But it could change from beta, like they always say around here :p
And, I don't really think I care either.
It doesn't' seem to fit Demigods story to have them. And to me, it doesn't seem like it's leaving anything out as there will be more objectives and more maps than DotA has and stuff.
Also, the gameplay may not make these chases as viable as they were in DotA.
Well, let's wait for beta and see.
Looking at the Gamesradar hands on, it's stated that:
'I nearly killed him the next time we battled, but before I could, he used the natural demigod gateway ability to warp back to his castle and keep himself alive'
This seems to show that the chase will be unnecessary as the enemy can just teleport back to their base. I do hope they limit the amount of times you can do that though..
If they had that then you could teleport in somewhere, wreck some face and then press your Ohh shit run button.(ala lvl 6 Archmage with TP in WC3)
Its interuptable, and it isn't instant. Very balancable
What if you buy items from your castle or something? If you want to get back to base to buy items.
Teleport is fine for me as long as it's used in a "two people are coming for me and i know i can't take them, better get out of here." or "I need to go to base fast for some reason, like it's under attack" situation and not a "oh i'm losing this fight, bye." situation and the cooldown is long.
Instant teleport to base would be like a 1-way unlimited range blink. IMBA. Casting time, interruptable, and cooldown should balance it though.
Demigod isn't DotA.
As far as I can tell, Demigod is going to be a lot more over-the-top and Epic in DotA.
Maybe if you put one of the heroes in Demigod into Dota, it'd pwn a whole team 5vs1, but in Demigod they'll be balanced.
Like in UT3, ALL the weapons are overpowered, and balanced in their over-powered over-the-top-ness. If you had those guns in some other game you'd pwn people so muc easier.
If the mechanics were copied straight from DOTA, then the result would be very similar if not the same. We all know that that won't be the case. As it is, we know very little about the game mechanics, specifically teleporting, so the entire thread is speculation.
With that said, I look to DOTA for examples of tried and tested teleporting balance. Over the course of several years, teleporting to DOTA has evolved into the cast time/interruptable/cooldown form that it currently is in. Sure, Demigod could start with something different (instant teleport to save your bacon), but unless other elements foreign to DOTA (and unknown currently to us) are introduced, it will likely wander back to the DOTA form.
I'm all for new, but speculation can only take us so far.
DotA skills feel rather weaksauce to me mostly.. except for the OP ones. :/
And the whole thing about relation to other abilities, dosn't work, as no ones gunna play a game with a 30 second aoe stun even if they a one minute 1 hit stun. The stunning principle for example (disabling your opponents maneuverability and combat ability) is kinda global in it's application.
But the effects can be off the wall, for all I care.
Oh and on topic, I whole heartedly support the chase, one of my favorite things to watch greedy players chasing me, and on the point of the teleport, who doesn't use it when your at 5 health? run into some trees and poof!
Though I'm just assuming the torchbearers ice lasts more than 5 seconds because of how dramatic it looks. :x
Also how long do you expect it would last? 10 seconds? 20 seconds? 30 seconds? Am I supposed to go get a cup of coffee while I wait? you can only freeze some one for so long, players will only take having 0 input in a game for so long before it's ridiculous.
I mean I could be wrong.
I'm not saying no DotA skills are powerful.
Lots of them are IMBA, and lame, and make you feel like you've gotten cheated when you're killed by them.
That's completely different from epic.
Any ways so what if a lot of them are imba? be imba back, have your own deadly spell, get some sort of protection, or the second you get through the spell eat them with your dps. Its a decently balanced game considering (most of the game mechanics are forced upon the developers).
Totally agreed, and additionally, there's always a way to balance thing out. As innociv said in UT3 they balance thing out with other powerful things. For DOTA and Guildwars they balanced out by lower the power(interruptible, long casting, long cool down, lower damage, reduce range, etc.). Maybe Demigod can approach new idea of balancing out by lower death penalty which make killing people just 3-4 times don't mean a thing. Or totally take out dead penalty and make the respawn time kind of short, like in Team Fortress 2 or other FPS multiplayer shooter games. In this way it's easy to die, easy to kill, easy for new players to get a kill. I saw many ppl got discourage in Dota since they only die from pro players and cannot get any kills back.
But yeah as i said take out dead penalty doesn't mean when you get a kill you don't have any rewards, maybe you got money or something but don't make it too big so that make dying just 3-4 times don't make huge impact on the match. Another idea is to make different modes so that make thing more hardcore, high death penalty, longer respawn time and higher rewards from kills. This would make the game more suitable for every level of players.
I'm not really talking about the power of things, but how they FEEL. You can have a mouse doing 1000DPS, or you can have a Giant walking castle with towers on it's back and shoulders and giant hammer doing 1000DPS slowly with huge damage attacks. Which is more awesome, though?
Lots of games have a shotgun that's 1 hit kill up close, but there is something more satisfying about dodging around a corner and putting flak into someone up close, where it's really basically the same thing.
How powerful any of that stuff is relevant to everything else.
But I don't think there should be all sorts of adjustments for death penalty and respawn.. TOO many host options is bad. An instant respawn mode, maybe, but being able to adjust the respawn time higher or lower? To that I personally think no.
no edit.. grr..
I wanted to continue to say to like look at DotA with it's easymode(-em). It gives more gold, towers are weaker, your level up faster. But it doesn't make the game faster.. it just makes it easier for one person to outlevel people faster and make people drop behind more when they die, so one person can dominate easier.
It doesn't make the games end any faster.. it just makes it dumb IMO.
TF2 doesn't have have an "easy mode" option for pub play and normal for clan matches, it just plays right both ways with how it is. Same should be with Demigod.
Don't get me wrong, I like options, but it's bad when you join a game and it plays totally different than normal because the host got to make the respawn twice as long, and gold rewards 10x higher, and make twice as many creep spawns, and there isn't really any standard, etc etc etc.
Actually TF2 has fast respwn time servers, instant respawn servers, player limit changes, class limit changes, and a ton of other things... Actually TF2 is perhaps the game that has the most options of any supremely popular game. None of these changes is how it was meant to be played, yet pub games can have hugely diffrent versions of the same game. TF2 does actually have an easy mode called fast respawns, ever join a server where the people are like "why do we take so long to respond?" it's because it's a NORMAL server not an easy server.
Good job at not only picking A horrible example but at the same time relate to a game which has no bearing on this conversation.
P.S. Easy mode actually does speed up games by about 10-20 minutes on average.
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