Stacked, that is more an issue that the info is hidden in the lua files and not displayed anywhere on the GUI. Stuff like minion stats is nearly impossible to get without digging and hand calculation, which needs to change imo. Showing enemy items/skills/stats seems like overkill if the goal is simply to educate.
woppin
I'm against the idea, I can see confrontations devolving into mechanical affairs, where I know what you're going to do, and you know what I'm going to do at every step of the encounter. I don't care if you can see my items, since you can guess what I have just by attacking me, but if you can see what my consumables are, battles will have a largely predetermined outcome, rather than being a continual assessment of risk. I don't see this as a step in the right direction. As you say, it
Seems to happen every weekend for me :P Forum works fine during the week...
If you're playing against Sedna always use frost, fire build TB's bring a smile to my face when I'm playing Sedna, as heal will negate fireball quite happily and I can generally interrupt nova with pounce. Circle of fire doesn't do enough damage since passive regen on Sedna is generally pretty high. On the other hand, by using deep freeze/rain of ice/ ice nova you can stop Sedna from healing, freeze the pesky priest minions and also slow her so she can't run after she takes that handy
Yetis are tragically crap, they're not even effective against the AI. Your "strategy" despite being an exploit is also ineffective against anyone with a brain. You're also not going to get a kill with minons since they can't do nuke damage.
It's probably worth noting that the Heart of Life is no longer going to be very easy to get after the next patch, so you may want to rethink your strategies and builds for regulus somewhat. In particular the anklet for favor is far less appealing than the Blade of the Serpent, or the Wings of the Seraphim, since the latter two will solve EITHER your mana or your health regen issues to give you more staying power. I go with an AF/Mines/Mob build. I'm more inclined towards taking the Wi
Focus fire the Sedna. In anything bigger than a 3v3 Sedna is liable to get in pretty deep trouble if stunned/slowed/nuked. In your situation, you should be doing the ice combo, then the reg should throw mines under while they are stunned/horribly slowed. You'll then want the beast to grasp while you pound some more with auto attacks. This is all theorycraft of course, but if theres 3 heroes working together you're going to need to coordinate at least as well as they are in order to come out t
I want flag lock timers because if my teammate puts one on, I have little idea how long it has to go, and that's crucial in determining things like teleport destination towards the end of the game. It's more stuff that ideally you'd let your teammates know but without voice chat ultimately is left unsaid. I agree theres no reason why your opponents should know how long there is to go, but if I can replicate the effect with a stopwatch, surely it could just be in the game to start with
I agree with Bman. With the removal of HoL from the item shop mana bluffing will become even more important since people won't be able to just refuel in a flash and head back into the fray. If people can see what you've got, as Bman says, there's going to be ridiculous hiding at towers and constant running away from characters with good items. It will be a massive pain to try to get a kill after just buying new items because not only will you need to best the enemy in combat (not always a giv
Anybody who wants to trash talk me during a game is welcome to. I'll probably laugh.
Doing that in the middle of combat isn't easy.
ooh good list maxxy! Please add: Timer for flag locks.
Vyper: Yep Gamespy is turd, but that often has little to do with the publisher. Stardock might release a game using Gamespy one day, if its a good singleplayer game I'd still buy it :P
Vyper, The OP is taking comments out of context, there has never been a suggestion to mod in the ability to see your enemies items. Bman's mod doesnt do it, neither does the other one. The only mention of it is in the threads about those mods where people ask if they can do it, and the answer was a firm no, that data is not accessable by the UI elements irrc.
I don't tend to hold grudges against companies, it doesnt really make sense. If they release more good products I will purchase them, if they don't then I wont. Always try before you buy...
I think we should regress to a Kings Quest style of UI, where you have to type out everything you want your DG to do, this would separate the pros from the noobs. We should also remove all the chat options, so more people use vent. Flawed logic is really quite fun, isn't it?
Cheers Techubus, that was the one I was tihnking of, but I was too lazy to search :D
Dalzyk's suggestion about the mod system is spot on, if you open the game up to modding you will see new maps and new DGs. People will try them and some of them will be crap and fade into obscurity, some of them will be good and will see common use in custom games. SD/GPG can then take the good mod content and integrate it into a patch (provided their mod SDK has a license permitting, and with the mod author's permission of course) so that everyone can use it. Yes, 3D modelling and an
RE: The Sedna comment, if anyone knows how to tweak the individual gold rewards for creep using the lua files let me know. This needs to be playtested properly imo. You could also look at changing the gold reward for capturing and holding flags, which is something Sedna does better than some of the creep killers like TB or Reg
Kestrel, (or anyone else) do you know where the XP/Gold rewards per reinforcement are in the lua files? I was thinking of trying out your changes against the AI, but I could only find a general multiplier (which isn't terrible helpful) after a quick search. EDIT: To clarify, I'm interested to see just how much extra gold doubling the minos gold reward will give, and whether it screws with the pacing of upgrading your items/citadel in apositive or negative way, and also whether a Sedna
Obscenitor, if they added the ability to target yourself by clicking on your portrait in the UI bar (as is in many other games) there would be no need for rook transparency. I agree with you though, not being able to heal yourself without rotating the camera and zooming is very frustrating.
Frogboy, http://forums.demigodthegame.com/355788 There's Bman's thread. The UI changes are centered around being able to see your teammates health and mana. There's another mod mentioned in that thread that allows you to see allies' items as well. cheers.
There needs to be punishment upon death in some form or another, you can award your opponent kills, not give them xp or gold while dead...whatever, but there has to be some punishment upon death and it is certainly not bad game design. If there was no punishment for death, I would respawn instantly, losing nothing after dying and you gaining nothing and the game would be terribly contrived. It would consist of me running into battle spamming attack and all my skills and then respawnin
Oscenitor, the list of things the UI should have but doesn't is fairly extensive. A way to easily see your allies' health, select demigod by clicking on portrait, minion monitoring...theres quite a list of stuff that would be a lot more use than the undo skill button. Though as you say, we have no idea how many people are tasked to DG and what their proficiencies are. I do think the UI is in serious need of some rework, though I doubt it would be a major work item, given how c
I sure as hell don't want a confirm dialogue. I pick my skills in the middle of combat because its the difference between a 400 and a 600 hp pounce, or a 600hp and a 900 debuff remove heal that is enough to win the lane sometimes. Taking even more time by forcing me to click another box to confirm is going to leave me idle for even longer. Keep the panel open to rechoose thing is better, but I don't think many people are going to use it and as vastep noted, there are more important th