ntropy

ntropy

Joined Member # 3418908
1 Posts 7 Replies 740 Reputation

Price increase prevents early flag lock usage. It reduces it late game aswell (quality > quantity). The cooldown being longer then the locking prevents constant relocking of portal flags in the endgame. This decides so many games. I do this like all the time, relocking right after cooldown. Usual if they dont engage 2vs1, it cant be stopped, because the creeps are on your side. And 2vs1 leaves only 1 dg for the other side and mid, which is essentialy suicide. <

40 Replies 94,064 Views

I agree there where other factors here, but if you check their items, you see that they have very little equipment until giants are out, because everything is spent on locks/portals/pots. The thing is, once you have a lead in warscore there is no comeback for the other team if you manage to lock the flags all the time with all players. That's really all you have to do then.

40 Replies 94,064 Views

I've just come to see that the single strategy of high level games is constant flag locking by all allies all the time. I think this is overused in higher level play and flag locks should be toned down. Once locked the only purpose is relock every 45s. And the whole game focuses on this. They decide almost every game I play these days. My suggestion is 60s cooldown, 45s effect and 500g cost .

40 Replies 94,064 Views

The problem is that there just aren't enough people, so AI-matches are a must. But I'm not happy with this, because it makes the pantheon ranking worthless. AI-stomp can't be compared to human vs human matches at all. Once you learn the rules the AI follows, it's slaughter. They're so predictable, it's hilarious. But I'm with pacov on this one. There needs to be a better solution, otherwise the pantheon ranking is pointless.

71 Replies 206,755 Views

Why open another topic. There's one already. http://forums.demigodthegame.com/362317 UB is not overpowered, he's just easy to master. Erebus and Sedna beat him, basicly all generals, so does Assasin Rook

32 Replies 13,513 Views

Very good stuff. 8.) You can still farm creeps while hiding at the tower, but if you are below 50% and 2 demigods or 1 with alot of minions come for you: run! 10.) Watch the minimap, always. 10b.) The "P" button can signal events to your team, which will light up on the minimap. Use it if you have to notify your team quickly, for example if the enemies are walking into your base attempting to cap your flags. Use this only when necessary. Overuse is annoying. <p

6 Replies 35,056 Views

I suggest three things. 1) fixing the AI/pathing of the minions that are borked 2) massivly boosting the minions that have fewer numbers (shambers, yetis) to equal night walkers 3) enable casting on avatar UI (to reduce micro like munch, because finding them in alle the mess is a problem)

14 Replies 7,572 Views

[quote who="-Sorian-" reply="19" id="2383540"]First, let me apologize for the replay UI bugs. I did most of the work on that and did my best to try and track down every little bug, but apparentlky I missed some. I stayed late tonight to make sure to get those fixes in for 1.2, and I am pretty sure I got them all. The minimap issue is a little different because that requires someone to create new textures for the minimap, so that may or may not happen. I have a request in, so we wil

105 Replies 47,767 Views

You basicly need health stacking + pots vs 2 regulus, because 2 snipes (and often also Heaven's Wrath) can do around 2k of damage. But I usually don't play doubles at all. There's no need anyway, especially once there are 10 demigods.

18 Replies 2,478 Views

[quote who="Cowbuttzex" reply="99" id="2382894"]Rook Structural Transfer 1.Add ability to heal allied structures. Scales the same as drain 2.Rook gains 2k armor when using structural transfer lasts 10 secounds. Gains this at level 2 of structural transfer, This would help with the interrupt problem.[/quote] 1. not such a good idea, because alot of rooks use their own towers to heal themselves 2. good, I'll add it

118 Replies 281,758 Views

I've seen about 10-12 replays now and atleast 50-70% of the time either one or both teams fail to get Currency I when it is available. This is FAIL . CurrencyI gives you +2 gold / s for every player. You always want this ASAP. On a Cataract match, it pays for itself in 5 minutes!!

14 Replies 3,114 Views

All still present bugs I got listed here . Replays - Replays freeze sometimes, possibly related to DG switching or speed adjustment - Replays graphics become dark (happens when task switching or changing video options, low-medium) - Replays fail to update skill-quickbar when switching dg - Replays act weird when selecting demigod while dead (show another demigod or none)

105 Replies 47,767 Views

Nice play SnB. What I found really great is when you don't stun+slam the sedna before she has low enough health. That's really wicked. Some of the opponent team's item choice were very questionable. They also failed to stack health. A sedna with like 2800 health is fail at around level 8-9, especially vs a slam rook.

16 Replies 52,975 Views

[quote who="Obscenitor" reply="38" id="2382384"]Had a 42 minute long game today as Oak+EB vs. Sedna+UB. It was fairly even overall and from my perspective we were slightly outplayed, but we held on until we got giants and won quite definitively. There were very few kills until the end so it wasn't a crazy artifact fest. That game just really reinforced my perspective on Oak. The bottom line is that late game he's restoring 2k+ chunks of health and mana off of reinforcement waves an

57 Replies 10,117 Views

[quote who="SyDaemon" reply="10" id="2382390"]Just in case I'm not the only one experiencing this, I've noticed that in the replays, shadow fidelity is stuck at best at Medium even when I've set it to High in the options. Anyone has this problem? It still works as per expected in normal games though.[/quote] Yes, shadows are bugged. Also, if you task switch suddenly all is dark.

16 Replies 7,476 Views