Nothing quite like losing in the first 5 minutes, and then sitting around for 10 minutes delaying the inevitable. A very important cornerstone to good gaming: Losing has to be fun too, because it happens half the time.
Zechnophobe
Sadly, Prison is the worst map in the game, and the most different compared to all other maps, so I think it is a bad one to use as a starting point. Throw in cataract, or even leviathan, and you'll describe the game a bit better. Generally prison is the 'newb stomp' map, because it is where you can press an early (level 1 through 3) advantage for basically the entire game.
My point really is, that I think the stats ends up being a 'win more' mechanic. What if the game ISN'T over by level 15, because the opponents are of equal quality? Either way these three levels worth of skills are pretty minimal in usefuless, I'd rather at least be ready for something awesome at level 15 than otherwise.
Stats I think are inferior compared to working towards acclimation. If the game does go to the point where level 15 combats matter, there is basically no stat boost you can get that is better than acclimations damage reduction. And heck, the inner beast bonus' aren't that bad. I also think that diseased claws level 1 is worth more than a single point in stats. About BotF vs Blade of the Serpent, I agree that Blood is better on prison. Fact is,
Spit 4 is useless against anyone but noobs? Are we playing the same game?
[quote who="bmg50barrett" reply="14" id="2315699"]hey developers, you need to make this map: you NEED to. everyone will agree to this. Clockwork[/quote] As much as the map is cool conceptually... the amount of work that would go into a map like that, plus play-testing (Y'know, it is VERY important) make this not something nearly as cool as you think it'd be.
Yeah, I mean, Journeyman's treads are just too inconsistent right?.... right? Honestly, sometimes I think 'competitive' players just want a game to be a yardstick for their e-peen. And just because you have a hard time abstracting low % effects happening, or high % effects not happening, doesn't make you more competitive.
I don't think many truly good players think that pure fire is the way to go, but I do think that fire aura is getting a slightly worse rap than it deserves, simply because people focus too much on the key moment of 'chasing someone who is almost dead'.
Similar skills do not need to be directly equal to each other, so long as the overall skills of the DG are equal. I do not think that Erebus' other abilities are so good that he can't have the best minions in the game, per se, especially if those other minions are still valid choices (I don't think the are for Sedna, and QoT, but that is besides the point). If anything, Make Yeti's a good deal more cool, and perhaps buff shamblers a bit.
Tower of Power is a good push skill for a lane, but pushing will only get you so far, and not all maps are as claustrophobic as Cataract. The important things to know for choosing a Rook Build: A single point in Tower of Power will let you create towers, which are teleportation points for your team. This is *extremely* good to be able to do, especially later on in the game, where your entire team should have teleportation effects. If you w
Seriously, you don't hear about 95% of games that are reported correctly, and give out the correct wins/losses and favour amounts.
[quote who="Schobbo" reply="1" id="2313321"]you can't move anyway until the animation is over, so there is really no point to switch it off.[/quote] There are at least 3 things you can do before the time is up: Issue move to and use order on shop Select first skill Select favor item You can also do things like check out your team (If some were random) and tab to see opposing team. This is just a bunch of random clutter
[quote who="Og-Larceny" reply="24" id="2313413"]Erebus: Pretty much fine as is... he offers good balance and gives a choice between going for minions or just straight up Bite/Bat damage. I personally would like to see the casting time of his stun decreased (by half a second even) so that it can be used more as an interrupt. Decreasing the stun time of surrounding units by a second or two in return would be fair. But that's spoken as an Erebus player so it wouldn't necessarily be "balanci
You know when a game starts, and the camera is all far awa, and then spins around and points at your Demigod? All the while you are madly trying to order to DG to get over to the shop? I'd like an option that when checked, simply starts the view at the point where it is just pointing at your demigod. It was a nifty effect the first few times I played, but I'm over it now, and just want to get into the game. Let's give people the option to turn it off. I'm fairly certain mo
[quote who="Shadow" reply="13" id="2313177"]Aroddo, I respect what you are trying to do here and the work you've put into it, but the signal to noise ratio has gotten too low. For starters, I've spelled out exactly why people think Erebus minions are too powerful, it's the horn: http://forums.demigodthegame.com/358907/get;2297738 Erebus minion skills do not need to be tweaked, messed with, buffed or nerfed. Mist is fine. You cannot mist indefinitely in 99.9% o
So, one of the things I've been noticing about this build, is that it really excels when you have teammates that know when to stay and fight. Because you bring tricks to the table, and an almost unending supply of damage, you can often maintain an assault quite effectively, while also drawing fire towards you from multiple opponents. If you have teammates who keep up with you, and don't back down anymore than you do, many many smiting will likely be in your future. That
Eh, pseudomelon, your basic idea is correct, but your other information doesn't actually support it. Damage and healing are *always* additive, never multiplicative. Healing, like abilities, can be filtered down to 'healing per second' and basically gives you a boost to the total damage needed to deal to you. Damage exactly counteracts this effect, and scales linearly. A more apt example of the mechanics you are talking about would be Getting more points in Summon Shambler
I used to try Mulch too. Then I realized I spent more skill points getting it to work than any other ability. With only Summon Shambler 1, you pay the full cost for each mulch, which very clearly rivals the cost for bramble shield, only works on you, and takes an additional skill point to use.
FYI, Sedna with +15% move = 6.9 speed. UB with +10% move = 6.93 So, no, Sedna doesn't get to crown herself fastest DG.
I still get heal at level 1, and wind at 2. In early game 2v2's, or big 3v3's, being able to 'emergency heal' the character focused on is huge.
Tower Rooks are just something we all have to learn to deal with. Every general has decent ways out against him, and most others have little harrassments they can do. He's literally a sitting duck for a gank, and has a really hard time surviving one. Just remember that his towers are not under his control, and will shoot at whatever is close to them.. like grunts and minions. Once you negate a good chunk of his damage, tower rook is nothing more than a pixie running around in a
Thing is, making Yeti's better doesn't necessarily make Sedna play better. If she takes Yeti's instead of Heal, or healing wind, or pounce, then the only time she would be 'better' is if the change to the new better Yeti's were more effective than the current pounce/heal/wind combo she has going on.
To be honest, I think oak is pretty much the best balanced DG right now. A variety of play styles, a lot of interesting options, and the ability to be strong if played fairly well. I'd say the two areas needing the most attention are QoT, Sedna, and UB. I do not have experience with strong Erebus minions so I won't comment on it. QoT: Fundamental problem is that she relies on Bramble Shield, and that it takes too many skill points to use her Minions effectively.
Blade doesn't work as well as considered. You pay the mana at the end of the casting time, and deal damage first. Meaning that you will never be full after using a hammerslam, the cost of the slam will be subtracted from your possible total. Also, towers don't trigger it. Ultimately, I do not think it is worthwhile for rook.
Remember that experience doesn't come from killing things, but simply by being nearby when they die. If you are not levelling fast enough, you are not near enough combats. Also note that experience is divided amongst nearby players, or other recipients. 2 DG's in one lane level slower than 1. This is a common problem for Sedna, since she often stays near her teammates. If you want to level faster, try getting a lane to yourself, or covering an ally when he has to aba