Variations on a theme. We've looked at stacked stuns and items, now let's think on Demigods for a moment. What happens when you stack the same ability from multiple DGs? One example (from an IRC convo with Gazpar and Mcmjon, thanks guys): At full range and skill Regulus can snipe for a little less than 1000 dmg. 5 Regs on a team means almost 5k focused damage from one ability with a low cooldown and extreme range. An organized t
Ke5trel
[quote]they tend to travel in groups of rooks[/quote] A group of Rooks is called a Parliament, and the reason for this according to Wikipedia (by way of Gaiman): Abel reveals that the parliament would surround a single rook, with that one telling a story. If the story was not liked, the parliament would attack and kill the speaker.
[quote]Stungank teams are focused on killing enemy warlords so more likely they are ignoring their creeps. Just play a creep killing build, focus on flag grabbing and boost your creeps. From my experience tough creep play always win over buffed gank play.[/quote] OK so we've seen this work on a larger map, per earlier comments. Heavenfall and I got our cats out early and held onto the Leviathan neutral portals and even though Wagnard and Flurus had twice as many kills
goodgimp, goodgimp, goodgimp...[shakes head sadly] You should know better than to use words like "Temperment" around HorseRadish It makes him....angry
Don't get me wrong, guys, I definitely want to see team brackets too. I just won't really have much chance in those [e digicons];P[/e]
Great news on the netcode update, thanks Frogboy [e digicons]:grin:[/e] Psyched for Beta Tournament too...especially if there is a 1 v 1 bracket [e digicons]:erk:[/e]
[quote]So I did a lil research and there is a favor item currently which strips any negative effects on your DG. If you know you are facing a stungank (henceforth known as a spike, per Mcmjon) team you and your team can use that to sort of neutralize stuns but there are a couple of problems with it:[/quote] So I'm going to add one more problem, and also apologize for not testing this out before posting it: The item doesn't remove stun effects , in fact, you hav
I don't have the name handy, but there is a favor item necklace with Purity in the title (help me out here guys) that claims to remove all negative effects from the bearer. 1. It doesn't remove stuns and it should (your UI doesn't let you access any items when stunned, currently) 2. It should allow usage on allied Demigods, not just self This was my last hope against organized spikes. Please fix. Thanks Kestrel
So the desync is actually telling you that your version of the game you are playing has diverged from your opponent's. The game may appear to be continuing normally, but it's not, and it won't reconverge. A solution may be to have the game say "Desync detected" and then give you options for ending the game and restarting or just exiting to desktop immediately.
[quote who="Trigeminal" reply="19" id="2008993"]What does the debilitating flag do? [/quote] Good catch, Tri And while we are at it: Does capturing your opponent's (default capped) Valor Flag buff you or just debuff your opponents? Do flags stack?
[quote]Ke5trel, Instant action most likely will be either automatch or jumping into a random hosted game.[/quote] O right. That makes sense. I'm [e digicons]:dur:[/e]
[quote]GPG is definitely in![/quote] Nice ! [e digicons]:D[/e] [quote]Let's set this up once we can reliably get into games.[/quote] So it doesn't really sound like that's happening this week [e digicons]:hugme:[/e]
You guys might notice a currently inactive key in the online lobby called "Instant Action" I wonder what it will do? [e digicons]:-"[/e]
Once netcode gets all smoothed out (this Thursday? [e digicons]:pout:[/e] ) I'm thinking it would be fun to put together some games of Demigod between Beta players and Devs...Not really a tournament, per se, just a chance to see what's up in Washington and Michigan... Is that something that would interest GPG and Stardock? If so, what are good days/times to put something like that together? Thanks Kestrel
Hi Foxwell, It sounds like you have a good mid-range setup, and you should have no trouble playing Demigod at medium settings. We don't yet know how optimized the game will be, so it might be a stretch to say you can max out all settings on that laptop.
I sent you a pm which will hopefully answer that question, Iprometheus
nice site, thanks
[quote]For my part the most interesting fight We have encounter is ke5trel + heavenfall. You guys actually give us challenge.[/quote] That was a good game [e digicons]:beer:[/e] So I did a lil research and there is a favor item currently which strips any negative effects on your DG. If you know you are facing a stungank (henceforth known as a spike, per Mcmjon) team you and your team can use that to sort of neutralize stuns but there are a couple
[quote]It seems very weird because I've had enemies with just a sliver of health run away form me and snipe didn't finish the job. I distinctly remember cases where I was absolutely certain I would kill them and yet they never died.[/quote] It's one reason it might be nice if the devs included an option to overlay healthbars with numbers. A DG fleeing with 150 health is indistinguishable from a DG fleeing with 300 health, and a level 1 or 2 snipe isn't going to kill the second o
[quote]I was actually wondering if it may also work on enemies that Regulus has a bug on?[/quote] As long as the enemy is within range of the snipe trigger it will work. This is why tracking is worth investing in if you are building a sniper, imo
yah it was frustrating to have five people in a game and never be able to get a sixth, rehost, different five in but no sixth...rinse, repeat...punch computer... OTOH the 2 v 2s we got were all pretty fun, so thanks for setting it up, Trigeminal.
Repeatable. I've definitely been on a winning team and had this happen for an enemy player, who then proceeded to demolish our citadel. At the least the devs should keep it from ever happening to Flurus again :P
[quote]However due to the time the snipe takes to load and since regulus needs to remain static, by the time it has fired, the target has already moved into the FoW and then the snipe _always_ misses.[/quote] How are you judging this? In my experience the Snipe *always* hits as long as you trigger it while the enemy is still in range. You will not see damage numbers through the FoW, but I've landed too many snipes on ported or cross-map invisible DGs to agree with you here
lol Anyway, playing with settings at "strong grunts" does make a difference. My feeling is the devs should move that to default, and the new "strong" setting would mean that 5 minotaurs would get your level 5 DG down to quarter health if you aren't careful.
I'm enjoying Beta 2, mostly because there are some really satisfying team elements in multiplayer I'm still figuring out. Of course there are balance issues and netcode problems but right now it's the game I'll flip to whenever I have 40 minutes. @ Jinx and Slippery - you should try the multiplay (when it gets fixed). Much deeper game.