Comment from GPG here: http://forums.gaspowered.com/viewtopic.php?t=36103 [quote] Originally wanted to have a replay manager in-game for the first patch, but networking updates took most of those engineering cycles. Replays work, but a few annoying bugs like lack of sound make them unshipworthy. Expect this in one of the future patches after internet play settles down. Brad is a big proponent of them, we just want them relatively bug free.[/quote]
AngryZealot
I stopped getting mist and I still have no problems dominating every other demigod. Usually I just beat on the enemy for the 5 seconds or so it takes to recharge bite. Any damage I received is mostly mitigated by the next bite.
My recommendation: Reduce the range on Bat Swarm by 5. Add a 2 second silence effect to Erebus after he casts bat swarm, since it's the teleport-bite combo that pushes him over the line, and it's only going to get more powerful when the control glitches are fixed.
What I've found most important: DON'T FORGET TO KILL CREEPS It's amazing how much time people waste futily trying to kill enemy demigods. If you focus on creeps, you can gain 2-3 levels on the enemy easily.
No, not necessarily, but it definitely helps. I can do it while maintaining a flag majority. I'm guessing the light team in that game had the lower war score.
[quote who="Xinoxlx" reply="11" id="2170132"]So because we don't want to nerf erebus it automatically means we want to buff him? I bow to your amazing logic there.[/quote] So because I said feel free to buff Erebus it automatically means I meant you automatically meant you want to buff him? Here, this might help.
Fortress comes down to Oak kamakaze-attacking the fortresses with his last stand ability.
There's a lot of fail in this thread, so I encourage people to try this: 1. Play Queen of Thorns exclusively for 4-8 hours. 2. Play Lord Erebus exclusively for 4-8 hours. For me, it was like going from Navy SEALS training to whack-a-mole. Every single game I've played as him I've had the highest number of kills by a significant margin (2x or more). I go toe-to-toe with the Rook; often times I don't even bother moving out of the hammer slam. I can kill Sedna solo. Regul
Too complicated. It's really simple: if a player wants to quit, he or she is going to quit, and there's nothing you can do to stop it. It's better to give incentives to stay than it is to give punishments for leaving. That way, it doesn't come across as punishment. [quote]If you leave you should get a loss. Thats the long and short of it. No reason to have incentives to stay.[/quote] You get a loss either way. It's not like staying until you lose pre
Both. Experience upgrade is critical. It translates to a 3-4 level advantage if your opponents don't get it.
Is there going to be a stat reset once all the connectivity is ironed out? The game has failed to record the majority of my wins, and the majority of my losses are from the "A player has left the game" bug at the start of the game.
You are right. Currently they stack as in 2 * 4 = 8x damage. It [b]should[/b] do 5x damage. (Not 6x, because 6x would count the base damage twice.)
[quote]-Early game, before he gets bats, Regulus can easily take Erebus down, since he has to slowly walk all the way to Regulus.[/quote] Not true, and I say this as an Erebus player. Erebus will win the battle if he has level 1 bite.
The "link up" is just a graphical effect. It has no effect on gameplay.
[quote quoting="post"] I'm so sick of this. Some Regulus or UB simply spams attack speed items. How are you supposed to counter that? [/quote] Easy: don't die. It takes [b]tons[/b] of deaths to get to that point. Take a look at the scoreboard, I'm guessing your team has 10-20 deaths before those items come into play.
[quote who="a9bejo" reply="15" id="2166879"]I'm not opposed to this idea, but I don't think it will solve the problem with quitters. If I play multiplayer games I try to influence the outcome of the game, and I want the game to end as soon as this is no longer possible. I don't care about 'favor points', and my guess is that many people (also think outside these forums) feel the same way.[/quote] Honestly I feel the same way, but I have a feeling there are more things coming to do wit
Well, because they aren't. At least not for me.
Thread title.
AI needs to be more conservative and prioritize health items more. I assume this would be a relatively quick change. It has no comprehension of burst damage, which really cripples it against humans. Having more health and retreating sooner would make it feed less.
10 seconds or so, 1v1. Two bites for 300 damage each + autoattack.
Short work days and no stress, they said. Happy customers, they said.
Did his team get a fortitude flag during the fight? That would have added some hitpoints to him.
Not until I work up my Kirby demigod. Suck up units and spit them out for damage or take their form. It would be awesome :).
There's a demo in the works. No time frame yet.