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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

288,902 views 161 replies
Reply #101 Top

erebus

  • minions don't need nerf, its the horn that needs nerfing.

regulus

  • mines need a nerf, this demigod is still too good. throw some mines on top on some minions. insta lvl up.

oak

  • overall this hero isn't that good despite what some people say. his skills need to be reworked.
  • last stand need to be made better, make it so that if enemy doesnt run away quick enough i.e overextended , they should be punished more heavily.  
  • the damage buffs need to be MUCH higher.  last stand doesn't scale into late game.
  • soul power needs more better scaling, and soul frenzy could use some love.
  • not many good viable builds for competitive play. minion master again? no thanks erebus is there.
rook
  • hammer slam over rated.  regulus mines are better than hammer slam overall. hammer slam damage boosted significantly. late game 1700 is weak, so 2500 seems more appropriate.
  • structural transfer- rate of healing over ten seconds too slow. i might as well use UB then, as ultimate melee char no brainer.
  • boulder roll- damage buff would be nice.  
unclean beast
acclimation too good. 40% dr is insane even over 5 seconds. 10% dr is already very generous to the strong melee assasins.
inner beast may need some nerfs. movements speed too fast.
overall 
regulus mines and unclean beast's acclimation are the biggest demigod balances that need changing.

 

Reply #102 Top

regulus

mines need a nerf, this demigod is still too good. throw some mines on top on some minions. insta lvl up.

Regulus

Regulus mines do not need a nerf as it is fine if say throwing some mine on top on some minions . insta lv then torch bearer fire mode firenova is the same. If something is not broken why bring on the nerf bat.

Reply #103 Top

Please note, again, I consider this game very balanced and I'm not really in favor of many changes (as you probably noticed). Just so that's out there...

Quoting Aroddo, reply 11

Ooze is too good late game too, it should drain mana too, make it drain 15/20/25/30 mana per second.
Huh?


I think that he is saying that Ooze should cost mana per second in addition to health persecond. Basically, making it a mobile-mist that HURTS you instead of HEALING you >> No, the entire point of Ooze is to make you mana-independent.

 

  • 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 tim.

More specifically, it's interruptable mid-flight, not the cast itself. If you have Foul Grasp/Pounce in your action queue and Erebus bat swarms over you and you take damage (you're in his flight path), you can interrupt him and stop his flight. Taking damage is required. I have yet to have actually reproduced this myself against the AI, but the ALL-CAPS RAGE makes it obvious enough.

I think that it was not designed to be interruptable, and is a bug which is why I'm pointing it out. That said, it's fun and no different than interrupting a .3 second Sedna heal. It's the players fault for being interrupted.

 

---

Crystal range on Exile needs to be fix'd (you shouldn't be able to heal across the gap standing in a lane, I mean).

---


"Spit stacking being counterintuitive" is just an indirect way of saying that someone shouldn't be able to take damage from two spits from different demigods at the same time. Simple solution is just don't fight two UBs at the same time, and, really, 2 UBs in a lane are stepping on eachothers' toes with Ooze and such, better if they split up.

---

You also don't note a Hybrid Beast build, revolving around Blade of the Serpant. BotF UB is certainly better first few levels but once you can Spit for 850 damage every 7 seconds, seems to trump the benefit of a BotF Ooze UB. But, I'm just an average player a Sedna + BotS UB vs a Sedna + BotF UB would probably go to the BotF team because of the early mid-game advantage and Sedna counters most of the DoT of Spit for the BotS UB.

There is also a Speed + Wrath + Ooze + Furious Blade build that works well on Exile because of the locations of the crystals.

Reply #104 Top

why dont you compare regulus mines vs other aoe attacks?

mines are far more superior because:

they have lower cooldown.

lower mana cost.

higher damage

more efficient mana/dmg wise.

and you can lay up to 2 sets of mines.

450 damage * 3 = 1350 dmg for 660 mana and AOE

knowing this, everytime you have to retreat, and you have spare mana/energy you can lay some mines on your retreat path

and while what can other heroes do? regulus already outranges many stuff combine that with life leech etc, no point in using some demigods.

