LORD-ORION

LORD-ORION

Joined Member # 3587397
5 Posts 106 Replies 22,152 Reputation

Heya, Angels are not that good of an upgrade on their own, so the AI is set to buy them when they can afford them (more kills on one side and after minimal gear is bought) or when the other side fields cata 1st. The AI will buy graveyard when it dies a few times, but not before. You can thank Miriyaka for that excellent algorithm. No point in buying it before that problem.

46 Replies 71,212 Views

We could always do a small meta-impact area on pounce to send small unit types flying? For reference Post-Mortem has a radius of 3 on it's meta-impact.

46 Replies 71,212 Views

[quote who="awuffleablehedgie" reply="32" id="2940957"] Sedna: umm... I can spend forever killing creeps and bring some really big pounces that everyone is going to expect... that's good right guys?[/quote] OK, so if we were talking the "what would you do thread" what changes would you make to Sedna so she can lane better with a non-minion build? eg: Heal II does 100 damage like Heal IV does 200 or something, so you could at least mark creeps for gold.

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[quote who="Plaguewraith" reply="29" id="2940933"]Sure, Sedna is not the killer, but if you maxed out healing wind, the enemy monks can´t heal and yours are boosted. So, as soon as they don´t give exp or gold it´s really nice to buy them a soon as possible (I did in the game I´ve played that mod). Since I also use crazytown 1.3 yetis are not that bad. But sure the AI is not a human, would be thougher then. But if you can push someone out of the lane you can farm creeps

46 Replies 71,212 Views

I guess Cloak of the Night was a bad example for creep control, my bad. Sedna can be a carry easily. She has speed skills She has anti-healing She has low cost damage output in pounce She has a skill blocker She can tower dive using heal afterwords or minions to attract tower fire Just tack on Cloak of the Night and you are all set to ambush whoever is buying the cit upgrades on their team. I dunno what to tell you about creep management wit

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As mentioned, the CUR1 and FS1 saving cost in unmodded demigod was the starting basis for what I am doing in this mod. You really do need to keep someone weak in order to pay for those, but that happens only once in unmodded demigod and then everyone needs to start preparing for buying priests/angels/cata/giants which does the exact opposite, keeping everyone relatively equal in gear... so you get nothing but build decisions based on Demigod vs Demigod action. In this mod, the "buy ci

46 Replies 71,212 Views

More: Gold: You spent 1200 for Gold I and then waited to buy 1200 on priests. OK you can do that. But the part you neglected is that you still needed 2400 gold to do that, and that's 1 medium and 1 small item the enemy carry and tank have you don't. This ensures that there are demigods on each team that are not geared as much as the others... and this will always be happening at every war rank. You absolutely must have the gold to buy gold, and the real

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[quote who="miriyaka" reply="12" id="2939985"] I don't really disagree with what you're trying to do, just with one (ok, two) of the methods you're using. Demigod isn't LoL or HoN, and you can't just translate the creep mechanics from those games wholesale - you have to take into account that DG's strong anti-hero heroes also have the best AoE, almost all of which can one-shot creeps. This is typically not the case in ot

46 Replies 71,212 Views

[quote who="miriyaka" reply="15" id="2940114"] Quoting Running_Lukas, reply 13I think you may as well increase gold income by the citadel for free with 10 increments, 1 for each war rank. I agree, the upgrades are somewhat superfluous (as upgrades) if they pay for themselves in < 3 minutes. There's no reason not to instantly get them. Even in stock Demigod, Currency I may as well just be built into the first three war ranks, because you never don't get it.<br

46 Replies 71,212 Views

[quote who="Running_Lukas" reply="13" id="2940074"]\Using this mod players will Need to purchase gold income as a must. Also by increasing gold incomes while decreasing cost of cit upgrade for gold.... I think you may as well increase gold income by the citadel for free with 10 increments, 1 for each war rank. The idea of gold cost being moderately expensive is that early you chose between gear or gold - in the hope for kills or more time on field to farm you chose gear. If you're playing

46 Replies 71,212 Views

[quote who="Kitkun" reply="8" id="2939570"]Yeah, this makes early AoE massively important. Having to base your item purchases entirely around killing creeps early on is going to kill you in the long run. [/quote] That's sort of the point, you have to make that choice. You don't have to spec AoE. When you start having to worry about creeps, there are whole new items and skill trees to consider, rather than tanking to fight demigods.

