This is all part of the balance of the character though. I think maybe a little better feedback on whether or not you successfully pressed the button is about as good as you can get it. The whole reason you have to change modes is because of how powerful having both sets of skills active at a time is. And seriously, mana regen and Damage permanent buffs? This isn't just put in the game as a micro management mini game. The whole point is that thos
Zechnophobe
So, I realized that one of the systemic imbalances of the game (As in, the systems involved are not balanced) is the whole conceptualization of what is a General, and what is an Assassin. As far as I can tell, the break down is like this: General: Must have Minions Assassin: Can't have Minions. <p style="padding-left: 30px;
No mass charm = team fail. While you do more damage with your pretty little minion effects, a good couple seconds of stun is what you really need when doing a 2v2 encounter. Mist form... is not very helpful.
Unclean Beast + Rook: Boulder Roll to stun target, letting beast get in close Beast gets a spit off, and then grabs. While grabbing, Rook hammerslams. At level 10, that combo can easily do 3500 damage over the span of about 10 seconds. Of which the enemy is stunned for 4 of those seconds.
Just recently, in an impromptu move during a potentially game ending, but early, lane push, a friend and I discovered a rather interesting strategy. We all know how awesome the Heart of Life is, allowing you to rejuvenate fully every bit of time. The only downsides being that it can be disrupted, and that it costs a decent amount of money (for the early game). Well, the cooldown on the Heart isn't too bad, 45 seconds, and you rarely need to use it quite that
We also desperately need an 'eye liner' consumable that will let any character add a little extra zing to their physical appearance. Gives +20 attractiveness for 600 seconds. THIS NEEDS TO HAPPEN NOW, COSMETIC CHANGES ARE THE MOST IMPORTANT, STARDOCK PLEASE TAKE NOTE!
1.Spore 2. MOO 3 3. Spore again 4. Mirror's Edge
Sacriligious Rite: Artifact Consumable Costs: 2000 gold Instant Cast Un-equips your current favor item, allowing you to select a different one this game. You may not re-equip that favor item for the rest of the game. "You would rebuke my gifts?" -- The All Father
It's a really hard problem to fix. (Quit via lag, or quit via rage). I think the best option is to make it such that a player has an obvious incentive to keep playing, but isn't so penalized as to make them hate the game if they lag out or have other connection problems.
Eh, just focusing on the original post: I think that in general you could include little railroad signs for grunts, and that you could just go over to one and 'move' the lane like you would some kind of toggle switch. could make for some interesting strategies. Maybe have them appear after a certain war rank, to minimize early game noob confusion.
TheTrav, he did include a smiley in his title, so i'm thining he didn't REALLY mean unbeatable, just that it was a bunch of pain. You are correct though that triple amulet ganking and similar coordinated strategies are simply better than what random teams will come up with. Add in a class with a bit more speed, or a better stun, and I'm sure you could route most pubs.
[quote who="mehoo462" reply="5" id="2207875"]Will516, I disagree, the shamblers scale extreeemely well. Especially with Entourage AND Compost. With both those skills maxed the shamblers are about twice as powerful as any other summonable in the game. That's just raw numbers, it doesn't include the splash damage they do. So in true DPS they are 250-300% stronger than any other minion. [/quote] Twice as powerful as any other summon = still w
[quote who="RegnorVex" reply="7" id="2205328"] If any one skill has a benefit that so obviously outweights its cost that every user will take it and thereby forgo other skills in the tree, then by definition it's not balanced.[/quote] So if Erebus had only two abilities, Mistform and Morale, would you have to neuter mistform until it was as bad as morale? I think you cannot exclude an ability as 'too good' compared to other abilities, but rather can say that a
[quote who="OrleanKnight" reply="11" id="2205557"] Ah but a common choice for the 3 DoT Build is the Staff of Renual, which is a Favor Item. So I shouldn't pick a favor item that'd compliment my build, just because I sometimes want to counter a spit. Oh yeah, that makes perfect sense.... yes, that was sarcasm. Still doesn't address why we have such a useless 250 scroll sitting in the Mutli-Shop. [/quote] Heaven forbid you change your strategies based on th
You *could* only get the Mulch Shambler ability. The problem I have is with trying to cross her two forms together. They honestly don't mix that much. It seems to make more sense to be primarily in flower, and then pop out to do damage, then the other way around.
Yeah, Journeyman's treads don't cost 6500 because of the 15% static boost to speed, they cost that much because of the additional 50% boost of speed that you almost always get when you need it. But as someone said, the stacking-ness of things is more important. The Blood of the Fallen is very solid early on because of the massive amount of hit points it gives you. And you always have that much MORE than someone with some other item. Wanna see someone with serious bee
Bad Strategic Moments: Ally: "I'll flank them!" - as he runs around past the experience flag, through the fortress, archer towers, and other towers set up there... dying shortly thereafter. Ally: "I'm going to grab him!" as he runs after a faster demigod, within spit range, for most of the FREAKING GAME. If you aren't catching up, it isn't going to change suddenly... go back to your lane, or spit first. Uggh. Ally: "Lol-nub, flags are more im
[quote who="PhantomOfAres" reply="8" id="2207442"]It's also important to note that sometimes the best thing to do is ignore it. While I do play Sedna, and can heal it too, it's important to realize what makes it not OP. 45 damage/s is not a big deal. Any buffs to hp regen chip away at that until it's near nothing. If a UB is just hit-and-running, DGs with good health/health regen can often ignore it. I've seen other DGs worry about it, and UB's great at CHASING.&
Yeah, rook solo builds better than any DG out there. And heck, if he has a General with priests nearby, he can pretty much push through to your citadel without returning to base for more than maybe a better hat. Since he can kill towers starting from pretty much level 1, he gets extra gold and exp. Couple that with the fact his towers will make sure he gets kill credit for pretty much every grunt, and he gets even MORE gold. All this adds up to him maximizing his sol
Towers are just very very mana efficient. Level 4 towers supremely so. I'm not exactly sure the DPS or Duration, but a single 200 mana tower does a whole lot over the course. And unlike a lot of other abilities that can boast the same thing, these actually do work against Demigods. That said, I do think that Boulder Roll is the truly most significant ability for a Rook player to get.
Problem with kill swapping is that, especially early on, it isn't actually as valuable as it feels. If the guy you would swap with is running all the way back to base, you have two avenues: 1) Stay in lane, and get more gold and more exp due to not having a contesting DG (No need to fight, can always attack creeps, etc) 2) Try to kill the DG and Maybe get a bit of Gold. The 250 experience you get isn't much compared to the xp of staying in the lane t
Just started really getting into the rook, who had been my least played DG. Was curious how people were playing him. I've been going with: Favor: +800 HP +5hp/s First 1k Gold: Scale Mail, 2 tele scrolls, or 1 tele + scaled helm. (map depending). Skills through level 10: Tower Rank 1 Archery Tower Hammer Slam 1 Hammer Slam 2 Boulder Roll Tower of Light Hammer Slam 3 Tower Rank 2 Save
Major thumbs up here. Played two games tonight, and the only time spent in the game lobby was the time it took to organize the teams. We had one person who had connection problems, but he was replaced very quickly.
Hate to say it, but this sounds rather unworkable. I like the idea of a host putting up a game scheduled for a certain time, so that people can plan to attend it, but making it such that people will have to schedule to join it as well is rather hard to maintain. I think what would make significantly more sense, is for you to add a filter in the custom games screen: Show Scheduled Games The host chooses game options as normal when they schedule
Spore. /thread