In-Depth Analysis of the Game

Excluding the networking issues and bugs, heres my analysis of the game currently and how to improve it.


Hero Critiques

Unclean Beast:

  •     Beastial Wrath - lasts too short, should last 10-15 seconds with a cooldown of 20 seconds, has a cast time, too situational - only good for siege or a prolonged fight.
  •     Unrelenting Wrath - worthless unless Beastial Wraith is improved with 0 cast time, or lasts longer.

Logic:

The issue With Beastial Wrath is that more often than not you end up getting stunned. When you are not stunned, your often times casting Venom Spit or Fowl Grasp. This causes the ability to be fairly worthless if stunned for 2 seconds, and your casting abilities for another 2 seconds. This leaves 3 seconds of attacks, assuming you are within melee range. If you manage to fight in melee range for a full 7 seconds, then the move becomes worthwhile, but between getting stuned, slowed, and being unable to reach them in melee, the move is lackluster in comparison to others.

Torch Bearer:

  •     Deep Freeze - should not consume effects, or if it consumes effects should deal a lot more damage. Currently fairly weak and requires other spells to be cast first for dealing a weak amount of damage. Casting all 3 costs a lot of mana
  •     Fire and Ice - should be linked with Frost Nova or Rain of Ice to be worthwide to use with fire.

Logic:
Deep Freeze is worthless for a hybrid spec with fire, it requires frost moves to shatter, and thus is based on being utilized for fire and ice. Each effect consumed deals 325 damage, and getting a 3x shatter can be a bit difficult. Frost Nova must be used first since it lasts 5 seconds, then rain of ice lasting 10 seconds, and then into shatter. If the TB gets stunned before it for 3 seconds, that leaves 2 seconds + cast time delay / lag. Its doable, but fairly tight and unable to be done if you get stunned twice.

Rook:

  •     Boulder Roll - A bit costly on mana


Lord Erebus:

  •     Bite - Cooldown needs to be increased to at least 9 seconds, up the mana cost for balance, to at least 500, 700, 900, 1200 per rank.
  •     Bat Swarm - Too expensive on mp, reduce as follows: 500, 700, 800. Range should slightly increase at max rank. Possibly reduce the damage to make up for the range increase. Having this move makes mist a bit weak in terms of aoe. Mist is more of utility than damage.
  • Note: Currently Bite is the strongest move in the game. For the mana cost, cooldown, debuffs, life drain it is a ridiculously overpowered move which is what makes the Lord so strong. Buffing bat swarm slightly and nerfing bite should make him a more balanced hero.

Logic:
Next to be added. Main logic behind Bite, currently at the max rank it is 595 mp. This is an insanely low cost move, and thus It seems to need to be increased. I'll compare it to Sedna's heal, and TB fireball. The cooldown I would increase primarily for the benefit of the heal. If the heal was reduced, there is not a need for reducing the cooldown.

Regulus:

  •     Deadeye - needs a higher percentage and/or a longer stun. For a 15 pt skill is fairly weak
  •     Despite people's complaints snipe seems balanced to me. Only issue is that using when someone teleports seems a bit too strong, although makes teleporting a bit weaker (which I feel needs to happen)
  •     Explosive Mines have slightly too large of a range.

Sedna:

  •     Hp / second skills all combined with her heal seems a bit too powerful.
  •     Inner Grace - Convert the hp / second into mana / second
  •     Pounce - For a support hero with the hp regen and healing she has, this move seems a bit too powerful. The move has a short cooldown, and interrupts casting. Reduce damage to at least 700. The damage per rank should increment by 100, starting at 400.
  •     Horn of the Yeti - Minons cost way too much mana to summon. Cost per rank as follows: 400, 550, 700, 900
  •     Counter Healing - a bit weak, possibly convert enemy healing into damage - a priest healing for 400 would instead deal 100 damage to the target they were healing, a rate of 1/4 of the heal on demigods, the full heal on non-demigods.
  •     Heal - Raise mana cost by at least 150 per rank.

