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Balance suggestions for next patch wanted

Balance suggestions for next patch wanted

COLOR SCHEME:

All balance suggestions in this thread are subjective opinions or complaints submitted by posters in this thread.

To highlight how strong others agree or disagree with these opinions I introduced the following color scheme:

  • Plain black/white: Undisputed complaints. No one has offered a different opinion on that point yet.
  • Green: Claim/suggestion is mostly accepted as true.
  • Red: That statement is under debate and no consensus has been reached.
  • Plain/crossed out: Statement is overwhelmingly refuted.
  • Bold/larger font size: Emphasizes the strength of the consensus.

Also, the balance suggestion format is to be interpreted like this (currently reformatting):

  • Skill name/problematic aspect: Here's the description of the issue that bugs the players posting here.
    • Proposed Change 1
    • Proposed Change 2
    • ....
  • Issue 2: ...

Status changes as discussion progresses. Check the update history at the bottom of this post to see which posts have been accounted for.


Read this first! (or at least skim over it)

 

On the whole the current cast of demigods is quite well balanced. A win is mostly decided by skill and less by the choice of your avatar.

Admittedly some builds seem downright overpowering - immortal Sednas for instance - but even those builds can be cracked ... and they usually have a harder time in other aspects of the game, like getting to the point where they are finally awe-inspiring.

I want to know what the experienced players think about the current state of balance (sorry newbs, but getting trashed by tower rooks and not having a clue how to beat them doesn't make rooks overpowered).

Also, I'm not looking for single-skill complaints - everyone knows by now that QoT's Tribute skill sucks (at level 15 at least) - but rather how the overall performance of a demigod skilling strategy compares to the rest of the game.

For example: Regulus has at least three skilling strategies one can pursue: Snipe, Mines, Angelic Fury.
* Clever minelayers are quite feared for their incredible burst damage and can easily dominate careless players but they can be comfortably countered by competent generals. Strong build but not everpowering.
* Snipers deliver unexpected kills from a great distance, frustrating many players that fall victim to him. Can't really be countered, but the skill depends on the target having low health in the first place which means that the snipes rely on the performance on your teammates or the carelessness of the opponent.
* Angelic Fury - er, I played that in the beginning. Are there good builds out there?

Anyway, Regulus has several main paths he can pursue, several pretty strong ones but not so strong that he can't be beaten without the need of a balance patch. But are some of his skills so weak that they will never get picked at all? If so, how should the change happen?

 

Please post your opinions and suggestions and I'll do my best to summarize the general consensus (btw, the initial QoT summary is solely my perception of her. Additional opinions welcome).

 


Lord Erebus

Build Strategies:


Summary:

Balance Suggestions:

  • Coven: Erebus Minion builds are currently perceived as strong and cheap.
    • Nerf slightly (4/6/8 minions). (It's been suggested that only a certain item causes troubles - not the minions themselves)
    • First point of Coven is too strong. Distribute benefits over the levels (4/7/10).
  • Improved Conversion Aura: Same as Coven, minion builds appear overpowered to some.
    • Reduce health gain slightly  (100,200,300) (It's been suggested that only a certain item causes troubles - not the minions themselves)
  • Mist: Can be kept up indefinetly with the right items. Makes Erebus practically unkillable.
    • Add a max duration.
  • Bat swarm: Range 30 at level 2/3 too great? Also, Bat Swarm is interruptable (really? Never noticed.)
    • slightly reduce range at lvl 2/3 (20-25 range)
    • Make Bat Swarm uninterruptable (currently has 0.1 sec casting time.)
  • Bite: Still one of the most useful skills.
    • Nerf the speed debuff on victims
  • Stun: Due to long casting time this skill cannot be used as reliable interrupt.
    • Reduce casting time-

 


Oak

Build Strategies:


Summary:

Balance Suggestions:

  • Soul Power: One point into this skill is very well worth it if you're getting minions, preferably early on so you also can take advantage of the passive bonus to the fullest. But getting level 2 and 3 is a lot harder to justify, since level 1 grants a static +20 damage boost plus the damage boost depending on the number of active spirits.
    • Increase or distribute the effectiveness of damage boost throughout all three skill levels.
  • Last Stand: The trigger animation lasts too long, giving the victorious demigod enough time to flee to safety.
    • Reduce trigger animation duration. Skip the fall-then-rise animation, and give Oak a damage buff depending on the number of minions he had when he died (level 1). Level 2, make Oak give any nearby allies a temporary bonus (ala SoF, without the dmg) when he dies.
    • Keep the obvious trigger animation but increase movement speed buff. Let them run but let Oak catch up.
    • Remove the bonus (both for him and allies) when hitting buildings, to avoid fortress-exploits and similar multi-Oak strats. (meh, I like the kamikaze demolisher strategy)
  • Shield: Level 1/2 too strong since they remove debuffs. Description says otherwise: Only Shield 3+4 should do so.
    • Remove the debuffing feature of Shield 1+2 (it's not THAT strong. look at the recharge time of shield).


