Well, over on irc.stardock.com in channel #demipug I'm idling atm. If you're looking for some organized 3v3's or 4v4's or maybe even 5v5's, just come on over and hang out/idle. I roll with a group of 3-4 guys usually and we are finding it a bit difficult to find "challenging opponents". More often than not we are laughing in vent when 2 of the enemies are standing on a capture locked flag waiting 30 seconds and wondering why they haven't capped the flag...&n
rain9441
@Jaradakar: It's extremely debatable, and we are debating it! I know the dev's are smart enough to take forum posts like these with a grain of salt, especially after 2.5 days of a game being released. As time goes by though, we will begin to see what strategies are more effective and less effective. I'm very certain upgraded minion spam is an effective mid/late game strategy. I'm also very bound to putting in some sort of gold/exp reward for killing them.
@Jaradakar: As the game is new, and none of us have been playing in beta, I would say "I don't know if they were utilizing the best of their character". We were playing a 2v2, all of us on vent, over hamachi (With the latest patch, we just can't seem to get a 4v4 going in custom game ><). It was pretty evenly balanced. It was Oak + Sedna vs Queen + Unclean. They were doing great, the war effort was hand in hand close most of the game. Then suddenly it
You know what, sit there and think up counters all day. I'll sit at my fountain then, you cannot counter that. I'll have 5 QoT's sitting at the fountain throwing 10 minions at a time at you, mulching 5 every 7 seconds to deal 3750 damage to an AOE every 7 seconds to boot. The whole concept that is in question here is the absolute lack of consequence for martyr armies, not how to counter a guy who is behind a wall of minions or simply not available to even be attacked. <
I'll give you a bit more background about what happened. I was playing a game as Sedna. I had Yeti's maxed out and morale maxed out, with the +HP/sec aura and the active heal skill. The basic plan was this. If there is an enemy nearby, send 4 yeti's + 2 minos + 2 archers + 2 bishops at enemy. If enemy advanced towards me, I run away. If enemy engaged minions, minions kill enemy. The minions were so powerful that no enemy demigod cou
@Funk: Well if you bought all that then I'd just say you lost because of a bad team. I'd have to say that I'm not really surprised given how new the game is and how many players are online playing for the first time each day. I still stand by my opinion though that no 1 single player should be able to win the game in a 4v4 or 5v5. If you're team was that abd (and they sound like it), you were doomed from the start.
I'm kind of skeptical about minions not giving experience/gold. Currently there are no drawbacks of getting minions and throwing them to die. I can pick Sedna, summon 4 yeti's with 2k HP each, and send them mindlessly to attack a tower or player. The player has to either kill the yetis (they are pretty tough, and can get up to 80 dmg a hit with 2k HP each) or run away. If they kill the yetis, I just resummon them again. If they run away, I've denied them experien
About your 5v5. I know this isn't DOTA but I can relate. I was once in a game as Medusa and farmed myself retarded. I could literally take on 1v3 any 3 members of the opposing team. But what ended up happening was that my level advantage and money advantage dissipated over time. I wasn't able to destroy the enemy base alone. My teammates refused to help, they were really bad. We lost bigtime. As soon as I eventually died (by 5 ppl ofc, 1v5), the
Range of experience is 30 for creeps, 20 for heroes. AFAIK as long as you are in the range you get a slice of the EXP. Doesn't matter if you dealt any damage or not. Gold is given to the unit that deals the most damage to the dying unit (Unconfirmed, this is what has been said). Gold/experience per unit: Demigods: 250 exp, X gold (not sure formula for gold, but its 900 + something for direct kill, half for assist?) S
I agree 100%. The +400 HP armor and +25 damage gauntlets are extremely good for their price. +5 HP regen/sec is equivalent to a combat pot every 2.5 minutes. In the early game that can help you survive for quite a while against baseline nukes like poison spit. But I'd say an honorable mention and requirement for at least one member of the team is to upgrade the Towers to +10 HP/sec regen. Since towers do not regen at all without it, this makes it
Bad things about his mother. =[
1) HP or Armor? HP! Armor is only good when you have alot of HP. 25 armor = 1% HP against non-ability damage. So at 2000 HP, 25 armor = ~20 HP. At 4000 HP, 25 armor = ~40 HP. Since ability damage goes right through it I don't suggest focusing on armor, ever. 2) Gear at the start? I get the +10 HP/sec for towers upgrade (Since they don't naturally regen) and a rejuv pot. Usually I only get the 500-600 gold item in each category (and boots
Updated it with info on each demigod's special minion as it upgrades. Also added 6 sheets to show progression of each minion type with each morale upgrade.
http://spreadsheets.google.com/ccc?key=pmbS09ByNPGE-hT1mq5_XBQ Ok so it's not really a guide, but rather a spreadsheet with all the numbers pulled from the LUA files. Yes, level 3 priest idols did say 30% not 20%. For demigods there are 3 rows each. 1 row for level 1 hero, 1 row for stat gains/level, and 1 row for "level 20 stats".
Let's say you have 1000 HP. If you get 4 armor, you get 10 EHP out of it. If you get another 4 armor, you get 10 EHP out of it. If you get another 4 armor, you get 10 EHP out of it. If it were diminishing returns, it'd look more like this: If you get 4 armor, you get 10 EHP out of it If you get another 4 armor, you get 9 EHP out of it If you get another 4 armor, you get 8 EHP out of it. <
Didn't see those. Regardless, if I want to split my healers (which is the first thing that ever came to mind after buying them, one to me, one to my buddy) into two different groups I'm ... screwed. Or if I wanted to have 2 of oak's spirits act as scouts who act as mobile observers to keep track of flags while I use the rest to do other things, screwed. Customizeable groups are essential to micromanagement.
Armor stacks and its not logarithmic function nor diminishing returns (Assuming the tip of the weak from gamereplays.org is accurate anyway, which I believe it is). It's just 1 - (2500/(2500+Armor)). Essentially you get 1% more of your "base hitpoints" per 25 armor. So if you have 4000 HP, Getting an item that gives +500 armor would be the same as getting 800 HP. This is true no matter what your current armor is. 4000 HP, 0 arm
The lack of minion control features turns me off of minions. I think being able to setup groups for generals should be on the list of things to do (with a good priority). I know this isn't DOTA, but compare DOTA to stardock in terms of extra unit capabilities. One of my favorite combos was Rexxar + Necro book. You'd end up controlling 1 hero (Rexxar), A bird-scout with no attack, a quill-beast with a ranged poison attack (had slow effe
So far my preferred build for TB (Which I'm liking as my main preferred DG) is to get fireball and ice storm, nabbing the aoe stun at level 15ish. Shatter IMO isn't worth anything, and the 10 second fire AOE is too unreliable compared to ice storm. For equipment I just buy the first +HP item in each item class and the 10% speed boots. +25 damage are gauntlets also a nice boost for a cheap price. Since his fireball/icestorm and such are so powerful and such low cooldo
I play only with friends vs computers, so maybe my suggestions are bias. The reason being should be obvious by this statement. Please do not tell me I'm stupid, instead focus on the title. Here is my list of what I think would be beneficial to Sins in the next patch. This isn't the patch changelog, so don't 1) Fix the black market. Theres plenty of threads on this issue so I won't explain what is wrong. Proposal: Make it actually have finite