    Logic:

           Currently with talents Sedna has +48 Hp/sec and a heal. Converting the one from hp to mp would allow her to heal more with her actual heal, and would generate hp per second much less, in total 24 per second instead of 48. By converting her other hp per second to mp per second, she would be healing more with her castable, cd heal vs. passive healing. This would require her to stop running around, stop to heal, and put her main heal on cooldown. Raising the mana cost on heal by 150 mp would also help to make sure this mp gain is not too powerful.

           The other major change would be reducing pounce's damage to 700. While this seems fairly strong of a nerf, the buff to Counter Healing helps to even it out.

Currently priest healing:

Rank 1
200 health to non-demigods
10% of max demigod health.

Rank 4:
290 health to non-demigods
15% of max demigod health.


Oak:

  •     Spirit Frenzy - Increase proc rate to at least 15% or increase the duration once proced.
  •     Moves should debuff more than they currently do.
  •     Divine Justice - should proc from spirit / minion kills
  •     Penitence - increase the effects of damage taken to 20%, slightly increase mana cost by 50 per rank.
  •     Surge of Faith - Slightly increase the damage to at least 650. Increase the duration of the buff or convert the buff to a passive aura.
  •     Rally - should heal for more than 1000 hp, at least 2000 hp - lvl 15 move should be stronger
  •     Shield - Rebalance rank increases:
           Shield 1 - no change
           Shield 2 - 4 seconds, 500 mp, removes debuffs
           Shield 3 - 5 seconds, 600 mp, removes debuffs, heals for 300
           Shield 4 - 6 seconds, 700 mp, removes debuffs, heals for 600
           Purity - After the shield wears off, decreases damage taken by 30% for 3 seconds.
  •     Personally feel he is the weakest hero - seems like a tank but is not that great of a tank currently.
  •     *He seems like he should have another aura, maybe change surge of faith to also give the movement speed and attack speed bonuses as an aura.

    Logic:

                Oak currently can be fairly powerful if he gets consistant hits on a target, and is able to chase them for fairly long periods of time. He is also very strong "post death". His aoe healing move is very powerful, and his shield is very strong as well. His weakness is his damage is fairly weak, and his nukes are not very powerful. Rally being so late in the tree, it seems fairly weak at that stage in the game. Killing a demigod should not happen very often, but when it does, and it only heals for 1000 hp over 5 seconds it seems a bit weak for a move so late in the tree. His spirits I have yet to see used as a gamebreaker, and thus the +15% increase should help to even the playing field. The amplification of damage on Penitance is the biggest buff. While it is not a huge difference it allows him and everyone else to be dealing a great deal more to a target. Currently one of the main problems with his shield is a quick burst being cast as your shield is ending. Due to this problem, having a 3 second decrease in damage allows him to prevent this.


Queen of Thorns:

  •     Uproot / Violent Siege is horrible, compared to Rook's Structural Transfer which currently is not used that often. This move is absolutely worthless.
  •     Spike Wave - Should move faster in comparison to other hero's ranged moves, should move about the same speed as the Rook's Boulder Throw.
  •     Tribute - by time you level up that high, tribute is a fairly weak skill. either dramatically increase the gold earned (at least 10 /s or more), increase for the team, or replace with a better skill - Prefer it would be replaced.
  •     Entourage - should improve all minons, maybe by half the amount as the shamblers.
  •     Summon Shamblers - rebalance
            Summon Shamblers 1 - summons 2, 2 max, 450 mp - lvl 1 requirement
            Summon Shamblers 2 - summons 2, 4 max, 550 mp - lvl 4 requirement
                    passively gives shamblers +10 movement speed
            Summon Shamblers 3 - summons 4, 4 max, 800 mp - lvl 6 requirement
            Should combine an end rank with Entourage for a new move:
                  Shambler Army - Shamblers hp/sec +20, and each hit reduces movement speed of your target by 10%.
                         When you cast a spell all Shamblers gain +20% attack speed for 5 seconds.
  • Note:     Currently making Shamblers worthwhile requires too many talent points. The Queen of Thorns appears to be a fairly heavily minion based hero, but due to the the issue requiring ranks for the shamblers and not global minion buffs, this currently does not occur.

