[quote who="Flurus" reply="2" id="2004975"]ah man, gonna have to deal with GF![/quote] Just tell her it's a boundary issue [e digicons]8|[/e]
Ke5trel
O man, removed me from witness list... :/ Sad Kestrel
Sucks, Ev :/ Sorry to hear it, especially after the game I had all set up as a 3 v 3 you were in that I then had to bail on....
Yep Flurus and Wagnard are always fun. I stand corrected if you are beating their stuns with micro. But if they are hitting you with boulder first and playing fire TB then you are getting the carrot, not the stick. For the sake of argument, though - it's possible to avoid dying with strong micro. Is it possible in this build to *win* against a stungank team?
[quote]As I've proposed in the previous flag-lock thread, I'd prefer flag locks to disable a flag for their duration in addition to locking them (and have a slightly longer duration unless that proves unbalanced), while being able to be used on all flags, own, neutral and enemy.[/quote] Locks serve a purpose that would be partially broken with a shutdown mechanism, but it could work as a seperate item. The Flag Bag: 350 gold, short channel, disrupts flag effects for 1 mi
hopefully they'll clear that up next week. Meantime you should come play Sunday, Heavenfall I'll give you a [e digicons]:meow:[/e] Edit: O and mebbe we should open this up to the devs, if they are interested? Technically they were in Beta 1...
Thanks Gnat3 So do spells bypass armor?
I tentatively agree. It depends on how they are implemented - unique, DG-specific, favor items, etc. I'm picturing a tight team of five TB all with juiced fireballs or a team of 5 Vamps with +20% dmg mist or something..
Just wanted to say that this was a major issue in Beta 1 and it looks like flag locks are well priced and timed in current version. Thanks Devs I'd maybe up duration 10 or 15 seconds though, what do you guys think?
I'll be there
Got this today. I was desynched from two other players in game, but none of us were using mods or hackz...only thing like that was that I had adjusted net_lag in an earlier game on the same client. Pretty annoying bug
Yah giving flags local auras '+ dmg' or '+ heal' sounds cool a la TF2 "Push the cart!" until you hit the "I have momentum and you will never catch up" issue
I think it's % mitigation. Where's DK when you need him?
[e digicons]:beer:[/e]
This is repeatable. I'm seeing it more when I play multiple sessions on one client. I have an ATI 4850 and playing windowed, let me know if you need more info
nice, thanks Always nice to know what flags do [e digicons]:beer:[/e]
[quote]Demigod stuns can be dodged with experience and ability. So there is something you can do to stop them... just dont run into the boulder and control your character more cautiously if you are against a stunner.[/quote] This is true up to a point. That point is reached when you are not playing as a stunner and the other team stunganks as a unit on a small map like prison. At that point you need to run away fast whenever they come anywhere near you, which means they ha
Tournaments would be cool. I'm not too confident in my team skillz yet but if there is a 1 v 1 bracket and it's a weekend morning I'll be there [e digicons]|-)[/e]
[quote]Dr Jones - Outrun Rook's Boulder Roll.[/quote] [e digicons]:rofl:[/e]
[quote]For instance, if GalCiv had been published by someone else and they got rid of references to Draginol or the Arnor and such, I would have been upset because that backstory serves as some of the inspiration for Elemental.[/quote] Understandable - You are establishing a narrative backstory. It's important that you spread it out a bit, though. Put too much extruded fantasy pro
So we see that Demigod abilities that are balanced in 1 v 1 situations become overpowered when used by teams and chained (stunlocking). Another area this will be an issue in is Items. Items that have active effects can currently be stacked to WTF degrees. As an experiment look at any active favor item effect and extrapolate it out across four or five players using it in tandem on an organized team. You might get get 8-10k AoE healing-over-time
[quote]I think we should set something up where a bunch of us "old" beta 1 testers get together for a game. would love to game with you all.[/quote] Absolutely. I'm usually on weekend mornings, and I'll be on for a bit tomorrow morning too
[quote]Actually, I'd got for range increases with levels, the ability to bring minions with you from lvl 1, and the last level upgrades it with a minor damage or debuff component. Maybe have the last level remove debuffs (remove roots/snares or break stuns?) on Erebus if you want to keep it damage-free.[/quote] I like this.
ok, I'm coming to this thread late, but just to build on what Droopy is saying and to step back for a moment... If you get to level 25 and have all your skills maxed something is wrong. Ideally the game should be over between level 10 and 20. If it isn't it's because 1. You and your opponents are improbably evenly matched or very skilled 2. The game is not balanced for quick games and decisive play is unlikely 3. you are milki
[quote]I don't think they're special circumstances at all, I think that's what always happens. I just tried ordering without enough to pay for it (well, not right NOW anyway) and it quite firmly rejected it entirely - which means it tried to charge me.[/quote] OK well two thoughts: 1. Beta 2 is available now, so you will be charged immediately upon ordering, as you can download it immediately. If Beta 2 were closed or not out yet, you would not be charged until it