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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 #151 Top

 

being able to focus fire and snare/weaken/stun/silence/mana drain a single target is exactly the kind of move that will counter health stacking
Coordinated teams are exactly what is able to blow through health stacking already. I think this would just turn 3s and up into a gib fest. I don't see how being on the receiving end of this would ever be remotely enjoyable.

 

Reply #152 Top

Quoting Obscenitor, reply 1
 
Coordinated teams are exactly what is able to blow through health stacking already. I think this would just turn 3s and up into a gib fest. I don't see how being on the receiving end of this would ever be remotely enjoyable.
 

HP stacking is currently the dominant strategy because the offensive tools are too week. Playing more carefully but having a higher damage output should be a possible tactic, but because you can only ever do ~2k damage at most from an ability spike you need snares and stun to be able to take an opponent down.

If you want health stacking to remain the only real option for half the toons, then keep things the way they are, but I really don't think it makes for an interesting game where nearly everyone on the field has the same items simply because the offensive choices are poor. The "gibfest" you are describing is exactly the result of changing the items to allow a more offensive build that can compete with a defensive one, the offensive player may be able to take out a health stacker without much problem but the health stacker on the other hand can kill the offensive player becuase he has less HP.

You can do it with passives instead of actives if you like, make all the + dmg items about 5 times as strong as they are now and HP stacking would be useless while everyone buys gloves, but I think it would be a lot more interesting to do it with activatables. Add some more strategy to when you activate things (conserve/front-load) and coordinating pushes with your team-mates in synch with your item cooldowns etc.

Reply #153 Top

Do all that with activated items and you don't stop HP stacking at all, you just provide alternate means to increase damage, aka winners pull ahead that much harder.  Currently once a player loads up on gear the only real use for gold is citadel upgrades and artifacts. Add in an item that lets a UB snare or silence a player and you'll just see UBs who get a few early kills dominating for the rest of the game.  Some characters will thrive, especially melee ones if you want to see things like the Orb of Veiled Storms and inherently fragile DGs like Regulus will falter.

If they add new items that do these things I'm not going to complain, but I strongly disagree with your sentiment that of all the things possible improvements that could be made decreasing player longevity should be near the top of the list. Currently even 7k health can be blown through in two rounds of attacks in a 3v3.

Reply #154 Top

Add in an item that lets a UB snare or silence a player and you'll just see UBs who get a few early kills dominating for the rest of the game.

They do anyway, since the gold advantage currently means they'll have a thousand or so more HP and more armor/mana because of nimoths/unbreakable boots. Activatables aren't going to change the slippery slope of the game.

Currently once a player loads up on gear the only real use for gold is citadel upgrades and artifacts.

Theres a period where artifacts are too expensive but you already have all the good ~2000 gold items, I'd like to see something worth buying in that 2 - 5k bracket that isn't narmoth's ring and I think activatables would fit in there nicely. If the only real use for gold at that point is cit upgrades it's not a very deep game mechanic. Offering players an alternative to just buying creeps could open up new options and strategies.

I don't agree it disadvantages Regulus players, it advantages them since it gives them good offensive options to compliment the usual speed stacking. So instead of buying crap +attack and +dmg items he can have access to an additional snare or something else that can really make the difference in smaller fights.

Yes you can blow through 7k HP with 3 players all focusing on a single target, but is that really what you want? Running around the map in a big gank squad being the only way to get kills?

I think we just like different games :P I'd like some more stuff to do in combat...

Reply #155 Top

Reduce the cost on the Parasite egg.  Its not really much better than the warlord's punisher and also seems to have a really odd bug that makes you stand still if you don't activate it successfully and not be able to move at all until after someone kills you..

Making it cost 3k is a reasonable amount to counter generals priests :)

Reply #156 Top

They do anyway, since the gold advantage currently means they'll have a thousand or so more HP and more armor/mana because of nimoths/unbreakable boots. Activatables aren't going to change the slippery slope of the game.
I don't see how you can say that introducing new offensive items wouldn't change the pacing of the game.
Yes you can blow through 7k HP with 3 players all focusing on a single target, but is that really what you want? Running around the map in a big gank squad being the only way to get kills?
That's not how it functions at all though, I picked 7k because that number exceeds the HP of any reasonable character until extremely late level 15+ games. You hardly need three people to kill someone quickly with how the game is right now unless they can self-heal. I think your perception and my perception of DPS don't jibe.