    Logic:

       The Queen of Thorns has by far the weakest nukes in the game. As such, it appears that she should be heavily minion based, or support. Her absorption shield is very powerful, but that is the only support move she has. Thus, minions are her greatest strength, and it seems as if it should be buffed for survivability and a slight bit of damage. Minions currently die from AOE fairly quickly, everytime I run into combat my minions end up fully dead, shamblers without Entourage end up dead as well. With the buff the shamblers are able to survive a bit longer, they can be useful but still are lacking damage since the Queen's nukes are not very strong currently. In order to use the Queen's nukes the Queen is forced to switch forms which has a casting delay. Due to this problem, her damage is needed to be delt by her minions. The options would be to buff her minions or buff her damage attacks. Buffing the damage attacks would lose the uniqueness of the Queen, and thus it would be better to buff the minions.


Improvements:

  • Ability to see shops / citidal upgrades without having to be next to it.
  • Level up display to be more transparent, or shrunken to be able to see the main window while leveling up
  • Angels need to attack more vs. fly around
  • Only 3 items improve speed, the cheapest is 1k but no other stats
  • Better Item tooltips, showing how much an item will increase your dps, hp/s, mp/s with your current stats.
  • assign groups for units, such as cntl-1
  • Hero is difficult to select without minions - mwaicromangagement with minions is difficult
  • When dead, you should still be able to browse shops, your Citadel and your skills that are within your seeable range.


Needing better descriptions:

  • Building Fire Power citadel upgrade: "and splash damage" is given with each level, does this increase the aoe, and/or dmg?
  • Rook's towers: benefits from citadel upgrades? linking towers does what?
  • Rook's Independent firing towers
  • Queen of Thorn's compost, does it improve with rank? current tooltip shows no improvement.
  • minion stats - Yeti, Night Walkers, Spirits, Shamblers, purchased minions
  • Vampiric Aura - what percentage of lifesteal?
  • What does / doesn't stack?


Balance:

  • Increase the cost of capture lock and teleport scrolls, probably 400g each instead of 250
  • Need more inexpensive items that passively buff regen
  • Citadel Upgrade: Experience - as time goes on, this upgrade becomes worse - the cost should justify this change. All ranks besides the first should be much cheaper.
  • Attribute bonuses for skill upgrades seem a little weak, consider buffing, possibly doubling.
  • "Warp" items are very weak, they should have a range of 25 yards. Currently the cost is too expensive for the small range of teleportation. 2 Warp items currnetly exist, one costs 5500 - Warpstone, and the other costs 12000 - The Cloak of Elfkind.


     General Heroes:

  • Unable to play with a minion build currently, items + minions cost too much and required to survive against Heroes & Towers AOE
  • Are not many cheap items with minion bonuses, those that do exist give many hero stats causing the price of the item to cost more
  • Should be weaker at killing heroes, but stronger at attacking bases / random enemies.


Forces of Light vs. Dark:
Light = Regulus, Rook, Oak, Sedna
Dark = Unclean Beast, Torchbearer, Lord Erebus, Queen of Thorns
Dark > Light - reasoning as follows:

