Frogboy to Xbox: Needs more Ramz, kthx.
DeadlyShoe
The generations of your children would sure be an interesting way of dating how far into your game you are.
I think you were sufficiently paranoiac with your THIS IS AN EARLY BETA warnings that it wont be an issue. :)
I think the title of the Empire's finance dude needs to reflect the social structure of the Empire more than the gold making aspect, specifically. I don't think the Empires care for money, especially - just resources. I would use Guildmaster (Doge?), Overseer, Legate, and so on. Or maybe just tend to the overblown and arrogant, as would fit such massive social-darwinists. Grandee? Lord? Domina? You could also aim for consistency with the simple descriptive titles a
I lurv that newer screenshot. Go go gadget fire breath! BTW: The Ye Olde screenshot is clearly a mockup - that's why it looks so different than the newer screenshot. It doesnt have any UI either, that's just to show the concept of the UI. I assume frogboy means that if they try to do any reasonable number of tiles, minute differences in combat move speed become useless. THey need a higher speed-resolution (so to speak).
Regulus outranging towers is kind of annoying, but eh. It only really seems a problem when tower strength is set to High. Every other demigod - even Uproot QoT - is affected more by High strength towers than sniper scope Regulus is. For him it just means a little more time spent autoattacking. There are other imbalances between DGs when you vary game settings. For instance a Torchbearer does poorly in high-gold starts because he is skill based. And AOE/stamina builds a
[quote]Noobs: Do not run when they should . Intermediate: Run when they should not .[/quote] Wanted to emphasize this, Running when you should be turning and fighting can get your team killed almost as surely as staying when you should be running gets you killed. By far th
The number of players always sinks a few weeks after release. It's as inevitable as the tides. It takes a lot more time than you might think to implement new stuff, if you're doing it right... :|
[quote]-minimum of 1 new demigod (in reality i think they community demands 2) - with some indication of further demigods in the works[/quote] Stardock has funded 2 post release demigods. Any further demigods are tbd based on sales.
[quote]Again, I would like to point out the fact that mines is, by far, the most non-linearly scaling damage ability in the game (most abilities follow a mostly linear increase in effect with each talent point). At rank 1, it does ~22% of the max damage/cast, at rank 2 it goes up to ~52% of the max damage/cast, at rank 3 it does a whopping 89% of the max damage/cast, with rank 4 obviously being 100%. [/quote] The only context that's relevant is
Interesting. I haven't played regulus MP, but I have played against similar Regulus builds a lot, right down to the early health potion and high speed. Playing as Rook, I've found that the build is annoying but usually cant contest flags early as long as you cower behind towers properly. Also, Boulder Roll + the shoulder tower upgrades tends to hurt harassment regulus disproportionately. What should a regulus do in this situation? I've found him hard to counte
[quote]Number spouting. This is scrub talk 101. I rest my case, everyone else can decide on their own. Have fun.[/quote] Game developers, i.e. the people who balance the game, have to tweak the numbers. And do statistical analysis. Lots of time-consuming and somewhat boring stuff. But you just call it 'scrub talk'. Absurd, especially in a thread where everyone is assuming the role of amateur game developer. It's been my experience that 'pro' players (in the sense tha
The practical difference between mine slow and hammer slam slow is nonexistent. [quote]Reg is underpowered, mines are the only thing he's got going for him, play more games.[/quote] Reg is competitive without mines. The reason mines are the 'only thing he has going for him' is that they outshine his other abilities, at least in straight-up power. Riggamortis outlined the kind of thing I'd like to see. They either need to be clumsier, so it actually requires effort and
It's a necro thread guys. Interesting situation to think about though. I would probably encourage my team to use the Warlord's Punisher. Three of those firing will inflict some serious mana drain pain on the Sedna team. A Regulus with Mark of the Betrayer would also be fantastically useful against a Sedna team.
Mines arn't fine. They need to be changed somehow. Just compare Mines to Hammer Slam. Mines are harder to dodge, have better AOE damage, can be placed at further range, and have all the utility advantages of being preplaced. Mines also get their slow effect at 4 skill points/level 10; Hammer Slam requires 5 skill points/level 15. Hammer Slam's only advantage is better single target damage in a single use, although for practical purposes that also requires using a b
I think Warpstone should be a consumable.
brilliant idea Artifact consumable would be best
I would seperate Health and Health Regen. Right now they are basically the same thing, in terms of what items you buy. If they were seperate then while you still get benefits out of +health, the attrition difference is much smaller. I would also like to second the earlier comment about 'you either benefit from health or you don't'. Getting more health doesn't always improve your combat ability and this is especially the case in team combat. If a Sedna and a UB are in the s
Question: when attack damage is partially absorbed (by Bramble Shield or by the Groffling Plate ability), does the attack list for its full amount or for only the unabsorbed amount?
I've also had the getting stuck problem with the Sludge Slinger. I'm not sure if its 10 seconds, but it certainly feels like a geologic age when theres an enemy DG nearby.
The only thing that I can think of is that the portal minion armor upgrades are applying to Rain of Ice damage. And also maybe any +armor auras might be interfering. The damage of the ability itself seems completely fixed at 200/level, looking at the ability file. [quote] ive had plus dmg with bite... 775 turned to 840 dmg or something like that a couple of times ..[/quote] That's the Debilitating flag. 775 * 1.1 = 853.
[quote]An interesting counterargument... I'm assuming that your idea of this QoT minion build is one that prioritizes Summon Shambler, Bramble Shield, Ground Spikes, and Mulch Shamble, along with having a full set of at least basic minions. While a late game version of this will surely outmatch a Sedna on an even playing field, I have to wonder if it will stand in the early game to press the advantage, as well, especially considering that it sounds even more mana-dependent than Sedna, h
[quote]At most it makes one of the stunners run ahead a little bit so he can execute his stun 5 seconds later. I don't see anything more desirable about that situation. [/quote] It lets the player being stunned actually play the game.
Interesting Kestrel. Thanks for posting the quote. I'm flabbergasted by the comments that people would rather have stun-locking than AOE stuns. The AOE stuns are interesting, powerful, and already implemented - chain stunning is by comparison frustrating, difficult to balance, and would require replacing or changing all AOE stun abilities. Silliness. [quote]I was not aware of stun immunity until this thread. But now that I know that it exists, I am rather upset.[/quote]<
Frogboy's focus is shifting back to Elemental.