Not sure about the laws of the Netherland, but typically just because a service [i]can[/i] be used for infringing purposes doesn't mean that the service itself is infringing or illegal. Without such protections, any search engine could be sued for providing functionality that could be used to access copyrighted material. As a result, it's not enough that they simply provide a directory that contains links to pirated material. Typically the only way to go after third partie
Darvin3
[quote]Also wouldn't some builds of Regulus do just fine w/o much gear if they are relying on stuff like snipes and mines?[/quote] While it's true those builds can thrive without good gear, they still become awe-inspiringly powerful with good gear. Putting a mageslayer on a Rook makes him great; put one on a Regulus (regardless of his build) and he's awesome. He puts high end items to better use than other demigods, which is why he's usually the one who should be going for
Regulus and the Unclean Beast should rarely buy citadel upgrades. These guys need good equipment more than any other DG's. Buy only very high priority upgrades, and only if your allies cannot afford to do so (or just aren't doing so) Conversely, Queen of Thorns, Sedna, and Torchbearer really don't need equipment as much as other demigods. They more than anyone else should be sinking their gold into citadel upgrades. Rook, Erebus, and Oak come down the middle.
I personally like getting spit I just for pushing towers and harassing low level demigods. I'm also a fan of building up and maxing out beastial rage for the late game. Great for pushing towers and killing DG's, plus is scales quite well. This is my typical oozer build: spit I inner beast I ooze I (sometimes swap with diseased claws) ooze II foul grasp diseased claws I ooze III <li
I'd strongly disagree with brilliant bauble and charm of life. These are favour items that, IMO, aren't even worth unlocking. Charm of Life is a weaker version of blood of the fallen. The only edge it has is reduced death penalty. Of course, death penalty is usually around 20 seconds. Ten percent of that is two seconds. That's not even worth consideration, always take blood of the fallen and ignore the charm. Brilliant Bauble similarly isn't worth
[QUOTE]well compared to hoshiko domina is trash[/QUOTE] The Hoshiko is arguably the best support cruiser in the game, and the Advent cannot build them anyways. The subjugator fulfills a similar role; use them sparingly because they aren't as good, but they're still worth using.
Like any case, I really think scouting is your best course of action. If your enemy isn't getting a serious army, LRF's of any stripes can win the game right then and there. If you don't see an opportunity, I find TEC is usually better off biding their time. You have those wonderful Hoshikos waiting for you at the three lab level, I say get hoshikos quickly and make that your time to push.
[quote](Actually if you are reading this and you have ever upgraded the death timer in any game that wasn't a 1v1 with Draconic Death Penalty then you should slap yourself)[/quote] What about playing a kamikaze Oak? [QUOTE] *plan* and *time* and *adapt.* AI doesn't know how to do any of these things. [/QUOTE] I've never seen an AI that could do any of the above. I've found some other quirks about the AI. First of all, they very
Personally, I don't think Brilliance Bauble is a useful favour item. You're better off spending a little extra cash on the citadel experience rate upgrade, then using your favour slot to cut down on the more expensive items needed in your build. Similarly, I think the only idols worth your time early game are the priests. The minotaurs are absolute crap, and the siege archers are mediocre at best. The priests have more damage than either (go figure) and also can heal y
Personally, I don't think army of the night is worthwhile. Very mediocre skill overall. I'd also have to say that you should really pick your skills based on your enemy DG's. If you see Sedna, muddle is really a must. This is one of the best ways to throw a wrench into a team that has a coherent defensive combo going, and being able to adapt your build to bring out that ability if need be is definitely a requirement.
