Snipe is mean-ass if you use it properly and put your points into it as soon as they become available. The trouble is that this doesn't last.
DeadMG
EPIC WIN OF EPICLY EPIC PROPORTIONS
[quote who="Heartsbane00" reply="2" id="1984174"]I just played a Dota game where we stunned someone for 12 seconds straight.[/quote] The relevance of this is nil. Stuns are made of fail, it's no fun at all to get stunned.
The only major criticism I have is that virtually every example mechanic you've given is slippery slope, i.e. the losing team loses, rather than trying to balance out the teams to prolong gameplay and make it a more entertaining game.
But zooming out, mousing over a loc and zooming in is about as fast as doing that, if you're used to it.
Also, it's a bit of a waste of skill points going up that high, since the first levels are useless and the fourth only good against one DG? Wonderful.
When it says shots explode on impact, I'd like to see a much bigger AoE going on there, because the mana cost for consistent use is a lot, and the benefits are not great. Using the fourth rank bonus is also a hideous amount of micro and also really prevents the use of the rest of the skill if you want to use it on demand.
This skill is hideously useless. The mana cost is INSANE and it doesn't even kill creeps at the first level. It does poor damage and the mana cost is just so owch. The Fire Blast skill is pretty much how this skill should be, so you really need to pick another role for Ice Rain besides AoE damage, because it simply gets dominated by Fire Blast and completely sucks.
[quote who="Heavenfall" reply="2" id="1983540"]I like how they work now. They shouldn't be too effective as mines, just as the Rook can't build 6 permanent towers. A little extra defense quickly becomes way too much defense.The use of the ability is twofold right now, you can both use them as grenades, and as "stop the enemy in the future". I like skills that have a hybrid function. Gives more range (in the philosophical sense) to the character. I think it's a good aoe skill, and e
Did you miss the part where every example he gave had a console port released either simultaneously or in advance? Simple CD-Key means that opened games can't be resold on PC anyway. I couldn't sell on FA or Sins or Demigod.
iTunes does this too. Amazon are owning them, so Impulse will own Valve.
This includes the work in Impulse. Beta 1 had a much more appealing design, the current one feels tacky. My main gripe is the absolutely HIDEOUS amount of wasted space. The uppy-downy-curvy borders create so much black wasted space. The background texture is also amazingly boring. The original Beta 1 had a very, very nice aesthetic design, but this revamp is not as good by a long way. I think that you managed to unlearn a big lesson from FA's menu design compared to SupCom's. Make it animated
Regulus' mines are now awesome to play with, full stop (before lack of scaling kills off the use of any ability). However, this only comes into practice when the opponent is bunched up and/or standing still. Because of the way running creeps spread out, they're actually not very effective as mines, since it's rare for the enemy to set all off in a short time (Demigods) or set it off so that many creeps die (Creeps) although early on, you can fire Mines into the enemy lines for some nasty, nas
The old ones, although admittedly buggy, were much, much more visible. The grey/brown line of Snipe is almost invisiblein the FoW.
When I was level 1-10, I was the meanest bitch on the map. But when you get to level 18, that 900 damage just doesn't cut it, and it never goes up. Same for the mines.. if I laid those suckers straight on a Demigod, he would be half health. But obviously that damage never goes up. Now they are level 25 and buy +4000HP items or whatever, and these skills, they just don't cut it. This makes the endgame basically pure stats spam. The damage of abilities should scale per level once the fourth ran
I've been having internet troubles. Now I can't log in to DG online. The error message you get sums up as "ERROR: IT FAILED BUT I'M NOT GOING TO TELL YOU WHY!! MUAHAHAHA!". A failed password error would have been MUCH more useful.
Uh, I specifically said, if you have a skill point. The idea of "skill points" as a limiting factor is totally irrelevant and present in Demigod either way, so I still don't know what you're doing or what point you're trying to get at, because this is not new, or debated on either side. If I'm a Mage and I take a bunch of Frost talents and then level up and get a talent point, I can still start spending in the Frost or Arcane trees. This behaviour is what is stopped by locking o
I did address them. You can't because balancing 2-4 sides or 8 Demigods is easier than balancing 100 skills. This makes your choice of side or class infinitely less likely to be a game-breaking error. Additionally, in Supreme Commander and D&D, there ARE some ways in which you can change, you can dual-class under certain conditions, capture or trade engineers. Additionally, in D&D or SupCom, picking your class is something you do in advance and generally speaking, it's the same every
Since everybody decided to ignore how much I hate this article, let me re-iterate that it's full of shit.
Servers don't exist in Demigod. It's purely peer to peer.
It is not like picking a Demigod, because the error required to pick the wrong Demigod is an order of magnitude more, and moreover, it's much easier to suck up the loss (ranked) or restart the game (custom). Picking the wrong skill is easy. Moreover, it's easy to see that 8 Demigods can be balanced overall, and not all 100 possible skills. It only decreases variety and choice. Once I pick Hammer Smash, I MUST HAVE HAMMER SMASH. How the hell does that increase choice, because now, I ca
[quote who="DatonKallandor" reply="1" id="1974940"] Epic fail. Permanently locking out an active skill slot is a stupid idea. You can permanently spend a skill point now, but if you decide for something else, it doesn't change your ability to buy other skills. Hey, wait, let's make it so you can't sell any item, so that consumables use up slots even after they've been consumed and can't be lost, and every flag capture permanent, and every demigod death permanent too, oh and n
[quote]On initial reading I was very impressed, however I did note several reasons that lead me to doubt your conclusions and/or sources. Firstly, you claim that DRM clearly works by preventing day zero piracy, and it's not disputable how it does prevent day zero. How on earth do you reconcile that with your own picture of massive rampant piracy driving developers away? Clearly, if it does work, then this wouldn't be an issue. Secondly, you dealt very, very poorly with the example o
Uh, necro ftl, none of this is important with Beta 2 coming up with massively expanded skill trees anyway. You also didn't answer my reply of permanently locking things out being a wtfbad idea.
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