Right, but you'll see a Nightmare AI at full health pursue a player DG at half-health all the way to the player's citadel, where of course the AI dies. The current risk assessment from multiple vectors has blindspots.
Ke5trel
Thanks Frogboy, keep it coming :) Edit: I'm no pro but this might make the text scan more smoothly - there is a bunch of stuff like you don't need unless the exposition comes out later. Also I kinda miss the All-Father rather than the Progenitor: Near the end of the 87th Migration, when the balance under threat, the Ancients called a Gathering. The Gathering found that one among them, the Progenitor, had shared Ways and Nam
[quote]Is this in the beta right now? If so, how do I buy achievement items!?!?!? Never even saw an option or a reference to it... Thanks[/quote] Achievement slot at far right of your UI dashboard. Click twice. Pulls up achievement items menu. Has Demigod type-specific item and non-specific item tabs, and you pay for them with the favor points you accumulate by winning games and earning game-specific achievements (siegemaster, patriot
[quote]I assumed the AI levels were faster XP only. Is that a correct understanding?[/quote] Good question. Devs? My instinct is to say there is more to it. You see a nightmare Erebus using his abilities in ways a normal Erebus just doesn't. At this point all the AI lack self-preservation instincts, but devs have confirmed they are tweaking that.
[quote]I don't like people who write gg first when the won a game.[/quote] yah, you have to let the loser say it first... I like it when someone thinks they won, says "GG, surrender plz!" and then they lose ;P
[quote]Update: I just finished my third game as the Angle playing against the AI with Rooks and they could not touch me with me not being careful but they did not kill me once. I on the other hand got nearly two dozen kills. So I don’t think it is my play style as Rook.[/quote] Hmmm, what level were the AI? Try a 1v1 game as Regulus (the Angel) against a Nightmare Rook on Prison. Nightmare AI is pretty good at showing the potential of a given Demi
[quote]I also tried to commo with him in game many times but could not - WTF? How does one chat with the enemy in game? It makes things hard to test.[/quote] Shift + Enter
So we have confirmation that stuns will get reworked in the next patch. You know this is a good thing if you have ever played against a team takes turns stunning you until you are dead. At the same time, stun chaining or locking represents the most obvious tactical teamwork in the game right now, so it would be nice if instead of nerfing stuns to oblivion the devs could alter them to have different but complimentary effects. The main stunlocks right
[quote]I know but it is frustrating since Beta 1 ran so smooth and I had so much fun playing ya'll and now I cannot get beta 2 to launch.[/quote] Yah missed you in this Beta but we'll get you in there...You gotta help me against Wagnard and Flurus - they are getting too big for their britches [e digicons]:thumbsup:[/e]
I imagine support will get alot better once they are actually back from holidays. Hang in there, HR...
would love to if I weren't working [e digicons] I'll be on tomorrow morning 10:30 EST for a little more than an hour if you want to try it then. Meantime, look at upping his stats and picking items that increase movement and attack speed/power, armor, and health, see how that works :)
[quote]Rather than that, I would recommend simply customizing the terrain with water & mud etc. - a skirmish map taking place in a graveyard might have areas where heroes of Light are buried, giving a penalty to vampires fighting on it, and another area ruined by evil spirits that gives a penalty to Light side folks. Just ideas off the top of my head.[/quote] These are good ideas, WL, but the issue I am trying to work around is that (in my understanding) the maps are pre-rendered,
I would really look at my equipment, Spartan, because a fully-kitted Rook shouldn't be dropping like that unless you are speccing glass cannon.
One way Rook really shines is as one half of a killteam. Pair him with Erebus or Torchbearer and watch the player kills roll in. The partner brings the speed and initial stun long enough for Rook to bring Boulder in on an already stunned opponent and then Hammerslam ftw. Slow speed can be offset by achiev. anklet and swift boots, but it's the stunlocking + hammerslam + archers that really brings the pain. Alternatively, he is a great siege weapon and tow
[quote]No no. I meant, it would be downscaled now at level one, not upscaled for level 25. How it is now would be the level 25 power.[/quote] O. Well in that case sure
[quote who="DatonKallandor" reply="4" id="1997729"]Very much doubt it'll happen due to hardware requirement restraints. You'd have to have every single unit on the map check for actual line of sight - that's a tremendous CPU drain when you have as many units as Demigod does.[/quote] Hmmm, seems like every unit is already doing that to some extent with Fog of War...if it's not easy to work around for LoS just make each blind a FoW generator, units within a meter or two of it are not vi
nice work, Plantgirl...good find
So I mention this briefly many other places, but I'm thinking the game would benefit from a basic cover mechanic. I don't mean a potion, cloak, or spell that gives me invisibility for 10 seconds. I mean a feature of the map that allows me to duck into a hidey-hole to heal out of line-of-sight, or that I can pop out of to ambush a greedy opponent. Yes, I know, we are playing in artificial arenas, but right now they are clinically beautiful and lifeless. Give them quir
I'm using IE 7. Maybe it's just my monitor settings, hold on...nope, same on both monitors - I'm only able to see the headings on an oblique angle or by highlighting...no worries if it works for other people, I assumed it was a shared problem
[quote]A key to see health bars would be appreciated[/quote] tilde key does this I think there are alot of good points here, and many of them have been covered in other posts (some by the devs). Variety has been looked at bitterly and exhaustively (and I can almost gaurantee that your thread will devolve into a discussion on many heroes vs. few demigods) but I share your perspective on most other things and and would like to see your suggestions and fixes imple
I am going to respectfully disagree that an item like this should upscale. The achievement items need to walk a fine line between being useful enough to play with and weak enough that a talented noob with no achievement items can still win a 1 v 1 against a mediocre veteran. As soon as you begin scaling persistent items to level or making them too powerful to start with you start a grindwar which only the most dedicated players can win. Nothing w
[quote]Agreed. Expect their effectiveness to be reduced in the next update.[/quote] Great news, thanks.
[quote]The issue mcmjon raises applies mostly, if not exclusively, to the smaller more open maps like Prison[/quote] Prison is a tiny little map. It's pretty hard to recover from early setbacks because your options are limited to begin with. Mistakes are magnified. You see this in a bunch of competitive RTS. A game between two pro players on a small map will end long before the last defense falls (sometimes when the first defense falls) because chance of recove
[quote]Quick but related question: Is this a modified version of the SupCom engine?[/quote] Yes.
What does your internet connection look like? Does it lag when you play against AI too, or just people?