  • Light's strength is survivability - healer + oak shields + high hp
  • Dark's strength is damage & aoe - torchbearer + unclean beast have the best aoe
  • Light has next to no aoe:
       Sedna has at lvl 20 yeti aoe
       Regulus has mines and wings - best aoe for light
       Oak has a weak aoe
       Rook has his Hammer, made for single targets but is slightly aoe, rock throw can at times work for aoe.
  • Difficult to counter Erebus & Queen of Thorn's minions due to the lack of aoe
  • Stuns - all dark heroes have a triggerable stun, Regulus and Sedna do not
         light side ends up getting stunned much more
         fairly balanced still - since Sedna have a silence, Regulus has mark of the betrayer
  • Light generals are fairly heavily support - dark Queen of Thorns is somewhat support, Lord Erebus is not support at all
        This causes all light teams to need rook or regulus for damage, dark can use any set of heroes and it will work
  • Dark better at killing heroes, Light is better at Sieging
        Benefits Dark - Dark can hold middle while it is more difficult for light to get across the map to siege

New Content:

  •   A personal ranking system for people you play with, with an editable note field
  •   Move-Attack: preventing having to click on targets in order to kill them.

 

131,682 views 44 replies +2 Loading…
Reply #1 Top

How about they fix the netcode first.

Reply #2 Top

I subscribe to this logic.

Reply #3 Top

I tend to agree to some of your balance.

Nice post btw.

 

Reply #5 Top

If there were actual reasoning involved, I might actually pay attention, but just listing 'changes' without any reason or purpose doesn't do a thing.

Reply #6 Top

I agree with *ALMOST* all of this. Really nice work, clearly thought went into this. +1
End of quote

 

It's too bad it has almost no base of reason or experience, and it's just a CASUAL observation at best.

 

-1 to balance out his post.

Reply #7 Top

UB: I'm generally fine with UB as is.

TB: Shatter combo in full still does 1775, or 2075 with Fire and Ice. Plus it interrupts/stuns up to 3 seconds and increases cooldowns for a time. Frost aura adds a passive slow and attack speed reduction, which go really well with that.

Reg: Vengeance is really lackluster as well. At that point in the game, 500 damage is one auto-attack, doing AoE already with AF.

Sedna: Too big a nerf. Pounce is the only decent way to deal damage with her. (900, maybe) Mana is easier to come by then health, so the extra mana per second ability would be much weaker. Healing Wind is as much for the allies as for herself.

Oak: He's be insane with those buffs. Penitence damage increases everything, so 30% would be instant death for the enemy if there's more than one ally around. (Rook or TB dealing 30% extra?) It also interrupts and slows already. Surge of Faith combined with Penitence and Soul Power gives fairly high damage and an excellent speed advantage.

QoT: Uproot is not great, but Queen doesn't have to be in range of towers, can do other stuff, and it can't be interrupted.

Improve: Speed stacking is quite good as it is. Being able to run fast is already quite possible. Especially with the speed favor item.

Balance: Warp is expensive and short ranged now, but tripling the range is just absurd. That's half again as far as Batswarm, would make chasms easily crossible (lanes would be switched in literally an instant), and would completely invalidate all the speed items.

Forces: QoT has no stun/interrupt.

 

:fox:

Reply #8 Top

Kitkun: Thanks for the explanation of the demigods.

 

So what about balance?

Reply #9 Top

I was agreeing with u till i got to erb

if u change him now with bite failing 25% of the time he will be almost impossible to play well

Reply #10 Top

Sedna: Too big a nerf. Pounce is the only decent way to deal damage with her. (900, maybe) Mana is easier to come by then health, so the extra mana per second ability would be much weaker. Healing Wind is as much for the allies as for herself.
End of quote

Thats the point, with the insane healing she has now, giving her a 1k dmg attack is a bit overly powerful.

Heres a listing of each heroes most powerful attacks.

Unclean Beast: 1500 over time + 150
Torch Bearer
: 1400 with fire / ice
Rook: 1700
Lord Erebus: 900
Regulus: 700 + range= 1050
Sedna
: 1000
Oak: 800
Queen of Thorns:
650

So why does Sedna have more damage than say the Queen of Thorns, Oak, Regulus, Lord Erebus? While each of those people's moves have effects, even so a "healer" class that has strong survivability. On average, that makes the average strongest hit ~1143. Excluding queen of thorns and rook, that makes the average 983.


