[quote]There is no reason to nerf minion builds, as these are the one of the only things that makes Oak and Erebus competitive. After trying for several months to find success with an Oak assassin/ light minion build and getting my arse handed to me[/quote] Thats your problem, not the DGs. Assassin Oak is strong if you know what you are doing. Assassin Erebus is also strong in many situations. When HoB was around, there was no question that a HoB based minion build w
Krazikarl
Thats actually a good point about Plenor vs Vlemish on Leviathan. I have always thoughtlessly bought Vlemish first but you guys are right that that is not a good idea on that map.
Under some cases you might as well. If Reg is going to have enough mana anyway and isnt going to be using Snipe for anything else during the cooldown, he might as well do some damage. Maybe the extra 500 or so damage will be useful at some point in the near future. Something like a TB is a good target - if you hit that guy with 4 random Snipes over a few minutes, that really hurts him actually and will probably cause him to go back to the crystal in many cases. But y
[quote]That was very frustrating. You saved your teammates from at least 3 kills from me alone between Shield and Penitance. That and a few early deaths got me outlevelled. Once that happens youre going to get killed a lot more, especially as Rook. I definitely didn't play well but it didnt help that our Oak seemed to spend the first 2 or 3 minutes AFK. He was still level 1 when everyone else hit level 3.[/quote] Yeah, no doubt that your Oak was going to lose it for you eventually sin
Yeah, even if the stat reporting is fixed finally, the rankings are still going to be pretty funky. Simply put, the ranking algorithm doesnt make too much sense. At the current moment, ragequitting against good players is substantially better than beating mediocre players in many situations. And yes, ranking players with a 0-1 record above players with a 50-30 record is just stupid. Frankly I dont expect the rankings themselves to mean much anytime soon. For wh
Having just played the OP, I will say that this build has its weaknesses. Specifically, facing DGs with an interrupt does not go well for this build. I was playing an Oak, and the ability to prevent any hammer slamming with my interrupt made the Rook easy prey. The build certainly has its advantages, but I would think that you have to be careful with your matchups. If you are going against DGs that have spammable interrupts you have to either have some way of not bei
[quote]P.S. Taking only speed and thus no or little extra hp means that one or two aoe will kill them. For example mines will instaclear them, as will any combination of TB's aoe's. Ooze will kill them in 10 secs. Then you have divinejuctice+SoF combo, hammerslam, mass free/charm. Obviously horn is a great item for survival, but a good team will synchronize their aoe and instagib your rolly pollies.[/quote] Sure, and while you are using multiple DGs to clear out a wave, the other team
The suggestions above arent particularily effective for the real problem with minions. If you are dying to minions a lot you are just doing something very wrong. Dying to minions isnt the issue. The issue is that minions generate tremendous map and lane control and can take down strucutres very quickly. And while all that is happening, the DG responsible for them is under absolutely no danger. Hit and running against a minion swarm that is taking down towers fa
HP builds might be the best builds (in general) for 1v1 situations, but as soon as you starting thinking about other scenarios, other ideas become more and more plausible. For example, mixing in a little speed will generally make you weaker 1v1, but is probably better in many 1v2 and 2v1 scenarios. Now in small games (ie 1v1 and 2v2) you are very restricted in your choices. Its tough to force advantageous situations for non HP/minion builds in even a 2v2. Thats why I
The quitting that you are seeing is due to host quitting, not a lack of punishment for fast quits. If the host quits, stats dont get taken down down. This is supposedly getting fixed very soon. Yes, stats should have been fixed very long ago. I dont understand why a game that is almost exclusively multiplayer cant track stats after 3 or 4 months either. But for whatever reason SD/GPG hasnt gotten them fixed yet, so it is what it is. Just ignore stats for no
[quote]hey man, it's okay take a load off The concept you seem to be missing about a minion swarm build is the huge cost. No BotF or Duelling skills, Idols instead of items and the need to stay within ear shot of reinforcement battles in order to level. Now without BotF, and at least Banded to kick the game off Snipe is somewhat effective and with Scaled Helm totally spammable. The mistake people make with Snipe is shooting at someone with BotF, B
Well, 3v3 is really kind of a nice game size, and Cataract is the only decent 3v3 map. Really there is a pretty small number of good maps out there. I mostly just play Cataract and Leviathan with Zik mixed in sometimes. I suppose Brothers and Mandala arent bad, but you really need to do a 5v5 to make them work. Exile, Crucible, and Prison are really poor maps and that really cuts down on the variety that you see.
