What I meant by proffesional was not being a "pro" at the game. I simply meant that even though it will SUCK for you to get you ass handed to yourself constantly, and see yourself beaten it will still make your opponent happy for winning a complete game. Honestly, tell me what would you prefer? Playing something and then winning after about 10 minutes or so because the opposing team conceded? Or constantly pushing the base, working hard and EARNING your final victory... Proffe
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About time I see a good stealth character. I'm a little worried that all his active abilities require him to be invizible. Maybe make Seek and Destroy able to be cast whilst vizible. 1500 instant damage is a bit much, I think. Maybe tone it down to 1250 or 1300. Also, write some extra info about the spells, like the cooldown time, cast time and so on. Love the gastly appearance. I can just see some poor DG trying to land a killing blow and then getting a big surprise. Definetly would
Lol, yeah, you just did :)). Hmm, about that "getting two ability points". Yeah, that's a great ideea, and i have just the thing to make it work (a static 2 points at level 10 is just "unfair" to other dgs). I will give him an ability that gives him the chance to gain 2 ability points for each of his levels. Or maybe i will incorporate it in supreme hunter. You are right about supreme hunter. I will give him a speed buff, and I will limit the chance to dodge to a maximum of 15%.
Yeah, 5600 damage does seem like a lot. I'll just make him have 4 maximum mana reavers. And I will also give them a 2 second timer before they go boom.
A.Zandur, The shifter. B.Dark magician, able to transform into the hunter, a powerfull, bloodthirsty beast. Has 2 types of minions, one for each form he is in.
Summary: Zan'Dur is actually two demigods in one. Zan'Dur himself is a dark magician who buffs his allies' mana regen, while dealing good damage to the enemy. However, when Zan'Dur wants, he can transform into The Hunter, a powerfull beast, fast, deadly, good debuffs and a potential to deal heavy damage. <span sty
I also think concieding (not to mention rage quitting) should not be allowed. Be proffesional, fight to the death. The opposing team worked hard for the privilege of reducing your once proud citadel to rubble. Don't take that away from them.
Actually, Reg and TB are quite simiar if I think about it. Both getting screwed over and both going on a killing spree because of that. Plus they are both good at wrecking towers [e digicons]:grin:[/e] . Light and dark DGs have more in common than you think. So the OP is right...there's definetly a nuance here...
I don't think UB is evil, but rather beyond morality. It's not exactly responsible for it's actions. It's the extension of a demon lord's will or something like that (the voice coming from that book that the guy found). UB is just a tool, and tools are not evil nor good. It's like saying a hammer is evil because you can hit someone in the head with it. If UB had Sedna as it's master, then it would probably be used to plant daisies and stop global warming...and I don't see the e
[quote who="Jomungur" reply="7" id="2321572"]Jesus, these PUG vs. premade threads make my head ache. And they all seem to be iterations of the same arguments; it's like reading the empiricists vs. the rationalists debate the same things over and over again for hundreds of years. Here's the gist: 1. PUG players want to know in advance whether they're facing a premade team. This is a fair request. If you are a premade team (and I do n
Here's to DG getting bigger and better, in the same way[e digicons]:beer:[/e]
[quote who="Synapsis-dos" reply="5" id="2318935"] What I meant by the game is over is there is no real point continuing playing because of the desync bix. [/quote] What do you mean? The game is not recorded? The player that got desynked is playing in some sort of parralel universe or something?
I don't think qot is underpowered. I just think she's more difficult to play. I've played with qot on my team, and on the enemy team, and she is very good as a support dg. I once played against two qot (and an ub). It was friggin IMPOSSIBLE to kill them. They were constantly shielding each other, tactically retreating and watching each other's back (match was all randoms). All I can say is, when I see a Qot I don't say "haha, lol, free killing spree", but rather "better be carefull here".
[quote who="Zechnophobe" reply="1" id="2318518"] Thing is, it actually is pretty difficult. A* gets pretty sluggish with an increase of possible movement nodes, which grunts have to have, because they need to be able to path to anywhere. As it is, pathing is not being done extremely well in the game, and I'm pretty sure that path's that keep opening and closing would make it worse. What happens to the grunt team if they encounter an enemy halfway to a door, only t
You didn't really have to do anything, entropy. You were not Hall of Shame worthy. Frogboy said to give pictures of players that were utterly horrible and you were NOT utterly horrible. There was a reply here somewhere with a printscreen in which someone was saying things like :"your mother will die in her sleep, i will kill your mother etc". Now THAT's utterly horrible.....like, a permanent ip ban horrible, but I digress... [quote who="Captain_Entropy" reply="4" id="2320994"] <b
[quote who="Busdude" reply="5" id="2318610"]Well, first of all, they're not going to have a unit called Spell Breaker, that was a unit in Warcraft 3 (a slightly overpowered one too, perhaps) called that, plus he had an ability called Feedback. [/quote] Riight, I tottaly forgot about that one. I seemed to remember feedback from _somewhere_ but I wasn't sure. Well, I'll just change the name and call him Tyrrander all the time. About feedback being ov
Ah, yes.....havent played QOT that much.....ok, i've edited the OP Edit: Wrote the story too.
Yes sorry about the form in which the text was presented the first time. It was not my fault. The site screwed up everything i wrote and did not allow me to edit anything, it was....FRUSTRATING, i had to stay up and rewrite everything. Anyway, I've managed to edit....hope this makes some more easy reading :)
Ah, yes, thanks for telling me about Gaze, I forgot to put the range, which is roughly the same as TB's fireball. I also forgot to mention that it drains Zul's mana. The point of the power is to hold an enemy in place while he is being bashed by minions or other DG.'s I don't know if I shlould replace stun circle completely or just increase the stun time... I am going to update the OP anyway......and write a story for this guy today. Edit: I've replaced stun circle with
These upgrades are fantastic. All hail the frogboy & co [e digicons]\o/[/e] . Making your own demigods sounds nice. But I've read some of the posts in Demigod Ideeas (and have also created two demigods of my own) and I have to say....some of them are really original and have strange powers. I don't know how exactly you can make a DG that fits your imagination. But if you manage to pull it off I will start climbing walls in excitement.
Heh, really nice ideea. I'd love to play him/her. Although I think supercharge needs to be a tad more strong. For such a powerfull name, you need to be able to make a big impact. Btw, I'd really appreciate it if you took a look at one of my demigods : Zul and SpellBreaker and give me some feedback. Anyway, awsome DG, +1 to you, sir. Edit: Btw, don't forget to add him/her to the Master List
Demigod: Tyrrander Appearance: He wears very thick armor, and wields a huge mace called the Nullifier. Very dark in appearance. The armor, as well as the mace, is covered in glowing runes <span
Same situation here. We lost first blood, they were constantly at higher war rank and levels, got to giants before us. Even made it so far that they actually started attacking our citadel and kept capturing one of our portals. Still, we did somehow manage to turn it around and win. Have no ideea how. In case you are wondering, our team = UB, Reg, Oak(me) their team = UB, Rook, Reg. So yes, comebacks don't happen that much, but when they do, they are oh so sweet.
Haha, yeah. The next level after "Godlike" is "BradLike", but no one has ever been worthy enough to get there.
It's not that hard, as I said before. You only have to calculate a path every second or so, so that the creep wave won't fall off the map. Using heuristical pathing algorithms, it should not be hard or really time consuming at all. The host could do the actual calculations and then send them to the other players. The problem is that I don't know how well the engine will handle moving parts. Maybe they will be more like animations, like when the citadel upgrades itself.