Queen of Thorns

 

Build strategies:

  • Minion build: Shamblers+Entourage+Compost. Support with shield, spikes, mulch.
  • Shield Support build: Shield+Spikes+Goddess of Thorns. Support with shamblers
  • Siege Support build: Shield+Uproot+Spikes. Support with compost/shamblers.

Summary:

QoT fares bad with every build against every Demigod. Sure, at the beginning she has great staying power, comparable to tower rooks. But she will barely ever land a kill. Her dps and burst damage are low. Popping into open form for spikes/spike wave/uproot consumes much time. Theoretically a combo of ground spikes, spike wave and mulch could deal heavy burst damage, but the delay between form switching makes that unfeasable.

She has only two feasible ways of playing her: Support and Siege.

Balancing Suggestions:

  • Shield: Shield doesn't scale well at higher levels. Also takes unmitigated damage (which kinda makes sense).
    • Improve Shield strength by granting it more hitpoints.
    • Let personal shield take mitigated damage. Switching all shields to mitigated damage would make your team tanks nearly invulnerable. But if armor may influence the damage taken by the Shield QoT casts on herself, then it offers a good compromise. Could be an extra level 15 skill. Maybe balance that out by increasing cooldown.
  • Form switching: Popping out for spikes is highly risky. That tactic can become feasible again if you can cast spikes faster after switching forms ... and close faster after coming out.
    • Reduce time and casting delay
    • Keep auto attacking while switching forms
  • Open form: The closed form bonuses are great. So great that no one wants to play in open form, eliminating the desire for any aggressive QoT build.
    • Add passive bonus to open form! Give her open form AoE attacks (maybe even larger ones) attack speed bonus, minion bonus, whatever. Has the added advantage of seeing more QoT on the field in all her naked glory.
    • Reduce attack range to effect range of Ground Spikes.
  • Tribute: Available too late to make any difference.
    • Make Tribute available earlier.
    • Replace Tribute instead. Add a skill to improve Shambler effectiveness either by increasing dps or range/AoE of their autoattack.
  • Uproot: Universally regarded as weak. Only works against buildings and offers zero other uses (unlike Rooks structural transfer, which at least provides health).
    • Allow it to reduce the damage the tower does over the duration(-10,-20,-30,-40)
    • Add stun effect to affected buildings (reducing damage to 0).
    • Add a 'shaking' effect at the spot, slowing down units nearby? Uproot on a tower as a snare could be an interesting if limited effect, that would also synergize with the level 15 ability. (Maybe even add a chance to interrupt enemy DGs ?)
    • Make uproot target the ground and provide an area effect. Nice anti tower rook effect.
  • Summon Shambler: Shamblers are expensive, low on health and plainly ineffective. Too many skills are needed to make them somewhat useful.
    • reduce level 1 mana cost to 200. (Um, only Shambler 1?)
    • reduce mana cost of all summon shambler skills by 200.
    • reduce amount of skill points needed to make shamblers useful, i.e. buff up support skills and remove some levels.
    • merge the Entourage skill into summon shambler, basically making them stronger and making the minion tree less skill point intensive.
  • Mulch: Mulch has only limited use since it only works on the expensive Shamblers.
    • Make mulch work on every unit, not just Shamblers. However, only Shamblers will explode for damage. (I like the idea. Fits her character.)
  • Entourage: Only affects Shamblers.
    • Give combat bonus to other minions, too.
  • Compost: Only affects Shamblers and Uproot.
    • Give combat bonus to other minions, too.
    • Give a combat bonus to QoT herself, too.
  • General suggestions:
    • QoT has no stun. Give her one.

 


 

Regulus

Build Strategies:

  • Minelayer
  • Sniper

Summary:

Balance Suggestions:

  • Dead Eye: Current implementation appears ... weak.
    • Buff either chance or duration while auto attacking
    • Change to work with Snipe only but give a 1 second stun 100% of the time
  • Mines: Stepping into a full mine field can spell instant death (6*450=2700 damage) (only if you're dumb enough to waltz into it. Caution against minelayer Regs.)
    • Nerf mines. Every part of them. (Mines are strong, yeah, but they are quite easily countered simply by walking! Experience helps.)
    • Increase Spread of mines
    • increase casting time

Rook

Build Strategies:

  • Tower Rooks
  • Rook ninjas
  • Rook assassin

Summary:

Balance Suggestions:

  • Structural Transfer: Limited utility and nearly useless inside of combat because it's too easy to interrupt
    • Make it uninterruptable.
    • ST should leech mana. Energizer does something similar at level 15, but it's late (when everyone has interrupts) and only increases mana regeneration (by 150%) instead of leeching. (Personally I think that would make him overpowered)
    • Structural Transfer should repair own buildings. Interesting idea. Eat enemy and summoned towers but repair your own fixed defenses (with what? Health? That makes for some interesting tactical choices. This would prevent him from emergency munch his team's fixed defenses, though.)
  • Power of the Tower: Towers are overpowered (sigh...)
    • Nerf towers. Reduce health and attack speed. (deeper sigh...)
  • Base Attributes:
    • Increase movement speed from 5.4 to 5.5 or 5.6 (matter under debate. slowness is part of his design. besides: Rook has ranged attacks.)
    • Increase armor (well, he does have the lowest armor in the game, despite being a big walking castle)
  • Boulder Roll:
    • Increase Damage (dunno. BR is usually used in conjunction with Hammer Smash, which means LOTS of damage).
    d
  • Hammer Slam: Apparently it doesn't deal enough damage.
    • More damage late game.

