[quote who="Tai_Waukosen" reply="3" id="2015435"]I think the sandbox should be more. Maybe a deathmatch scenario and trying to get to a certain number of kills. Once the citadels get destroyed there should be a timer that ends and triggers invulnerability for a couple seconds to all within the citadel's area. Then by some magnificent performance the citadel rises out of the ground( with spectacular visuals). Players then have to buy back towers to be built again for their defenses. Its
Warskullx
There is no win or lose in sandbox, it is just for experimenting and getting a feel for things. Hence "sandbox", you just play around however you feel like it.
It could be the other person. I know a number of RTS games (particularly C&C) attempt to run all games at the same framerate (I forget the exact term for this) and pause all other players if one player has a framerate drop. Other games have small pauses like that when they wait for a player who is lagging a bit to catch up. Do another custom game with AI only and see if you have any issues.
[quote who="db0" reply="13" id="2011363"]Which is why I was talking about mid-game[/quote] Both generals can threaten towesr very early game if they take siege archers first. The rook can push a tower effectively quite early also. Regulus's tower kill power does not seem to outpace the other demigods. Yes, he can outrange a tower and eventually kill said tower if you leave him alone. Most other demigods can do this however and any demigod left unchecked is goin
[quote]Hero speed is going to be reduced it seems, and outranging the towers is the whole point of playing a sniper build regulus.[/quote] Hero speed is not really an issue. If they reduce hero speed all heroes will have their speed reduced. The issue is specifically speed boosting items and these items stacking. The default speeds of the heroes are fairly good.
Up until late game he is pretty slow about it. He will chip away at your towers, but almost every other demigod can do it. The generals have their archers, the torch bearer can fireball the tower, rook can just drink the tower (yes, he is getting hit, but it ends up a net positive for him.) The counter is simply scaring him off or killing him. While he is just outside of tower range, he isn't a great distance from the tower. If torch bearer and someone else both
Now that Gnats3 has provided some awesome info on the flag numbers, ( http://www.gamereplays.org/demigod/portals.php?show=page&name=tip- of-the-week-demigod-flags ) it is time for some map feedback, starting with prison. First thing that comes to mind is how lopsided prison is. On one side you have a goldmine and the artifact shop, on the other side you have an exp flag, and in the middle you have a celerity flag. The value of the experience flag seems to be the weakes
[quote who="Gnats3" reply="7" id="2010158"]2 gold per second from each gold mine building, I think. I assume that is 2 gold/sec for each player on the controlling team, but I could be wrong.[/quote] That's the number I had in my head but wasn't sure of, I don't know exactly where it came from. So 2/sec does sound reasonable.
No, you games just have different values for something. For example if your computer is playing as if your character has 1100/1200 HP, but their is playing as if you have 1110/1200hp that is a desync. Currently, the game just keeps going, but obviously some funky stuff can happen. Most games just kick the player who desynced (it determines this by majority vote, if 3 players are the same and 1 is different that one that is different is considered desynced and dropped.)
[quote who="Gnats3" reply="3" id="2009081"]Click for knowledge [/quote] Now that's some good info, perchance do you happen to know the rate at which a gold mine gives gold. Exp flag is a lot weaker than I expected. Rejuv seems to be the best one, followed by rejuv. Celerity is pretty insignificant (1s off most skills.) Along the lines of celerity, how does demigod handle half seconds? Celerity could change a lot if the skill cooldowns go back up. &
While your sentiment is good, your ideas are bad. A quick access character sheet would be nice, changing the armor system is pointless (and it is this way for a reason.) All you need is the game to work out the percentage for you and make it easy to see. Throwing numbers in the players health bar and mana bar are good and easy. Throw numbers over every creeps health bar would be stupid and just a bunch of flak that gets in the way.
It only really helps a little. Greatly increases could mean 25% more experience, 50% more experience, 100% more experience, or 200% more experience. I know they'll change, but some numbers would really help.
