double post
HorseStrangler
The most reasonable solution is probably to just put a range limit on items and skills which affect minions. Something like 50 yards would be enough to allow minions to still chase independently of the master without crossing the whole map. That being said I bet it would take a pretty massive overhaul of the way those buffs work, so it's unlikely it'll happen.
Being able to see stats in custom games would be a huge improvement and would virtually eliminate the issue of premades frustrating people, as well as identify quitters.
[quote]I beeive its called setting an example. Sorry if some people dont li,ke it but if you steal something then you should expect to get punished for it. Punishment in this case doesnt quite match the crime but I dont really care, you steal you get punished and have no right to whine about it.[/quote] This kind of self-righteousness is pathetic. If you have kids in spite of your attitude, how wou
I had a fun experience tonight. I played against weeboi, rleo, and kfunguy. It became obvious towards the end of the game that they were a premade and my teammates had two kills between the two of them about 20 minutes in, versus 13 or so combined on the other team. I conceded, my partners did not, and the game drudged on. I called out the other team for beating up on randoms and they called me a nigger. So... I'm all for finding a way to end the premade
I just don't see how you guys can say HP is too high as-is. In 3s it's easy to lose 3k or more inside of a stun. I play rook quite a bit and late game a single boulder+hammer slam is over 2k itself, so really 4k bursts can easily happen inside of my boulder roll if my partners attack, and then a UB can stun for two more seconds right afterwards (though of course the next two seconds aren't as bad as the first since alpha strikes have been used). So what exactly is your tar
[quote]This is fine because if it was a 2v1 gank, I should have been aware of their stuns and been more cautious, and if it was a team battle, then my allies should be able to save me.[/quote]I just don't get this kind of logic. The majority of characters in this game can only keep themselves alive via movement, items, casted stuns, or intimidation, pretty much all of which are off the table when being chain stunned. Many characters don't offer solid direct support.
I'd really appreciate being able to watch the game while I'm dead.
I tried this thing out a bit since it used to be such an important item for me, and suffice it to say I wasn't impressed. As was mentioned the mana gained is actually provided as mana per second, so if you ever had a decent % mana increasing item the old version gave you 100% mana back anyway, making the increased mana useful only if you're interrupted. As for the health, it's nice but I'll just stick to potions now, and I'll almost definitely buy a cloak of elfenkind of sa
Well Frogboy had said a game that lasts less than I think 3 minutes won't be recorded, so if that solo player leaves the game will end and thats that, so it's not a huge deal really.
[quote]All I ever hear is: nerf, nerf, nerf. How about buffing some of the gloves instead? I like buffs better than nerfs...[/quote]Well that would have the opposite effect of what the OP wants. He's clearly frustrated that spell damage doesn't scale well, so buffing autoattack damage (which is what gloves would do) isn't really a logical solution. That being said, HP stacking is the only way to really survive against mines or multilple opponents so I'm not in favor of nerfing i
Thank you! I prefer this 100x to games beginning with AIs. I'm sure some new players will find it frustrating, but it's leaps and bounds better than the old system.
You guys are oversimplifying the differences between minions and towers. Let's talk about that a bit more. Minions can be summoned either instantly or passively in a very short amount of time. In the time a rook can set up two towers another DG can have a full complement of their summoned minions. Minions can have their damage, health, armor, and attack speed improved by item, towers cannot Minions can be healed and buffed, towers cannot <l
[quote]Even if shamblers were okay, she still has 2.5 skills that REQUIRE you to have them.[/quote]This is really at the heart of the issue.
If more favor items were useful to me I'd probably share your indignation, but let's be honest... Staff of Renewal, Blood of the Fallen, Blade of the Serpent, and Cloak of Night are the only ones I care about and most people probably never use anything but BotF and the speed anklet. If you can't stand playing against other players without your favorite favor item just host a few games against comps and get them back that way. I played a UB game where I set the starting lev
My point is that anyone who's played WoW for long is probably pretty sick of stuns. I was implying that I wish WoW were more like DG, not that they're the same. Not that I care anymore, as I've stopped wow.
You guys who hate stun immunity must not have played WoW at all. I had heard that you're immune to stun for twice the duration of the previous stun. I was able to google up a post from frogboy, and here's part of it:[quote]Chain Stuns. This is a problem that has plagued Demigod for some time. Well, this time we think we addressed the issue thoroughly. There is now Stun Immunity. When stunned by Boulder Roll, Mass Charm or Freeze a Demigod becomes immune for twice the duration of t
[quote]Yeah, but is it really a stun? It's a grapple, and the UB is just as immobile as you are when he does it[/quote]It holds you in place and you can't cast, attack or use items. Also your character lights up the same way it does when stunned by any other attack. It's a stun, there's no such thing as a "grapple" in this game, that's just a new game term you made up.
If it had an opacity setting it'd be perfect.
Well I reread the original post and I agree with him to an extent. He said [quote]It also doesn't make a bit of sense to put the hammer slam to have such horrible damage based on the long cast time and low "accuracy". Unless Stardock wants all Rook sot use towers to become useful, this should be changed.[/quote]And in that sense he's right, if SD wants you to be able to go toe to toe with UB as a non-tower build then they need to change it. The problem is that towers
My main concern is that frogboy had stated that the majority of the team needs to vote to concede... Typically I play rook and I'm a slow starter. I can hold a lane but I don't get many early kills and a lot of my games look a bit grim for the first 5-10 minutes. Once I bulid up momentum things usually change pretty dramatically though and I the two guys on my team who would have stuck it before will just concede now and it'll end the game before I'm ready to give up.
[quote]What's the point? well, most people who play online are childish losers who cant take any adversity, they dont FIGHT to win, if someone dies they GIVEUP like a little baby. The game designers shouldnt do a concede within a certain time limit. Disable it for the first 15minutes to half hour. So a real game can play out..before people giveup.[/quote]The old system NEVER let you concede and people complained endlessly about rage quits. I don't see how you're offering co
[quote]Now on to Malski's point, should a "support DG" be able to do that? I personally find that categorization a bit objectionable and similarly arbitrary to that one dude in the other thread insisting that Oak "wasn't meant" to heal.[/quote]I think the problem is that the distinction between support and non-support characters is unclear. AoE stuns, single target stuns, snares, silences, movement speed and attack speed auras, mana recovery auras, attack speed debuffs, tower forests to
"It made the game easy mode" is an odd thing to say. You do realize playing against an opponent who had it increased the game's difficulty, right? I guess if you comp stomp exclusively I could understand how it'd make it easier. That being said, no one here disagrees about it needing a nerf and everyone seems to agree that the nerf it got might have been a bit excessive, so what are all of you arguing about? I'll probably still use it sporadically depending on how ga
Yeah, it's a shame with QoT because she really is 'almost there' as far as being a strong DG goes. Ground Spikes and Spike Wave do respectable damage and having aranged attack is really handy. I really think something as subtle as adding a mana regen component to compost would improve her popularity.