Sedna

Build Strategies:

  • Heal & Pounce - Good burst damage and extremely high passive and active healing capabilities. Nearly immortal.

Summary:

Passive and active self-healing skills can make Sedna nearly immortal. Her Pounce deals good damage and doubles as an interrupt. Silence interrupts, too, and prevents skill usage alltogether for some time in a large area. One of the strongest - if not the strongest - demigods around when played correctly. In fact, her healing builds are so strong that every other build of hers that isn't a variation of that becomes obsolete.

Balance Suggestions:

  • Summon Yetis: They  suck. Too often Yetis can't reach the enemy because some midgets stand in their way.
    • Remove or reduce collision area or improve pathfinding of Yetis.
    • They are too weak for their cost. Make them stronger.
    • Yetis should do splash damage at all levels, something like 15/30/45/60%
  • Wild Swings: By that time this skill's usefullness is limited.
    • Yetis should either have a 50% chance to knock small units into the air or a 10% chance to deal 1.5x damage.
  • Inner Grace: Right now this skill only improves Sedna herself (but quite decently).
    • Additionally increase Yeti damage by 10% per level.
    • Apply all current bonus effects from Inner Grace to Yetis.
  • Silence: Expensive
    • Reduce casting cost of  Silence 1 from 800 to 750 (I didn't have the impression that Sedna is particulary weak. And the suggested change doesn't really seem significant.)
  • Healing Wind: As a +24 hps aura is a decent enough skill without needing the uber healing upgrade to priests. Especially regarding High Priests.
    • Nerf actual bonus to minion healers from 15/18/20/22 to 13/15/17/19 (I think it's good as it is. Minus the High Priest bug).
    • High Priests (level 3 monk idol) heal 30%, which is plainly a bug. Correct that bug!
  • Heal: The Basic heal for Sedna is just too good early game.  You can heal significantly more ability damage per mana than anyone can deal.
    • Nerf Heal from 600/900/1200/1500 to 450/900/1350/1800). This makes the effect strictly worse until level 7, and then it gets a little better.
    • Increase cooldown from 7 to 10 seconds.

Torch Bearer

Build Strategies:

  • Pure Fire
  • Pure Ice
  • Hybrid AoE master.

Summary:

 

Balance Suggestions:

  • Permafrost/Fire Aura: Auras stay active for a short time in the other mode. Too short?
    • Increase aura duration slightly when switching between fire/ice form. (How long do they last anyway?)
  • Circle of Fire: Increases damage, but not size.
    • Vary radius of Circle of Fire as it levels.
  • Deep Freeze: This interrupt is too slow for some.
    • Make it instant instead of 0.1 sec
  • Basic Attributes: Ice TB can attack while moving. Fire TB can't. Also, mode switching costs lot's of time.
    • Enable auto attack while moving in fire mode!
    • Reduce time it costs to switch from ice to fire mode.

Unclean Beast

Build Strategies:

  • Spitting Beast
  • Oozing Beast
  • Hybrib Spit-Ooze Build

Summary:

 

Balance Suggestions:

  • Spit: Too strong. And apparently there are issues regarding spit stacking and feeling counterintuitive. (I have no idea what that means).
    • Increase the cooldown on spit to 10 seconds.
    • make Spit not work on towers.
  • Foul Grasp: Bad scaling. No incentive to invest more than 1 skill point. Also quite expensive.
    • Change  to 1.5/2/2.5 seconds of stun.  Makes it a smidge weaker early on, and makes it worthwhile to get more points in later on. (It's been suggested that an increased stun is actually a nerf due to the current foul grasp mechanics. See here.)
    • Reduce Mana cost.
  • Bestial Wrath: BW is too expensive and cast time is too long.
    • Reduce Mana cost by 100
    • add attack speed bonus (+5/10/15/20%) (um, UB already attacks very fast at higher levels. fastest attacker in the game, in fact)
    • Reduce cast time to 0.3
    • Add a movespeed bonus.
    • Increase effect duration
    • Temporary life leech effect.
  • Acclimatization: Skill is too good, giving UB a strong advantage against heavy hitters (like Hammer Slam).
    • Nerf damage reduction to 25%.
    • Let it trigger only once very 10 seconds.
    • Nerf is somehow. (It's accepted that this skill is maybe too good. )
  • Ooze: Free damage and powerful debuff. Only costs health.
    • Make it cost mana when activated

