Tyo

Tyo

Joined Member # 3166371
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Hey all, thanks for the feedback regarding stuns. I've taken a pass through the stun abilities in Demigod and reduced their effectiveness to mitigate this problem. I'll also be talking to the engineers in the New Year to see if we can get a diminishing returns system in. Mike "Tyo" Marr Demigod Design Lead

17 Replies 3,285 Views

Thanks for the feedback DeadMG(and good to see you!) Rain of Ice has been changed. It now costs drastically less mana, is better early on and less potent late game(IV is completely rude with the right build). Additionally, to help with clutter the spell is always one wave of ice now, regardless of level. Mike "Tyo" Marr Demigod Design Lead

6 Replies 1,329 Views

[quote who="MaRiO-" reply="1" id="1988899"]DEVS GET ON THIS[/quote] Oh trust me, we're all over it. This is a great idea and will be going into the game if I get my way! I'm thinking we can get around the flag density issue by scaling the point given for flags based on the number of flags present. Mike "Tyo" Marr Design Lead for Demigod

2 Replies 916 Views

[quote who="Warskullx" reply="7" id="1989180"]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] I agree and have no plans of implementing it in Demigod. It is however worthy of note that you do not earn gold while dead, either from gold mines, the Citadel or assist kills.

8 Replies 1,572 Views

We'll definitely be looking at tweaking the standard settings as the balance is worked on. Stalemates are definitely a concern and my top priority for squashing. Currently on our internal builds the following changes are present: Reinforcements are stronger. Less reinforcements are on the battlefield at the start of the game. Minions start weaker but get tougher over time. They also cost more. Death penalty is stronger. Items are

8 Replies 1,572 Views

Hmm. It sounds like this system is too confusing right now. In the New Year I'll look into making these easier to understand and figure out. In the mean time, when a game is over you can check the 'Awards' tab on the Victory screen and see who has won which award. I'm at home and don't have the game handy, but here are some examples... Patriot: Capture the most flags : Kill the most Demigods Siege Master: Destroy the most buildings

13 Replies 2,512 Views

[quote who="PossiblyImpossible" reply="4" id="1987079"]Not at all. We need to have citadel upgrades not be tied to gold, then we need to speed up the rate at which you can increase your war rank and get into the opponent's base. Then you slow down gold production and force players to make tougher decisions about how they're going to spend their gold. Game is faster, but gold is worth more because it's not as wildly inflated. [/quote] Great sugge

8 Replies 1,419 Views

[quote]... and a flag that increase the war rank progression.[/quote] In our internal builds, flags grant War Score income, which is used to purchase Citadel Upgrades instead of gold. What do you all think of War Rank being based off your teams cumulative earned War Score? It'd be independent for each team, increase the rate of available upgrades and increase the strategy related to flags.

66 Replies 25,804 Views

The minion do indeed grant no XP to the opposition and we're currently looking into making them more effective throughout the course of the entire game. Thanks for all the feedback! We're listening and incorporating as fast as we can.

3 Replies 6,779 Views

Hey all, We're definitely pulling over-time to get the stale-mate problem rectified. Thank you all for your feedback!

8 Replies 6,975 Views

Hmm. I'll mull this one over. In the meantime, you'll be happy to know that in Beta 2 the Rook's towers are more powerful and as the skill is leveled up become even stronger. Thanks for the feedback!

20 Replies 1,940 Views

Hey all, I apologize for the poor communication from GPG. I know it sounds like a complete cop-out, but we are utterly slammed with work and are really, really focused on making Demigod all it can be. Some of the added things for Beta 2. * VASTLY improved AI. Like wow. * New flag types. Valor, Experience, Debilitating, Celerity ... * Citadel Upgrades * Generals that can controllable minions directly like in a traditional RTS * Minimap * Key bin

154 Replies 311,401 Views

Hey all, Thanks for the feedback and suggestions. We are definitely looking into the Rook's Towers. In fact, based on this feedback we've put him in the shop to get some love that not only will make his Towers more powerful as you purchase additional level but also have his shoulders/trebuchet grow in strength as you purchase additional levels. Keep it coming!

7 Replies 1,449 Views