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Hedige, are you sure you meant 2X Cata? Special units are unaffected, only Minotaurs and Archers are doubled, the rest of the wave can still only be 3 priests, 2 angels, 2 cata and 2 giants. Some other stuff GS and SoF do not one shot upgraded creeps. DA has Warp Area, dodge, high AA for proc effects etc... Again Rook has Hammer if he starts to get overrun, and level 8 cleave. Erebus can always put more than 1 point in mist besides choose a variety of anti-cr

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Just to Just to doublecheck concerns about gold Acutal Check vs Theory Check Live Game 26 minute game + laneing + Gold Prod upgrades bought ASAP = 32K gold (no kills) Calculation Priests, Angels, Cata and Giants = 448 Gold per wave and one typical wave comes every 30 seconds. vs

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[quote who="miriyaka" reply="2" id="2939522"]Double basic creep stats rather than doubling their number. This won't affect MetaImpact balance at all (they still die either way), while keeping the performance impact low. Maps like Brothers and Ziggurat already run poorly for plenty of people with current creep numbers, and maps like Cataract don't even have enough lane space to allow that many creeps to clash in a line. Don't know if I agree with removing all

46 Replies 71,212 Views

Edit: This is in response to Hedgie On money no. Money is the same early game because there are double the units at 1/2 the bounty. Gold Production II and III (WR 5 and 7) make up for the lack of bounty on additional support troops. (which never get built until WR 8/10 anyways) I tested it, it is about the same for gold production in a 30 minute game. you just you get more scaled across the game. Instead of alot right at the end. On Rook Maybe t

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The mod can be downloaded in Pacov's excellent mod compilation package. It is highly recommended to use the enhanced AI, Uberfix and CrazyTown balance mod also found in this package. What does it do? It places more emphasis on the MOBA aspects of the game. Citadel upgrades are as affordable as gearing out your Demigod. Citadel upgrade units do not yield gold and XP to the enemy, and as such can be fielded immedi

46 Replies 71,212 Views

I hate LoL and HoN This game is like a faster , gank-a-liscious version of LoL and I could see myself playing it for a bit because the pace and lethality is so over the top. Still, I guess that answered my question, nobody is playing? The reason I asked is because you can form teams and hop into the queue to make sure you at least have a teammate who's played a MOBA before.

2,427 Replies 3,813,295 Views

This is probably the easiest and fastest way. http://www.alienwarearena.com/giveaway/rise-of-immortals/

2,427 Replies 3,813,295 Views

Anyone here in the Rise of Immortals beta? Just looking for someone to play with. Heh PUGing in any MOBA is a crap shoot. Also might be nice to get some fresh ideas for MOBAs, there are a couple of unique abilities in the game that might be neat in Demigod.

2,427 Replies 3,813,295 Views

[quote who="SLEDGE71" reply="60" id="2936672"] Did Orion just tell us that Viscas compost choice was crap? [/quote] Yes, and t is pretty easy to see why. 1) For DPS... The max you can get out of investing 3 points in compost is 24 DPS with 4 shamblers :) (12x4 @ 0.5 RoF) The max you can get out of 1 morale @ 4 shamblers, 2 minotaur 4, 2 siege archer 4, 2 pries

103 Replies 50,968 Views

Shamblers go up 5 damage per level. Compost is broken, you can only reach affect level V without uberfix. DMG amount per affect level 4,6,8,10,12,14 3 points in compost is worse than 1 point in morale, since morale affects idol minions too. eg: At compost 3 and 9 kills, you can get affect level V which is +12 damage to 4 shamblers max.... terrible terrible terrible considering the Rate of fire on a Shambler is 0.5. Even if using uberfix effect Level VI is

103 Replies 50,968 Views

I think this is pretty much the final version... unless there is something broken in code or game breaking balance that was overlooked. Thanks for the last bit of feedback Pacov, to get the final tweaks in.

36 Replies 51,244 Views

1) Switch Mulch and Uproot locations 2) Decrease Mulch's "do damage" timer to 0.5 seconds (it is 2 seconds right now) The reasoning: 1) The extra damage from Mulch will increase QoT's unpacked burst to be more inline with other DGs eg: Spike IV: 625 Damage, 700 Mana Wave II: 500 Damage, 1000 Mana Mulch II: 500 Damage, 250 Mana New Burst : 1625 Damage for 1950 Mana 2) The heal will allow her to stay in offensive

5 Replies 3,713 Views

I am guessing people don't know how to deal with an offensive QoT, because there haven't been many around lately. 1) Do not let your armor go into the negatives if she has an army. (nimoth + scale mail solves this problem) 2) Do not buy Narmoth's Ring late game, your late game choice is to pair Groffling + Nimoth. (often overlooked mistake vs Ground Spikes) QoT really does not have good damage, she has abysmal damage. Her skill burst is both the lowest

103 Replies 50,968 Views