ITEMS

  • Horn of Battle:  Abusing this item allows generals to hoard minions and send them unscathed directly to the enemy citadel, destroying it with several tries. Also, the effect applies to newly summoned minions even after the horn was used.
    • Nerf range of horn effect so only minions close to the caster are affected.
    • Don't let the effect work on minions summoned after using the horn.
  • heaven's wrath: too good mid/late game for pushing (and early game for leveling)
    • increase its cooldown by 30 seconds. (it already has 45 sec cooldown. Item is ok by my book)
  • Heart of Life: who uses it now?
    • reduce cost of HoL. Maybe 10000?
  • blood of the fallen: Health bonus too great.
    • slightly reduce from 800 to 750. (big deal. change barely matters. and to lower hp further makes it worse than charm of life)
  • caplock:
    • increase cooldown slightly(2-5 secs) (don't fix what ain't broke)
  • All artifact consumbles: Too expensive.
    • reduce costs
  • journeyman's treads: movement speed bonus too powerful
    • nerf movement speed from 50% to 40%
  • Armor of Vengeance
    • Increase trigger chance from 1% to something higher
  • Platemail of the Cusader
    • Increase trigger chance from 1% to something higher
  • Parasite Egg: It's high cost makes it nearly prohibitive, even though the effect is interesting.
    • Reduce it's cost from 5000g to maybe 3000g.

Update history:

  1. Included Schobbos reply#1 criticism of QoT Tribute & minion damage.
  2. Aeris130 reply#2 Oak complaints.
  3. Color scheme for marking disputed complaints/suggestions.
  4. ItchyDustbin #7 & Schobbo #1 Yeti remarks.
  5. StAcK3D_ActR #4 remarks. Some of them, at least.
  6. Polynomial #10 and rest of StAcK3D_ActR #4. Alphabetical DG order.
  7. Added suggestions from #11 -#25
  8. Added suggestions from Obscenitor #27 and repeated suggestions from Shadow (sorry it took so long). Painted Erebus minion nerf suggestions red as result.
  9. Added #29
  10. Added #32
  11. Moved color-index to top at request of abuggeredhedgie #39. Added #37 suggestions excluding the Ooze one which I didn't understand.
  12. Acknowledged posts up to #46 (boy this is work. This should be done by forum administrators, honestly).
  13. Acknowledged posts up to #52. Added items. Didn't include items that had no real complaint or suggestions. (sorry, stacked)
  14. Acknowledged posts up to #75. Mostly quarrels between Sedna & Erebus - em - experts.
  15. Acknowledged posts up to #92.
  16. Acknowledged posts up to #132
  17. Acknowledged posts up to #143
  18. Acknowledged posts up to #157

288,835 views 161 replies
Reply #76 Top

Quoting TDude, reply 24

Quoting Aroddo, reply 8Anyway, these are not all my opinions. These are everyones.
No, they are not.  This is blatantly false.  You do not speak for the people.  It's obvious just from the replies in this thread that most people don't agree on what changes should be made.  You are deciding which ones you agree with and using those as your suggestions.

My suggestion is:  make one change at a time.  Even with that suggestion, I know that the forum-goers would not agree to what the first change should be.  There is no big "everyone agrees" suggestion.

By "These are everyones'" I mean that I gather all opinions and suggestions and put them in the original posts.

And I actually read every single post to find out how these opinions are received by everyone participating in this thread.

And to clearly reflect the diverging opinions  I use colors and other font styles.

And I don't see what I did to you to earn that kind of displayed depreciation.


And to Poul & SoFFacet: Peace, guys. I thank you for your contributions but don't get drawn into an argument that doesn't benefit this thread.

All opinions are subjective and it's hard to determine the "truth" about an issue if there's no actual way to measure something. The best we can hope for is to come close.

Reply #77 Top

QoT is one of the two characters without a stun/interupt... Regulus is the other one. Regulus can do enough damage to score a kill before someone escapes (sometimes) and he has Snipe to get those that flee; the Queen has none of these benefits and so she really lacks compared to other Demigods.

 

I'd like to see Entourage combined into the base "Summon Shambler" ability and a new skill could be placed to take up that space... something with a stun/interupt.

It'd be great if Compost affected the QoT's damage, health regen, or mana regen.

Reply #78 Top

In another week you will have everything in the game listed in this thread. You can't balance by community consensus.

 

There is only one TRUE over powered component of this game right now:

The BUGGED, unlimited range Horn of Battle.

Fix the bug and limit its range severly.

Reply #79 Top

Quoting Poul, reply 25
Skills makes you fastest, I never said you need additional items. Sedna just IS the fastest Demigod in the game (+15% speed from skill). But i'm sure you know this already (and dunno why you are trying to hide this fact behind additional items). You don't need ANY additional item to be the fastest demigod.

Levels 2 and 3 of Grace are bad, you shouldn't get them. Level 1 gets you 6.3 which is even with UB and LE and slower than TB and Reg who almost always get Anklet. 


