xthetenth

xthetenth

Joined Member # 2822658
1 Posts 303 Replies 1,388 Reputation

[quote]Another suggestion : an attack move. Small creep can be hard to target. If we could have an "attack move" (like in RTS games) it could be useful for bashing creeps between us and our destination without having to click everywhere. [/quote] Agreed wholeheartedly. That would be incredibly useful.

102 Replies 250,275 Views

[quote]I prefer upgrade/custom to recipe concerning items , I've posted something like that here :[/quote] Recipies are sooooo damn annoying. I don't want to memorize them in order to waste my money on the wrong low tier item. That kind of thing drives me nuts because why does that combination make a better item than any other? It's quite arbitrary to need certain combinations of items.

14 Replies 28,854 Views

[quote]The statbox right now only displays the selected demi's HP. It needs to display more. I don't know how much simpler I can make it, but SupCom's model of letting you guess the enemy unit's stats doesn't work when there's only so few.[/quote] True. Knowing the enemy's energy would be very useful, and DPS could be very handy to know. Sorry, I misread, it was 2:30 AM. [e digicons]X|[/e]

6 Replies 1,820 Views

Mines are glitched. There are people who have noticed all their units attacking mines, and those mines haven't gone off even when meleed, so I think that it may be that same glitch, but it may be something different. I wonder if mines behave poperly after their regulus dies?

9 Replies 4,910 Views

[quote]Perhaps there should be an unintrusive box that asks the remaining players whether to vote the leaver down? Sometimes people are disconnected by accident, and people can generally spot a leaver from a crappy-internet-connection victim.[/quote] Love it. That would make people think twice about leaving, and still be fair.

26 Replies 5,546 Views

[quote]What about tooltips on the empty slots as well. Are they all the same? Some have different backgrounds, and I'm not sure what they do.[/quote] I'm not sure, that would be very good to know.

9 Replies 1,555 Views

[quote]I agree with SyxxByNyne. The "choose between pressing the attack and buying stuff" dynamic is important, as it limits the power of the winning team. It balances gameplay. [/quote] This is true. I've played a bit more and thought about it, and I'm starting to realize how important timing supply runs can be, I'm starting to favor going back to shop. I've really gotten a feel for the effort it takes to keep up to date without wasting time on the front, and it's starting to feel mo

37 Replies 5,591 Views

They have enough to slow them down and get well into their chaining. I know they can't stop them permanently, that's why two torchies are on the bad end of the equation, even though they could do hellacious damage if timed right. I've never argued that two torchies would win easily, I'm saying that they're one of the few ways to have a prayer . Three, on the other hand could have decent odds of pulling it off if they timed it right. I'm arguing viability, not superiority. Howeve

79 Replies 12,249 Views

[quote]No, the fact is, that Rooks would beat about any combo of enemies, because there rock throw does AoE stun, not to mention it only takes one or two hits to desemate an enemy, which can be done while they are stunned. The Rooks have so much health that the damage that it requires to beat them, coupled with health potions, make them there nigh near impossible to take down.[/quote] The rook has a good 1v1 stun, but against multiple opponents who aren't total fools, it isn't an AoE.

79 Replies 12,249 Views

I think the answer to making the demigods stand out is to put a targetable icon over their head, complete with team color and health that doesn' t change size as you zoom and is always on top. I don't honestly understand how you have problems telling the creeps apart. Sorry, but I"m on a small screen and have no problems seeing the creeps and telling them apart. The color scheme is very distinctive between sides, I can tell the difference between my creeps and the other teams' when th

52 Replies 17,985 Views

[quote]But I think the overriding focus should be on replicating the fun-factor that has kept DOTA alive all these years.[/quote] Replicating the fun-factor: yes. Replicating the entire bloody game: no. DotA doesn't have a monopoly on fun gameplay in this subgenre, and there should be variety. Different styles for different people.

100 Replies 264,991 Views

[quote]I do like the idea of not being able to stun a stunned/frozen player, and would like to see this in action. It might be the answer we're looking for.[/quote] I do too, it would make the worst abuses of stun nearly impossible. What about giving a recently stunned demigod a half second's immunity to stun so he gets a chance to do something ? It's probably a terrible idea for some reason.

26 Replies 4,628 Views

Is this reproducible? I think I see a few lines that may have some useful info in there: [quote]warning: GrannyMeshImport: File does not contain AssetInfo section.[/quote] [quote]warning: Error running '/lua/ui/game/chat.lua:ActivateChat': ...am files\stardock games\demigod\lua\ui\game\chat.lua(215): attempt to call method `SetText' (a nil value) stack traceback: ...am files\stardock games\demigod\lua\ui\game\chat.lua(215): in function

12 Replies 4,831 Views

Thanks, I'm trying to get some bugs for you, but I really cannot seem to get any. I thought this was the bug finding beta, not the surprisingly stable but underfeatured beta. [e digicons]:P[/e] I must say that your roundup is excellent, and I wish more people would look at it first, because it is almost 100% complete.

8 Replies 6,736 Views