My opinion: Symbol of purity has too low of a life bonus. It also does break silence which is really nifty Purging negative effects is great, but if you need to worry about those, you need to worry about life more. Ultimately you need to stay alive: Blood is better Cloak of Night is better Sedna has her own purge, so the person who might get use out of it doesn't need it. Oak sorta does, but as a frontline fighter Blood and Cloak are better<b
LORD-ORION
Oh come on now... no need to link The rational is pretty easy Can you farm creeps with Uproot? Yes? Stupid (Thanks for the tower Rook, fire and forget from safety, go cap flags etc...) and not to derail into poison blood... The game was designed to be about 1/2 match performance and 1/2 win loss. (hence the reason single player works on favor points). LE killing a team mate to increase his own kill and gold amount and their death amount makes perfect sense
Also in relation to compost, looking at soul power, should its counters work like compost? It does have VI effect levels like compost does, and works on the number of spirits in groups of 3 (instead of kills of 3 like compost) Spirit Buff Level (gives oak auto attack damage based on # of spirits in play) Soul Power I: 20,40,60 Soul Power II: 40,60,80 Soul Power III: 60,80,100 edit: The code comment confirms this actually. "# That is, when a
Well, it was awhile ago and to be clear I am on the side against violent siege, however negligible, on any level before V. The main concern is what you've identified, range. Why is Rook going to plop down a tower in a lane, thus allowing you to farm creeps while you run off to cap a flag? This is like being able to drop a ring of fire like an ice storm, as long as Rook is ready to make a tower handy for you. Adjusted Violent Siege damage at all levels of upro
Uproot does work on the citadel. :) We flogged the 'violent siege at all levels' idea once long ago, and the consensus was it was all around bad for gameplay, since Rook generally towers right where the creeps meet. eg: It's one thing to be a counter to towers, but it's another thing to make it impossible to use towers with rook. On the mana issue, what do you think about making uproot work like rook's towers? Say 425 mana at all levels? On the safe
I guess in that scenario you would take compost to play your minion build, not specifically for uproot. So although it is compost + uproot vs 2 points on Rook, you didn't specifically take compost for anti-tower, but rather for minion performance. The uproot power would be a secondary concern, if it was viable vs taking skills in anything else. Again, this is in some crazy world where compost is actually a skill that is as viable as morale.
Even in the case of a full minion queen? eg: Compost III + Shamblers + Entourage + Mulch + Shield 1 point in uproot with compost III can do 1500 damage to a tower. 2 is enough to tear down a Rook Tower when the build for Rook is only 2 points in power of the Tower. Etc...
What to do with this skill since it is never taken? Some things to know 1st. 1- Uproot synergizes with compost, and 1 point in compost has more damage potential than 1 point of uproot. 1 point in uproot = 500 damage over 10 seconds compost 1 = 200-600 uproot damage over 10 seconds Compost 2 = 400-800 uproot damage over 10 seconds Compost 3 = 600-1000 uproot damage over 10 seconds
QoT compost status Icons These are bugged, and I forgot that we've known about it for awhile. Ideally the effect icon would show a I,II or III depending at what effect level you are at. (each effect level representing 3 kills) Right now, you can't tell what level you are at when you have 3 skill points invested. It always shows a 'III' regardless if you have 3 kills or 9 kills. The other solution, implemented by Ptarth in his various QoT mods, w
[quote who="miriyaka" reply="194" id="2910910"]1.04 RC2 is a perfectly stable release that you're welcome to use in a tournament. I have gotten exactly zero feedback on the two fixes that I have been unable to fully resolve on my own due to lack of data (Rook shoulder weapon fixes, flag FoW fix), so there isn't a whole lot else I can do with it. I'll look into implementing some of these smaller cosmetic fixes, but I'm not really interested in putting out
Heya Leth, Yeah it's been awhile since there has been a crowd to get 2vs2 or 3vs3 Pantheon games going. What I normally do is just check the lobby from my browser before signing in. Bookmark this page, it will save you lots of trouble idling for a game. http://www.demigodthegame.com/opengames.asp
Also, I brought this up before, but since I was unable to crack open the data files to display/explain the problem sufficiently, I will do so now. Firemode and Icemode status effect icons are incorrect (they are reversed) BuffBlueprint { Name = 'HEMA01FrozenHeart', DisplayName = ' Heart o
Forgot to add this to the uberfix list as well Warlord's Punisher CastAction = 'CastItem2sec', CastingTime = 1, So it should have CastAction = 'CastItem1sec', Historical Note: Patch 119 reduced CastingTime of Warlord's Punisher, but the CastAction was not adjusted.