Still talking with you is like talking to the wall. You are playing Sedna because it's strong, and same time you want to buff it, because i'm noob thinking guy.

If you were paying attention, I explained to you why none of the proposed changes are straight buffs, and also how I myself am not really invested in those changes, I just object to your false claims that Heal cools down too quickly right now. 

You don't know ANY other char, because you are play as a Sedna, but you talking how well all balanced is. You are playing mainly Beast/Vampire/Sedna (sometimes Oak) team, so you obviously don't see or just don't want to see the problems with game balance imo. Maybe you should play more, not me ? My suggestion is, play pantheon games, especially light side, and try to switch your Demigods (don't play Sedna all the time).

Oh, so you've looked at every single game in my history, huh? My friends and I tried out several DGs and made up our minds pretty quickly about which ones seemed good and bad. If our experiences had later pointed out that we were wrong, we would have switched, and if Sedna gets nerfed to hell I'll have no qualms playing a different DG. I have plenty of experience playing with/against all DGs to know whats overpowered and whats not, and I can confidently say that there is nothing except minions/horn right now that is catastrophically bad. Everything else will be fine if left alone, though improvable to some minor extent. 

Pantheon and Pug games mean nothing, you don't learn anything from operating as your own little island in a sea of noobs. The best way to learn is to play premade, and against other premades - which I would guess compared to other premades, I have done quite a bit of. Your opinions reflect that you just don't play at a high level very often. Thus far in this thread you've claimed that Sedna's heal cools down too fast, non-horn-LE is OP, Sedna is fast (fastest, even!), and Sedna has no mana problems. This doesn't bode well for your credibility. 

Reply #81 Top

Quoting Aroddo, reply 1
By "These are everyones'" I mean that I gather all opinions and suggestions and put them in the original posts.

And I actually read every single post to find out how these opinions are received by everyone participating in this thread.

And to clearly reflect the diverging opinions  I use colors and other font styles.

And I don't see what I did to you to earn that kind of displayed depreciation.
Hmmm, this isn't a personal thing, please don't take it that way.  I see lists like this a lot, and I don't find them helpful from a game design perspective.  They are merely tons of suggestions mashed together with no overall "vision."  If the developers were actually stuck with no idea how to proceed, then I suppose this could be a fun thing to read through.  Then again, the entire Ideas/Suggestion Forum is there to browse.  However, I assume they are not stuck, confused, or otherwise unsure of their vision for the game.

Even the one suggestion I made (about form changing) is not necessary for enjoying the game.  I don't feel it's "needed for balance" but rather something that I would personally change were this game to follow my vision.  I don't expect it to happen, and honestly I don't care.  I'm still going to have fun playing the game.

In the end, if this thread is fun to ponder and maintain, have at it.  If you feel you're doing a great service to the game and/or developers, I'd argue against it.

Reply #82 Top

FYI, Sedna with +15% move = 6.9 speed.

UB with +10% move = 6.93

So, no, Sedna doesn't get to crown herself fastest DG.

Reply #83 Top

In another week you will have everything in the game listed in this thread. You can't balance by community consensus.

 

There is only one TRUE over powered component of this game right now:

The BUGGED, unlimited range Horn of Battle.

Fix the bug and limit its range severly.

I have to agree that removing the horn of battle completely would be the absolute easiest balance improvement they could make for this game.  I say removing because fixing the weird ass bug where all minions summoned start with the effect active and limiting its range would probably take a fair amount of coding.

Reply #84 Top

I have to agree that removing the horn of battle completely would be the absolute easiest balance improvement they could make for this game. I say removing because fixing the weird ass bug where all minions summoned start with the effect active and limiting its range would probably take a fair amount of coding.

No it wouldn't. Let's not start talking out of our ass. All of the horn's behavior is scripted and thus easily accesible.

Reply #85 Top

UBs Acclimation should be nerfed

Reply #86 Top

And PLEASE GPG/SD READ THIS THREAD PLEASE!!!! :'(

Reply #87 Top

No it wouldn't. Let's not start talking out of our ass. All of the horn's behavior is scripted and thus easily accesible.
By all means if it's easy for them to fix then I'm all for a fix. I've read that the rank 3 monk idol bug, valor/mana flag bug, and a number of others are also simple scripting issues and yet they persist, so if like the others they can't fix this one in a reasonable amount of time I'd settle for the path of least resistance.

Reply #88 Top

Aroddo, I respect what you are trying to do here and the work you've put into it, but the signal to noise ratio has gotten too low.

For starters, I've spelled out exactly why people think Erebus minions are too powerful, it's the horn:

http://forums.demigodthegame.com/358907/get;2297738

Erebus minion skills do not need to be tweaked, messed with, buffed or nerfed. Mist is fine. You cannot mist indefinitely in 99.9% of legitimate, high-level games. Bat swarm range is fine, Erebus is not a high DPS character.

The number of changes you have listed for Oak makes me want to switch over to the dark side and just start insulting people. The only possible thing I could agree with is Last Stand not functioning on buildings.

