I put stars next to the ones I like best Japanese Myth: Akki Akuma* Kasha Kirin Oni Shinigami* Shin Tesso Kitsune Weaponry-inspired: Sai Ninjato Tsuba Shuriken Kama Tachi* Khirpan Tega Khanda Yatagan Tulwar Wakizashi Kris Kampilan Macana Tyrfing Vorpal* Non-Asian: Choronzon Azazel Ahriman* Sa
Ke5trel
[quote]its only interrupts that cancel stuns[/quote] this And yes, it can be annoying At the least, level 3 shields and heals should break stun on allies to compensate
don't listen to this guy Dalzk - I;ve played well over 200 games with him in previous epochs against the best players going and he is a total noob - he rarely gets more than 10 kills a game and constantly downs the enemy citadel before I've padded my favor points with unnecessary citadel upgrades Kick on sight [e digicons];P[/e]
[quote]rofl u guys really dont get it, i have played literally tonnes of games using this strat, and IT WORKS. as rook, i run back and forth between the two lanes on one side, earn DOUBLE the experience points of other players by farming 2xcreep lanes, hit lvl 10 and pick up my 2k nuke, the other team will be level 7 with **** hp, they all run to the rook cos he's often a prime target -> BOOM team is dead -> i collect all the flags on the map and for the rest of the game no-o
[quote who="gunblob" reply="7" id="2384773"]From looking at the lua file (lua/sim/Conquest.lua) you get gold and xp for all creeps that was going to spawn from captured portals. Full value is awarded to all demigods in your team.[/quote] If true then this demolishes common wisdom that you shouldn't take enemy portals early, no? In fact you should take and hold enemy portals as early and often as possible, and the larger the map the more you want to do this.
[quote]Basically, your team gets the same xp they would have gotten from killing the troops, but so does the opponent.[/quote] I understand the strategic implications but what I'm not seeing at this point is any actual numbers...we need to test this before we dismiss it, no?
There is something I would like to clear up - at some point before release the developers mentioned in passing that there was a direct benefit to to holding an enemy portal, either in experience or in gold or in both. No one official has mentioned it since then though, so it might not have made it into the release version. Can someone test this? (if no one gets to it I will try it Friday night) The easiest way to test is probably to get a 1v1 on Crucible and
There might be a direct benefit to holding an enemy portal early. See this post
yah I hear you, they really need better mana burn abilities and items in this game, but we work with what we have, you know? I would use Punisher to harass and soften your opponents up rather than just opening a committed battle with it - life isn't really an issue for a gank team - mana is, and every time they hit their crystal they are ceding map control.. It's definitely easy for them to buy more helmets but when you have won a hundred games in a row using the exact s
[quote]5. Uproot is given a Universal Gadget-like dual functionality. QoT still "sends her vines beneath the earth" to destroy the foundations of enemy structures, but she may now use her vines to reinforce friendly structures as well (it becomes the first building healing skill).[/quote] [e digicons]:thumbsup:[/e]
pfft the kiddies these days complaining about stunlocking...back in my day stunlocks lasted for 20 minutes! ;P J/K - immunity has helped a bunch but just like we said back when they put it in, Grasp makes a nice bridge Some thoughts: Stop playing their game - It sounds like all three of you are piling in for a fight with full commitment and getting devastated - stop that. Any survivability advantage you have is mitigated by their superior dam
[quote] most useless: * pretty much all other items in the game. most are due to overpricing.[/quote] Pricing changes would do more to affect item utility than any effect tweaks, right now. Cross-reference the common items from the above lists and lower the price on everything else by 25-35% - after a month of affordable items we'll have a better understanding of what needs changing - as it is we buy what we do as much because it's what we can afford as be
[quote]Against erebus or QoT it's absolutely critical that you reach an armor level capable of negating their armor reducers.[/quote] Did they ever cap max armor reduction? QoT + Erebus and suddenly they are auto-attacking you for 2.5x values..they go crit heavy and it gets ludicrous - all your HP isn't going to help you when your armor goes negative.. [quote]The items everyone picks are hybrid items, and not even because they appreciate every aspect of the item, bu
lol @ myself
[quote who="Obscenitor" reply="12" id="2369199"]I disagree Jessep, I really think the focus needs to be on rebuilding the connectivity. Like I said I hate to say this because I realize SD worked so hard and pulledd off a miracle with the proxies, NAT, etc., but when it comes down to it fixing the wrong thing just isn't the same as implementing the right thing. The main problem, in my mind, is that the SD guys don't view the game as competitive, or rather that more basic matchmaking
[quote who="Obscenitor" reply="20" id="2369117"] Quoting Ke5trel, reply 17Well, looks like I called right it 6 months ago No, it looks like you're not capable of reading the stickies and are woefully behind the times on reading what updates are planned. Why would you necrobump a post instead of just making a new one or linking to it?[/quote] sorry for punching your puppy in the face, Obscenitor [e digicons]8|[/e] I guess I should have picked up on it two weeks ago w
[quote]But because this will never happen i think this game is very horrible and almost unplayable. While the Design is good and had potential.[/quote] And this is where the thread goes from semi-constructive to lockable :/ It would have been nice if we could have kept it out of the typical Demigod fireplace, but w/e
[quote]these changes are silly imo. changes to balance should be left for the devs.[/quote] [quote]^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers. It can easily divide the community too much.[/quote] Stackd_Actr and Remiel - In the six months since release, I'm counting maybe 6 changes to balance by the devs. That includes tweaks to given items, not just major mechanics shifts. Do you foresee a mas
Since it seems like we have the UI mods covered: Balance Tweaks - 1. Switch the Experience and Fortitude flags on Cataract 2. Reduce the cap radius on gold mine flags by 2 3. Flag locks should trigger 3 second immunity to prevent immediate relocks 4. Level 2 and 3 Currency effects increased 25% each 5. Lower radius on Home crystal regen by 5 on Crucible and Exile 6. Incr
Well, looks like I called right it 6 months ago ;D
I think this is the primary frustration many of us face. The core gameplay has elements of geniune beauty which makes it hard to simply walk away. But the small irritations make it difficult to stick around. I like your cake metaphor, too - pretty much what I was trying to get to with this one : [quote]a fairly polished, nicely-cut jewel which has been set in a hastily-produced, silver-plated ring that doesn't quite fit and turns
25% of the items are fairly useless. Talking about the exceptions or disagreeing over which ones does nothing but convince the devs they should focus on other less controversial issues. It sucks when they move to other issues because when you add that 25% to the 40% of items that are useful but irresponsible or even dangerous to buy because of their *ludicrous* price you end up ruling out 65% or more of items from 95% of your games played. Arguing Godplate
yes, please
@ Maff86 - Gadget is expensive - you don't want three guys using it and then losing the fight anyway. But it will stay useful into endgame if you know what you are doing, and the cost is outweighed in most cases by the kill/heal [quote]3 Heawens wraths works only in the early game too it is a finishing item not damage dealing. As for me its better have 800hp, control all the map than run away in each time close combat starts and bite by wrath -250 in half an hour [/quote]<br
Triage for the logical facts of logic: *All my opinion, of course - and I really like the flavor of the thread, there are just a few things that need clearing up* "1. Flaglock are only useful if the flag would have been lost if not locked." There are a few flags that should be locked no matter where your opponents are, as a strategic measure. Fortitude and Enemy Gold on Cataract should be locked down. Late game, enemy portal flags should be locke