[quote who="CyberMage" reply="3" id="2055770"] « Open Impulse, Click Community, Make sure you are logged in, click My account, then Login.... » [/quote]
TerroR878
In DG irc I brought up the fact that locking gold flags for 45 seconds wasn't very useful and didn't have any strategical impact and there was an idea to change the citadel gold upgrades to multipliers instead of +2, +4 and +6 gold per second upgrades. Not sure what is fair but just to give a better idea; gold upgrade 1 = x1.5 extra gold income from each gold mine. So capturing a 3rd or 4th gold mine would be more rewarding. Discuss.
wow that equipment mod is a must have but i'll wait for next beta update to use it. I'm impressed but how do know what code to use/add or are you familiar with the game engine code?
Wouldn't it be possible for someone to enable mana display for enemies?
Was nosing around and found some pictures that I hadn't seen before. Some pics of maps most of which we have already played but one of the maps is numbered 13 [e digicons]:drool:[/e] . Another folder named 'Heros' had 12 concepts, not 8. [img]http://lh6.ggpht.com/_PhEEcicew6A/SZFs0mLicwI/AAAAAAAAAP0/0SITH19FoHY/heros.jpg[/img]
Teleport scrolls wont be removed, there will be a animation on flags as a warning most likely. So everyone is ok with Rook's only weakness is being ganged? Even a bad formation of ganging can result in a boulder stuning everyone and the Rook getting away and the maps are basically thin lanes.
[quote who="gkrit" reply="4" id="2053245"]well rook has to be weak against something otherwise it = unbalanced[/quote] Even with a 25% nerf to HP the Rook is still stronger than other Assassins.
Yes, from tests ingame they apply every other lvl, or at least that's what I thought. I added up my results and they didn't match lvl 20 maxed WD. So I did more testing and the WD per level was all over the place as shown below for Rook. Level 1: 180-198 Level 2: 189-209 + 9-11 Level 3: 199-219
I was in a game today and wanted my summoned priests to follow my ally so he could be healed but I had to babysit them instead. I thought it would be great if I could just make them follow my ally so I can get on with winning [e digicons]:hrmph:[/e]
Since rook can easily beat any other DG 1v1 in a slap fight or even with boulder & hammer and has no real weaknesses, How about giving him less HP, perhapse the same as UB but give him loads of armor instead. He will still win in 1v1 slap fights but spells can be his weakness. yay/nay?
updated some info from b2D, you can now compare for fun. I wont waste any time doing the generals since I'm sure it will all be changed soon in b3. It's interesting that the Rook received buffs and the other DG's were left alone or even nerfed, why was he buffed when he was already better than other DG's. Lvl 25 no longer exists so maxed lvl results are obviously lower.
yea but both is too much, ballance is more important. I took a moment to read the ability's description [e digicons]O:)[/e] , " enemies that survive the rooks hammer slam are dazed " So I could be wrong, that there is no hammer radius bug, it's simply a huge radius that needs a nerf?
Well I think his point is that Rook can stay in battle longer than other DG's before having to tp out.
Just 2 problems I noticed while playing QoT. 1. The shield can be cast as many times as you like but the spell description reads only 1 can be active. [ Screen ] 2. Her thorn projectile can be seen beneath ground (bridges and the sort). [<a title="Screen" href="http://picasaweb.google.co.uk/lh/photo/LGesYHNN2WYPYrEuN8x8dw
your fault for having such a good computer that let's you play on max settings
all aoe spells should be ground targeted
[quote]Also dont let rook level to 20 is a good trick too.[/quote] lol, what can we do to stop him. Anyway I can prove hammer is fked because in a game today I took full damage and I was slowed at the same time. The slow effect should only be applied to those that avoid the damage radius. Not that we need proof [e digicons]:rolleyes:[/e]
Just want to read peoples thoughts on this, not to take it to seriously and nerf them to uselessness. If you can't see the picture well, it's Oak's raised spirits. They have destroyed the citadel all by themselves The defenders were melee and could do nothing about it. [img]http://lh6.ggpht.com/_PhEEcicew6A/SYmi1CgMoOI/AAAAAAAAANc/edQngn86ayw/s1152/spirits.jpg[/img] <a title="full size" href="http://picasaweb.google.co.uk/lh/photo/nj7LNGizc8lLizTVJhRK6g?feat=
I'll wait for b3 to have my say
I don't like the idea of debuff. How about a warp animation appears at the place you have selected to warp to.
Slight increase in cost £2150 and increase cooldown. No point in increasing cast time because you might as well walk to the spot if it's longer. Another idea is reduce the range but make it instant so you can see the enemy and have a chance to react.
At least for friendly DG's I think mana should be show with the current health bar (bottom right) to know if we can expect help from them or not.
Well it's still easy to give yourself points, secret though [e digicons]:X[/e]
We can play music with the menu buttons now, well worth the bandwidth [e digicons]:-"[/e]
warp stone is way to cheap for what it can offer. 2250 -2500 is a good price.