If dg were only on the 360, I wouldn't buy it. I wouldn't take it seriously at all. Consoles are for casual gaming.
Vesuvius
[quote]1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness. Madness: Top of the fear tree. With madness, the enemy demigod loses control of the
There's no disconnect stat in this? Also, getting a disconnect for leaving the game through the game's menus is retarded...
Not true. Sometimes someone on the other side drops later on and you win.
The wall building idea for the Tactician would be super OP without some sort of sane limitation. You'd just use it to wall in your own creep waves and deny your enemies the xp, breaking down the walls later to unleash a huge swarm.
[quote] The proof of it being Server to client comes in the form of custom kick (visual custom kick, if you host, DL it, learn it, love it). With custom kick a host can sniff the players IPs and then close the connection to that IP. This forces that player from the game. He's gone and people can go on with the game. So if someone's being a douche, feeding intentionally, won't shut up, breaking the rules, etc you as the host can take care of the problem.[/quote] Is that an inte
It does compare poorly on an economic basis to the combat health potions if it's just used as an extra little bit of damage(seriously, the potion would completely negate it), you have to get the kill in order for the gadget to pay off. The opponent basically has to be under 2k max health or so for you to do it which means your opportunity pretty much disappears after the first two engagements. As long he's below that for max health, you can take him down below 1300 fairly quickly
Absolutely. Demigod has horrible connectivity and you should complain until it's fixed :P. You just shouldn't bitch in an ignorant manner, it makes it impossible to take you seriously. Rookrolled and innociv have both elaborated a little on the variations in WC3's implementation. It's still p2p at its core though and you need to realize the implication that the problems are due to implementation issues, not p2p itself.
Last night I played a fortress game. I didn't realize it was fortress until I noticed the lack of flags. By then, the other team had a continuous capture lock on the only contestable flag. It was ugly. Their warscore went up a hell of a lot faster than ours too.
Lanes are the creep paths and flag locations.
[quote]You're topic titles makes no sense. You say p2p sucks but then confirm how it's used with WC3 a successful game.[/quote] It's called mockery. You may have heard of it.
You are no longer allowed to bitch about peer-to-peer. This page can be navigated to from the official blizzard warcraft 3 website. Here is a quote from that link: [quote] Does Warcraft III have a Client/Server Model? No. Due to the amount of
You can disable them through custom games. Don't remove the items, just unlock them for everyone so we don't have to grind for favor to purchase them and it's a level playing field. That way they can actually add to the depth of the game. Oh and balance them all so they're equally powerful.
1. You should be able to see the chat that goes on after the game. Either move it below the scoreboard or paint it on top of the scoreboard. Having the scoreboard obscure it is retarded. 2. You should be able to talk to your teammates before the game starts. I don't mean click two buttons to send a char limited whisper to a single player. I mean the ability to actually send messages to your entire team so you can actually plan things
TB specialized for area of effect can outlevel just about any dg. He completely destroys the creep waves which is the best way to level.
I've only gotten to use this once but it looks promising. Basic idea is that two of your players open with the universal gadget item. They move together and get one enemy under 1300 health then both of you cast the gadget. This will net a quick kill. At level 1, you only get 900 gold back for this(600 for the kill, 300 for the assist) so it actually puts you down 100 gold as the trade off. I think it's worth it though because that's a good 30-40 seconds that thei
If you let him switch on the move there will never be a bad time to switch if you're trying to constantly keep both bonuses.
I think the 6200 supports shader model 3, not sure though. It would probably run on lowest settings but I'd be surprised if it ran well. Is it a pcie card? If so you can upgrade to something a lot newer and better for about 50 dollars(I think the 8600gt is still in this price range). Also, make sure the rest of your system is up to spec.
I spned maybe half my money on the citadel. My teammates always buy the wrong upgrades...
[quote] Please tell me how what you say is exactly the same as what I suggest, and how it gives as much information. Then tell me why I shouldn't have this information.[/quote] The damage ticks once a second does it not? There's your dps. It won't tell you how much time's left though. On that point, I agree with innociv that the time remaining on buffs/debuffs should be displayed somewhere. Preferably next to the icon or on top of the icon rather than w
You can't tell by the floaty damage icons that pop up above your head every time it deals damage?
We need a way to tie the chat room to the impulse overlay. If I uncheck "keep on top" and pull down the overlay, the chat room disappears with it(the desired behavior) and I have to pull up the overlay and hit chat to bring it back up(not really the desired behavior). If I have "keep on top" checked and pull down the overlay, the chat box stays up. I'd like a way to tie it to whether or not I have the overlay up or down so I can manipulate it entirely with my keyboard.
QoT is a support and AoE caster. Stay with your allies and use your ground spikes to kill creeps and nuke the enemy's armor. Use bramble shield a lot too, it's very good. Mid to late game, I'd start going for shamblers/mulch. There are other ways to play her, but I don't really think they're as effective. Minions as a whole besides the priest type are kind of bad. Also, stay in closed form unless you're casting an open form spell. You take less dadama
Healing and bramble shield should count towards the damage mechanic. Healing for whatever health you restore and bramble for whatever health you absorb. That way it stays fair across the board. If they explicitly give a healing reward, other dgs will have no way to get it.
The only thing that bothers me is when your creep wave or towers mop up for you, you just get an assist and no one on your team gets the proper amount of gold. It would be nice if at the very least, they evenly distributed the reward gold to all players when your ai controlled forces deal the killing blow.