There's no reason not to play QoT as dual-form. If you're being damage spiked, just put brambles on yourself before you go into open form. You only lose about 100 armour, which isn't a big deal. By the time you get some items on you, this may be as little as a 5% swing in your damage reduction. Obviously you do want to swap back to closed form if you're under attack, but it takes only a second to open up, use your spikes, then close up. That's a pretty tiny windo
I tend to agree that Erebus shouldn't buy artifacts. He's better served with citadel upgrades. The most expensive item I'd go for is HoL. We're all aware that Strangler isn't a fan, and I do agree it's not something you want to get every game, but it's definitely one of the game's most solid items at its price range. That said, I'd sell the plenor battlecrown (or never buy it in the first place) if I was going for heart of life. Heart has passive mana regeneratio
Well, LRM's are a tech 2 unit, while Assailants are tech 1, so I do think that fact should counterbalance (perhaps not completely, but to some extent) the experience kickout of the assailant. Certainly the huge difference between the two is too much.
If you're in a game that's Rook/Erebus vs Sedna/Regulus, then Sedna wins this by default no matter what. Many characters are more likely to win certain awards (TB for reinforcement kills, for instance). It stops being an award if you win by default just because you're a specific character. Consider the case of two people who are 15-0 and someone who is 14-0. One gets the kill / kill streak and likely gold award, the other doesn't even get a consolation prize. T
You're not always attacking, so you don't always need that one, but you can always use extra mana regeneration.
[quote]There's one change I think is absolutely neccessary: Snipe should not be able to target buildings - or, at the very least, it should not be able to target buildings out of site range.[/quote] I'd agree with that. I was more speaking about Regulus buffs (which seems to be the topic of this thread more than anything). If we're going to bring up nerfs, I'd say the activation times of his mines are another issue worth looking at.
I almost always play the TB as a hybrid. Seems a waste to give up either fireball or rain of ice, as both are absolutely fantastic skills that are hard to live without. That and you need to constantly change forms anyways to keep his mana regeneration up.
Vengeance needs some help. Deadeye is unreliable. The other skills are perfectly fine as is, in no need of a buff.
Depends on the map, what DG's are on your team, and their overall strategy. I'd direct you to read some of the topics about tower spamming Rooks on the boards; there are some good counters you should pay attention to. Rooks are great at pushing, but they're slow and lumbering monstrocities that need to keep up momentum. Lots of DG's have great tools to break that momentum, and if multiple Rooks are on the same lane they're just asking to have their towers taken down by a goo
One was insulting the ignorant Americans, this one is praising the gentlemen Americans. Two very different groups ;-)
Interesting approach; it'll be worth trying since I've more or less given up on playing with AI teammates altogether up until now.
Nightmare AI gets x4 cash, not x2. Try playing a "filthy rich" game on Prison (or another very small map) then kamikaze on the fortress with Oak for the win. You'll have just over 25k gold, while the nightmare AI will have a whopping 100k. It's virtually impossible to beat nightmares on high cash settings as a result, since you really need to build up a long-term advantage.
Depends on your DG; Regulus and UB should be getting items, whereas characters like Sedna and QoT should be more concerned with citadel upgrades and helping out the team. Characters like Erebus and Rook come down somewhere in the middle. Personally, I think the only citadel upgrade worthwhile at the start of the game is the building hit point upgrade, and in 3v3 or larger I really think someone really should buy it at the start of the game. It allows your buildings to rege
I'd personally pick up mass charm early on so you have a stun. It's Erebus' only stun, so without it enemy DG's can just use a teleport scroll to get away. This makes it very hard to get a kill, something Erebus normally is very good at doing. You only need one point, and the first level mana cost is reasonable. Poison blood and the second level of bat swarm are both things that can be delayed in your build to allow for one level of mass charm early on.
With the exception of Rook, none of those are situational. They are just aspects of the character. Erebus has no inherently advance on Prison due to his teleport, but he circumvents the normal chokes of the map on Crucible. Oak's kamikaze last stands work on every map, and it's not specific to any feature that is unique to one map. The only maps where Erebus can really cross a boundary are Exile, Brothers, and Crucible. Exile isn't a huge problem, but Crucible an