@ Team vs Individual importance This is a game where a single good player can't make a team, but a single bad player can ruin one. A pug team has a very high% chance to have at least one poor player, which is the primary contributing factor to their atrocious record against premades (which is of course expected). @ Premades It is very frustrating to lose a game when its not your fault, and this often happens in pug teams. However, I find pug games unsatisfying in
SoFFacet
[quote]there are 3 resources in Demigod : war score, xp and gold[/quote] This. Somehow the other team managed to hold more flags and destroy more towers than you, despite dying alot and being thoroughly outleveled. Honestly I can't quite imagine how that happened, but some way or another it obviously did. It sounds to me like you guys nearly threw the game away, but that was your fault, not DG's. You should not have been beaten to war rank 10 given your massive level and
[quote who="AnnihilatorX"]The same can be said that you have no played against a good UB. It's however not easy to compare as it depends a lot on starting items and favor items, and whether Sedna prioritised on Pounce or Heal. Below lv 4 heal I and pounce I is an insufficient condition to outlast an UB with Ooze. It all comes down to who retreat first and what starting item is for both of them. If monks were used, it depends on whether the monks are in range of the Ooze as well. I desagree wi
[quote who="Obscenitor"]It may not take a rocket scientist to use those abilities, but I've punished people for using them incorrectly a number of times.[/quote] Isn't that what makes them exactly the same as stuns? Its possible to use them incorrectly, but anyone with a little common sense could use them correctly. [quote who="Obscenitor"]Because when a player can move two seconds sooner than they otherwise could you must have a better attack planned out than is necessa
Oak and Sedna players take note: Penitence and Heal have the same recharge. As I found out during a certain game last night... [e digicons]:annoyed:[/e]
[quote who="AnnihilatorX"]You got to be kidding me. Early level Sedna is not hard to counter with Ooze UB, nor it is easy for Sedna to outclass UB either. Mana is enough for 2 heals but when she heals UB's AA cuts the effectiveness by 25%. I don't have any problem against Sedna and forcing her to retreat at early games. Yes she can come back after she heal but she will not murder UB as you said. UB can move to another lane to farm and nor he needs to go back to crystal often either.
[quote who="Obscenitor"]Define arbitrary, because I think you're just using it as a dysphemism here. Every game mechanic is arbitrary by nature, within the limits of a game the only way something can be arbitrary is if it's inconsistent, and all AoE stuns being followed by stun immunity is not inconsistent, love it or hate it. The entirety of your argument is summed up by "I don't like AoE stuns" and you're trying to cite a logical and quite reasonable limitation on an ability tha
[quote who="Obscenitor"]What I do strongly disagree with you over is that you seem dead set on having Sedna or QoT in every single game (or maybe Oak at least), and I don't think that should be necessary. Take an ice TB for example. Hitting the entire enemy team with a 40% attack speed debuff and then following with an AoE stun (or leading with it, whatever works) and then effectively silencing one of the enemies for seven seconds is an alternative to healing or shielding your pla
First of all, any team with nothing but UBs would be horribly owned early game by generals with monk idols. Even if it did reach the late game, Heal, Shield, Bramble, Ooze, would help you survive, and if you did happen to die, well, it was 4 UBs. Some things are inevitable.
I agree with Kestrel, this looks really strong but only for a 3v3 or bigger, where you have lots of damage on your other DGs. Even then its losing some of its early-mid dueling power, which makes me sad.
Until late game, Sedna will beat you. She loses power later in the game when autoattacks deal enough damage to overpower her.
[quote who="Obsenitor"]I just don't get this kind of logic. The majority of characters in this game can only keep themselves alive via movement, items, casted stuns, or intimidation, pretty much all of which are off the table when being chain stunned. Many characters don't offer solid direct support. When you're regulus and you see a UB and Erebus descend on your partner what exactly are you supposed to do that's so skillful? Your only hope is to
[quote who="DeadlyShoe"]I'm flabbergasted by the comments that people would rather have stun-locking than AOE stuns. The AOE stuns are interesting, powerful, and already implemented - chain stunning is by comparison frustrating, difficult to balance, and would require replacing or changing all AOE stun abilities. Silliness.[/quote] Nonsense. AoE stuns are uninteresting and so clearly unhealthy for the game that they require their own arbitrary countermechanic to keep them from b
At level 1, do you just stand still and tank damage? No. There is cat and mouse, breaks between waves, flag dancing, and the fact that your opponent will run away and cease to damage you once you deal enough damage to him. All of that buys an incredible amount of time for your monks to work their magic. It might take a little while, but let me assure you that Sedna with monks is the single most powerful level 1 force on the field, save possibly Rook. I can't even describe how impo
What is so unreliable about them? Their AI isnt the greatest, but its good enough. Their raw power is just too big too pass up. I highly recommend getting Monks right away (900g). You will be the strongest and most durable DG on the field so you can usually stay out on the field until you farm about 4000-5000g, at which point you go buy Vlemish, exchange Monks for High Priests, and buy some other cheap stuff. Lets compare items at the 5000g mark: Buy Monks (-900), Sell M
Yeah, generals with monks are really good, and Counter Healing counters them, so its great. A shame that to get it early, it must come at the cost of delaying either Heal or Pounce. Does anyone know how big its range of influence is? How close do you need to stand to prevent the monks from healing? Do you need to be in range of the DG, or the monks?
I would say then that the problem there lies with AoE stuns, not chain stuns.
Monks are ownage man, you should get them right out of the gates. Sedna with Heal 1, Monk minions, and BotF is the strongest possible level 1 DG on the field, and will forcefully seize her lane from anything , very much including your monk-less Sedna. Heres some math, the HPS from those Monks is ridiculous, more than all your other regen combined! Sedna Level 1 HP w/ BotF = 2400, 2400*.1 = 240. 240/8 = 30 HPS. This only becomes more pronounced as you
You have Wind 2 and no Monk Idols, come on now.
[quote who="woppin" reply="1" id="2278119"]Maybe think of it this way: Is stunlocking comparable in effectiveness to the other combinations of abilities in the game? I don't think it is, I see it is an insanely powerful move that will net you a kill in a huge number of common scenarios. How many pair ability combos have that kind of hit rate? Sure Grasp/Mines and Shield/Heal are really effective combos, but I don't think they're in the same ballpark as stunlocking. I completely acc
[quote who="Kitkun" reply="18" id="2277014"]No way. A team of TB/Rook/Erebus could easily chainstun your whole team for nearly fifteen seconds with only about a one second interruption. Not to mention they could pile on 2500 AoE damage+other abilities and attacks. 3 TBs could continously stun a whole team for 9 seconds and deal 2400 damage, then start over a second later. Teams of four or five? You're removed from the game until they run out of mana or you respawn. Chances are, even if they d
Did you manually type the quote brackets or actually hit the quote button? Because when I hit quote in chrome, nothing happens.
I have this same problem.
I was not aware of stun immunity until this thread. But now that I know that it exists, I am rather upset. If two DGs work together to chain their stuns back-to-back, it should be regarded as good play, not an abuse of the system. Stun lock is a powerful but defendable tactic and is available to both teams at the DG select screen. Teams will learn to defend against them and/or orchestrate ones of their own. Remove stun immunity from the game.
[quote who="Zechnophobe" reply="22" id="2275294"]Remember, you cannot judge balance simply by the 20 best players in the game. That'd be like judging fashion by the 20 skinniest people in the world.[/quote] Perhaps 20 players would be too small in DG's case, but the top level of play, however large a bracket that happens to be, must be the primary/exclusive factor when considering balance (in any game, not just DG). Strategies must be evaluated based on their ow