I think you're confusing *scale* and *scope*. Halo, Diablo or Warcraft had great scale. You were a small part of a massive, living world. Starcraft, Supcom or the Total War games had scope. You're a general leading a massive force to victory through superior strategy. Demigod's scope would be, uh, nil. It's scale is awesome though.
ZeratulTheDT
What I *really* don't understand is why the Generals are melee heroes. Also, why is the Rook an assassin hero when he has more strategic abilities than any of the other Demigods?
I'm talking about in an average game of 2v2. I'm not saying that if you deliberately spend time going with unique strategies for a group of 3 people you couldn't find others. Also, if you look at the game from an end-game standpoint there's only 1 spec - you can get 96% of your skills in one game. Another thing that I think should change.
Maybe if you could purchase additional abilities for your followers that would help too. Or have another tree of upgrades strictly for the General's personal minions. I still wish this was more "RTS" and less "Action RPG" for Generals though. The former has more longevity than the latter IMO. If you don't introduce thinking strategically as a General, what exactly is the point of choosing a General? So you can be an Assassin with pets and auras? =/
Yes, but that's dodging around the fact that going pure Ice is weak. And seeing as how I can choose from: 1. Ice 2. Fire or 3. Ice and Fire, one of those three shouldn't be lame. They should all be viable choices in a regular game. (1v1, 2v2 etc)
Yup. I just want to make sure the devs understand that casters vs. melee is in no way balanced at the moment. I'd be curious to see what balance changes they made in a more updated version.
I just feel that something is needed. Something more than just switching a few abilities around to make generals more "aura assassins". Maybe if you gave all the generals the ability to put down towers and gold mines outside the base it would help. IDK. I just feel that playing as a general right now SUCKS because it's exactly the same as playing an assassin. Can you honestly tell me that going aura spec followed by stat whoring every game as a general, pretty much th
That would make playing with noobs or AIs suck even more than it already does. And it would unintentionally nerf Oak as well. I disagree with any change that gives players the option to be lame and die repeatedly to ruin the game for other players.
Most of that is true, but I still think melee heroes scale far better than the casters do at this point. I can go from 300 damage to 600 as a melee hero, and also go from 19% attack speed to over 100%. Add those together and you've got a 200% increase in damage for a melee hero. Now factor in armor and mirror effects - I can get 100 damage reflected onto anything attacking me, and have 75% armor mitigation WITH 25% damage resistance and/or 25% evade. However for casters, I can
I disagree with those that think the -cooldown items are sufficient. They're not. You're still doing crappy damage in the super late game, even if it is on a 24% better cooldown - which is negligible considering I can get +200% weapon damage as a melee hero. And mana cost is an even bigger joke, as it's ridiculously easy to pump your regen to the point where you practically have infinite mana. Or simply upgrade your storage so you can cast each of your spells 10 times before needing to rechar
True, but then no one NEEDS to escape. They can just kill him because he loses every time vs other heroes in late game. And having one or two heroes following the torchbearer around hoping to kill their enemies is not a winning strategy :p Each hero should be good on his own throughout every stage of the game. This simply isn't true for Ice Form Torchbearer.
Actually, that's mainly a tactical change that might have *some* strategic elements to it. I'd like to see traditional base building and tech trees given to Generals. Let's actually make them Generals. My vision for the game is of powerful "assassin" demigods roaming the map, taking flags and trying to hunt down the Generals, while the Generals hide somewhere (don't let them build next to the Citadel) and slowly build up a base, gradually increasing in power and army size unti
[quote who="DatonKallandor" reply="20" id="1984329"]All the games you listed have a far smaller scope than Demigod. Not to mention Heroes in DoW were as big as all other units, not more-so. Especially Eldar heroes could get easily lost in a skirmish. The thing that made DoW's heroes be still visible was their radically different (and user-controlled) colour schemes.[/quote] Smaller scope? What have you been smoking -_0 In demigod you can control MAYBE 20 units. In starc
I agree 100%. I'd give the general the ability to build, upgrade and repair structures (including portals and perhaps upgraded item shops) but at the cost that he will LOSE to ANY assassin. I'd make it so he's truly an RTS hero, not an assassin with pets.
This game definitely needs something to improve replayability. I honestly couldn't see myself playing this for more than a month with what we currently have. Heck, even if we had 50% more than we currently have. Maybe with a much bigger skill tree per hero, light/dark heroes and true differences between the sides, there'd be good replayability. But until something like that happens picking from one of 2 talent specs per hero will get old fast.
In my experience, that's not the only problem with the torch bearer. In ice form he kinda sucks late game IMO. Yes, he can AoE mobs awesomely, but he has no single target damage which makes him lose pretty badly to most heroes late game. Even generals.
I think Oak rocks, but Erebus definitely sucks. If I had to rank the heroes, Erebus would be at the bottom. I've played with him several times now, and it just takes more effort to win with him than with other heroes. Here's some reasons why: You have to split your focus too much. What I mean by that is you have to get mana regen items so you can cast spells. Then you also have to get +hp items so you can use cloud. Then you have to get armor items so you can survive. Then later game you have
But that too will cost additional money. So the question becomes: spend the extra cash and give us a good map (and hopefully unit) editor OR Plan on releasing a set amount of heroes each month/year for as long as the game is frequently played online, likely introducing balance issues frequently and creating a lot of work for the team. I know which option I'd prefer.
Well, I've tried about 20 games now, and they all hang at the "Trying to connect..." screen. I've tried new games that appear towards the bottom, random games from the middle, games at the top of the list etc. and nothing works. They all say "trying to connect..." but they never connect. I let it run for 10(!!) minutes once, and still no connection at the end of it. Help please :p
One rather entertaining strategy I came up with regarding intense strategy is timing the Regulus snipes. Have the whole team be Regulus, and then have everyone target the same hero. Instant death :p Rinse & repeat 3-5 times and the whole team is dead with your team halfway across the map. Anyway, once I'm done with my first play session I'll give my initial impressions in my own topic :)
Well, it's balanced out by the fact that Regulus level 25 is pure stats ownage. Heck, as a level 18 Reg I was as powerful as a level 25 torch bearer. It does make the replayability suck for Reg though.
I have the same problem. When I go to connect to other player's games, it doesn't let me and just hangs at the connecting screen. I have a router, but I opened the ports on it. No change. Looking forward to the fix :p
Yeah, Conquest Frontier Wars rocked. It was almost as good as Starcraft :p Plus, this game has a grand total of 3 units, and when I tried to play online there were 2 players in the game... That was it. I waited in the lobby for about 20 minutes, but no dice for a third player :p Not looking that successful so far
No. I am currently playing on the campaign, and my color as Drengin is red. As I mentioned though with regular starbases I DO see a moving dotted red line. If mining starbases affect your entire civ though, I guess that explains why they don't have a radius. Later!
Ok, I figured out more details on what the problem is. So you know, I have all the latest drivers and the game is fully updated. When I build a starbase not on a resource (like, a regular economic starbase for example) I can see a radius like you said no problem. However, when I build on a resource (say, the Military, Influence or Economy resource) I get no radius. There is no dotted moving line or colored perimeter. Does this mean that mining starbases affect