I agree with QoT shamblers skills being WAY too skill point expensive. I agree tribute is garbage. I ONLY agree with the form switching time suggestion because almost EVERY game of Demigod is laggy. If every game ran lag free I would say leave it alone.

Regulus' Deadeye is a stupid, worthless skill. His mines are fine, even mentioning them reduces the credibility of this entire thread.

Rook: 5.5 speed, seriously? Why? Why do you have to change something by 1.8%? Once again, signal to noise. Enabling structural transfer to heal buildings would be an interesting game mechanic to experiment with and would be easy to implement. Making it uninteruptible is counter-intuitive to every other high cast time skill in the game.

Sedna: the only thing that could use some work is the Yetis. They are garbage and second rate compared to every other skill in her arsenal. The solution is not to make her other skills crappier. Sedna needs no other tweaks at this time.

Torchy: don't mess with circle of fire. I don't have a problem with fixing being able to auto attack while on the move in fire mode.

Unclean Beast: don't touch spit. I can't say I disagree with the urge to nerf him slightly, however, if only because winning teams at high-levels of play always have a beast. He's just too good to not have. I'm not sure any of us know the right way to go about doing it. This problem might be better solved by simply having a few more Demigods to choose from (i.e., the two new ones supposedly in the works may offer another DPS hose / damage tank).

Items: the only two things I agree with is that the HoL is too expensive (alternatively, it's virtually worthless and not really pertinent now that it's been relegated to the artifact shop) and that the Horn of Battle needs to be fixed. Leave treads, locks and blood alone (especially Heaven's Wrath - which screws your team mate over laning on his side with it, btw).

 

 

Reply #89 Top

Quoting Shadow, reply 13
Aroddo, I respect what you are trying to do here and the work you've put into it, but the signal to noise ratio has gotten too low.

For starters, I've spelled out exactly why people think Erebus minions are too powerful, it's the horn:

http://forums.demigodthegame.com/358907/get;2297738

Erebus minion skills do not need to be tweaked, messed with, buffed or nerfed. Mist is fine. You cannot mist indefinitely in 99.9% of legitimate, high-level games. Bat swarm range is fine, Erebus is not a high DPS character.

The number of changes you have listed for Oak makes me want to switch over to the dark side and just start insulting people. The only possible thing I could agree with is Last Stand not functioning on buildings.

I agree with QoT shamblers skills being WAY too skill point expensive. I agree tribute is garbage. I ONLY agree with the form switching time suggestion because almost EVERY game of Demigod is laggy. If every game ran lag free I would say leave it alone.

Regulus' Deadeye is a stupid, worthless skill. His mines are fine, even mentioning them reduces the credibility of this entire thread.

Rook: 5.5 speed, seriously? Why? Why do you have to change something by 1.8%? Once again, signal to noise. Enabling structural transfer to heal buildings would be an interesting game mechanic to experiment with and would be easy to implement. Making it uninteruptible is counter-intuitive to every other high cast time skill in the game.

Sedna: the only thing that could use some work is the Yetis. They are garbage and second rate compared to every other skill in her arsenal. The solution is not to make her other skills crappier. Sedna needs no other tweaks at this time.

Torchy: don't mess with circle of fire. I don't have a problem with fixing being able to auto attack while on the move in fire mode.

Unclean Beast: don't touch spit. I can't say I disagree with the urge to nerf him slightly, however, if only because winning teams at high-levels of play always have a beast. He's just too good to not have. I'm not sure any of us know the right way to go about doing it. This problem might be better solved by simply having a few more Demigods to choose from (i.e., the two new ones supposedly in the works may offer another DPS hose / damage tank).

Items: the only two things I agree with is that the HoL is too expensive (alternatively, it's virtually worthless and not really pertinent now that it's been relegated to the artifact shop) and that the Horn of Battle needs to be fixed. Leave treads, locks and blood alone (especially Heaven's Wrath - which screws your team mate over laning on his side with it, btw).

 

 

 

He's making an exhaustive list.  Remember, you opinion isn't the only one, nor should you be the decider in how valid your own opinion is. That would make everyone assume their own opinion is the most important, and not particularly conducive to good discussion.

 

If someone is arguing that they think that Rooks speed is just a little too slow, and it makes him inordinantly effective in combat, then the way to show this person they are wrong isn'tsimply by attacking their proposed change, but rather to give details as to why his speed is justified to be what it is.

 

I feel a lot of good discussion is lost in threads like these (I'm quotting Shadow, but I don't mean to single him out) because we are arguing with a string of basicaly 'Yeah huhs' and "Nuh Uhs". Perhaps if we identify a few main areas of discussion we should segregate them out into their own threads, and attempt to address them one at a time.  That should increase the... signal strength at least in those wave lengths :P.

