[quote]UB is close combat. So why is spit ranged. They should just remove the range... Often you try to run away from Ub, then u get little distance and bam he uses spit and u get killed over time[/quote]Rook has close combat and ranged abilities. The new DG has close combat and ranged abilities, why don't you post on the preview thread about how his tail barb thing needs a range nerf? UB has a bit of variety because he'd be incredibly boring without it, as well as one-dimensional.</p
HorseStrangler
Do not buff Rook's towers, that's crazy.
[quote]QoT is the least-played DG. I didn't even know till this post that it has armor reduction. Reg and UB are the most-played. See where the discussion goes? There surely other good combos.[/quote] [quote]UB: spit (and for some reason no one's mentioned how badly a multi spit can wreck towers, allowing easy map control), grab, slowing (there's only a couple items/skills with which you can hope to get out of their range once they've started hitting you)[/qu
[quote who="Nights Edge" reply="132" id="2334440"]Looks interesting, mechanics could feed into teamplay well. The name is a bit cheesy, hope it changes. Really looking forward to seeing it animated. Is the other new demigod Ripley piloting a loader?[/quote]Wielding a giant sword and shield I hope. :) I like the Geiger influence though.
[quote who="AntiCommie" reply="37" id="2334187"]One little change I'd make with the OPs suggestion would be to make gold earned from kills a set price. Say 1000$. This way, early kills mean as much as late kills. As a modifier to this, make DG levels scale the amount of gold you get. Maybe 10% per level difference. A level1 DG killing a Level1 DG will get 1k gold. A level1 DG killing a level5 DG will get 1500 gold, and a level 5 killing a level1 w
I've been told I play a pretty brutal fire TB. First off I won't play fire TB in a 2v2 against Sedna, I just won't. Even in a 3v3 if they have Senda I'll only play TB if my team is stacking heavy damage. It's just too difficult to beat Sedna in a mana war, I'll generally go Rook if I expect to be fighting extended battles. This will change if the autoattack bug is fixed. Currently though 90% of your damage is going to come from your damage skills, much moreso than any other DG
[quote who="Scufo" reply="67" id="2333576"]http://pantheon.demigodthegame.com/game/850921/player/38135/ Haha How'd he get so many favor points?[/quote]Well I'm sure he just climbed on top of his citadel and swatted down Pacov and his team like flies until they finally wore him out and he fell to his death, so he probably won on kills, kill streak, gold and citadel upgrades.
[quote]No. An "Ultimate" should not have any passives. Especially one that eliminates the primary counter to the Ultimate (having minions nearby to take the damage).[/quote]Minions aren't small units for the purpose of knockup. There are no free minion kills. However I do agree that having subskills which only enhance another skill is bad. It needs some other additional effect.
[quote]This probably sounds like a major rant against the 'pros'. It is. Stop thinking of yourself as the gaming god of all times. I know the title of the game insinuates as much, but it's just a game. Stop masturbating to that ranking # on the ranking page, and actually pursue balanced games, and you will find you can have very fun and competitive games, even with what in your opinion are noobs. /rant out[/quote]No. When playing well many DGs are not effective solo. When you
[quote who="Synapsis-dos" reply="80" id="2333490"]Warpstone/cloak of night/cloak of elfinkin will be popular for escapes.[/quote]What, are you privy to some information about a cost reduction on these items?
I just hope shadow swap has at least a 1.0 second cast time. I really think that clutch interrupts on this guy to save your team would add a neat level of depth, not to mention you could artificially increase the range of the ability this way (since it would counter movement during the cast time) without giving it a crazy base range. Also it would give the person being teleported time to move somewhere clever, like onto mines.
[quote who="Alterschism" reply="16" id="2333260"]What is it, Kryo? Know something about this? Let us in on it! A joke by some coders? [/quote]It was a Portal reference.
[quote who="CelMare" reply="78" id="2331424"]since when? i was frozen, boulder rolled, and foul grasp wihtout interruption by premades several times. so i already experienced this. hear for the first time that there is a hidden debuff. never occured for me. allways was able to chain stun or to get chain stunned by different dgs.[/quote]Didn't happen, period. You may have been frozen then grasped then rolled, but the sequence you said doesn't work unless they paused briefly between stuns (stun
Wow, this guy is going to be super annoying. [quote]Doesn't Reg already have enough nemesi?[/quote]Well as much as regulus is going to struggle this guy I'm sure there'll be some hilarious times when he teleports players onto six of his mines. I'm really curious about the range on the swap. If it's yanking regulus from max range all the way behind a tower farm or pulling a rook out of a tower farm into enemy towers it's going to be pretty infuriating. I'm prayin
Except for the flag locks you could accomplish the same thing by buffing or adding more things like compost, life steal, and mana return on hit without adding more randomness to the game.
I hadn't seen a post on this yet, so for all you who haven't seen it for yourself, it looks as though the X number of people are waiting in queue indicator is working again.
The visuals on this game really are excellent. If GPG were interested in this idea I bet they could implement it in a way that would look pretty cool if your computer had the specs to display it. I'm also surprised to see so many people opposed to the idea of it. The code is already there if they just did something simple like a basic outline and I assume it'd be an option you could disable. You might even be able to work it into balance considerations. For example on left 4 d
Well bear in mind that if your team is all AIs you can just hit concede to end the game. If you do it within three minutes the game won't count and you can either queue up or do something else. Sadly if you were stuck with AIs in the first place there's a good chance it means that there aren't enough people online to fill out your team. They just fixed the players in queue indicator so that should help us all to gauge the likelihood of getting those AI partners. Also next patc
I've played extensively without any performance issues. My advice would be to email support and include your specs and driver info.
HP items are not overpowered. In 3s a DG can end in 5-10 seconds already. If you're saying HP items are too good what you're saying is that fights currently last too long, and if that's what you think then you are mistaken. Outside of 2v2s and 1v1s and HP items aren't a problem. If they reduced the HP of all the DGs via item nerfs they would have to add an HP flag in your base on every map that were intended for 3v3 and up (there effectively is one on Exile already). You're re
[quote who="DarthKilmor" reply="5" id="2331805"]Hmmm ok. I've got a triple monitor setup at work and the main two are set up so that, as you say, maximizing will fill both screens. This is in linux with nvidia cards but I assumed something similar would be do-able in windows, basically a screen resolution of...2100x1680 [/quote]Don't take my experience as the final word, I'll look at it more closely and see if there's something I overlooked and I'm sure there's no shorta
[quote who="Epiphenomenon" reply="6" id="2331776"]There is no advantage pre-launch, but it can translate to an advantage/disadvantage in-game. I've played games where my random team resulted in 2 UBs. You can counter dual Ooze and Spit before launch by choosing a different demigod. Less adjustment is possible once the game has launch. It's like playing roulette. It's fun, sure, but it hinders competitive play. Multiple players choosing random assassin is IMBA, imo
I would love to see the range on siege gunners reduced, but calling them an exploit is ridiculous.
I had this happen over a day ago, so that means you're in second place.
[quote]How about does *anyone* ever buy scalemail, then?[/quote]When fighting QoT+Erebus I do. When you dip into negative armor damage begins to scale very, very quickly.