My one hope and dream for Demigod

Theres a million things I (and I'm sure everyone) would change about Demigod...and to be fair that's the same with every game.

But the one thing I really feel needs to be added to keep the end game spicy is spell power.
Spells do not scale well at ALL into the multi-artifact part of the game.

It's pretty self explanitory, but let me explain:
Anything with a hard number should be able to be increased. From Fireball to QoT's shield. What worth is a 1450 absorb when people hit for 500-600? (Correct me if I'm wrong, but the absorb doesnt get the bonuses of armor right?)

What do you all think?

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Reply #1 Top

Yeah.. I would like SOME skills scaling from equipment.

Reply #2 Top

What skills shouldn't? Anything with a hard number doesn't scale well at all.

Reply #3 Top

Sometimes armor ignoring is a benefit..

 

You should have skills which are effect by weapon damage(which sort of makes +dmg more important than atk speed for a skill heavy build depending on skills) but they are also effected by armor(but probably cap the armor to not reducing more than 30%).

This adds strategy in what is the most effective armor to get going against certain demigods.

It also would require some more thought with certain demigods.  Like Oak I would think that all of his skills would do armor ignoring damage.  For regulas his snipe and snare would be weapon damage and effected by armor, but mines not.  Then you'd have ones where weapon damage and armor could effect all skills like maybe TB and sedna's one attack.

So you'd have this variance that requires you to react to accordingly when playing against, and use certain items to play more effectively with.

Reply #4 Top

If Oak ignored armor...it would be scary. Very very scary.

But I still think there should be spell power items.

Reply #5 Top

If the enemy can blast through your shield with standard attacks then you need armor. I think balance would be thrown out of whack if abilities (besides minions) were scaled with items.

Reply #6 Top

Don't make it as drastic as dmg items obviously.

But really? a 1350 fireball doesnt really do much when people have 8-10k health.

Any of the 450-600 dmg spells become worthless for anything other then creeps.

Reply #7 Top

You all realise that Armor does nothing to protect from skills AT ALL.  Not even in the slightest, So skill damage happens with no reduction at all, so yeah... Like I've been chanting like a mantra for about 5 days now.

 

Wait a month and you'll understand why certain design choices were made.

Reply #8 Top

I understand plenty and have played from Beta 1, hence why I said not as drastically as melee. 1/3 maybe compaired, thats plenty less and still gives spellcasters the use of dmg spells later on. Obviously utility spells are still useful all the time, but I HATE how I'm forced into autoattacking eventually as a TB/QoT.

Also being able to know exactly how much dmg a spell will do isnt very fun either.

Reply #9 Top

there's something wrong with auto-attacking? Queen of Thorns even gets splash damage on her auto-attacks in closed mode, pretty good actually. 

 

i really don't see what the big issue is with transitioning from spell damage to attack damage as the primary threat to Demigod health. this tends to happen only in the late game so you've got plenty of time to prepare for it since you know its going to happen if the game goes long enough. 

 

there's also no replacement for AoE damage spells for creep clearing. this is still extremely important into the lategame as it is crucial to be able to efficiently push through large masses of enemy creeps in order to apply pressure to their citadel. 

Reply #10 Top

I'm just saying I dont like being forced into it. I like it being an option. Spell casting is more fun and looks cooler. At least to me.

 But if it's not what people want, as it seems it isnt, I guess theres not much to it and it's just me :)

Reply #11 Top


Theres a million things I (and I'm sure everyone) would change about Demigod...and to be fair that's the same with every game.

But the one thing I really feel needs to be added to keep the end game spicy is spell power.
Spells do not scale well at ALL into the multi-artifact part of the game.

It's pretty self explanitory, but let me explain:
Anything with a hard number should be able to be increased. From Fireball to QoT's shield. What worth is a 1450 absorb when people hit for 500-600? (Correct me if I'm wrong, but the absorb doesnt get the bonuses of armor right?)

What do you all think?

End of quote

 

my FIRST thought was the same

but second is different, i try to explain, many skill are really powerful when you take them, like fireball or regulus long shot i forgot the name

gearing up your demigod with attack faster and faster and hit harder and harder, having that AND skills scaling a lot would result in 1 shot always

 

i think the actual balance in this aspect of the game is ok, gearing up your demigod WILL be way more powerful even with main skills not scaling, i would maybe just make them scale very slightly but surely wouldnt want a big increase

 

Reply #12 Top

Well that's the thing, you shouldnt be able to get them both crazy high. You could be GOOD at both, but not sick.

I'm not complaining about balance, it just sucks if the game gets to the crazy tie area when people have 10k+ hps. Spells that are for damage. You can SPAM spells over and over and over, but you would just be gimping yourself cause you could of spec'ed for melee and done way more damage way faster.

I just want the OPTION. (I'm using that word a lot)

Reply #14 Top

1450 absorb every seven seconds pretty much cancels out every other ability in the game however...

I hate that shield....

Reply #15 Top

When you're meleeing for 600+ AFTER armor reduction that sheild doesnt last too long.