The success of Project Natal will be very dependent on the games released for it. If the SDK is crap, or they can't get any developers then this item will not make it (obviously). Then there's the fact that their target demographic likely already owns a Wii... It's a nice piece of technology, but I think it's a bit too late in the game to be successful... now, for the next generation of consoles, this is something to keep in mind.
Daikaze
QoT has the same issue... I think that both Sedna and QoT should summon double (or maybe 1.5 times) the current amount of minions, and the maximum amount of minions should be doubled to account for this. I'm only referring to Shamblers and Yetis, not idol minions, when I say minions.
[quote]- Bramble Shield I, 700->600 (too strong at Lvl 1) - Bramble Shield II, 950->900 - Bramble Shield III, 1200->1200 - Bramble Shield IV, 1450->1500[/quote] Yes, I agree that it needs a fix early on, but your suggestions for levels 3 and 4 of bramble shield don't fix the scaling problem. As the game goes on everyone deals more damage and so the shield becomes a small buffer. Your suggestion only makes the shield scale like Sedna's heal (which was likely
Seems pointless. All I (or anyone else) would have to do is disconnect from the internet (simple button on my laptop); although it could even be possible to avoid the -favor by simply using CTRL+ALT+DEL. The best solution (and the one they are working on): The option to concede a match.
My problem with Regulus mines happens to be twofold. 1) He can use them as grenades. Sometimes I can dodge this, but usually I wind up taking a fair amount of damage. Usually the amount of damage tends to leave me with enough hp for me to die via snipe. 2) If I can see them I can't do anything about them. Oak flags and Regulus mines should be destructible by attacks... Unless I'm a general, but this means that Assassins are at a disadvantage versus a mine-based Regulus. <
For them to be worthwhile the mana cost needs to be lowered, and either they need to be buffed or the Demigod needs to be able to summon more of them. Although, if they were turned into a passive summon, like Oak and Erebus, then it'd make them a lot more likely to be used. Personally, I'd like to have double the amount of Shamblers/Yetis (total and per summon). This would increase the usefulness of Entourage for QoT (although, I still think that the +gold ability is a
I feel that it is unnescasary to bring this to the forums. I fail to see why we are avoiding such a person when we know so very little about the situation. There are no chatlogs present, and no real indication as to whether or not this person had rage-quit, or if they simply disconnected before getting the chance to answer. This is the sort of stuff that results in bad communities. If the player did rage-quit: [quote]He prolly thought, great another guy who is g
This game just keeps sounding better everytime I hear about it. ;)
I give out a GG when I believe the match is basically lost, but I don't make it any easier for the enemy to win. I like to keep things interesting, for myself and my opponents. ;)
I think Oak is pretty well balanced. A minion based Oak is even more fearsome than the build that you list. The best way to fight Oak is by getting items to boost your armor and health. I think that the favor item "Symbol of Purity" can remove that debuff effect that Oak puts down, but that does mean that you are giving up other potential favor items that might benefit you more. Orb of Defiance isn't a bad choice, but abilities like Penitence are up rather quick
[quote who="si1foo" reply="22" id="2226766"] nah if so then every dude needs a nerf[/quote] Everyone does need a nerf. :P
[quote]OAK has a single ranged attack, Regulus' mines stun the opponent, UB's life drain stuns as well, forget the name too.[/quote] [quote] Oak: Is ranged. What? Oak is AoE. Only one ability, Pentitence, that is ranged. Ranged demigods can stand behind a line of creeps, taking out the creeps in the back. Oak actually has to stand next to the target to whack it. [/quote] It was in reference to the stun capability of the character...
Personally I don't really think that QoT is a character that you can go into a match with a build already in mind. You really need to evaluate the map mode and your enemies before deciding on her build. Sometimes Uproot is needed, other times you might actually need Shamblers.
Oak: Is ranged. Sedna: Single Target melee Rook: Ranged, can hit multiple targets in its path Erebus: AOE Torch Bearer: AOE QoT: No stun Regulus: He has some sort of interpupt/stun... but I think it's at the end of some sort of chain. UB: He has a stun, but I forget the specifics of what it does. Barring the fact that QoT has no stun, and my inability to remember the Regulus and UB stun/interupt abilities, I feel t
I'd like to see a vid of this. There are items that will give the QoT evade (and to her minions)... Are you positive it wasn't "absorb" or simply bad luck versus an evade item build? The community is gonna have to see proof to be able to verify such a claim.
Yeah, I would like them to have longer duration and less health. At least then it would seem a little more fair when I use towers, and I'd actually be able to get them all up.
Awesome! [e digicons]:beer:[/e]
[quote quoting="post"]One particular area that was worked on this week was how to deal with Rage Quitting. In an effort to help give people an incentive not to rage quit we have made some adjustments to their stats for that game. So what we have done is set up a rule that if a player rage quits that he will automatically get marked as a loss and lose all favor points and achievements earned in that game. Most cases a person is rage quitting because they are losing anyway, so the l
If the healing award counts potions, shields (QoT, Oak, Grofflings), lifesteal, and universal gadgets then it should be fine. At least then other Demigods have a shot at getting it, but heroes like QoT and Sedna would be more likely to recieve if... of course, Rook has a pretty good shot too.
I don't mind losing a kill to my ally, or for any other reason, but I do expect the ally to invest the money properly. If they are getting the kills then they should be putting money into upgrading the citadel. A certain kill is better than an uncertain one. I kind of think that the money from kills should be divided amongst the entire team instead of caring about who scored the kill in the first place.
I actually think that Oak is one of the (if not the) most well balanced hero in the game. No, I don't usually play as Oak, and I've died to him a number of times.
[quote quoting="post"] It seems to me that people complaining about "rage quitters" are those who are playing these famously overpowered demigods, like Unclean Beast and Erebus. So, you are winning, why complain? [/quote] Actually, the people complaining are usually the allies of said rage quitter. It really impacts the outcome of the game when you quit, thus ruining the experience for your ally/allies. If you don't want a random assortment (and thus
The idea of Rook being nerfed due to complaints is based on the misconception that Erebus was nerfed based entirely on complaints... I'd like to believe that GPG decided to look at the data themselves and make an educated descision and not just listen to the whims of mob. As someone that played a Rook quite extensively, I wouldn't object to his towers having less health. I kind of expect this nerf to happen, just as I expect something to be done about mines (like allowi
[quote who="Thrandiul" reply="4" id="2205382"]TB and Sedna would be barely affected.[/quote] Well, Sedna might not be, but this item would impact a TB as you could remove the effects before the TB uses shatter (which consumes those negative effects). Although, I had thought that this item worked on the Demigod as well as their minions... at least, that was how I interpreted "your army." If it doesn't work on the Demigod themselves, then it's a pretty useless ite
QoT, Oak, and Sedna will all devastate anyone playing a spit focused UB.