 

regulus> torchbearer is most situations and most maps and gameplay.

regulus and unclean beast are the two most useful demigods and regardless of what enemy demigods are present they have extremely powerful builds that scale well into late game. demigods like oak are gimped in several matchups.

 

Reply #105 Top

Quoting StAcK3D_ActR, reply 4
why dont you compare regulus mines vs other aoe attacks?

Because you can't blindly compare the skills of two completely different DG. Just because one skill is more powerful doesn't make it overpowered or the other skill useless, as there are other variables you must consider.

EDIT: Quote tags broke.

Reply #106 Top

i have considered other variables.

 

your definition of balance is like this then:

lets make a demigod with 90% of his abilities having a negligible low impact throughout the course of the game.then upon reaching level 15, he gets the best ability in the game. this is because 90% of the other abilities arent that good.

you can't balance it like that just because x demigod has a particular weakness.

has anyone here played dow2? exactly the same bug which took like over 5 months to fix, an exact same ability (mekboy mines detonating instantly).

now regulus mines are meant to be used as mines as a defensive weapon. but when it is abused by throwing it like a projectile and it detonates instantly, its no longer called a mine. its basically now used as a 2 in 1 ability. both as defensive weaponry and a thrown projectile which does over 1350 damage with a low cooldown. regulus doesnt have that many weaknesses to make up for the overpowered mines damage. since mines are invisible and force enemy to tread carefully and in some cases makes players get the 50 gold invisibility detection item -taking up a slot, how can you call that balanced??

fact remains that mines always do something i.e have a drastic impact with little to no skill involved.

cooldown should be 20 secs if dmg is to be kept constant, otherwise max 800. they're mines fgs, and are already invisible and capable of stacking 2 sets on top. 

by everyone's definition in this demigod community, then its considered balanced? lol you can't balance it if you give every demigod something imba. it ruins the game.

Reply #107 Top

I dont even play Regulus, but if his mines get nerfed or even slightly changed it would make playing against him VERY boring. Please enough with these OP talks.

 

Just fix Horn of Battle and Sedna Healing wind. Seems like the consensus here.

Reply #108 Top

Quoting bobbyabc, reply 6
your definition of balance is like this then:

lets make a demigod with 90% of his abilities having a negligible low impact throughout the course of the game.then upon reaching level 15, he gets the best ability in the game. this is because 90% of the other abilities arent that good.

What the hell are you talking about? Regulus' mines don't go past level 10.....

now regulus mines are meant to be used as mines as a defensive weapon.

Says who?

but when it is abused by throwing it like a projectile and it detonates instantly, its no longer called a mine.

The name of the skill is irrelevent.

fact remains that mines always do something

Unless they miss, are interrupted, or walked around.

cooldown should be 20 secs if dmg is to be kept constant, otherwise max 800. they're mines fgs, and are already invisible and capable of stacking 2 sets on top.

You actually want to double the cooldown? Also, 800 damage wouldn't work because Regulus throws 3 mines at max rank, and 3 obviously doesn't go into 800. This is what I'm talking about when I say take variables into consideration.

lol you can't balance it if you give every demigod something imba. it ruins the game.

Except it's not imbalanced, and to be frank I don't think that any skills are really imbalanced. The fact that many of the things on this list are buffs instead of nerfs says something.

Reply #109 Top

Quoting Obscenitor, reply 2


regulus

mines need a nerf, this demigod is still too good. throw some mines on top on some minions. insta lvl up.
Regulus
Regulus mines do not need a nerf as it is fine if say throwing some mine on top on some minions . insta lv then torch bearer fire mode firenova is the same. If something is not broken why bring on the nerf bat.

 

Silly. Regulus is a Anti Demigod Assasin, and TB should be the only one who can aoe creeps so effective. Regulus mines should at least have no range, bwetter also nerf the dmg.

