[quote]Also the ePeen can kick in without the score being visible.. If someone is owning then he will just talk shit anyway [/quote] This is true, but people are less likely to get into an ePeen competition when they can actively track the relevant stats.
xthetenth
Oh, no edit, and I just remembered a demi I'd also like to see. An evil looking knight on horseback with a shapeshifting weapon (I'd love to make him a vampire, but three is pushing things). I have an artistic idea that's a nod to a band I like (and you haven't heard of, but oh well) and the black templars from warhammer 40k. Give him a charge with lance that does more damage the more run up you have (and knockback a la medieval 2 total war), an AoE where his sword turns into a giant scythe a
[quote]Need "3 hand bitch-slap" as a skill.[/quote] LOL!!!!!!! That would be epic. Based of kali, then, I guess, even if she has only 4 arms. Plus, she has pitch black skin, so the visual juxtaposition with sedna the healer with white tiger would be pretty cool, IMO. (christ, I'm developing an artist's sensability).
[quote]id like to the the rook to be GIGANTIC and the other demigods to be larger than life (they are demigods after all).[/quote] For gameplay and artistic reasons, I'd love to see something along the lines of the scale used in Egyptian dramatic art, where all the heroes and gods are bigger because they're more important, dammit! Let all the demis be bigger than minotaurs.
[quote]yeah but what if stuns are just made less broken, and lots of them are replaced with snares, roots, blinds, silencing? Do you have a consumable for each? Or does the one item reduce the effects of all? [/quote] Actually, make items that resist one of the effects. So you could make a demi who will always be able to move at top speed, or one that will be able to attack when stunned 50% of the time, or cannot be silenced. How does that sound?
[quote]Only way i'd like to see this is with something really powerful and deadly spawning, triggered by flag capture, that would be worth a lot to farm.[/quote] This. we've discussed it before, and would be really good if done right. What would you think of something where you have to deliberately go out of the way in a less "built" feeling arena, though? If there's an arena in the woods and there's a small opening that if you go all the way in there's a very powerful neutral that yo
[quote]Increase them MOARRRR. Like be able to get more than 1 level ahead. [/quote] That would be good, but has potential to be unbalancing. I'd reserve it for cases where holding onto that position will mean weakening others quite possibly fatally.
[quote]It's when you start including unpurchasable factors (time, dropped rare items, enemy kills, etc) that it becomes a meaningful game mechanic.[/quote] No, it lets you slowly customize an item over time to your specifications. It allows you to go to the intermediary stage you want when you want. It could be accomplished with about 700 items total, but that would be inane. If we add unpurchaseable factors, that adds another completely arbitrary layer of complexity to the whole thin
[quote]Or could just have the +golds float over the amount of gold you have on the UI.[/quote] I like this. Let the player have an idea what his attacks are doing to his income.
Ahhhhh, that makes sense now. Is it stunning him while he's transforming? In that case I think it means that he's been stunned after he transforms, but before the changed effect is applied.
For controls I'd love to have wasd for camera pan, 1234 for abilities and F1-F4 for items. That would help considerably. [quote]Xiph, are you finding it hard to sometimes identify enemy heroes versus your own? I'm not sure if the best way to solve that is a minimap or not, as some suggest.[/quote] Put a team colored icon over their heads.
I think it's intentional, but it's a bad enough design decision to make skills unviewable that it might as well be a bug. Items are a different matter, because they should take the player's time to balance out that a living hero would have to run back to the base to gear up.
[quote]Reducing the number of things on screen fighting on screen at a time and increasing the size of the units and buildings will force players to do more with less and focus on hero to hero fighting instead of just babysitting battles. Hero to hero fighting is more difficult and requires more skill than just babysitting battles and winning the game by riding the "flow" of the war into your opponent's base.[/quote] That's what making the creeps dramatically smaller emphasizes. It g
[quote]Bring in lots and lots of item recipes, because I like them and to spite innociv who keeps bringing up the issue [/quote] Eeeeeeeeeeeewwwww.... nasty little suckers. There is no reason that folly has to be duplicated when the effect could be achieved in a much better way that's less likely to make noobs run away in shame and allows more customization.
I think we probably will as more effects are implemented and the variables are isolated. At least that's what happened with sins.
[quote]Maybe that's when giants or angels come in, and they're making you crash.[/quote] It looks like a new unit's effects crash everything to me from that log, so I think that's likely the cause.
I know that. I would still like an option to target it on an opponent the way you can now, and have the rook trudge up to its current location and hammer slam them while I look at stats or something like you can now. It'll still be targeted at the ground occupied by the enemy at the start of the animation, it'd just be handy.
It's really something he needs, because getting dismembered by creeps in melee is just humiliating, and he needs something if his ranged firepower doesn't slow them down. Without that, if he's in melee, he's toast, and he's got nothing for last ditch protection.
[quote]I think, idealy, the demigods should "wade" through troops. Like, their movement is slowed to half or 33%, they attack units in their way doing damage(in the Rooks case, stepping on things and instantly killing like supcom experiementals. But, like i said, much slower movement speed. It'd be less effective than normally attacking.). And as you "wade" through, some units should jump out of your way and such, a mechanic so that the wading through wouldn't be more effective at kil
[quote]I was actually thinking that was a normal effect of the stun, lmao! I guess i've mostly been playing Light.[/quote] Same. Wow, that's really sharp eyes.
Every time? I've seen it occasionally when in range of a healer, but not every time you spawn, that's odd.
I've noticed that bar is often not displaying the right health.
[quote]Got another one, if you teleport to your two towers of light (that are attached to your arrow towers) in the middle lane you can end up stuck between them.[/quote] Seen the computer do this one, it was pretty funny.
[quote]you dont need to change the cool down on it or the stun duration, give him a longer animation, and make the stun boulder slower, allowing for split second jukage.[/quote] This. That would fix it perfectly.
Yep, I've noticed it till I respawn once or twice, but I can't seem to get it to repeat.