Reply #90 Top
I'm going to have to agree with Shadow; most of the recommended changes are rather silly, and show why balancing a game can be so damned difficult. As an example, I would disagree with all of the Erebus nerfs. He's hardly my favorite character, I'm more of a Rook guy myself, but he's simply not OP. Batswarm is not only an escape, it's an EXPENSIVE escape. 700 mana at level 5 is nothing to sneeze at, and often means that after you run away you have very little alternative tricks, and will be paying a visit to everyone's favorite rock, the healing crystal. The mist nerf, while it would make sense, does not change the fact that with a duration longer than it's cooldown, you could simply "spam" it. With a duration shorter than its cooldown, you make half the skill (the part that seems to have been the intention; buying time) absolutely worthless. The minion nerfs do not take into account the actual stats of the minions, but rather the rage of various parties over the recently popularized horn of battle build. Change the horn and you will see Erebus minions step into line with everyone else. Furthermore, one may prove this point by playing Oak with the horn, and achieving the exact same thing. I would suggest that people who come to offer a nerf play the character at least 5 or 6 times before commenting on how OP they are. Remember when everyone was screaming for a Regulus nerf?
Reply #91 Top

Quoting pseudomelon, reply 15
I'm going to have to agree with Shadow; most of the recommended changes are rather silly, and show why balancing a game can be so damned difficult.

As an example, I would disagree with all of the Erebus nerfs. He's hardly my favorite character, I'm more of a Rook guy myself, but he's simply not OP. Batswarm is not only an escape, it's an EXPENSIVE escape. 700 mana at level 5 is nothing to sneeze at, and often means that after you run away you have very little alternative tricks, and will be paying a visit to everyone's favorite rock, the healing crystal.

The mist nerf, while it would make sense, does not change the fact that with a duration longer than it's cooldown, you could simply "spam" it. With a duration shorter than its cooldown, you make half the skill (the part that seems to have been the intention; buying time) absolutely worthless.

The minion nerfs do not take into account the actual stats of the minions, but rather the rage of various parties over the recently popularized horn of battle build. Change the horn and you will see Erebus minions step into line with everyone else. Furthermore, one may prove this point by playing Oak with the horn, and achieving the exact same thing.

I would suggest that people who come to offer a nerf play the character at least 5 or 6 times before commenting on how OP they are. Remember when everyone was screaming for a Regulus nerf?

Apart from the thing about "rather silly" recommended changes I can totally agree with the post. There's practically nothing to add.

Just for emphasis:

Quoting pseudomelon, reply 15

I would suggest that people who come to offer a nerf play the character at least 5 or 6 times before commenting on how OP they are.

Reply #92 Top

guys remember is a suggestions thread! if you dont like peoples suggestions it doesnt mean you have to start flaming them. lol.

oh and btw, the reason several of my suggestions are very small changes is because i dont want to see anything get too nerfed like HoL!

 

Reply #93 Top

Quoting Zechnophobe,
He's making an exhaustive list. Remember, you opinion isn't the only one, nor should you be the decider in how valid your own opinion is. That would make everyone assume their own opinion is the most important, and not particularly conducive to good discussion.

It's not opinion. It's empirical observation after close to 500 online games, MANY of them played at the highest levels available right now.

Quoting StAcK3D_ActR,
oh and btw, the reason several of my suggestions are very small changes is because i dont want to see anything get too nerfed like HoL!

Yeah man, I do understand that sentiment.

Reply #94 Top

Too many nerfs and changes overall for one of the most balanced games I've seen in a long time. If you look at the history of many games where devs caved in to all the crybabies screaming "NERF" and such X is OP the games' quality has taken a nose dive.

Only 2 things that should get high priority I agree with that should be looked at by the devs:

Sedna healing wind/priest

Horn of Battle

 

Changes that would be lower priority:

Sednas Yetis: would provide another viable build option

Debateable TB firing while moving: There hasn't been any definitive word from the devs if this is working as intended.

 

Just my 2 cents.

Reply #95 Top

Quoting StAcK3D_ActR, reply 17
guys remember is a suggestions thread! if you dont like peoples suggestions it doesnt mean you have to start flaming them. lol.

oh and btw, the reason several of my suggestions are very small changes is because i dont want to see anything get too nerfed like HoL!

 

Oh, there is no flaming here. I am at the Heroes of Newerth forums occasionally. There's flaming even when you say 'hello'.

And regarding small suggestions: I feel oblieged to list them, but I rather disaprove of actually implementing "slight changes" when the to-be-changed skill isn't actually in need of fixing. If the skill is just "slightly" above or below average then I can live with it.

 

Meanwhile some of my opinions:

Lord Erebus

 

  • Minions can stay like they are. They only seem overpowered in one single strategy that demands the use of the Horn of Battle. And a partner that does the same thing. Sure, even without that Erbs minions get quite sturdy ... but to build him up to a decent minion master he has to sacrifice many many points, which he could bloody well have spent better.
  • Mist: Is ok as it is. Being permanently in mist form isn't that much of an advantage (with the possible exception of Crucible portal camping).
  • Bat swarm: What's the problem with range? Oh dear, he can flee even farther?
  • Bite: Great skill. Nearly overpowered. But also his only real attack skill and it doesn't deal THAT much damage. I think it's ok right now.