Quoting Azrailx, reply 9
I was agreeing with u till i got to erb

if u change him now with bite failing 25% of the time he will be almost impossible to play well
End of Azrailx's quote


failing? never said anything about failing......

I'll post some reasoning shortly

Reply #11 Top

Nerfing bite to a 12 second recast would kill Erebus. No, it's not the strongest move in the game. Especially considering that Erebus' best counters all have ways of outhealing and outdamaging it.

Reply #12 Top

"Bite - Cooldown needs to be increased to at least 12 seconds, up the mana cost for balance, to at least 500, 700, 900, 1200 per rank."

 

Stuff like this is REALLY bad balancing.  You should tweak little bits and one thing at a time.  This is why alot of games fail in balancing because the changes they make are too significant.

If you think it is too powerful, add 1 second to the cooldown, that is how you balance a game that is already well balanced, not by changing the ability substantially.

This goes for any balance change that anyone thinks is needed.

 

Also....

There should be NO balance changes before the UI/Interface is fixed.  You can't tell how balance will feel until the movement bugs and unresponsiveness are fixed.  Other things like minion pathfinding etc also effect balance.

So yeah... fix the bugs, then make SLIGHT changes, because the game is already very well balanced for a first released - quite surprising really.

Reply #13 Top

Nice write up.

+1 for taking the time to address some issue, some of shich i agree with.

Beast - Like Kitkun i agree that he is ok as is.

TB - Ring of Fire could be a little more powerful. Am i tight that it does no damage to structires? This could be changed too. The deep freeze is not great at all. Less mana and more damage needed for sure.

I havent plsyed with Erebus yet so no comment.

I like Regulus the way he is, though i feel he is a little weak out of the box, but that can be made up for by end game. Hard to balance i would guess.

I don't really have an opinion on the other DG's...

I think there is plenty of work to do on the game, but it certainly feels solid right off the bat, so good work SD and GPG.

Reply #14 Top

"Warp" items are worthless, they need to have at least triple the range. Cost is ridiculous for the small range of teleportation
End of quote

I will take it you wernt in the beta :P

Reply #15 Top

no bite is glitched as of now so when you try to activate it it doesnt work half the time...

Reply #16 Top

Nerfing bite to a 12 second recast would kill Erebus. No, it's not the strongest move in the game. Especially considering that Erebus' best counters all have ways of outhealing and outdamaging it.
End of quote

So what move would you consider to be stronger?




"Bite - Cooldown needs to be increased to at least 12 seconds, up the mana cost for balance, to at least 500, 700, 900, 1200 per rank."



Stuff like this is REALLY bad balancing. You should tweak little bits and one thing at a time. This is why alot of games fail in balancing because the changes they make are too significant.

If you think it is too powerful, add 1 second to the cooldown, that is how you balance a game that is already well balanced, not by changing the ability substantially.

This goes for any balance change that anyone thinks is needed.
End of quote

Nerfing bite to a 12 second recast would kill Erebus. No, it's not the strongest move in the game. Especially considering that Erebus' best counters all have ways of outhealing and outdamaging it.
End of quote

I'm putting this move into perspective with that of other skills. I'm also assuming the bat swarm would be buffed while bite would be nerfed. How about we compare Bite to UB's Foul Grasp.

Level Name Mana cost Life drained
5 Foul Grasp I 800 Mana 332
10 Foul Grasp II 1100 Mana 500
15 Foul Grasp III 1400 Mana 664

Stuns for 2 seconds

 

Reduces armor by 800, slows by 30% for 3 seconds

1 Bite I 300 Mana300
4 Bite II 420 Mana 500
7 Bite III 500 Mana 700
10 Bite IV 595 Mana 900
Reply #17 Top

You need to be able to view your skill tree or the citadels one when dead. Sure you shouldnt be able to edit or use them while dead as a penalty, you should be able to at least see them though imo.

