OP updated for 1a content: -starting items -Unclean Beast Builds -Regulus Minelayer Build expanded on -various obsolete (?) builds and items removed or stripped down -new start for Waterfall added *Give your input on good builds and tactics for 1a. At this point I'm going to say that Beast is the sexy one, then Torch, then Rook, with Reg a distant 4th. Thoughts?*
Ke5trel
UB is hot He pretty much replaces Regulus or Rook as a stats/ attack speed damage build, lookin at what, 5000 dps?
it's useless the way way we used to play him...Personally I'm looking forward to carpetting the map with stun mines and running whenever someone goes for me :P 1a Regulus = angelic clown
This is repeatable, obviously, and I've noticed that the stuck creeps, as well as some flags and some non-stuck creeps will vibrate violently. (I'm thinking this is where the slowdown comes in, because the engine is trying to put a whole bunch of objects in two places at once?) see if you guys notice this
I'm gonna have to look at this a bit more, but the presets on creep priorities need a bit of tweaking, I think. My demi will walk up to a group of creeps and they will stream past him, on their way to whatever their priority objective is. That makes sense at the scene of a battle, but not in the middle of a bridge when I'm facing them alone. I've noticed this with cat'saurs and priests, when playing as Unclean Beast. Thanks
btw, thanks for your hard work on this, Andrew...it's great to have working and unrestricted edits
Hmm, might be a coincidence of timing, MOo, I haven't seen this edit: BTW, you guys see that we have an unlimited edit function now? Removes alot of the pain from using these forums, imo
This is repeatable, and I think it has something to do with the first several heals a priest throws. A priest will not advance past the point of it's first heal (which can be quite useful if you are fleeing back down a lane with low health but still buggy)
This happens quite often in laggy multiplay games, usually for the first four points or so. I'll put a point in, it'll grey out but be unavailable and the point will still show on my screen as available. I'll get up to 5-6 points available and put them into each of the skills already selected, at which time it corrects...
[quote]the best Regulus build currently seems to be going for all 10 of the upgrades at the bottom and just autoattack-DPSing.[/quote] this
OK, so per other replies I'm not sure "disciplines" should entirely replace the present skill trees with new skills. However, one thing you could do with this idea to flesh out the skill trees is make a given discipline emphasize aspects of a skill and a build (maybe this is what you meant, Jebobek? Haven't played WoW in so long). As a part of the meta-build it could really diversify and scale well. Quick Example: an Earth Rook has a boulder roll with slightly long
aw man...wanted to edit, but the edit button - he no work...anyway, there was supposed to be a smiley in the last post...just squint [e digicons]:D[/e]
That's sort of what I'm getting at, Innociv. I'm sure the devs are all over this, but there should be certain very rare items that change the state of play, not just affect my demigod...
General's unit's kills should definitely earn them kill count and xp...I'd be surprised if the devs have it planned any other way... oooh, nice sakhapoo..Giving locks hp with time decay works well, and could scale - eliminates need for keys and rewards strategic defensives and offensives at the flag...Demi-damage only is a good call... I might like this better than weighted locking from a gamer's standpoint, makes you feel like you are doing something by attacki
O yah, make the items unique and hard to find, make one random uber-item drop per game, make them custom unranked game options only, give them a 10 second proc, make them activateable only outside of a certain radius of the strongholds...Lots of ways to tweak them, I just want me a money tree-sprouting, dragon-summoning, bridge-building, wormhole-generating pieco o' bling XD
This falls under the dumb wishlist/ thought experiment category: Consider an item that can spawn Towers of Light. Make it insanely expensive, give it a stupid long cooldown, three use maximum, whatever. I want to make towers of lights as any demi, where I want them. While we're at it, give us items that do the following: - generate creep spawns - generate money trees - generate wormholes (i.e. fixed 'port gates between two locations) &
so it looks like this exists in Beta 1 to a minimal extent. Your fort, if killed, pops back up after a period of time. Too bad as a defensive structure it's mostly useless I'm not sure regenerative fortification flags is a good call for the fast-paced gameplay Demigod is aiming for. I could see flags yielding access to unique neutral fortifications, as well as previously dicussed spawns, gold mines, creep routes. For example: "You have successfully captured t
lol totally missed that, thought you had the scoop :P Ah well
Nice find, Karryle. +1 coming your way... So let's see, Yoshimitsu would be from Ashikaga Yoshimitsu, Japanese Shogun. I'm predicting a "Divine Wind" pushback ability and a bunch of Blademaster skillsets, maybe some creep buffs Jenna has me stumped. Porygon - as in the Pokemon? Special abilities might include shape-shifting and inducing epilepsy in Japanese Schoolchildren XD
Thanks GCFL, I'll have to check her out.. Ineffigy - I hear the mysteriously absent All-Father is named Scathis ;)
yah the option to skill up death nukes for each demi would be cool. Rook's could be a slam that does double damage to buildings or something...It sounds like the devs have this planned for at least a couple of the demis like Nos and Oculus... [quote]Can't say i like angelic harpoon tips though, since i'd prefer snipe be a ground targeted straight-line skill [/quote] I'd like to see Regulus pulling his Snipe out after his ally's Malice to take out the whole fleet...err ar
kk, so in the portraits from right to left, top to bottom we got Sedna, [blank], Oculus, Oak, [blank], [blank]. ANyone have names for the blanks?
Nice find, mOo Anyone care to guess what Sedna is up to in her video? [e digicons]o_O[/e]
Off-topic, I apologize /rant So Innociv, show me where the beef is? Show me where in that other thread anyone talks about the actual "locking" mechanism (i.e. how does one lock the flag) *in depth* and not just how to deal with the aftermath (i.e. how long does lock last once in place, what can affect lock once in place) Brentmeisterr mentions it briefly at reply # 38 in that thread (titled Flag Locking, Broken or Not?) and then expands on it in this post. 
@ reply 12 - A. It's a good point. The mechanism of the actual locking, as opposed to how to deal with a already-locked flag, hasn't really been explored in depth in other threads B. I'm not sure that this holds water. I find that exploiting game economy can be at least as strategic as timing usage on items you already have, and this would certainly qualify. C. Scaling as a mechanic, when you put it that way, is far simpler in your model.