they do suck. if you setup a 1 off game on single player Skirmish and pick Hard for your AI partners they dont suck. they're actually on hard. if you play the Hard mode tournament you don't get this benefit. it sets the enemy team to hard but your team is still on Normal and thus suck alot and die repeatedly.
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several items grant life leeching attacks. please consult the Book of Armaments ( http://demigoddb.com/ ) to learn more. most common ones are probably Mageslayer or Narmoth's Ring.
Eobet, note: math incoming, if you just want the results and applications to gameplay skip to bottom. Armor can be complicated to understand unless you get into the mathematics of it and also consider what types of damage you are most likely to receive in any given encounter. not sure how much math you know, but if you wanted to look at it from this perspective you'll see that the armor equation is of the type: (1-1/x). this
ping hardly effects latency at all in this game. you'd have to have ping >350 before it makes a big difference. what is making a HUGE difference in most cases is people with extremely poor upload speeds. this isn't reflected in their ping at all though.
some of your points are very good ones that i agree with. others are not well founded and i disagree with. 1) creep "last hitting" and "denial" - these are two of the most difficult and frustrating mechanics in DotA and they are one of the primary sources of the extremely steep learning curve. personally i'm glad they were not replicated in Demigod. i know you like them because you're an experienced DotA player but i suspect nearly anyone who hadn't spent
Rain, if two teams are equally skilled than they will each have equal skill regarding judgment on when a good time to buy priests is. your notion that every upgrade should be instantly beneficial under every circumstance is what is flawed, not the design of the priests upgrade. as NEWB said, there must be meaningful decisions in the game to distinguish between good play and bad play. if you always benefit no matt
i'll second that notion. Tower Damage upgrade 1 is extremely important. towers don't do AoE damage at all without it. but with it they hit multiple targets at a time. helps even 1 lonely tower fight off a creep wave without taking much damage. more important still is it largely prevents a DG from using creeps to screen tower shots so he can go whack at it while it only targets grunts. if its got AoE it will hit the DG while it kills off the grunts.
neat guide. Scaled Helm is great though. alot of Demigods can continue using it well into the lategame. +4 mana regen is actually not at all a small amount. it equals the 1000 points of a combat mana potion in 250 seconds (about 4 minutes). if you're going to be away from base for >4 minutes at a stretch its probably best to get the helm. and as was already mentioned, it can be easily resold so the net gold loss on the helm is only 20% of its purchase price, or
you have to realize that the computer doesn't understand the victory conditions of the different game modes. you'll sometimes get an unwinnable match if the tournament picks Slaughter Mode or Dominate (on one of the larger maps anyway). it doesn't matter how well you play personally, you can't prevent your computer allies from losing the match for you by ignoring victory conditions. you can either just take it as bad luck or you can kinda cheat the system and quit
Angelic Fury IV adds 100 damage per shot (and splash damage). skill info here: http://demigod.wikia.com/wiki/Angelic_Fury Regulus base damage is 120-135 and he gains +8 per level. so at level 11 his base damage range should be 208 - 223. add in the Angelic Fury damage and its 308-323. even just one item like Slayer Wraps for +30 would get his damage range into the 350s. next we ha
correct Aeris. Shield prevents damage and debuff but does not prevent stun or interrupt. you can still stun or interrupt his Heart of Life even when he's shielded.
i think maybe you have a small misunderstanding about how Post Mortem works, because it certainly has great synergy with Ooze. it DOES NOT trigger on killing blow. if it did it would be awkward to use with Ooze since your melee wouldn't get many killing blows, the Ooze kills alot of stuff. it DOES place a debuff on anything you hit with your melee attack. this debuff lasts until they die (from anything) and it makes them explode when they di
i disagree Rain. they're a useful tool for putting a game away once you've got a good lead. they can really be the nail in the coffin and push your creep waves all the way to the citadel pretty rapidly. the reason there are so many threads discussing the proper use of priests is just because alot of people DO IT VERY WRONG. if you buy them at a bad time they won't convert a lead to a win for your team, instead they'll feed the enemy team. as with so many things in life and gaming, its all abo
hahahha. god save us from the Xbox Live kiddies.
two thread in one night? i know you're frustrated but this is borderline forum spam. the updates seemed to have helped about 90% of people with their connection issues. they certainly helped me a great deal. i wonder what's different about your setup that is preventing the updates from being of much assistance. your ISP? your router? your security software? one of the things Frogboy has mentioned often as being particularly difficult a
easy to hit it if they're standing right next to you. not sure how you managed to get a TB in a situation like that, but when i play as Oak or Beast it comes up alot. meleeing a Hammer Rook can be pretty risky and kinda terrifying.
ya, bollocks on Pantheon choosing some of the mode ridiculous unpleasant game modes. Conquest on Exile. Fortress on Crucible. Dominate on Brothers. really bad in general.
small correction Lugh: the highest levels mines (rank 4, Shrapnel Mines), deal 450 damage each. a triple blast will deal 1350 damage, which is 100 damage less than a full Rank 4 Bramble Shield. you're right about the rest of the stuff though, what you basically need to do is use the mines to burst down the shield then get your hits in with auto-attacks. two rounds of that is usually a kill.
this came up in one of my games tonight. a very inexperienced player died twice in a row in the first 6 minutes of the game. i said "there's no shame in retreating" and he got the message, started playing more conservatively. he still wasn't very effective but at least he wasnt feeding kills anymore.
too many words to make a small point. Rule 1: Don't buy priests until you are already solidly in the lead. Rule 2: if you're not sure if you're solidly in the lead, don't buy priests.
this is all bad Regulus players. i see alot of this. not sure why. maybe Reg is very appealing to new players. gonna have to second the bad Sniping behavior. i see it ALOT. its not always the sniping all the way from the health crystal, sometimes they're just not using it very well. Snping somebody in the adjacent lane who's capping a flag but has no opposition. you knock off like 500 health and they regen it right back before you fight again. just a waste of time
then according to your definition everyone in the entire world is a scrub. you made up a fake rule that says "i'll play the Demigods that I enjoy and play well." that rule isn't in the game, you made up and you're scrub. you made up a rule that says "im gonna leave the game when, in my opinion, i can't win anymore". you're a scrub. the extent of whats an official rule honestly doesn't cover very much. most of the way w
AoE? Parasite Egg? do it yourself? its kinda rough in the situation you describe though. Crucible, uniquely it seems, has 2 very important flags that are really far away from any towers so its possible to just dominate that whole area with minions. yet more evidence that Crucible is a horribly bad map. the idol selling thing will probably be patched out eventually if what i've heard is correct though, so..uh...ju
Frogboy has the secret hacked version of Oak though that does double damage and has an extra 5000 hitpoints but they're invisible hitpoints. Secret Frogboy Oak has tears that cure cancer. too bad he's never cried. etc.
how about tying volcanic eruptions to one or more flags? for example, if you hold two flags near the peak of the Volcano for a requisite period of time (say 90 seconds, just for example) then it forces the Volcano to erupt on your opponents side.