Lieu is referring to the fact that you are also denying the enemy that 20% XP advantage. *** I personally think staying in the lane is more important than flag locking. I'd prefer a +regen item or a potion to flag locks in most early games. Of course this partially depends on your Demigod... a burst damage DG like Regulus or Torchbearer probably gets a lot more benefit out of early flag locks than say a QoT or Tower Rook. Maximizing the benefit of flag locks is difficu
DeadlyShoe
In the game of skirmish/counter-skirmish, the tower rook will often get more net HP advantage from backing off than standing his ground. For example, Sedna players often use a strategy of darting in and using Pounce, then retreating and healing any damage they took in the meantime. You will get at most one or two autoattacks in if you stand your ground, but if you pull back instead the Sedna player will either take extensive tower damage while getting to you (and even more retreatin
Tower rooks cannot hold two lanes at once. There is just no way. Towers are bait by themselves, easily killed especially when distracted. Even in the early game, smart DGs can use the grunt waves as meatshields and cause far more hp/mana damage to the rook than they receive in turn. A tower farm is also prohibitively expensive in terms of mana. [quote]People may claim mobiliy is an issue with tower rooks but i beg to differ, if they want to move, they will just start
[quote]I personally don't care for double or not, I just think no double is more fun. Having diversity and fighting a different opponent in every different part of the map is more interesting than fighting the same demigod over and over again[/quote] bingo. no-doubles is also more thematic. i.e. tournament mode has no doubles. I always strive to avoid doubles if possible. [quote] Only one I've ever seen that annoyed me, was 4 Regulus + 1 Sedna. I walk u
I'm wondering if anyone has tried carrying both a scroll and the amulet, and using that to soak enemy interrupts.
[quote] 2. Charm of Life - embarassingly bad when compared to Blood of the Fallen[/quote] Charm of Life and other items are clearly meant to be entry-level favor items for newer players. They don't necessarily need to be equal in utility, though CHarm of Life could use a slight buff to the death penalty bit.
Nerf to gold and xp.
Shamblers arn't as people are making out. Being ranged is a huge advantage, and so is having AOE. 4 Shamblers with 2 levels of Entourage (5 skill points) will open for 200 points of AOE damage, which isn't bad at all. That plus the QoTs natural AOE damage means the QOT can dispatch midgame grunt waves extremely quickly without using any mana. The high mana cost for Yetis and Shamblers is highly annoying though, compared to Oak or Erebus minion builds. </
Everybody except the people who get their games ruined because the exploit is now common knowledge. God knows I've seen that happen often enough... I guess I've been around too long :p Gamebreakers often never become common knowledge, particularly in beta tests. If your worry is that the bug never makes it on the developer's radar - one advantage of private correspondence is that you can get positive confirmation.
Exile does have a tough final choke, but I've never had the problem listed in the OP. I think you just had a bad combination of abilities for the situation, and they had a very good combination. It happens. obviously (you've already figured this out) going to giants so early and in that situation was a mistake. But it's pretty much always the case that you need to push on and destroy the enemy citadel when you have a huge advantage in grunt types, because if you dont the enemy w
PS to the OP, its usually best to private message or e-mail the developers directly if you think you have found an exploit. It takes time to create a patch and the less people that know about an exploit the better.
[quote]things like summoning idols then selling them and re resummoning new idols, hiding behind towers, using heavens wrath to farm xp, dropping mana items then picking them back up to get a mana boost, ect ect are all just in game features. [/quote] two of those things are not like the others. getting more than a normal amount of minions for little gold and gaining free mana for no gold clearly circumvent game mechanics. using towers to defend yo
I don't see how we can have a priest thread without discussing the demigod healing they do. A single wave of Priests can heal your demigod for 750 pts, a far from inconsiderable amount. To be sure getting them at war rank 2 is foolhardy, but at war rank 4 or 5 they can work well - especially if your enemy lacks AOEs. It doesn't help you that there is more XP to be had if the enemy can stay in their lanes (because of priest healing) while you have to run back and forth. A
The shield lasts a lot longer htan 30 seconds, i'm pretty sure.
the servers died saturday night for some reason, and are still down. try again tonight.
you can also add Demigod in Steam as a non-steam game, then add /skipintro to the end of the Target line.
Compared to damage outputs Bramble Shield starts strong but gets weaker as time goes on. At level 10 any Assassin-build DG can penetrate the shield; level 11 and up the damage ramps up radically and the Queen needs to spend more and more time casting AOEs against the grunts; bramble shield gets progressively less useful. That's why Goddess of Thorns exists.
the pathfinding is noticably worse than previous versions for some reason, but i've only noticed problems with corners...not refusal to move. however, Frogboy posted up a list of 'priority issues' and pathfinding was on it attack priorities have nothing to do with pathfinding. in no cases should your demigod be stopping to swipe grunts if you have a demigod targeted- your DG will swipe random targets while its on the move if the enemy is not in range though. Your problems
The AI is vastly improved, it's worth staying in the game with an AI teammate now. It still has problems at the extremes though. For instance, I was in a game where there were 2 regulus players who both emphasized snipe and had heavens wrath and operated close together. Our Sedna player dropped, and even though we won the game the Sedna AI suffered 8 deaths because it didn't know to retreat early because you needed a lot of HP to survive double snipe+double wrath ganking.</p
I think the big difference between Fireball and Spit is that the UB is a killer with autoattack and the Torchbearer isn't. The spit is the prelude to the pain (or the parting shot) while the Fireball is a primary attack. the difference in cast time cannot be ignored either. also i do not think Shield (oak) is a viable counter to spit. The difference in cooldowns is just too long and you do not get the debuff removal until level 7 at least. </
It's not so much that it kills giants as that it kills everything else, after which the giants go down in short order
once again buy the orb of veiled storms or the cloak of flames - they are in the game to give AOE in the lategame
I think the Orb of Veiled Storms and/or the Cloak of Flames basically qualify as purchasable nukes ;)
....um what happened to all the posts in this topic? edit - oh great, i hit refresh five times and nothing shows up until i make a post.
It's about the tactical and strategic options open to you - there are significant pros and cons to every customization decision you make, even if its just a matter of opportunity costs. The computer doesn't play for you - trust me, there is plenty enough to do managing your demigod. The AI troops provide the backdrop - in the start they are just mobile packets of XP, but as the game goes on they become more and more powerful until a single wave of grunts can overrun y