Reply #110 Top

Quoting vexerz, reply 7
I dont even play Regulus, but if his mines get nerfed or even slightly changed it would make playing against him VERY boring. Please enough with these OP talks.

 

Just fix Horn of Battle and Sedna Healing wind. Seems like the consensus here.

 

Its so ridicolous. you never played vs a good mine regulus. He will fist you.

Reply #111 Top

I really don't think a direct nerf to mines makes sense.  If you had to nerf it I would prefer to see something more interesting like making boulder roll set mines off, deep freeze make the temporarily inert, that sort thing, but it's really not necessary.

The problem is that if you nerf mines you need to start giving reg some other basic features like a real interrupt and a direct damage attack on a reasonable cooldown (no snipe is not a suitable direct spit/hammer slam/fireball replacement).

Serioulsy just try using an orb of defiance or something along those lines when his mines are about to hit you.

Reply #112 Top

Except it's not imbalanced, and to be frank I don't think that any skills are really imbalanced. The fact that many of the things on this list are buffs instead of nerfs says something.

 

HAHAHA. Sednas Yetis, Regulus Dead Eye, Mards Hammer, QoTs Tribte, QoTs unroot... are definitely underpowered. Would liketo know, which DG you play. I play all a bit, but tend to play TB or QoT. You know guys, that somebody (like that) who plays Regulus, doesnt want the mines to be nerfed. And someone who plays UB isnt interested in nerfing Acclimation. So this here is mostly a "lobby discussion". Even if i played UB, I would like some things to be nerfed. I wish here to disuss with  more neutral people, and not just specific DG fanboys. So all babies leave now, thx and amen.

 

 

Reply #113 Top

As an Erebus player, when I see most Reg's I'm only thinking one thing: "WALKING GOLD AND XP! YUMMY! :drool: "

They're hardly over-powered. Just annoying.

Reply #114 Top

Quoting Obscenitor, reply 11
I really don't think a direct nerf to mines makes sense.  If you had to nerf it I would prefer to see something more interesting like making boulder roll set mines off, deep freeze make the temporarily inert, that sort thing, but it's really not necessary.

The problem is that if you nerf mines you need to start giving reg some other basic features like a real interrupt and a direct damage attack on a reasonable cooldown (no snipe is not a suitable direct spit/hammer slam/fireball replacement).

Serioulsy just try using an orb of defiance or something along those lines when his mines are about to hit you.

 

That idea with the orb is really nice. Ill try it.

Reply #115 Top

Quoting ZehDon, reply 13
As an Erebus player, when I see most Reg's I'm only thinking one thing: "WALKING GOLD AND XP! YUMMY! "

They're hardly over-powered. Just annoying.

 

Hm, but when you play as TB for example, or have not HP items stacked, the mines can fuck you rly up. Thats a general Problem, HP Items are too cheap, or dps items too weak, see like you want.

Reply #116 Top

Quoting JuareZz, reply 12


HAHAHA. Sednas Yetis, Regulus Dead Eye, Mards Hammer, QoTs Tribte, QoTs unroot... are definitely underpowered. Would liketo know, which DG you play. I play all a bit, but tend to play TB or QoT. You know guys, that somebody (like that) who plays Regulus, doesnt want the mines to be nerfed. And someone who plays UB isnt interested in nerfing Acclimation. So this here is mostly a "lobby discussion". Even if i played UB, I would like some things to be nerfed. I wish here to disuss with  more neutral people, and not just specific DG fanboys. So all babies leave now, thx and amen.

Are you retarded?

Firstly, 90% of your nerf posts are saying how XXXX skill or DG is too effective against TB. So who's the fanboy again? I don't even play as Regulus.

Secondly you need to work on your reading comprehension. I never mentioned underpowered skills, I only said that I don't think any skills are really overpowered.

Thirdly, you're actually calling me a baby? Lmao....don't even joke like that.

Reply #117 Top

Quoting JuareZz,
You know guys, that somebody (like that) who plays Regulus, doesnt want the mines to be nerfed

No one good at this game wants mines to be nerfed.

Reply #118 Top

Shadow. which DG you play?