[quote who="_SaV_" reply="25" id="2910166"]So I did the following test: I started DG in windowed mode and I opened my network connection to see how many packets have been sent. As I thought before - after entering a user/password and pressing "login" NO(!!!) packets were sent over my network connection. So it might be a software problem on client side. pacov - do u have any idea who made this patch?[/quote] Hrmmm... if you are using windows firewall, try removing
[quote who="Alucard_1985" reply="3" id="2910033"]Passwort or Account Name after update not right.??? But in Impulse!? Need help! PLEASE[/quote] My "remember user / password" did not work after the update (password had an entry, but it didn't work?) . I needed to reenter my password and then logged in fine.
Was excited for a second when I saw it. :) Now I am sad. :( Then realizing that Demigod has not been ignored, I am happy again. Thanks for the update. :D
[quote who="Exxcentric" reply="187" id="2890440"]well i agree to a certain point, the problem with these emitters are they are smoke like effects (the highest resource draining). If you want to remove them and replace them with a single emitter that doesnt use a smoke like effect that could work i suppose but it would require more effort. Personally for something as negligable as plague i dont see why it needs a effect anyway as it doe
Warp Area Invincible = { Bool = true }, Did we ever discuss if this is a bugged skill? eg: Being able to stun or damage DA while he is mid warp area? I've pulled DA out of a warp with Grasp, and hurt him several times with things like fireball. Shouldn't he be invincible from start to finish of the entire warp effect? Guess I am asking if the invincible script does something weird, like allow DA to be hit or stunned inbetween hops, rater than the
[quote who="awuffleablehedgie" reply="224" id="2906964"] Quoting LORD-ORION, reply 221 Quoting awuffleablehedgie, reply 219If you want to make the game more interesting, I think a 500g consumable that instantly resets all your ability cooldowns would be awesome. Make it share a cooldown with a sigil. It does have somewhat better synergy with long cooldown demigods than short cooldown demigods, but even then I think it'd be cool. That's what I thought rally sh
Great guide, but I take issue with one thing... upgrading Nimoth to Groffling. The power of Groffling comes from stacking it with Nimoth, because it gives you an armor stack with life you can't do with other items, otherwise the money is just not worth it and you should save instead. 1500 Gold 500 Health 750 Armor 5200 Gold 675 Health 1200 Armor You are paying 3700 gold for an extra 175 health and 450 armor. Bleah.
[quote who="Zen_God" reply="1" id="2906133"]if you suck you're stuck! jk^^ Either purchase a new account or wait till the pantheon epoch ends and the stats will reset themselves.[/quote] LOL, when is that? 10 years from now? :)
OK, I compiled a small mod... anyone want to play it online? Main Theme Changes: -Fast interrupt added to Reg and DA -Minion Equalization for QoT, Occ, Sedna -Favor Cooldowns Maybe I'll host a game or 2 on Friday & Saturday to see if anyone wants to join, unless someone wants to play earlier. Since I usually see Pacov and Dark online, maybe they can wrangle up some testers too on those nights. Link t
[quote who="awuffleablehedgie" reply="219" id="2905924"]If you want to make the game more interesting, I think a 500g consumable that instantly resets all your ability cooldowns would be awesome. Make it share a cooldown with a sigil. It does have somewhat better synergy with long cooldown demigods than short cooldown demigods, but even then I think it'd be cool. [/quote] That's what I thought rally should do, but thought people would get mighty angry with that idea. ;) It
Here are the changes from CrazyTown that make the most difference (irrespective of bugfixes). There are alot of crazy things in crazytown, but if you wanted to keep demigod mostly the same these are the changes. Reg MoTB gets an interrupt Vengance mode causes 5% movement DA Warp Strike gets an interrupt DA Base Speed 6.3 TB Firemode transition the same as Frost QoT / Sedna <br /
Not sure why you have a problem with mediafire. I downloaded and re-uploaded the file for you right here. If you have a problem with box dot net I cannot help you further. ;)