is definately OP. It makes sense that he can take out any Demigod in a straight out slap fight. After all, he's a giant walking castle with a massive friggin hammer. He should definately win a 1v1 melee battle. Of course, he moves just as fast as any other Demigod. He can charge up to you, run away from you, and breakdance at will. He's a giant walking castle hauling arou
I too have been swarmed by Nightmare Minions. Everyone talks about Sedna and QoT, so I've been playing some Oak lately just to be different. 1v1 against Nightmare AI isn't too difficult as I can mostly just stay away from him and attack the towers. (Against Nightmares that level much faster than you, you can't really go head to head with them.) I've figured that the Nightmares usually hit level 20 around when I get to level 15. I don't really have a way to check,
In the past, they have only allowed new batches of testers during major updates. (Beta 1, and then again when it was fully updated to Beta 2.) Beta 3 should be coming up soon, so even if they aren't admitting new players this instant, they will likely let you in once Beta 3 comes out (hopefully this week). But don't take my word as law. That's just the pattern I've seen. I have no idea what they are actually doing.
[quote quoting="post"] *With both Mines and Boulder it's key to watch for the toss animation, since that will tell you to move before you actually get hit.* [/quote] Not to belittle your efforts, but this is the problem right here. I have a bad reaction time, so I just can't take action fast enough. I know how to move, I know how long the cooldown is, and I know how to feint spells. To be honest, at least to the extent you have described here, its jus
[quote who="Heavenfall" reply="6" id="2029451"]Virtually impossible to dodge the boulder? It's virtually impossible to get hit by it! [/quote] Sure, at maximum distance if you're already moving. I suffer from a very low apm and can't consistently dodge it starting around half of its maximum range. When I do, its usually because I got lucky. How do you do it? Massive amounts of speed boost items? Short range insta-teleport items? Spe
I think that long cooldowns will just serve to slow down the game. You can't push if you don't have spells, so with a long cooldown, you are forced to spend more time waiting around. Quickly refreshed abilities make things move a lot faster. And you have to remember that if you somehow miss, you still have to wait for the cooldown while the other guy can hit you with his spell. It is the same situation as if the spells had a long cooldown, except it happens faster.
I think the rook is cool, I just think he moves too fast. I was always under the impression that he was supposed to trade speed for power, but he doesn't really trade speed. He just gets extra power. Even if they made him a bit slower, he would still be able to get boosts from all the speed items. I'm not sure if this should be handled by making him MUCH slower (potentially irritating), or by reducing the effect of +speed items on him (to 50% effectiveness or somethi
Happened to me as well. I had just started using a large health potion when Snipe missed. By the time it looped around and hit, I had finished using the potion :P.
Boulder Roll = Rook Roll. Come on, you know you want to :P.
You're making the slope way too slippery. If you lose absolutely everything when you die, then how the heck are you supposed to come back? The other guy obviously got the better of you so there's a good chance that his character is stronger than yours anyway. Couple that with giving ALL of your stuff to the guy who killed you, and he becomes a total monster while you are reduced to something balanced to fight a wave of minotaurs. I agree that death penalties are rath
I agree. You should be able to plan while you are dead. I'm not really sure about viewing the enemy builds. If this was somehow possible to do while you are alive, then I'd agree. However, afaik, this cannot be done at all. There should be no advantage to death. It would be like ghosting in an RTS game (where you die and the game lets you see through the fog, so you feed intel to your allies). Not cool. I agree with the rest of it.&
Currently we have Assassins with pets, and some people want to go in the total opposite direction and have old fashioned sit-in-your-base-building-units RTS gameplay. I always thought that the ideal situation was for the General to be on the field doing most of his damage with his minions and providing support auras. The Command Radius (Command Zone?) is an excellent way to impliment such a mechanic. It would force the General to go out into the field but it would still re
I agree with Ke5trel. The only reason this is an issue is because the games drag on forever. If the games lasted as long as they are supposed to, then people wouldn't hit level 25 every match. They would mostly end between levels 10 and 20, at which point the skills you have chosen still matter as you haven't gotten enough skill points for everything on the tree. As people said, it is possible to get every single skill in DotA, but it isn't an issue because games don
Perhaps it could be changed into a weaker version of himself primarily for the purpose of commanding his minions. His ability to deal damage would be minimal, possibly nonexistant, and he would be unable to cast spells. He could (maybe) give a slight area buff to any nearby units and he would be basically able to control his minions from the grave. If minions were balanced to be a threat and the primary weapon of Generals, then it wouldn't be broken. You co
I understand that Demigod has a heavy RPG influence and is going to have some luck based elements. I don't like luck based elements, but I do understand that some minor things will undoubtedly make it into the game. The real deal here, and the reason why I brought this up, was that something as powerful as Bat Swarm shouldn't be luck based. It is just too powerful an ability to have a 50% chance of doing damage. I know that luck will have something to do with everyth
I mentioned that in my post. Most of the replays are from previous versions and I have no way of knowing if any of those even remotely reflect skilled play. Also, there are only 29 of them. Not really an awful number, but given some of them date back to release around 10-11 months ago, there is an amazingly small amount of them. So I'll just take it as a no. There are no decent places to go in order to find Sins replays. Real pit
Neither generals nor coaches plan on luck, they plan on staying one step ahead of their opponent. They plan on their people being better, they plan on their strategy being better, and they plan on everything going wrong. All you can do is plan for the worst and hope it doesn't come to that. Although, I am rather curious as to how you think generals and coaches have to put up with luck constantly. Generally, they make educated guesses based on the current situati
I'm not against playing games for fun, just as long as it doesn't get in the way of the competitive people. That's one reason why I like how you can turn items off in Smash Bros. There are a lot of people who like them, but serious players don't appreciate the luck. All you have to do is make them an option and everyone is happy. (Although I wonder if anyone would choose to turn tripping on in Brawl given the choice...) In the event that there is no way t