makes connections more better. the previous patches greatly improved connection speed but did not improve stability very much. this one appears to have improved stability. thats just anecdotal though, the patch notes aren't exactly descriptive.
transitive
the gold from killing a DG themselves isn't even close to the reason why dying puts you so far behind. it has MUCH MUCH more to do with what your opponent gets to do unopposed in a lane while you're dead. its like minimum 30 seconds of free creep farming and usually translates into 1 or 2 levels, about 1000 gold from creep kills, a flag cap turnover, and maybe even one or two towers destroyed. seriously, its that shit that's killing you, not the 900 gold or whatever he got from nailing your a
its usually true that early priests isnt helpful, but there are exceptions. Dominate maps for example. a priest push can knock down towers on the border of crucial flags. if you've got towers near the flag and your opponents don't it will be almost impossible for them to prevent you from holding it.
a good idea in principle. keeping communications to their useful minimum isn't a bad thing. sometimes there's room for a bit more talking than that though. nobody should ever blab about stupid shit and especially should not boss their team around or insult their opponents or team-mates.
1. REPLAYS! 2. random map/mode selection (as well as random DG selection) 3. UI improvements. allied DG unit portraits, clickable for targetting purposes. custom hotkeys and more hotkey featues (hotkey targetting is important, especially one for target self, and target nearest enemy DG). 4. Citadel Piggy Bank so teams can collaborate more easily on Citadel Upgrades.
look, if you don't enjoy this game at all except when you're winning easily than you have a problem with the game itself and you shouldn't even play this game because you don't even like it. you gotta drop this non-sense strawman arguments like "hardcore" vs "casual". those categories don't exist. you gotta adjust your attitude because you're not even trying to have a good time with this game. you say you won't even bother to try playing out a game based purely on
right, i understand your position. alot of the time you're going to be absolutely right and the complaint is not a valid one. however, that does not discount in any way the possibility that some complaints are totally valid and indicative of a flaw in the game balance. my point is that i don't think we should be dismissive. i really like the fact that you're trying to help people learn some strategy. i've been involved in some of that too (see this post: <a h
i'm still not following what you're talking about with casting Mark of the Betrayer on yourself. wouldn't that just hurt yourself? it would slow you by alot for 5 seconds and then it would deal damage to you next time you used an activated ability. i can't imagine thats what you have in mind. you seemed to be getting at some sort of debuff cleansing effect or something like that. not sure i understand. also, debuff cleansing would be wildly
allied DG unit portraits please. its almost impossible to figure out what everyone's status is and almost impossible to get the right targetted buff on the right guy in the thick of a really crowded engagement. can't tell you how many times i've put a Bramble Shield on myself (when I didn't need it) rather than my ally who was standing right next to me (and did need it) because my mouse was off by 3 pixels.
all i can think of is that a lack of diversity means they will also all share the same weakness. Rook is slow and the towers are totally immobile. circumvention seems like a viable tactic. as does piling on. the lack of mobility will make it difficult for the rooks to reinforce each other. you can easily get them 2on1 and just pick them apart like that. even if they teleport, they can't move their towers with them. they'll be weak if they just recently ported in t
yes, penitence stuns for about 0.2 seconds, which is long enough to interrupt. it will also generally reset their attack speed or movement animation so can cause a brief hiccup in those actions as well.
i agree with Miya. specifically i think at the moment, given the absence of good performance based statistics for games played (the Pantheon stats are not reliable measures right now), the best option available is quantitative analysis of certain skills compared with the closest available skill on another DG. i disagree with the OP's notion that complaining about balance issues is inherently linked to being bad, or losing, or not knowi
what do you mean by casting Mark of the Betrayer on yourself? I don't understand. that confusion aside, i disagree with alot of your assessments. Maim is a passive effect so it costs no mana and has no cooldown, this is a gigantic difference compared to Mark of the Betrayer. the two abilities function differently. comparing them as if they're for the same purpose seems off-base. its true that Regulus has lots of slowing abilities, but only one of them costs no mana and
another thing worth noting the AI's are mostly oblivious to map objectives. they play adequately on Conquest and Fortress modes because their default behavior more or less involves trying to push toward the enemy Citadel while knocking down builds along the way. they utterly fail at Slaughter because they don't understand that self-preservation is valued extra highly in that game mode. they utterly fail at Dominate bec
there actually is a favor reward for pushing towers and pushing lanes. its the buildings and damage rewards, respectively.
Oak is one of the weakest demigods in levels 1-5 or so. it takes some special attention to get off to a good start. one of the best tips i can give is to buy the level 1 priest idols, summon it, sell it, then buy the level 1 archer idol, summon it, sell it, then buy a Scaled Helm and Scale Armor. also select the Blood of the Fallen favor item at the start. this is the strongest opening package i've yet come up with. the minions give you superior lane staying power
Xinoxlx, your point may be relevant but it has absolutely nothing to do with anything that I wrote about. i'd appreciate not being quoted unless you're going to discuss something I actually said. what i wrote about was a comparison of the relative efficiency and DPS of Spit vs. Fireb
i think everyone is missing the most crucial point regarding balance adjustments. you need to be thinking about whether or not the performance of the ability is within bounds of what other DGs have access to. Bite was nerfed because its mana efficiency was off the charts. so they raised its mana cost (alot) and lowered its damage (a little). now its back in bounds. so compare Spit to other similar direct damage abilities, and while allowing for some range of varia
great info. thanks!
stfu. edit: desu desu desu desu desu desu desu desu ...
hard and nightmare have increased health regen, gold income, and experience rates. they also use a somewhat smarter AI than the easy or normal comps but as far as i can tell hard and nightmare are equally smart, just that nightmare gets WAY more bonus stuff.
only two conditions make the second and third gold upgrades worthwhile. the first condition is a 5 player game. the second condition is a game with the gold rate set to fast, this makes the time between gold ticks speed up. yep, it will give gold more often than once per second on fast setting. makes those upgrades worth alot more. generally though the first one is great, the other ones are a waste. regarding whether or not playing For
the favor items are supposed to allow players who win early matches in a round of pantheon to leverage those early wins into an easier time in future games. presumably its a skill rewarding system. not sure if i actually believe that its a well implemented system but i do understand the motivation behind it.
in that case, i'm still waiting on buff to Uproot....
guildford, i do believe that certain builds of Queen of Thorns make amazing lane pushers. i often used a close mode Shield + Shamblers build to do this. its bad at killing DGs but very good at killing buildings and creeps. alternatively a pure Fire build of Torchbearer is also extremely good at lane pushing. Circle of Fire and Fireball can both be used to cause large amounts of damage to towers with relatively little damage sustained by the