i agree with DalzK. those are precisely the two changes I would make, perhaps even more severe on the cooldown, i was going to suggest 60 seconds.
transitive
the object of a good system is to inform other players, before a game starts , what your habits are like. alot of games keep track of things like a player's disconnect rate so the rest of us can get an idea of what kind of issues they might have. will help clue other players in to that player either have a bad internet connection or being a bad sport. once a game st
great site for out-of-game reading of skills and items and tinkering with builds and levelling plans. http://demigoddb.com/
single player skirmishes are a good way to learn the ins and outs. the game isn't complicated enough that a tutorial would illuminate anything in particular. its really just point and click. the rest of the learning curve can only be taught by experience. the important decisions are about strategies and positioning. a tutorial wouldn't teach either of those. just play. lose at first but watch what other players (even the AI) are doing. come online and read the for
this is not a good post. you can't hack Demigod without causing desync. its very immature to assume an opponent is a cheater because he performed better than you expected. you should be ashamed of yourself for slandering another player with no proof. its bad form to just toss around accusations like that. in the real world people get sued over this kind of thing.
Heal is fine. you can overwhelm it easily with a sustained damage strategy. a DG like Regulus or Beast can do it with auto-attacks. generals can do it with minions. you can also use stuns, silences, and/or interrupts to prevent the heal from going off. requires a bit of timing and skill, but hey, nothing should be too easy.
thats true. but that involves playing conservatively and just barely trying to hold your ground. you need tower support and strong harassment abilities and you should never expect to actually kill an enemy in a 2v1 situation. the best you can hope for is that you keep the flag you're guarding or prevent them from demolishing a tower you're guarding.
don't fight 2on1.
so, Lumifly, you just argued for a better p2p system. how then have i said anything objectionable? have i merely aped Frogboy or is it the case that Frogboy was correct? when i say something is an industry standard i mean exactly what it sounds like. there are a large number of high profile games that also use some form of p2p system. that is a statement of fact. i'm no
looks like a pretty good lane pushing build. enough health and harrassment ability to prevent a single DG from stalling you in a lane and very good anti-creep and anti-tower tools. the one thing i don't like about it is the holding back skill points at levels 6, 8, and 9. it creates major gaps in your development during those levels. i'd rather just take the points in Fire Aura earlier and delay acquisition of the next highest rank of Fire Nova or Circle of Fire f
just speculation based on the comments in this thread, but he might be using something like this skills Shamblers rank 4 Entourage rank 3 Bramble Shield rank 4 Ground Spikes rank 4 Goddess of Thorns (1 pt) rest in Morale items all 3 idols, highest rank you can afford Gloves of Fell Darkur
1) few, not less. you might not be an English native speaker so i can understand making the mistake. but the word you want is few. 2) i don't find this complain to be especially meaningful. the most important thing BY FAR is the order you purchase skills in, not the fact that by level 20 you can have almost everything you wanted.
Erebus' minions ARE his creep clearing abilities. mist isn't exactly good but at least it can keep you safe while Nightwalkers pop up out of dead guys and start clearing the area. only takes 1 point after all. what i really find though is that an Erebus that has already built up a minion army (6+ Nightwalkers and whichver idol summons he has) can bring alot of pain quickly.
in before locked.
you don't lose automatically just because towers are down on one side. you could have taken all 3 middle flags and farmed their creeps. in a few minutes your whole team would have outlevelled them dramatically because they just won't get alot of XP while knocking down towers. then, once you've got a 2+ level gap you go and whack them easily. they beat you because you panicked and played into their plan exactly. it was your belief that losing
wow you're right! they're not the same. hence, "revised". and yeah, i've ragequit when my team-mates are horrifyingly bad. its still a dick move though. sometimes i'm a dick. sometimes you're a dick. try to keep it classy as much as i can though.
now THIS is a rage post. i mean, he rage quit right the hell out of the whole community.
there are really no ways to scale up your burst damage other than by levelling up and healing/shielding is intended as a direct counter to burst damage. the most effective way to kill Sedna or QoT is with a high sustained damage output from powerful auto-attacks or large minion armies. obviously this sort of thing is hard to come by before the mid to late game. Sedna in particular has NO ability whatever to defend herself from minion a
ya, about that Ooze while grasping thing. i just tested it in a game vs. AIs. it works. the ooze is still going while your grasping. it deals damage to everything in range including the guy you're grasping. i'm 100% positive about this. i just watched it like 15 times in a row. you might have Grasped somebody outside of the range of Ooze and thus not dealt him Ooze damage. this is possible, Grasp has a range of 10, the radius on Ooze seems to be slightly less than
experience range is 30. its quite a large range, but still requires you to be relatively nearby. you don't have to have dealt any damage to a creep to get exp from it, just be within 30 range units when it dies and you'll get some exp.
the most important thing Foul Grasp does is stun and interrupt enemies. the health drain is purely secondary. additional points cause its mana cost to scale up at a very fast rate for only a marginal rate of return on the health drain. most of the time you gain almost no utility (or even negative utility) by spending additional points in Foul Grasp. only in very late game scenarios will your mana situation be comfortable enough to justify additional points. this is subj
these are great questions. alot of experienced players will have a variety of opinions on them but you're definitely asking the right questions. kudos. i'm not a Regulus expert (my main DGs are Beast and Oak) but i'll offer some small advice. keep in mind that others know better than I do. hopefully my knowledge will be of some help anyway. 1. as Kitkun mentioned you will use either Mines or Angelic Fury to kill creep waves. Mines are costly
thanks for the comments Mike. Blood of the Fallen is a fine alternative choice for the Spit build. picking it makes it somewhat more important to buy a Boots (or Wand) of Speed sometime in the early game though. i would feel very uncomfortable not having any kind of enhanced speed though. with the extra health you can win alot of fights but you still can't win every fight so being able to escape is just vital. Heart of Life is of cours
Wand of Speed is strictly optional, in my opinion. Diseased Claws and Inner Beast are more than sufficient to keep enemies in range. For escape purposes it might have utility, but the build is designed to simply tank opponents and tends not to run from encounters or will just use a teleport if i see a 2on1 coming. there's a very specific reason why the Ooze build doesn't have Venom Spit. it doesn't have enough mana to support it. and there is not, in my opinion, a
read my guide, it has many useful tips: http://forums.demigodthegame.com/354155