the early levels of the game (levels 1-5 for most games) are dominated primarily by your lane staying power. you shouldn't try to get kills. you just want to scare off the enemy DG so you can have lane farming privileges. get the lane flag, kill the creeps, then back off and regen. if you suffer less damage than your opponent and regen more health/mana thany our opponent you'll dominate the lane and level up faster than your opponents. <p
transitive
I'm sure Brad or any of the talented staff at Stardock can give you a real answer regarding the availability of off-the-shelf large scale p2p code for game networking. I suspect the answer you would get on this would be something like this: "No, not really. Its all very proprietary and top secret and to be perfectly honest nobody's ever got it working great for this kind of thing." alot of other p2p systems wouldn't have been good fits because they don't have to co
client-server is O(n) p2p is O(n^2) the advantage of p2p is that it basically crowd-sources network infrastructure so you can get it operating very cheaply compared to building a big enough server infrastructure to host 200,000 simultaneous users. the issue with crowd-sourcing anything (and p2p is no exception) is just one of compatibility. everybody has slightly different stuff. its incredibly difficult to build a robust enough system to get everybody talking t
so... http://forums.demigodthegame.com/347031 ... do i get an "I told you so" award now? in any case, thanks for the update. keep plugging away at it.
ya, Darvin is exactly right. if the scenario goes perfectly then you gained some free gold and you go right back to where you were before except you have extra cash. but it doesn't always happen that way. you can botch it and die before getting the kill. you can get the kill but get picked off by an enemy DG instead of a tower so your net-gain is negated. other stuff can go wrong too, too many different ways to list them all. &
the other way you'd imagine you ought to be able to play Beast would be a lane pushing build based on Ooze to take down creeps and Bestial Wrath to bust up towers. in fact that build works, it just suffers immensely from total lack of DG killing power, which is a huge problem for a DG who's primary role in the game is harrassing and killing DGs.
i tend to disagree with those who say Spit should be melee range. the problem with Spit (if there is a problem) has nothing to do with it being castable from 15 range units away. thats short range by the standards of damage spells anyway (Penitence is 20, Fireball is 30, even so-called melee attacks like Pounce and Bite are 10). changing the range would be missing the point and would only make the ability awkward to use and thus very unappealing. </p
with no independent means of verification of the claims on the ban list this cannot be administered in a fair way. the only acceptable means of proof ought to be an in-game replay video of the incident. until that can be posted you should not go forward with your website.
i think you're right, there's a little awkwardness in how Bestial Wrath works. Cookie Cutter build of Beast doesn't really take it until very late game where it becomes extremely good for plowing through Towers and Fortresses. still the scaling on it is excellent and you can conceivably use it with a Wand of Speed or one of the Warping artifacts to instantly close the gap and get an extra 2 or 3 hits in. for these reasons i hesitate to add it to the list because i
we've just had our first skill re-balancing since the game went live (Erebus' Bite skill has been nerfed a bit). in my opinion this is a good thing. i like the idea of making incremental adjustments to keep things in a good state of balance. but nerfs are painful. sometimes they're necessary but they're always alienating and upsetting to some people. the other side of the balance coin is that some abilities are underpowered and should be improved to be brought in line w
also of note is that the first best health and armor are not on the same DG. Oak has the best armor, Rook has the best Health. thats just base stats anyway though, the differences aren't really that great considering only the base stats. equipment and experience level make a much bigger difference. actually, the base stat that matters more than anything is your movement speed, since all move bonuses in the game are percentage based rather than just addititive. this mean
i don't personally find that Venom Spit is severely imbalanced (as some claim it to be), but its definitely one of the strongest abilities in the game. it is balanced out at the moment by a fairly high mana cost (and by Beasts naturally somewhat small mana pool) but nothing is sacred and everything ought to be subject to review for rebalancing if necessary. Spit is currently high enough on the power level scale that it ought to be examined. <p
far more surprising than a number switch bug/code error is the fact that Healing Wind has an undocumented feature with such significance! yet more awesomeness for Sedna, and this one is a total surprise.
