We'll see how it goes I guess... The only thing I care about is a balanced and competitive game.
mcmjon
[quote]This wouldn't work unless they also increase the time it takes to cap a flag. you can't port onto the flag if it's neutral or turns neutral but you already know this mcm.[/quote] tele-rapings haha, its not very fun when your against a team thats syncing it on voicechat, and you can't go anywhere near a flag. YOU KNOW WHO YOU ARE! Thanks for the backup kestrel. How do I give karma?
Ok then, If we're trying to prevent gank defending at flags then how about the time it takes to teleport to flags 2-3x longer? Anyone? yes? no?
I like teleporting to flags. But now I think there should be restraints. I'm not sure that I should be able to defend flags I'm no where near and with the primary goal of ganking the enemy by myself or with team members by syncing in voicechat. If flags are pretty much king of the hill, I or my team shouldn't be able to defend them from anywhere (my base or while conducting business in another lane). My suggestion is limiting where you can teleport based on what lane o
I don't play regulus at all. I don't feel he is OP, and agree that the other DG need work. Mines. Thats my only problem. Getting to throw them is really messed up. I think he can avoid damage enough as it is. If he wants to plant mines he should have too: be stationary kneeling down at location, instead of throwing them longer activ
[quote who="DalzK" reply="10" id="2010994"]If anything i think 5 DG stacking the same abilities would be easier to counter, whereas 5 different DG's working together would be a lot harder to counter.[/quote] This is wrong. I can guarantee that you would rather face a diverse team of cordinated character classes over 5 regulus syncers. Has anyone here played a skill based pvp game where you've experienced a situation similar to the 5 regulus sync skill stacking that kes
Please read my forum post idea for a new flag capping mechanic and post your feedback ;) http://forums.demigodthegame.com/335565
I'm having fun so far, but this quick cap back and forth isn't very engaging its as simple as the faster more damage dealing, cap lock using competent team gets to hold onto flags. McMJon's guide to Pro Flag Capping. - To cap faster teleport to closest friendly structure and then proceed to flag - Out damage and chase away enemy DG. - Losing out to more damage dealing defenders that cap over you?
Flag capping. Flag capping could be made more meaningful with added depth of strategy if the capping mechanic was changed. How about,.. To cap a flagstand you have to carry a flag there. 1) Flags can be bought in base as an item. 2) While the DG is holding this flag his movement is slightly reduced and he can't use any skills or consumables or attack. 3) You can drop and picku
Yes I think the devs should have to play a 2v2 against flurus and wagnard. I would love to know who wins.
[quote who="Ke5trel" reply="2" id="2004826"]O man, removed me from witness list... :/ Sad Kestrel[/quote] HAHA I must have edited this bad boy 10 times. Dunno how you got removed? But yes originally I put you in there as somone who could confirm this build as something a bit tad on the OP side.
I ./agree with you. It will be fixed soon just keep your pants on. I took my pants off at first but put them back on now waiting for the next super awesome cool update.
Alright here it goes, my winning (broken OP) strategy for Erebus. I feel that right now Erebus is very OP if you armor stack him and focus on coven. Try it you'll be amazed at how much you can tank and how fun it is to badly injure and chase the retreating enemy and watch them die in their base not too far from the health crystal. Starting the match. You started the match: Step 1) Ok put on the anklet of speed. This baby when stacke
I like synergy combo chaining, I just feel that it shouldn't determine the winners early on. Or a team of randoms facing off against a lan or vent spike team can maybe spec against it somehow with anti stun locking skills, armor or consumables. The better team should still win though. I'm torn between both sides because I can't wait to be on vent counting down "ok.. this target get ready 3...2...1 spike!"
I had this problem. Fixed it by re-installing windows lol.. I had a backup image of my OS with a fresh demigod installed. I restored the image (took less than 2mins) and then I was able to load games. Try re-installing the game? Don't forget to backup your player prefs file if you bought a whole bunch of persistant items.
[quote who="Heavenfall" reply="1" id="1996332"]Personally I don't want to see anything like a system where the underdog is boosted in any way. You start out equal, the rest is skill.[/quote] While I understand your sentiment. One of the questions on the table is should a spike team determine the winner so early in the game? A killing spree early game creates a very steep losing slope and increasingly larger lvl and gold gap that makes a comeback unlikely.
Two things: Anti spike consumables or skills. How do you prevent a situation where just spiking PK determines the match? (this question I guess mostly applies to a small map like prison as levi and zikurat you can probably sneak a win into their base late game, but lets keep to the question about should spiking and PK determine the winners of a match very early on)? Coordinated spike team vs random joins on prison map: I've pla