The name of some flags is clear (experience) and the function of some flags is obvious (spawn flags.) However, the numbers and functions of other flags are difficult to determine. It is really hard to determine the balance of a map when you don't know the exact value of flags. An example is prison. This map feels lop sided to me, with all the interesting stuff on the goldmine/artifact shop side. This could be accurate or I could be wrong and the experience flag c
Wings of the Seraphim looks like it is probably too good also. +200 HP regen is a lot, makes it effectively a rather large heal over 10s. A small passive aura in conjunction with a much less powerful active ability would be better. Ideas to rework healing items: Red Potion: Provides +10 HP/Second passive regen. Activates instantly, after activating provides 20HP/second regen for 20 seconds. This regen is non-combat and ends if you take damage. B
I disagree with a random chance to damage on bat form, this has a huge negative impact on its use vs demigods. I think hitting the damage, but having it consistently applied is better. Your description basically turns the skill into a crap shoot. I may hurt the demigod, I may not.
[quote who="Random_Guy" reply="7" id="1992172"]Mist: Broken. To be honest, I don't think damage taken should increase at all. I've found this to be an amazing defensive tactic, as you are essentially invincible for however long you can keep it up. If it is reduced to 50 hp/sec for level one like the OP suggests, then you could just get a bunch of health regen and become literally invincible by turning it on. I think the current initial health loss is decent, but
[quote who="the_ZJ" reply="5" id="1991207"]I am not quite sure what it is, perhaps it is the vampiric aura, but having played several times vs an AI Erebus, I was hardly able to kill him with my Oak. He is healing - especially in bigger combats - an amazing amount of damage simply away. I would never call him underpowered, but more overpowered. Being very fast, as he is, and armed with many good spells and this vampiric aura or whatever causes his enormous defensive capability, I always exper
Depending on the map the advantage of pushing is that it increases the area you can work with. Once you hit a tower, your ability to push and finish off a demigod is limited. Taking out these towers increase the map area where you can threaten a demigod. The idea is that pushing gives you control of the flags which gives you an advantage (particularly gold mines and exp flags.) Over time this means you have more gold than the other team and while they were greedy and i
This looks like it would negatively impact the game quite a bit. Yes, it sucks that you were picked off and lose out on gold/experience. However, denying the enemy gold/experience by forcing them out of the lane and making them go back to heal is a huge part of the gameplay. This would really limit the ability to control an area and turn that into an advanatage. It also allows you to deck out a player and turn him into a suicide run engine, completely negating the nega
[quote who="Vordrak" reply="1" id="1989594"]I respectfully disagree. I have playtested beta 2 extensively and Lord Erebus is under powered compared to the other demigods. General Health and mana are too low. Erebus just goes down too easily. Bite Does not deal enough damage, especially in late game. Batform Does not deal enough damage. Does not teleport far enough. Mist Form I agree that the increase in self-DOT m
On the topic of speed, permanent speed boost items become pretty close to mandatory. They have been this way in every AoS game I have ever played because increased movement is so powerful. There is a huge pressure for every hero to grabs boots of speed early. Perhaps the permanent speed boost should be a rare and expensive item, so instead there is a real decision made when building your hero. Some ideas for a speed light item set: Wand of speed: Drop cost to
I like the design of this demigod, his skills are quite interesting, at the same time he seems like an obscenely powerful demigod. He is on par with any assassin, then he gets minions to top it off. Now part of this is due to the red wand of AoE healing in favor items available to generals (which works extremely well with mist.) At the same time he has some amazing flexibility and his builds function with a number of skills not needing much investment to be effective. <
The +15% speed boost favor item is probably a bit too good also. It seems to stack with boots of speed making it almost required for most heroes. Perhaps a solution would be to make it be +15% faster, plus you get an extra burst of speed for 5s (60s cooldown.) However, in return make it so speed boost items no longer stack and only the greatest speed boost is applied.
On death penalty, more down time is fine, but I would prefer if the game avoided gold loss entirely. Gold loss was a poor mechanic in DotA and other similar games.
[quote who="ViViDGear" reply="3" id="1987797"] I think this system could be expanded to further exploit a newbie's love for the carrot on the stick. You name it! You could implement a harsh 20% Favor loss if you quit any started multiplayer game! That would encourage even noobs to stay ingame and would make it less problematic if you really need to go away etc. since leavers would be quite rare[/quote] A 20% favor loss for not completin