[quote]Quoting Nights Edge, reply 9 "Stop clicking me or I sing!" and when you click again he starts singing ^^[/quote] Beautiful
Ke5trel
This is intermittent. I have seen Wand of Speed interrupt movement but I've also seen it work without the interrupt. It seems to work without interrupt if I order a long-distance move first and then trigger, but I'm not sure what the criteria is. I've certainly died a few times because triggering my instant favor item also stopped my DG from retreating.
o man, that's a doozy [e digicons]:(O[/e] Good catch, longshotRumours Possible applications: 5 generals send 80 minotaurs in to distract towers while 80 siege archers reduce citadel in...20 seconds? Or 5 generals just walk in with 80 priests and do it themselves, would probably take a bit longer but not much...Or how about you just walk in with all 240 units at once? Of course until it was ready you'd have to keep your army hidden in the back of
Thanks for the update, Frogboy. Hopefully we'll have something to play with on Thursday. At this point there's not much in this build left to talk about because we haven't been able to play anything more than 2 v 2 consistently. LF veteran 5 v 5
yep. under game options as host you can check "Sandbox" and play a never-ending game, Soccer [e digicons]:omg:[/e] I don't want to read about police breaking down the door and finding your dehydrated corpse perched in front of the sandbox mode, tho, k?
So Heaven's Wrath is a favor item. The description is that it does 200 damage within a given area. But if you use it on a group of minotaurs at full health (300 hp according to http://www.gamereplays.org/demigod/portals.php?show=page&name=units-index) they all die. What gives? Do they lose an additional 100 hp from being thrown in the air and hitting the ground? What other hidden damage is in the game? Can hidden damage affect DGs? Devs? Lua
thumbs up under the comment, mcmjon. [e digicons]k1[/e] for you too, it's a valid point with a sweet sweet diagram. [e digicons];)[/e]
I like this
Mcmjon brings up a good point here, which is that the team defending the flag will always have an advantage because they can all port to the flag as long as they control it, regardless of where they are. The offensive team either needs to walk there in force, which means they are losing coverage elsewhere, or they need to risk the dreaded flag gank, which is becoming more mainstream as we gain experience. This really comes back to the question of momentum. If my team
Catapultasaurs? Catsaurs? Cats? What do we call Erebus? Vamp? Is someone who hasn't played alot with Unclean Beast a UB newbie?
[quote]I would like a bar showing my progress and everyone else's[/quote] This would be most excellent.
FWIW, the devs are considering a capturable flag which will allow limited placement of towers. It's been a couple of weeks since we heard anything about this, though, so it might have been scrapped.
[quote]I believe ALL clients are computing data in a strictly peer-to-peer environment, then checking up with all other clients to make sure things are in sync. That's why you get sync errors, if it was a host pushing data clients I'd think that would be avoided.[/quote] This is my understanding as well.
[quote]Mines. Thats my only problem. Getting to throw them is really messed up. I think he can avoid damage enough as it is. If he wants to plant mines he should have too: be stationary kneeling down at location, instead of throwing them longer activation time interupted if hit by a demigod skill The above would ensure that mines are just what they should be.. Traps! [/quote] It's true, right now they are
Demigod and even demi and deegie are too long for me. How do you say "DG" in one syllable? Dog? Dig? Dag? ("Ye like dags?") What other words in this game need to be stripped down and butchered? edit: this is a joke post, don't be shy
The consensus opinion on IRC and in games I've played is that Regulus is overpowered. I disagree. Regulus is doing what he is supposed to. For an overpowered DG look at Erebus. Erebus is a General, but plays as a very powerful Assassin, which means he isn't working the way he is supposed to. Regulus isn't overpowered, it's just that everyone else is underpowered. It's a narrow distinction right now, but it seems to me Regulus is actu
Hi TerroR878, I think this is in the works. War Ranks will be purchased by players using a seperate econ from the gold standard, most likely produced by holding flags. That was last week though, maybe things have changed since then.
[quote]What did happen to his tongue?[/quote] Huh, good question. [e digicons]o_O[/e] An ability that either pulls target to him (harpoon tongue works fine) or gives him quick enter/exit would be nice. I sorta picture UB as the Assassin version of Erebus, right now, only Erebus has batport.
It's not in my interest to bring this up, but as a thought: Snipe is the only ability I can think of that can kill from across a map without warning. Maybe the target DG should see a bullseye icon in his UI or there should be a visible bullseye over his DG for the time it takes for Snipe to channel. It's not much, but it might be enough for a good player to pop health or for an allied Oak to hit him with shield. Thoughts? Anything else this sh
[quote who="Wagnard" reply="3" id="2011582"]Rook need a stun to get close to his ennemy or he will never be able to have a hit with his hammer on good players. [/quote] Agreed. I'm not calling to nerf Rook, I'm just saying that he is the anchor of these combos. If we diversify stun effects a bit then there won't be an issue.
[quote]Of course though we have no idea how to counter this regulus build as we havent even played agaisnt it...but I assure there will be a counter..there always is [/quote] I'll add a caveat - if no counter is found then the offending ability is nerfed or the mechanics altered. I'd rather snipe stay the way it is and we see Wagnard's immunity or diminishing returns enacted, or unique DGs per team, since that would close this type of loophole for most abiliti
Sorry to necro (what happens when you look at people's karma) but I missed this thread and just want to bring in a couple of points: 1. Heavenfall and Soccer are right. DG abilities have utility in the late game beyond simple damage. A stats direct-damage build can work fine, but saying that you are hitting for 1200 dmg and Fireball only does 1000 so you should just keep hitting is missing the point of the ability. Fireball, like Snipe, can be trigge
[quote]Yeah 5 demigods no matter what will be able to destroy an enemy dg easily unless he is oak and self sheilds.[/quote] [quote]Keep in mind even just cooperating Demigods with Stunning abilities can bring about an enemy death factory... stacking abilities of the same type I would argue would just be a variation on this cooperative theme.[/quote] [quote]Maybe I just dont't get it, but if 5 of the same demigod use a power all on 1 opponent or 5 different demigods focus their
imo Waterfall is just a slightly smaller version of Leviathan/Zikurat without neutral portals (and yah, 3 v 3) Mine is interesting because it is asymmetrical and unforgiving - bring that one back!
[quote who="Flurus" reply="25" id="2010558"]It is the Rook fault! [/quote] Nail in the coffin. Rook is the anchor for each of the spike combos, bringing both the giant stun and the giant damage. Erebus' stun is only 1.5 seconds, shouldn't really effect a DG all that much, but it's just long enough to prevent you from dodging the boulder. It's a different sequence with TB, but instacast slow + boulder + frost nova has same effect. No one com