Hey all, I've noticed that the game frequently gives more favor to the losing team. I just played a game, dominated the entire team, and the opponents got 180 favor and I got 55. If this is deliberate based off of kills or something, I guess that's fine. But seeing as how the goal of any game is to *win*, I don't think the losing team should ever get 3x more favor than the winning team :p
ZeratulTheDT
I agree 100% with this assessment. It was what I was trying to talk about in my own post. I can get items and totally dominate the opponent demigods, but this doesn't help the war effort as much as upgrading creeps does. I find that nonsensical. I think if the war effort could be modified by killing enemy heroes, that may help. It would discourage people from hiding and running away the whole game just so they can upgrade creeps to win. The flags will also help, but if they're
Well, if it's just entirely an artificial construct, I'd name them Team 1 and Team 2. Not Light & Dark. That implies there are factions with different units, while having team 1 / team 2 does not. And Soccer, while I don't have trouble differentiating between friends and foes, I do dislike that both sides have an extremely linear approach to spawning, teching, towers, upgrading etc. but then that makes sense if it's team 1 & 2 :p
Also, I'd be more comfortable if our master account name wasn't displayed as our user name. Give us the option to "create an account" in game with a different name. But yeah a "remember password" feature would be great XD
Unless you do it with AI, good luck with 3v3s :p Sat in a game for half an hour last night and couldn't get a 3v3 consisted of all players and no AI started.
He was sitting trying to guard the citadel, and half the level I was =/ Didn't work, he got overwhelmed by creeps and then the citadel collapsed. I was trying to take portals (the 2 opponents kept retaking them) Also, I have no idea if replays work, but if it happens again I'll definitely try to save a replay.
I don't claim there's a "huge issue." And if I did something wrong, please, point it out to me.
I don't know if this is deliberate or not, and I'm not sure that I like it. I just played two games. One was a 1v1 vs. Oak and another was a 2v2 with the enemy team eventually giving up. Let me just give a quick preface of what I'm talking about. In game 1, a 2v2, I was going along, purchasing items and occasionally upgrading creeps like I normally do. I gradually get powerful enough that I can kill both of the enemy heroes with little difficulty. I kill them about 20 times in
I've noticed that a lot of the end game spells have this problem. For example with the Torch Bearer's final level fireball spell (does 1,000 or so dmg on a 3 second cast time). The problem with this is that by that point in the game, my regular attacks do 500 damage per hit and fire 1.5 times per second. Meaning that I do LESS damage with my final spell that I dumped fiveish points into than with my default attack. Obviously, this is messed up.
I think #1 stems from the fact that there's no "Attack Move" command. As for #2, you're talking about an upgrade to creep AI. Should be coming along eventually.
I'd like to see more than just skin changes though. If you're gonna have two sides, let's have two sides. Give each side different upgrades for creeps, different items and different towers. Let's even give general's personal reinforcements abilities or attributes unique to each side. Look at it like GDI & Nod from the original Command & Conquer. They may have very similar units, but because of their differences - even the minor ones - they both had excellent fl
I don't see how. As mentioned, the ice torchbearer has no direct damage, so it won't be able to help the assassin demigod very much. Versus two skilled non-torchbearer assassins, they shouldn't need to worry about escaping. They should just kill the enemy assassin and then the ice torchbearer will fall apart.
Nice post, but I disagree that "melee heroes need a buff". They're currently the strongest heroes in the game, and most items focus on buffing melee heroes. Why exactly do they need a buff? -_0 I was playing 2v1 (I was the 1), was using the Rook, and completely devastated the enemy team. They ended up calling me "OP" and quit. I don't see how that needs to be stronger :p Also, I don't think the game should be all about killing towers, because then it gives heroes like Regulus
Snipe was a joke practically from the moment I got the final upgrade, so something definitely needs to change. I think having decent +spell damage items would fix a lot of the problems this game has. I mean, I used it on its final level and it took away maybe a 6th of my enemies health, which then regenerated. When I saw that I thought to myself "And I spent 5 of my skill points for that ability?" :)
I like the idea of having two sides that are unique, but that would be the other option.
I don't think taking options away from one class as an "upgrade" is a good idea though. This game simply needs more content, not to spend effort shifting content around.
Agreed. I would like to see something like what Universe at War did though with it's talent trees, in that you can get maybe a third of your skills in any given game, not all of them. It may sound lame, but it's actually an awesome way to increase replayability.
There's a starship troopers game? Anyway, it's not like SupCom. In SupCom, you can control 500 units. In this, you can control 20. It's like comparing an apple to an Apache helicopter. It just can't be done.
Agreed, but it shouldn't suck either.
No, I'm just assuming I'll kick the ass of my opposing Demigods to get gold or make it to the late game. One of the two always happens. Play me sometime with my "imaginary" armor set. It'll be kicking you back to your spawn point and laughing at you at the same time. I've played 3 games today alone with the exact armor setup I just mentioned - not so "imaginary" to me. And forgive me, I meant 70% armor mitigation, which is an excercise in simplicity to get for any Demigod. I've had a
^ my point exactly. When you combine all the things currently lacking in the game, it adds up to a dismal disappointment in terms of longevity. Hopefully that'll be addressed in future updates though. I'm just saying at this point that the online community would die off in a month if you released a game like this. Sure, there would be elite players that love the game and continue to play (there always are) but I don't see the average joe playing a generically similar assassin/
No. But let's say you have a 3v3 game, with one team of 2 heroes following a torchbearer, and the other team each person doing "his own thing". Team 1 is the team of 2 heroes following the torchbearer, team 2 a regular team. Team 2 goes around, captures everything on the map. Team 1 maybe gets a kill or two off the heroes as they do this. Team 2 finishes capping the whole map, while team 1 chases heroes fruitlessly around the map watching as they die horribly. The end.
Yeah you do. Put the 30% attack speed and circle of fire in your potion slot. Put the 25% dodge and 40% move speed in another potion slot. Put 3 pieces of armor and 2 weapons in the other slots. You now have 80% + attack speed, 25% dodge, 75% mitigation and 60+ damage mirror effects. Oh, and 500ish damage that you can double to 1,000 by putting the unmaker or w/e in the final potion slot. And all of these items DEFINITELY have the feel that they were de
The point though is that he's *not* a great finisher. Which is nonsensical as it's one of his specs.