DalzK

DalzK

Joined Member # 3309871
3 Posts 36 Replies 20,736 Reputation

First of all if they are spending money on 3k worth of health pots, then let them. The money they waste on those is enough of a penatly. About this whole stun thing...If you let Rook stun you, you are dead anyway. teleport doesnt effect that...and if you try to teleport next to a Rook who has a boulder stun ready, then you deserve to die..lol

17 Replies 9,526 Views

[quote]you teleportation has to be visually underlined, so that enemys know, what you are trying to do, to be able to interrupt you in getting away effectively[/quote] As i've said before, there is a very obvious animation that visually shows you are teleporting. [quote]if you can escape out of nerly any situation just by using a cheap item this fastly is getting OP. think about the money the "better one" who would have killed you because hes stronger and/or maybe better than

17 Replies 9,526 Views

I think thats due to the current bug with Rook. As soons as he starts his Hammer Slam animation he captures the position that the enemy Demigod is in and always hit him occarding to his position when the animation started.

2 Replies 1,818 Views

Very nice first impression. One of the first that didnt want me to scream "this is a beta stop whining!". Its true if your looking for a DotA 2.0 then its not Demigod. I think a lot of your negatives about the game come from playing DotA. For example, I think Cataract is a very good map indeed...but since you are comparing it to a DotA map, it sucks :) However we have had other maps in previous beta's that play a lot different from Cataract...some completely open, some with lots of small path

6 Replies 1,425 Views

Hey guys, I've written a reasonably chunky guide on the basics of Demigods which should help those of you who are new or struggling a bit. It includes: Standard Build Orders Useful Tips Flags Other links to some really useful guides. I would post it here but it means I would have to reformat/re-upload the pics and everything else.... Anyway guide is <a href="http://www.gamereplays.org/demigod/portals.php?show=page&name=demigod-basics-guide-build-orde

8 Replies 5,258 Views

[quote]But allowing one player to use teleports and the other not because if one tries to tele out the other can stun him/her. Also health pots are cheap and inexpensive so people can easily get a ton of them and other items because they have health pots they'll be able to kill more people because everytime they get weak they use a pot than kill their opponet getting them more gold.[/quote] I agreed earlier that Health Pots are probably too cheap, but even if they are a bit cheap, i stil

17 Replies 9,526 Views

You might have not seen it yet but check this topic out Phantom_North: http://forums.demigodthegame.com/338277 Reason for too many spawns is that default settings of Spawn Rate is by default High (which is a bug)..it should be normal.

32 Replies 10,978 Views

First of all I think the main flaw in your post is the fact your comparing strategies and tatics from one game, to a different game. You cant really compare tatics from AoE (Age of Empires) to tatics from ccg (CnC Generals) because - although they are the same genre - they are essentially different games. The same is with Demigod...you are comparing it to the way DotA plays and trying to make strategies and tatics that were important in DotA, important to Demigod, which I think just doesnt wo

17 Replies 9,526 Views

I agree that Minions should perhaps be lesser and more powerful so that indivual micro can be expanded on, but I think reinforcements are fine at the moment as they are (in Spawn Rate: Normal settings). The reinforcements though in a way have to stay weak and numerious to a certain extent so there is the feel of the Demigod being more superior and more useful than them. If they were even lesser and more powerful than they are now killing them would be a lot more difficult as one AoE spell wou

14 Replies 8,254 Views

Only reason crashes have worsened since beta 1 is since we were using Hamachi which didnt require Stardock to write up a whole new crazy netcode (I think..). Correct me if im wrong but crashes have improved a lot since beta 2C? 2B -> 2C really introduced a lot of crashes but I thought they were basically gone now in 2D. Are you sure your having these crashes because of the new Beta or could be because of the servers and facilitator crashing/messing up recently?

4 Replies 4,664 Views

From what I have played the netcode has improved again from Beta 2C....and if you ask me Beta 2C had decent netcode :) My first game was a flawless 3v3 which everyone managed to connect to quickly and with no problems. The problem now is NOT the netcode, its the impulse facilitator (i think thats the sever?) that got messed up due to a CPU using too much memory or some complicated networking stuff like that :P This Beta has been a big improvement imo....They tried to fix Rook

8 Replies 4,621 Views

[quote]Despite the game settings, Slow, Normal, or Fast - we have Beta Testers do have to provide feedback on how the game plays. Each build we've seen the developers test the limits of just how much crap they can put on the screen at once, and frankly I think they've overstepped their bounds. We certainly need fewer amounts of grunts on the field, no matter what spawn rate we opt for. Each unit is more durable, and bec

14 Replies 8,254 Views