It isnt really possible. I've always assumed that there is some kind of bug going on because the numbers simply dont make sense. The numbers are downward trending pretty noticably. I'd say a 20%+ drop in players this month on average. Hopefully 1.2 and the demo will reverse this.
Thats true, but the main reason for HoB hate seems to be the unlimited range, not that issue. I think that the unlimited range is intended, but it causes the streaming minion problem.
Yeah, as people have been saying, there are still a lot of outright bugs. The only thing on the list as of right now that probably isnt a bug is the HoB stuff. But really HoB does need to be nerfed so people will probably find it much more enjoyable to play games against good players if that item isnt abused.
They might have been designed to be very simple on purpose. Lets be honest: its a pain to control minions except as one huge blob of units. I think that the weakness of the minion control in the game would have people very upset if using minions actually required micromanagement to be effective.
[quote]I think the OP might have just been talking about how "lame" (for lack of a better word) it is that he can throw mines at people feet as though they were AoE attacks. They don't seem like mines at all at the moument, more like bombs. Flat bombs. Flat bombs that you can throw on people that are in you face. [/quote] Then just mentally call them "bombs". Maybe even SD/GPG can relabel them as bombs instead of mines if people really get upset about what they are called.</p
Huh, I didnt know that minions could kill Oak's Ward.
Reg is a below average DG in the sizable majority of situations. If you nerf him in any way, you had better be buffing him just as much in another. In any case, you should be able to deal with Reg mines if you are playing a pretty wide range of DGs. Reg is already strongly countered by so much (assassin Oak, assassin Erebus, any UB...) that complaining about him having advantages over his counters is just odd. Bottom line: if you are getting hit by 6 mines, you are
I just hope that they tweak the ranking formula before that starts showing up. The simple fact is that right now ranks dont make any sense at all, even if you account for all the bugs. For example, even in properly reported games, ragequitting and losing against good players gives you more rank than beating average players in many cases.
[quote]Oak's Divine Justice is the ONLY Demigod based AoE heal.[/quote] Sedna's Healing Wind fits the bill also I believe. And I suspect that it is better at AoE healing, although I havent ever compared the exact details (like say the radii of the effects).
[quote who="Boxleitner" reply="8" id="2318142"] Quoting Krazikarl, reply 5I've always been a little hesitant on using builds that rely on your opponent making a huge, stupid mistake and dying as a result... It's true: Bishops are amazing healing. I am hard pressed to justify their absence. However, the benefit of reduced damage and increased health points from both armors at the start of the game are just as effective in my opinion. Getting monks at the start
Yeah, I dont really have a problem using Wand as a favor item - I just dont get why you wouldnt take Monks/Bishops on a healing build.
I've always been a little hesitant on using builds that rely on your opponent making a huge, stupid mistake and dying as a result. For one, it should only work once, and really it should only work against very often against bad players (who you shouldnt need much help beating anyway). I dont usually see good players letting themselves get to really low health in a melee fight unless they have some understanding of what skills the opponent has and what favor item he is using.
Why are you running a healing build that doesnt get Monks/Bishops until level 18 or so? I think you would be very hard pressed to justify not getting Monks right off the bat. Bishops should also be gotten much sooner. I think that the real question on this build is: What advantages does it have over a Sedna build? In other words, why not just play Sedna? I find that the number of situations in which you need 2 support healers is pretty limited since nobod