Arrrrrrgh (I'm not going to try and spell your name right) is right, in a way. It may come to it eventually that Generals are simply nerfed assassins with minions. If this is what happens, then so be it. I'd personally prefer to see squads of minions than individual units; this would make selection and micromanagement easier. Keep the idol summoning method, allow 2 squads of 4 spawned minions per idol. Minions should scale automatically with their General's level, and there
Mooglepies
Charles: You are paying for the full game. This gives you access to the beta, right now. As of last night, Beta 2 was still open for applications.
[quote who="HorseRadish" reply="3" id="2026485"] Quoting tesb, reply 1 also he is big so he have long legs > big steps > fast walk (faster then a little kitten) Lucky this comment came from a noob like you so we will chalk it up as irrelevant next!!!!! [/quote] Do try and keep things civil, HorseRadish. My thoughts are that Rook should have a lower base speed than other demigods (
[quote who="dwood15" reply="4" id="2026626"]Yo Brad can we get info on modding capabilities? [/quote] In IRC Chat yesterday, Yarlen (one of the devs) said they don't have a mod toolset built planned (yet). It's not been outright denied but I'm pretty sure it's not their priority right now.
He does seem larger now. Me likey.
I can certainly see this a mod project; particularly the already discussed idea of Tower Defence maps. I believe the developers are looking at crafting more of a competitive game though.
I generally tend to take potions, at least in the early game. They help a lot, because I have a tendency to bring the more fragile demigods into battle, and because, putting it plainly, I suck. A flag like this is something I would definitely fight to take and keep. However, I worry about the consequences of owning said flag on momentum. Should one team take a flag, stacking potions for the side with it suddenly becomes extremely attractive because the opponents can't use them at all.
Nice post. In agreement with most of it, just a few comments and thoughts... Unit collision I definitely agree with; even if it's just minions and not creep that can block enemy movement. This would add a small incentive for generals to use minions. Minion Damage: The relationship between Generals and Minions is the subject of a lot of discussion at the moment; suffice to say not many people are happy with it and yes, it needs to be chagned.
I agree with many of the points raised above. QoT is designed as a siege-heavy Demigod; she attacks at range to destroy enemy defences and is extremely good at this. Combined with her ability to protect herself using bramble shield, she's extremely difficult to stop solo. As above though, she has no spike capability against other demigods; she finds it extremely difficult to kill other players as she has neither snares nor stuns. Her basic attack is quite powerful though (especially w
I disliked soulstorm. That's just me, perhaps. Some things worthy of note are that it's very similar to Dawn of War 1 in multiplayer mode; they shift the emphasis back to armies and territory control as opposed to the singleplayer campaign. Regardless, I look forward to playing the DoW2 beta alongside the Demigod beta. With regards to the "DLC for paying customers" debate, I must confess I bought into impulse and Stardock in general quite late; however I do r
I like the look of all this. Hopefully will get a lot of games in over the next few weeks.
Double posted. Sorry.
Right. We have some new information for our discussion; From the recently posted 2B patch highlight thread... [quote who="Yarlen"] New Items Added: 14 new items have been added and are in a variety of shops. The Consumable Shop now deals in any item that is destroyed on use. The Trinket Shop deals in rings and items that are usable but not consumed. Additionally, some older items were updated to now provide bonuses to the Gene
[quote who="iamKira" reply="9" id="2020327"]I sort of disagree here and think that rook towers should be nerfed or the cooldown time increased or smthg. As Rook it is just too easy to do an early tower rush. on a small map this means that you opponent has almost no access to the flags... [/quote] But the towers they have deal no daamge (or very little, at least). While Rook is doing an early siege attempt he is highly vulnerable to enemy Demigods because he lacks raneg
As I've said elsewhere in the forums, the reason I think betas like this are so successful is that the developers get a lot of honest, constructive criticism at an early enough stage that they are capable of making sweeping changes. Everything said, I've had no stability problems in this beta, and half of the bugs other people seem to have are absent with me. The only thing I take issue with is the netcode at the moment, but I'm told that's being sorted and I'm happy to wait.
If I were being trite, I'd say it was as soon as you see the enemy with catapultasauri when you have none. If I were being serious, there isn't a set time or particular event in each game, unless you've lost defences and the enemy creep is on your citadel. At that point you're not realistically going to get out of it. That said, the extra gamemodes promised will change things completely, so that's good.
[quote who="Frogboy" reply="16" id="2016961"]Just a head's up that we are reading through the comments and taking ideas presented here. They may not manifest themselves in the game exactly as mentioned here but I think you'll be able to see how the discussions influenced how generals have been implemented in upcoming builds.[/quote] Thanks for the update. As previously mentioned, your presence and that of the other team members greatly motivates us to keep trying new things and
Early game, creep push through and demigods will usually require creep to be present to siege with any effect; exception to this is of course Regulus and, to a certain extent, Rook. I am against giving players control of creep for numerous reasons; early game they do little other than serve as EXP for demigods. All that will happen is that the teams will prevent creep from attacking the enemy base (either by directing them to stop or by leading on as long and scenic a route as possibl
[quote who="TerroR878" reply="2" id="2013229"]mines revealed by observation wards dont detornate.[/quote] Untrue. I put up the wossname of revelation around some flags in a game and still got toasted. I could see the mines bright and clear but I took massive damage when I went near them. Was playing as rook, none of my shoulder towers, my summon towers, nor my boulder could destroy them or do any damage to them. Standard attack of course got me killed.</
I had a play around with a tactic as Rook alongside a friend (also playing rook) earlier yesterday, after we noticed that allied rook towers of light (shoulder mounted and summoned) link together as well . Essentially we both put a point into tower power and got the shoulder mounted tower to link up to. Then we used wands of speed and teleport persistant items to wreak some havoc; we were able to get some good siege in very early on this way (one rook heads to enemy base, puts
[quote who="Soccer194" reply="7" id="2013736"]i have to admit as being a big regulus fan I do use his mines as grenades but not only as them. I often litter the screen with mines on key locations such as flags or the path grunts walk on. I beleive mcmjon can verify this. Now i throw mines all over the place and I think it would kill him to make it take more time. So i think the best solution is to make him have a smaller raduis.[/quote] I like playing Regulus (although
I'd quite like to see the ability to buy back destroyed towers of light at an exorbitant cost (say 3000 Gold or similar). That's it though. I'm against base building in general for this game.
A good suggestion. Whichever objective is prioritised in each game mode should be clearly displayed in the UI.
Bumping back to the top because this thread must live.
The system is being changed as far as I know, the there's been talk of implementing a War Score system used to decide when the war rank goes up. Supposedly it's being tied to flag capture/holding, but I'm not sure how.