Reply #18 Top

Sedna's Heal, Oak's shield, and QoT's shield are all tools that when used properly(not to hard to do this one), will effectivly destroy Regulus. And all of them can be cast on targets that are not the caster. You can't look at the pure damage output of one skill when considering balancing it.

UB can follow up a vomit with a grasp, doing 2k damage, stealing 664, and stunning for 2 seconds. Erebus has no safe followups other then stun(bats is better saved as a retreat or chase move).

Late game, a good Rook with towers in the way is hard for anyone, and Erebus is no exception. A good Rook will make Erebus' life miserable.

Erebus could be considered a counter for Regulus, but that's not to say that with proper ally placement, Reggie can't have a fun time making Erebus' life miserable. He just needs to play very carefully.

Torch Bearer's the only real DG without a really good way to counter Erebus. It's not a totally onesided match, but it's not in TB's favour.

Reply #19 Top

You can't just compare abilities like that between classes, that is not how you balance things.  Abilities should not be balanced against other abilities directly.  For one Erebus starts off with 1650 Health, 780 Mana, 220 Armor, wheras UB starts off with 1550 Health, 1092 mana and 475 armor.  Apples and oranges.

This is why you need to make small adjustments one at a time, changing too much at once will simply make an overpowered character underpowered.

 

As is it balance is pretty good, so 1 second and a tiny bit of mana here and there might be all it needs.  You also need to take into account how items would effect abilities, especially since many items are % based.

 

I mean you might be right and bite might be slightly overpowered, but I strongly suggest small changes - if it it still a bit over powered you can knock another second off next time around.

 

Reply #20 Top

Took another look at warp, for one reason or another I remembered it being a bit smaller. Its currently 15 yards, for comparsion Lord Erberus's Bat Swarm is 20 yrds, upgradable to 30. In relooking at these items I'll scale my original statement down back to 20-30 yards instead of triple the range. Originally for one reason or another, I was remembering warp having around 10 yards. 20 yards would make the item much better in my mind, but it also needs to be instant vs. having a cast time.

The purpose of the warp would be for running, chasing, or jumping past base defenses, or maybe hopping corners on the map. 15 yards makes that fairly limited, and a .5 second cast time takes off you moving, in turn reducing the range of the warp. The Cloak of the Elfkind however is much more like my idea of how the warp should work, but it is still at 15 yards. Warp is a very powerful spell, and can very easily get overpowered. I'm revising my range to 25 yards. This may be insanely strong on Lord Erebus stacking it with his bat swarm, but it will be a pricy cost for the additional teleport. Another future addition would be the same moves sharing cooldowns, which would fix this issue of making him too powerful with multiple teleports.

Conclusion: Greater than 25 yards will be too powerful, but for the expensive price tags, 25 yards would make a large difference and be well worth it.

Unless I am mistaken, there are currently only two items with warp. Warpstone and Cloak of Elfkind. Heres a breakdown of the items.

Warpstone
Cost: 5500
15 yrd range
.5 second cast
38 second cooldown

Cloak of Elfkind
Cost: 12000
15 yrd range
750 armor
15% Dodge
20 Movement Speed
No cast time
20 second cooldown

The 5500 cost for a .5 second 15 yard teleport seems a bit pricy to me. The Cloak of Elfkind is a powerful item, but does hold a hefty pricetag for the item.

Reply #21 Top

To Sheezwack:

I agree, minor changes are best if your able to test them as they are made. If your ignoring comparisions and just slightly changing things, It becomes very difficult to have any idea of how to rebalance without consistantly editing each move a little tiny bit. If you have to make one, and only one change in order to balance things.

I am curious to know how you would change Bite if you can only change the move once?