Jack yes its right that i whined about TB. But read it better. I wrote not that TB should be buffed. I wrote that Unclean beast with stacked HP Items is too strong, not just vs TB, also vs all others. I took TB as my personal example for my experiences with this...

Reply #119 Top


Quoting vexerz, reply 7I dont even play Regulus, but if his mines get nerfed or even slightly changed it would make playing against him VERY boring. Please enough with these OP talks.

 

Just fix Horn of Battle and Sedna Healing wind. Seems like the consensus here.
 

Quoting JuareZz, reply 10

Its so ridicolous. you never played vs a good mine regulus. He will fist you.

He not fist me I play good regulus many all time u no not talking bout. you baby you no not play.  Regulus no not need mine nerf.

Reply #120 Top

Just wanted to pop in and say that if one thing can be concluded from this thread, it is that Queen of Thorns is absolutely, positively, and without a doubt underpowered. The majority of her skills are underwhelming if not completely useless, and the few skills that ARE good are limited by her slow form-changing and the high-risk nature of ever being in Open form at all.

Please please please PLEASE GPG, read the section on QoT. She doesn't have to be buffed using our ideas specifically, but please buff her. Please.

Other than QoT, I think the game is well-balanced, the only exceptions being High Priests with Sedna and the Horn of Battle, both of which are bugged.

Reply #121 Top

[quote who="JuareZz" reply="18" id="2313716"I wrote that Unclean beast with stacked HP Items is too strong, not just vs TB, also vs all others.[/quote]

Honestly....what's your point? There's no way to have a "discussion" with you if you're going to be so vague.

EDIT: I hate the quoting.....

 

Reply #122 Top

Quoting JagerJack, reply 21
[quote who="JuareZz" reply="18" id="2313716"I wrote that Unclean beast with stacked HP Items is too strong, not just vs TB, also vs all others.


Honestly....what's your point? There's no way to have a "discussion" with you if you're going to be so vague.

EDIT: I hate the quoting.....

 [/quote]

QFT SD buff the quoting function please.

Reply #123 Top

Wow i'm surprised people asking which demigods they play? lol?

It seems that some of you are fanboys who are immature and don't want this game to be fun and balanced..

fyi i'd like too see all demi's balanced and obviously viable regardless if its 2v2 or 3v3 ..etc.

play all demigods and enjoy them, don't whine about your favourite demis.

Reply #124 Top

Just in case anyone starts to dispute any changes/nerfs I propose and accuses me of "you never play XXX so STFU!". :)

I am experienced with these builds and thus claim to know what I'm talking about. In my case, experienced means to have played at least 10 games against at least hard AI.

Lord Erebus Oak RegulusRook
---- Minion Master
Minefield Sniper
Minefield Angel
Tower Farm Ninja
Hammer Ninja
Torch Bearer Sedna Unclean Beast Queen of Thorns
Fire&Ice Hybrid Immortal Sedna Ooze Brawler
Spit-Ooze Hybrid

Siege Support
Minion Master (bleh)

I played some of them extensively on multiplayer (Epoch 1, though), like Oak and Tower Farm Ninja. Right now I'm trying to play a competetive QoT Siege Support with Uproot ... just for the heck of it. I'm also experimenting with the Regulus Minefield Angel (mines & angelic fury, augmented by Poisoned Dagger). I know my basics and some advanced stuff.

And Mines don't need a nerf. They are hard to aim and easy to evade, given some experience. In exchange, they nuke.

So, that's my profile. :)

Reply #125 Top

Quoting JagerJack, reply 21
[quote who="JuareZz" reply="18" id="2313716"I wrote that Unclean beast with stacked HP Items is too strong, not just vs TB, also vs all others.


Honestly....what's your point? There's no way to have a "discussion" with you if you're going to be so vague.

EDIT: I hate the quoting.....

 [/quote]

 

Its so, a friend of mine never played dg before, started plaing online i told him to stack hp items with ub he dominated both enemies. He is much worser than all my other friends. He won for sure because of ub.