Oak

Can stay completely unchanged, Last Stand included. I'll probably change my mind when my citadel suddenly collapses under the assault of three level 8 Oaks with horn of battle and Last Stand 1. :D

 

Queen of Thorns

I think QoT simply needs too much skill points for every single build she has. She actually needs fewer skill levels.

  • Tribute really has to be available earlier. Or be replaced.
  • Some original idea: Exchange the skill slots for Uproot and Mulch. That way, open form has all duel skills, allowing for some decent burst damage. And both forms have a skill to keep them alive: healing in open form, shield in closed. Also makes her Siege/Support build more attractive ... now it would actually make sense to use Uproot even without tweaking a single skill.

Regulus

Reg doesn't need any change. But:

  • Dead Eye: Still seems like nonsense. Anyone ever tried it?
  • Angelic Fury: I noticed that Reg has the same problem as Torch Bearer: He can't shoot while moving when in winged form. I want to fly and shoot.

Rook

This is one of the best balance Demigods. He really doesn't need change. But because the idea of using Structural Transfer to heal fixed defenses is cool, I support that suggestion.

Sedna

Her Yetis suck when compared to every other skill she has. The most original change in my opinion was to give all Yetis splash damage. Wild swings for free instead of a level 15 skill. Maybe with a chance modifier like 25%/50%/75%/100%.

Everything else can stay like it is. Fix the High Priest bug, though.

Torch Bearer

I agree to the auto attack issue. Rest is fine.

Unclean Beast

Beast is strong, pure and simple. He doesn't need to be made stronger.

Items

Hehe, I started using Horn of Battle very early, simply to slaughter the smug Torch Bearers that so delight in toasting my spirits. Horn came quite as a surprise. :P I agree with the range nerf.

 

 

Reply #96 Top

yes theres all that but how about some clan support we are all tending are own here waiting too battle another clan. we are already pretty organized and just waiting for some challenges. }:)


[link removed by moderator -- recruit in appropriate threads]

Reply #97 Top

Quoting Poul, reply 12

Torch Bearer

I don't think time of switching form should be reduced. It will be too easly to use 2 AoE skills and still use some other skills meantime.

I also don't think the time should be reduced. right now it's just thats it too fast to switch to ice and to slow to switch to fire.

maybe change the switch time of both to something in between the two?

I liked the idea of having skills reduce the cast time of switching forms. maybe have each aura decrease the time it takes to shift to her matching form (lvl 1 - slower then ice, lvl 2 - like ice right now, lvl - 3 instant or very fast, no aura - same as fire) this could lead to interesting hybrid builds that might take both auras

of course then you'll have to remove aura duration when switching between fire/ice form completely to prevent a double aura exploit.

Reply #98 Top
I'd just like to note that I've been able to autoattack while in Angel Form-- is it some specific level where it stops? Also, I'd like to note that someone (I think it was Frogboy) once stated that the goal of Demigod was to make every character feel overpowered. So if you get killed by snipe and it seems rediculous, consider your own skills. (this goes hand in hand with playing every demigod repeatedly before saying he/she is overpowered)
Reply #99 Top

Erebus: Pretty much fine as is... he offers good balance and gives a choice between going for minions or just straight up Bite/Bat damage. I personally would like to see the casting time of his stun decreased (by half a second even) so that it can be used more as an interrupt. Decreasing the stun time of surrounding units by a second or two in return would be fair. But that's spoken as an Erebus player so it wouldn't necessarily be "balancing"

QoT: Needs an interrupt/stun. Any interrupt/stun. Get rid of any upgrade line except Shield and Ground spikes and replace it with something that interrupts/stuns and people would play her more. Or add the interrupt/stun ability to something she already uses like Spike Wave. She is incapable of killing in large part because people can run away anytime she starts doing serious damage. Her speed is so slow there's no point in her chasing people. I mean seriously... why did they make her the only character who has no interrupt?

 

Reply #100 Top

Quoting Og-Larceny, reply 24
Erebus: Pretty much fine as is... he offers good balance and gives a choice between going for minions or just straight up Bite/Bat damage. I personally would like to see the casting time of his stun decreased (by half a second even) so that it can be used more as an interrupt. Decreasing the stun time of surrounding units by a second or two in return would be fair. But that's spoken as an Erebus player so it wouldn't necessarily be "balancing"

QoT: Needs an interrupt/stun. Any interrupt/stun. Get rid of any upgrade line except Shield and Ground spikes and replace it with something that interrupts/stuns and people would play her more. Or add the interrupt/stun ability to something she already uses like Spike Wave. She is incapable of killing in large part because people can run away anytime she starts doing serious damage. Her speed is so slow there's no point in her chasing people. I mean seriously... why did they make her the only character who has no interrupt?

 

Regulus also has no interrupt.  Secondly, not all characters should have all different types of skills. That's what makes them different! If interrupts are a vital part of the game, then it would be more likely to say that is a flaw of the game system, than a simple oversight on their part for not giving her one.