[quote]There should always be some way to counter whatever is thrown at you.[/quote] This should be a mantra. The player should never feel helpless. Something as simple as Frogboy's rebound scroll helps alot and I hope it makes it in. Meanwhile I've been pushing for a free action potion for oh, five months now, but that may never materialize... It would be so easy though - 600 gold gets you a potion which makes you immune to stuns and slows for 8 seco
Ke5trel
Going through old posts and I'm wondering - Is this still an issue? What do you think?
[quote]We'll look into it. Thanks for pointing it out. Would you happen to have any specific games where this happened?[/quote] Sure - on 3/4 I played a game at around 10:55 pm EST. Fire-Ice and me vs TupacMike and one other player - let's call him "Furious." The game lasted 41 minutes and immediately after the enemy citadel fell Furious disconnected and we got the "Lost connection - Eject player?" screen. After a minute I selected to eject Furious, AI t
Thanks for the quick reply, Neil. I take it there are no plans to change the system for release? It's a little thing to me, but I think you will see people caterwhauling after release about the annoyance of having a conversation in IRC on desktop, starting the client and popping up ingame IRC to continue the convo but then having to change their nickname; not to mention many many gamers don't want their names flashing up every time they try to log
[quote]Full team, coordinated regulus snipe spiking is silly. It's things like that that caused DotA to limit each hero to 1 in a game.[/quote] It's actually alot harder than it sounds - they nerfed snipe to the point where a coordinated 5 max snipe spike still does less than 4k damage. It's survivable, now, and against a snipe team I'd rather be on a mixed team which includes Rook and UB, a good careful TB, and Sedna. A maxed Angelic Fury team is actually more dangerous a
Zubaz: I mean that if a player is losing, and disconnects in a specific manner before the endgame stats screen comes up then the game doesn't count as a loss or a DC, and doesn't show as a win for the winners. It's an invisible disconnect. This is pretty ripe for abuse, and sorta negates the whole point of having disconnects recorded as a statistic at all.
This is great, Bara. Thanks for your hard work. I can tell you looking at this data that games and player stats are not recording when a player quits between citadel destruction and end statscreen. If that persists into release then we will see alot of frustrated competitive players
[quote]Must have been fighting a butt-ton of noobs, cuz one game the names looked nothing like the Bots names, and I racked up 80+ kills! [/quote] The AI names are creative. If you want to be sure you are playing a bot check the ping - if it's '0' then congratulations, you are killing AI. And if you are getting 80 kills then you are definitely killing AI... An evenly matched 2 v 2 game will generally have less than 10 deaths per experienced player, regardle
new bug, and the logger will add it to the devs bug report. I can't repeat this bug, however.
In game modes where destroying the citadel is not the main objective - Slaughter, Domination, and Fortress - you can still win by destroying the citadel but as an incentive to meet game objectives the enemy citadel has powerful thorns - you take damage every time you hit it. Of course if your objective is to kill a given number of enemy Demigods and none spawned then you have to do it the hard way...
I really, really like the ability to join DG IRC from ingame. A couple of thoughts - - If I join DG IRC from the DG client before I have logged on to multiplayer it logs me in with my real name, not my nick. After I log into multiplayer it switches to my nickname. I would prefer one of the following - 1. The option to have the game log you in immediately so that chat nick comes up correctly. 2. The chat option becoming available only once
[quote]You should *NOT* be able to purchase multiple identical items, if I am reading comments testifying to that effect correctly. Do people run around with 5 pairs of Wyrmskin Gloves?!?...[/quote] I often run into battle with 5 mageslayers equipped, just for the 75% lifesteal on 1k hits.... No man - each player can buy it, so if 3 players with wyrmskin gloves hit you the effect stacks. I've never seen this and the code says it doesn't work that way but that is wha
It would also be nice if you could set the difficulty of the auto-fill - so you could quickly populate easy AI or Nightmare AI without having to go through and manually adjust
If I leave a game right after my citadel falls but before the Endgame screen pops up - Does it count as a loss? Do I earn favor? Does my opponent earn favor or a win? Is there a difference between Pantheon and Skirmish games re: above? I know you devs are trying to keep the system hush hush, but we are maybe already seeing some abuse here if the stats aren't recorded.
[quote]Maybe add an ability that weakens the enemy to take 15% more dmg by fire spells?[/quote] Now we are thinking...Something that does for Fire what Shatter does for Ice - Synergy! You don't even have to replace Ring of Fire, just make it sync with the other fire spells - Level 1 Ring of Fire does 75 damage per second within AoE and buffs damage from Fireball and Nova 15% on any affected enemies. Enemies touched by Ring of Fire are debuffed to Fire spells for&nbs
When announcement text pops up across the bottom of your screen you cannot issue movement or target commands in that space.
The devs have to know about these if they have played Unclean Beast in Beta 3 at all, and I've seen some of these in other posts. But it's pretty bad, so in case they missed one or two, I'd say these happen 10-20% of the time - - UB fails to autoattack following potion use - UB spell fails to proc following warp - UB spell or autoattack fails to proc following previous spell - UB fails to attack designated target while standing still - U
[quote who="[AC]DalzK" reply="9" id="2087378"]Ok If you want to get properly registered though please go post in that topic I posted so things are easier...ill add you on though. [/quote] I would, but I can't access GR most of the time - filtered FTL Thanks for adding me though
I like it at 20 - forces you to make choices. Further down the road when they bring more skill lines in they can always increase it a la WoW
Regulus in previous builds was choice # 1 or 2, right now he's 3 or 4 with Rook. That said, if my team has a TB and a UB already he makes a great 3rd. You just have to wait to throw mines until the enemy is stunned and can't avoid them. And you never go anywhere without support.
you had me at "rounded off" and "by golly" I assume you are visiting from the 1950's? Oh and btw, the game is worth it - maybe give it another go?
FYI Dalzk, I'm signed on with Fire-Ice's team
Just to put my .02 in - Let's start at the beginning. Ignore the castle, the towers, the grunts, and the demigods for a moment and just picture two rivers. Each river flows from its origin until it hits the other river's current. When the rivers meet they negate each other. ------->I Windowdressing aside, that is all Demigod is about. Two rivers of mobile units or "grunts," one dark current and one light, flowing from th
this has been present since at least Beta 2, but currently you can fix it by 1. Opening Citadel upgrade menu 2. Dying Hope that helps
[quote]"The problem here isn't that expert players beat newbie players, it's that expert players can make life hell for newbie players and expert players vs. expert players would just be mutual hell." [/quote] That pretty much sums it up. Hasn't it been like that since Beta 1, though? We aren't really seeing progression on some of these fundamental balance issues that we've all known about for months and it feels too late to overhaul the way it might nee