Denying the warscore can be and often is a valid tactic.
TormakSaber
Fire TB is the only Demigod in the game incapable of attacking while moving. Rather odd, IMO.
[quote who="ntropy" reply="8" id="2252618"]Play around with the settings, I'm sure you'll figure it out.[/quote] Or you could simply tell it to us so we can all have fun with it, instead of hanging it over our heads and expecting us to believe you with nothing backing it up. ;)
Speaking as an Ooze player, two things piss me off more than nything in the world: Ice TB, and Regulus with Maims and MArks and Mines and Wyrmskins (and sometimes Posioned Dagger... SO. SLOW.). 95% of people running Ooze do not get speed items outside Inner Beast and a Wand of Speed, making us incredibly vulnerable to slows. That's how you kill an Ooze UB. Sedna and Oak can also beat him at his own game and play to outlast and drive him off... and when his slow ass tries to run, you Pounce/Pe
It's not reliable (I don't call 15% reliable, anyways) and people generally want to use other items.
I can't fathom why Favor ITems would be straight up banned either, and not simply made a "Select any item you want; your opponents can do the same", but competitive gaming in general is known for doing... odd things in the name of balance.
[quote who="twifightDG" reply="4" id="2252568"]I have yet to see a RTS game with sensible scale. In some games the players character is even bigger than the town hall/citadel/fort/etc[/quote] I think this is it, yeah, but it's still funny to think about.
Careful, you e-peen is showing. ;D
Oh, my bad, I saw "Damage Shield" and my mind popped to a Bramble-a-like, not a "damage reflection" shield. I do like the base concept of the god though, and think the egyptian element is a classic thing to be represented in a game based on mythology.
I fought this sort of regulus in a recent game. Hurk. Ooze UB no likey.
Flags and the bonuses they provide are the incentive to control territory. It creates goals to strive for, it forces teamwork and creates hotspot territory wars. Play a few games of Fortress: Notice how the dearth of flags tends to center action in one spot for the most part... the main creep lanes. In every other mode, the large variety of flags give you a reason to walk around and do stuff, and a bigger incentive to stay in your lane... or at least invest in a flag lock if you inten
I really like that idea of assassin only items that upgrade rankwise along the same vein as idols. Going to skim over your other post now.
A spammable ability that counts as physical damage, is an automatic 4x crit, stuns, drains mana, later ignores armor, probably works alongside duelists/slayer's/ashkander because it's 'phsyical damage, a move that brings them back to you, so they can't run, a passive damage upper, a passive range upper, a bramble shield, and a passive lifesteal? I. Um. Think that might be a bit over the top.
The in game lore states that you're not really wearing 5 helms. You're imbued with the energy of 5 spiritual objects that, in the "mortal world" would be represented by magical helsm, objects, what have you.
The artifacts, when grouped, will do exactly as you state. This is by design: Artifacts are there to break up any stalemates that might happen, and bring games to a close.
I do: Banded Armor/scaled Helm for Sedna For UB I do Banded Armor/Teleport/Flag Lock, and I've been known to do a Banded Armor/Scale Armor once or twice.
Sometimes I feel like Assassins and Generals don't play differently enough. You have 2 demigods (Sedna, Erebus) who are played prettymuche xactly as Assassins simply because the current metagame doesn't/can't/won't (pick one) a minion build: They get outpowered by other 'Assassin' role characters. Oak is a General, but you see more than a few people simply use his spirits for Soul Power, which is a damn shame. Queen of Thorns is the only general who I see oftne played as a general: That is, m
This is a design decision. The manual even states, roughly: "The arenas are a metaphysical, spiritual place, and ther equipment within exists only on a spiritual level, allowing Demigods to utilize items and equipment more efficiently than any mortal could. Intelligent Demigods will realize and rake advantage of this." Basically, don't think of it like a paper doll system. Think of it as: you have 5 slots, and this big pool to select any 5 from. I think it's a good thin
The fact that you call anyone who disagrees with you an 'RQ'er' speaks volumnes about the strength of your argument, imo.
[quote]I'd also require Reggie to stay near his mines. If he moves away from them, they detonate in 5 seconds. Reggie would still be able to grenade. He'd still be able to lure DGs into his mines. But he wouldn't be able to plant mines on a random corner and just wait for the enemy to walk into them. This is a little bit of a nerf and I'd be interested in hearing any adjustments that would make it a balance-neutral change.[/quote] I wouldn't mind this, and for fair
Another quality map from the Scotsman. :D
Stats are going to be reset when things get ironed out, so I really wouldn't worry about it.
Swift Anklet and Blood of the Fallen.
[quote who="woppin" reply="2" id="2250375"]400 + 20 per level would make more sense, but then all the other items would need to be changed to meet a similar scheme. Speed stackers are still going to take the anklet, which gives the same passive bonus as the 6000 gold boots. Some are going to take heaven's wrath, some might take the blade of the serpent. More of an issue is that the majority of the items are nowhere near as powerful as a select few that nearly everyone takes.[/quote] &
Interesting ide,a but ultimately I think it would cause people to abandon Blood of the Fallen and go back to Swift Anklets or other items and never use Blood again, since no other Favor item requires a game long path to getting the most out of it. Whether or not that's a good thing is up for debate, but Blood of the Fallen makes a gigantic difference early game. Why swift anklet and run when you can Blood and stay?