thats the whole point s1foo. the main problem with Bite was not its effectiveness (basically fine), the problem was the mana cost, which was way too low. they could have changed nothing but the mana cost and fixed it. the behavior your describing - being able to easily bat swarm in and out of combat while still having enough mana to spam bite every CD - was exactly the thing that was imbalanced. now Erebus will have to manage mana slightly more ca
honestly, just let it go. how many of you are new to internet forums? i think GPG did the right thing but the the amount of attention this is getting on the forums is excessive. yes, we know that people complain. yes we know that people get flamed for complaining. we know that some complaints are valid and others are not. we know that there's a vocal faction of people who are against any change to any game ever no matter what. we know that every change pisses someone of
replying to bump the post, because more people need to read this in light of the recent *minor* balance changes from GPG. there's no way to make a balance change, no matter how small that won't enfuriate some people. and those enfuriated people so frequently get carried away and take it out on the forums. p.s. you sure that hands-off moderation is a good thing? i mean, some people very obviously need the ban hammer. this fellow for instance: Extac
good guide. i have just two comments to expand upon this otherwise excellent post. 1) I agree with Ezekhiel regarding taking level 1 Mist. - its useful for clearing debuffs - its useful for waiting on your cooldowns to reset or for an ally to arrive and provide backup - ranks beyond level 1 only gain damage, which is not what you care about, so leave it at rank 1 2) alot of people don't correctl
Nightstriker, did you even read what the changes actually are? they didn't remove the whole skill. its still there. it does about 15% less damage and costs about 33% more mana at ranks 3 and 4 (lower ranks weren't changed by nearly as much). i assure you that you'll still play Erebus, you'll still take Bite, and you'll still do well with it.
its an extremely small nerf, actually. just run the numbers on it. nothing was adjusted by more than about 17%, except for the rank 4 mana costs, which were raised by a bit more than that (increased by about 1/3rd at rank 4). seems totally reasonable and is very much in line with what i've been suggesting, which is a small adjustment to the mana efficiency of the skill to put it more in line with other abilities. thats exactly what has been done. seems correct.&nb
Miya, i very much respect your opinion and i basically agree with you. i was not trying to present the build in my post as the most effective way to use Sedna, i just thought i'd throw it out there to demonstrate a way that Yeti's can be effective. i have played the build i described and it does work fairly well. i'll stand by that statement. however, there are certainly alot of ways to play Sedna and many of them are even better. I do play
they are somewhat bad. that doesn't mean their totally without value, just not enough value for anyone to feel compelled to go out of their way to buy them except when you're buying them at the same time as Catapults. they do have 3 characteristics that are somewhat worthwhile though 1) slow attack speed, high attack damage, means they are effective at harrasing demigods without having to remain in close contact to a DG for a long time (and thus get swatte
250+ is likely to cause fairly long duration (meaning 5-10 seconds) of latency from time to time, while this isn't totally unplayable its already pushing the boundary into no longer enjoyable. a ping of 350+ is far too high to have a stable game. it will almost always result
Erebus is mostly fine. i think his damage output is fine, he struggles do damage buildings (his only real way of doing this is with Idol minions, his nightwalkers are beyond terrible at it and he has no skills that can affect buildings). his auto-attack damage is weak, he has no passive skills that increase it. his damage dealing ability is linked entirely to the Bite skill. it makes him very adept at Biting demigods which severely weakens them and then getting a few wh
this idea is only reasonable if the game also included reward mechanisms for non-damage tasks. the current assist system is the only thing keeping support builds of Sedna and Queen of Thorns viable at all. until you can earn EXP and Gold by healing and buffing your team-mates the assist system needs to stay as it is now.
not sure i like the premise of a thread like this. some of the critiques are reasonable, but putting them in this sort of omnibus format is distracting and doesn't help discuss the details of some specific issues. too easy to get caught up in flame wars, personal attacks, and sticking your neck out to argue as partisans for or against a particular Demigod. it would be much better to address specific issues in specific threads one at a time. that said, the only real crit