Zechnophobe

Zechnophobe

Joined Member # 3583317
0 Posts 6 Replies 21,516 Reputation

Yup, I'm not sure exactly how the bug occurs, but if you mis the demigod, or try to target them when they are just out of range, or something, then your own DG will become unresponsive to all commands, thus killing them at the very least, and at worst leaving them standing there doing nothing.

42 Replies 14,807 Views

Sorta true, and I generally thinking most exploit 'apologists' go out of their way to rationalize their abuse/use of something, but I don't think this is the case. It's sorta like how Shamblers and Yeti's aren't necessarily better at rank 4 than rank 3. It is an odd balance tweak, and counter intuitive, but that doesn't quite bring up to the level of an exploit. If you had to DO something to cause the additional healing that was at all outside of normal play, I'd say 'yeah'.

24 Replies 80,514 Views

I have also observed this with this ability, and a few others that I can't recall off the top of my head. Fireballs always do their listed damage + bonus for penitence or debilitation. Rain of Ice almost always does slightly LESS than the damage listed. It is very odd, especially because it is often not very much damage off.

51 Replies 24,071 Views

Thing is, awards do not include data post game. So if you killed, say, two DG's in the few seconds post game, and got 3000 gold from it (which looks about right for your opponents levels) then you would have not gotten either Gold nor Kills, and possibly not even kill streak. The only ones for certain you have are buildings (15) and deaths (15). Very likely you also have Kill Streak which I think is also 15. If that is the award setup, than that would give you the 115 you

15 Replies 6,307 Views

I know there is a thread with a very scattered discussion on nerfing HP items, but it lacks focus and good discussion, so I'm going to restart here. There are two systems which are contributing to the overall problem: Ability damage vs HP total. As the game progress players need to increase their hp totals so that burst damage doesn't become an overwhelmingly important part of the game. Base Health

55 Replies 24,625 Views

[quote who="Speusippus" reply="3" id="2283143"]Warlord's Punisher only drains 400 MP every 30 seconds. That seems like practically nothing to me. Looks like there's no effective mana drain in the game.[/quote] Yeah, but at least it does damage on hit, hits minions, and adds a passive damage boost too. The others just rather suck in general.

10 Replies 2,404 Views

There is a max for slows, came in 1.1, and it is very noticeable. As for regulus vs towers. Yes, he is a good killer of towers. So are most generals however. So is rook. TB can freeze them in groups, and beast can spit on them and walk away. In all reality, most DG's are better than people think vs towers. Regulus is simply a little easier at doing it (never has to get in harms way) than others. He doesn't necessarily do it faster (Erebus with 6 nightwa

71 Replies 10,055 Views

Doesn't seem to be reflected in the code you posted, but some cap may exist outside the function you posted. Also, it looks like the code allows for snipe to take any on hit damage buffs with it. That seems consistent with my memory (You can get maimed by a snipe from regulus). It does suddenly make me wonder if things like Gloves of Fel Darkur or wyrmskin gloves can proc on a snipe. That'd be cool: if self.DamageData.Buff then &nbsp

18 Replies 42,976 Views

So, I had some good success with this in 3 or 4 games last night (One all players crashed to desktop about 25% of the way through). At about level 10 I noticed that the towers started to lose their value, mainly because the enemy had priests and angels for the most part, and my team was pressuring the middle, so was pretty much always on the move. I am considering not taking the last point in Power of the Tower, and picking up the Archer tower at rank 8, or maybe a point of gods

8 Replies 1,505 Views

Here's a few of my favorites: #476 - Drop plate visor at your feat, sometimes opposing DG's will right click on it, instead of you, and save you from being attacked for a moment. Also will fill up one of their inventory slots, causing prescious seconds of confusion when they return to base! #23 - Sell plate visor for 480! Any item shop will give you this awesome deal! #804 - Pinch those pennies! If you need to remind yourself to keep an item slot o

17 Replies 41,034 Views

Interesting. I tend to not allocate more than just a Vlemish helm to mana purposes, and buy maybe 1 or 2 robust mana potions though. While this item is actually pretty impressive (15 second cooldown is super fast!) I'm not sure if the gold cost is quite worth it. Might consider it in the future though.

6 Replies 1,423 Views

Only difference between my build and Transitives is level 2 and 3 are swapped. Pretty minor thing, I generally appreciate the little gold boost from ooze more than the diseased claw boost. But it is pretty rare to get level 2 kills against decent players anyway, so the difference is likely moot.

15 Replies 2,086 Views

I bet it really hurts when you lose the game at level 14 though :P. My general build doesn't bother with God strength until level 11 and 12. Mainly because I don't ever assume I'm in melee range with someone. That said, it is hard to ignore +50 damage.

33 Replies 95,225 Views

Yeah, no shoulder turrets, but I can't help but think that you'd be dang hard to displace with rank 4 towers, when you can bould/slam someone for full damage too... at level 10. And you can still get strong burst damage with that combo when helping out a teammate who ISN'T in your tower farm. Losses? Yeah, you aren't going to chase down people as much, and pushing without towers is weaker, but you CAN still tower farm where you want to, and you CAN still contribut

8 Replies 1,505 Views

In general, Leviathan could use a few more towers, I think. It is a big map with very little defenses on it. I find the strategy as a whole to be rather amusing. I myself have just recently started to appreciate the more 'swarmy' minions, like nightcrawlers and spirits, and it doesn't surprise me at all that this is effective. I'd be curious what builds exactly are used? Do you get massive Morale?

119 Replies 21,056 Views

So, I was thinking about Rook a little bit, and how there is often a debate about whether Tower is OP, or even the best strategy, etc etc. It occurs to me that people overlook one way to play rook: As an absolute mana sink: Tower Hammer Slam Save Tower 2 + Hammer Slam 2 Boulder Roll Save Tower 3 + Hammer Slam 3 Save Save Tower 4 + Hammer Slam 4 + Boulder Roll 2

8 Replies 1,505 Views

Been thinking about this a bit more, and I think this is what it boils down to: Going for suicide kills = generally bad. Getting suicide kills = not so bad. I never go after a kill that I don't think I can get away form. Sometimes I am wrong about killing the guy, but am generally right about getting away. In the heat of the moment, i think people far too often poorly evaluate the risk of dying to the rewards of getting a kill, which

56 Replies 121,770 Views

With the discussion started by Frogboy about modding, and the fact that DG is actually nicely mod-able, I think we should have a new forum where people can start discussing how and why they'd like to change DG.

4 Replies 2,243 Views