Demigod Wish List
Changes I hope are introduced
Below, I have included a list of changes I hope the development team will consider with short explanations for each. Thoughts?
- Some type of reward for Buying Citadel Upgrades: Most games I have played nobody wants to be the guy buying the necessary Citadel upgrades (Priests, Regenerating building health, etc.) This is because the investment required is too great and does not personally benefit your Demigod the way saving up for that super artifact or item would be. There's already such a high demand on your gold (Generals in particular) that it's hard to justify being the one to blow your money on the common good even when you know it's necessary. Most of the time it is done grudgingly or procrastinated until the last minute. This should not be! I recommend a small buff to the Demigod who purchases it, perhaps Experience? Extra HP/Mana regen for a bit? Something like that would offer more incentive.
- Greater Varying default speed: It seems that almost all of the demigods move at the same speed by default. This seems contrary to the logic of the variance of base stats among Demigods. Shouldn't the more fragile heroes get a little extra speed to compensate? Perhaps the more Durable classes be a little slower? It makes very little sense for them to all have the same speed just as it would for them to do the same damage and have the same base HP when their skills are balanced around what they are capable of.
- Lower range on Snipe: Snipe is possibly the strongest Nuke in the game and has an insane range. I know it can easily be compensated for by having potions or with the various classes that have heals/shields. But that argument lends itself to the notion that the Torchbearer's fireball only having a medium range means it's UNDERPOWERED, which it clearly is not. The logic is then, to conclude that Being able to shoot almost all of the way across the map for massive damage with very little drawback (Yes, I know Reg is fragile and has very little base mana) in terms of making Regulus vulnerable to do it is somewhat ridiculous. Especially when combined with land mines, sniper scope, and maim. This one will probably generate some flames, but I think it's a pretty legitimate gripe. I do play Reg a lot too, so it's not as though I'm picking on somebody else's dude.
- Experience flag lowered from 20%: The need for this flag early game is WAY too great on some maps because of it's value. 10 or 15% seems more reasonable. If your team holds this flag early on suddenly your demigods are all 2-3 levels higher than your opponents. It's simply too great of a benefit. None of the other flags provide anywhere near this great of a bonus (except portal flags). I understand this is to incentivize battles over the flag. But it should be a valid strategy to ignore it and still be able to compensate for the disparity with better play.
- Chat Lobbies: It'd be nice if (similar to battle.net for Starcraft and WC3) we were first directed to a chat lobby before going to join a custom game or STAYED in the chat lobby when queueing for a Pantheon or RT Skirmish (Also add Arranged Team Skirmish and Pantheon and different team size brackets) and then Returned to the specific lobby we joined upon game completion/leaving.
- DO NOT include the "Concede" option as stated in a Journal: The concede option as described would ONLY ever be used to screw teammates. If you're quitting the game, why would you care to give your opponents an easy time of winning by removing your Demigod from play? I can see this option existing if you were the last human player in a game. But if it's available from the start, it will primarily see use in screwing Teammates.
- Variance between factions: It'd be nice if Dark side had devils instead of angels, etc. etc. with symmetrical behavior and stats but variety in appearence. This would remove some of the confusion one can feel when swapping from one team to the other frequently.
- Lower damage/healing on Rook's "Structural Transfer": He is unquestionably the best at pushing through towers and with the ability to retreat to a field of his own towers, becomes very hard to repel. Last night I played as the Rook in a game, our team was getting out played when I got rank 2 of ST and just started walking through their automated defenses and running away when I was attacked. I don't believe there was anything they could have done to stop me with all the speed boosts I was wearing. Imo our team should have lost but we won! It seemed this one ability was a complete game changer. That usually means it's too strong and needs some retuning.
Anyway, these are my thoughts. What are yours?