Reply #23 Top


Oak:


    Spirit Frenzy - Increase proc rate to at least 15% or increase the duration once proced.
    Moves should debuff more than they currently do.
    Divine Justice - should proc from spirit / minion kills
    Penitence - increase the effects of damage taken to 20%.
    Surge of Faith - slightly increase the damage to at least 700. Increase the duration of the buff or convert the buff to a passive aura.
    Rally - should heal for more than 1000 hp, at least 2000 hp - lvl 15 move should be stronger
    Shield - Rebalance rank increases:
       Shield 1 - no change
       Shield 2 - 4 seconds, 500 mp, removes debuffs
       Shield 3 - 5 seconds, 600 mp, removes debuffs, heals for 300
       Shield 4 - 6 seconds, 700 mp, removes debuffs, heals for 600
       Purity - After the shield wears off, decreases damage taken by 30% for 3 seconds.


    Personally feel he is the weakest hero - seems like a tank but is not that great of a tank currently.
    *He seems like he should have another aura, maybe change surge of faith to also give the movement speed and attack speed bonuses as an aura.

End of quote

Err, Oak is already one of the strongest demigods, this would make him way too powerful.

Reply #24 Top

I completly disagree with the proposed balance changes.

 

 

[quote]heres my analysis of the game currently and how to improve it[/quote]

 

Faulty analysis btw. You propose balance changes based on demigod vs demigod comparisons. You forget the context of the game.

 

Oak for example is an excelent duel demigod. He can waste all demigods 1v1, if you skilled hi mhalf decently and got the right equipment (staff of speed plz). Should he be nerfed? No. Because when you put him in context of the game his flaws become apparent: he does not offer much in terms of Team value. Hes an assasination tool more than anything, the lack of aoe (which can be made up halfway decent with a 1500 gold item that procs area damage) makes him suck against being swamped by creeps. He cant kill them fast enough allowing the other team to overrun his buildings.

The Torchbearer for example is a most excellent strategic tool. He can destroy enemy creeps fast and conserve his own. He can also clean house in any form of citadel gank force hoedown. One on one he is squishy and a decicive well timed stun or charge can do him in quickly.

You cant go on balancing demigods by just comparing them to each other. the overall balance of the game needs to be considered and that includes things as creeps, the varied victory conditions for again each hero has its favorites.

You also have to consider the playstyles the demigods can offer. You cannot just focus a demigod on one skill path that is required by law because he would suck otherwise.

For example:

Rook is a hybrid. you can choose betwen setting him up as a battering ram aka going health/hammerslam/godstrenght/auxilaries which means he will slaughter enemy towers and if they hold still maul demigods. Combined with attack speed he gets quite nasty.

 

You can also do the towers. Set up archer tower, tower of light, power of the tower and health. Focus on items that increase heal/mana regeneration so you can keep spamming this stuff. Ever seen a tower line build with high skilled towers ranging from their main towers at home base to your frontline? Zaptastic. You could also mix it up.

 

 

So i suggest that, before you propose buffs and nerfs to any demigod, you take a look at the game as a whole.

 

Reply #25 Top

Quoting Nemikan, reply 21

I am curious to know how you would change Bite if you can only change the move once?
End of Nemikan's quote

 

Honestly I don't think anyone can suggest real balance changes until the bugs are fixed, the movement and responsive bugs could be affecting certain demgiods more then others and certain abilities - so right now I think it is too early to tell.  I don't see anything that is incredibly unbalanced that ruins the game, so I also think people need more time to adapt to it. 

 

Obviously balance testing with AI is useless because even on nightmare the AI is really dumb - so it needs to be done with real people in multiplayer - so until the multiplayer bugs and connection issues are sorted out, I think all of these calls for nerfs etc are unwarranted.

 

If it was me I would keep an eye on the list you have made and re-analyze things once the bugs are fixed, then see what really needs changing.  I'll see if I can find some good Erebus players and see how bad it is, but I don't think it is as overpowered as some people make it out to be.