I was just thinking and reading about various peoples opinions of the Attack of the Dota Clones, and was seeing that many people were confusing two different concepts with each other. One is Game Design, and the strength thereof, and the other is Product Quality. Demigod is a very well designed game. It has depth, and many different concepts to grapple with. It has a variety of different play patterns that emerge, and allows for players of different need types to enj
Zechnophobe
There's a pretty big stigma growing that noobs play regulus, and I think it is because of skills like snipe. Noobish reg players tend to follow the same pattern, or have a lot in common. Choose from: Swift Anklet +damage Gear Snipe, maxed Snipe against people in same lane, just for DPS No Mines No Mark Angelic Fury Most of the time thinking that if they can just get a bit more gold and it
[quote who="2kheron5" reply="10" id="2361677"]It's not my impression that Ooze is inherently weaker than Spit regardless of opposition or map. Of cause I could be wrong. You're a proponent oh Hybrid Beast right?[/quote] Very much so, because in hybrid you do not compare ooze to spit (both are awesome) but rather spit to... small static bonuses. I will say that blade of the serpent isn't always the best (Sometimes blood of the fallen is better), but I think that hybrid i
Right, but if we are talking about good builds, then it is true, which I think is really the point. That's like saying that an 'auto attack' regulus without mines, mark, or snipe will also get better use out of one of these two. It really doesn't mean much.
Blade of the serpent is better than both anyway though. Every assassin has abilities that do more DPS than anything you do with auto attacks, and the mana from them lets you do them much more often, and in consistent burst scenarios.
See, this is what happens when you try to join a game called "3v3 ultar pro, no wankers"
honestly, if it triggered either armor of vengeance or groffling, it'd be very obvious. Considering the number of arrows, groffling would almost be constantly up, and armor of vengeance would kill it very VERY quickly. Armor of Vengeance doing an additional 350 damage per second or some such (10 arrows? More?) That is a ... hefty bit of extra damage. Also 1% chance of 300 damage reduction with an additional 10 to 15 chances per second to trigger increases the likelyhood 
They used vinling helm, and STILL lost? Amazing.
#00: Any topic with 'fact' in the title will contain sigificant amounts of random opinions and speculation. #-1: This thread could have been named 'probable certainties' and been just as accurate *and* confusing.
Part of the joke you see, are the handful of people who didn't get it :P. Also, if you only way to evaluate the strength of a build is by reading OTHER people's reactions to it, this too is part of the joke (Though I hadn't realized it until now). The fact ANY demigod can be built using so many different skills and end up DOING NOTHING however, is the biggest joke of all, and GPG got us all with it.
Actually, I'm not sure if it is a bad idea, but it is definitely radical. If the original Dota did not have this system, I wonder if it would seem as silly now? Ah Tradition!
So, why not put this in the bug report forum? Do you want to discuss this with players, or developers?
[quote] Temporarily disabled Hex Scroll, Ring of Divine Might, and the Horn of Battle until associated army buffs can be properly reconfigured to deal with timeout conflicts. [/quote] Um, Are we sure this means they were removed for balance reasons? I think it is more reasonable to say that the bugs that were showing them as too strong were also causing crashes or de-synchs, and that is why they were removed.
Disagree. Priest minions are really strong as it is, and making them 50% stronger is still an extremely powerful thing to do. Even just Monks healing at 15% can be more than a lot of DG's can handle.
Their effectiveness dropped by 37%, actually. That's the percent less healing they do, so they heal about two thirds of what they used to, that's a pretty big change.
[quote who="ShakeNBake" reply="16" id="2328490"]10% extra healing = 600hp late game, and that is the difference between living and dying.[/quote] It is definitely an extra level 1 heal every priest cast. I think in general priests minions are still a bit too strong, but at least this glaringly bad error is not longer in existence.
[quote who="Auro5on1c" reply="20" id="2327606"] The more ppl will be using exploits - the faster they ll be fixed by developers. imho [/quote] So, if you ask me to stop kicking you, I should kick you harder so that the someone calls the cops to intervene? I seriously hope many people do not subscribe to this train of thought.
The data is only sent at the end of the game, and accumulated inline during the game. The actual amount of data is pretty small actually. I mean, you have an event like "Player used a skill point" and then you jot down what it was, or 'player bought an item' and similar logging occurs. It's a few bytes of extra data.
Let me put it to you this way. Suppose we are having a cooking competition, you with your ingredients, me with mine. If I have more ingredients at my disposal, even if they do not necessarily appear to be better, I *still* have a strictly better chance to win. I just have more options for making my dish. Demigod is the same way. Even if a favour items seems just 'differently' balanced, there will be some cases where it is better than an existing item, and it will be
Sweet, can we get Carrack's notes on each different portal area? Where do we train past level 15 on this map? I hope the enemies drop Obsidians! (The image he posted is for MM3, Isles of Terra). Some actual content: I like the idea of 'pathways' on a map that are controlled by flags. I think that is probably the most important concept being shown here. However, let us consider it in a different light: Sidepaths. For instance, cons
Can Schobbo kiss his own ankles? If so, I'll go in for 65.14 Gold
Sure her minions are weaker. And yes, her heal isn't as strong past level 7. And, okay, she may not do as much damage to a single target. And yeah, I guess she doesn't have any good direct damage abilities. And, I'll give you that she can't buff her teams speed, or personal speed. I'll even admit that she requires more mana for her spells than most others. And heck, I guess she does have the worst health in the game. And I'd be lying if I didn't agree that her skills a
Waste of time. Spend time balancing new stuff, for the top 5% of the game, is almost by definition a waste of resources. Also, it is almost impossible to make more favor items availible without ultimately making the players stronger in combat. If any of the new favor items are worth using, the other 95% of the player base will hate them. If none are worth using, then what was the point?
Because I'm sure Dawn of War was the first game to ever do that... It is meant to be stupidly hard though, I mean, if the hardest difficulty isn't a significant challenge for a while, then you probably didn't make it hard enough. If you want an easier game, play on Hard instead of Nightmare. Why down skew them just so you can claim to beat Nightmare?
There are two things that I think would greatly benefit the game, both the community as well as the AI players that appear in games. Build Tracking Each game, as the game progresses, data is saved to be sent to Impulse/Stardock. This already happens, and consists of basic information like who won, what favor they got, how long the game was. I suggest we expand this in two ways: Track what skills each character picks up, and at what l