I don't agree it disadvantages Regulus players, it advantages them since it gives them good offensive options to compliment the usual speed stacking. So instead of buying crap +attack and +dmg items he can have access to an additional snare or something else that can really make the difference in smaller fights.
I don't see this at all.  What I see is a character who already gets bullied by melee and who the vast majority of the time will not get the first kill. As exhibit A I present the pantheon and light's inevitable defeat every single time (except the first when people didn't know how to play). If that melee character gets the first kill or two then the snare item is going to go to the melee first. Regulus survives by not getting hit, or at the very least getting hit less than other DGs.

In a group encounter with multiple snare items being able to snare one opponent yourself is not going to enable a new style of defensive play, it's going to guarantee you're snared and the enemy reaches you. I wouldn't bet my first born on it, but I'm pretty certain adding more snares wouldn't benefit regulus overall and it wouldn't be too kind to TB either.

I think we just like different games :P
I concur, I enjoy Demigod and you would prefer to see it made into something else. :dur:

Seriously though I don't see why adding in item diversity needs to equal shortening DGs' lifespans. You could do tons of things to broaden item usage, you could easily put more regen/armor/health/mana on the gloves to get them into play. If it's more activated effects you want then you can add activated defenses, hell you could even have drawbacks to make it really interesting, like reducing damage taken and received for a few moments, or you could have short-duration damage shields which require you to take damage to work. I mean afterall they're still pieces of armor it's not like there's any thematic reason why gauntlets can't improve your durability a bit, it is what they were made to do in real life and plenty of gauntlets currently give regen or minion health, so clearly it doesn't clash with the concept behind those items.

You seem to be using two disparate, argument-proof lines of reasoning to get the game changed to what you want it to be. By argument proof I mean they're along the lines of "support the troops," "country first," that sort of thing. You take these two common themes that everyone seems to agree on, the first being that there should be more variety in equipment usage, and the second being that proc items should be made more interesting. Seriously, who doesn't like interesting stuff, how can anyone argue against either of those?

But the problem is that the proc items, aka wyrmskin handguards and journeyman treads do actually get quite a bit of usage while still being a departure from the standard set of item choices. I would even say that groffling isn't a standard pick due to its price, it's used only by the most extreme defense stackers while many other people would gladly spend a bit more on a mageslayer or snag narmoth's ring.

There's no real evaluation of what makes those proc items picked, just the argument that they should be made into on-use items to improve the game, and no extrapolation beyond my rough guess of what those items would look like if they were converted and no guarantee that they wouldn't become part of the new cookie cutter item setup.

Also there's a major issue of DG homogenization when the tricks that dictate success or defeat shift more to item usage than ability usage. Now don't get me wrong, an unartful DG like UB would benefit from requiring more complexity to succeed and I f'ing love the orb of defiance, but adding in more snares, stuns, and other effects push obtaining victory towards reducing control over the opposing player's character and that really just doesn't appeal to me. That, to me, is World of Warcraft, and I'm done with that game.

Reply #157 Top

Quoting Noam_B, reply 24
Hey, i'd love to get some feedback for my idea to make TB's aura effect the time it takes to switch forms, haven't seen any comment to that.

if you don't like it i still think that the time it takes to switch forms should be equal for fire and ice (right now it takes much longer to switch to fire then it takes to switch to ice). any reason fire takes longer?

btw i'm not saying the time should be reduced, only equal, make switching to ice longer and switching to fire quicker.

I didn't conciously notice the time difference until you said so. I did notice, that TB stops moving when switching from ice to fire but keeps on walking uninterrupted when he switches from fire to ice. I reacted to that by making fire mode my default form when playing hybrid TB. I do a ring of fire, switch, then shower the crowds with ice.

This even makes sense with the aura effects: While in fire mode you get the speed buff aura. After stopping to fight in ice mode, you get the speed debuff aura.

I can live with the current TB switch speed.

 

However, I object to how form switching stops QoT in her tracks. When switching from closed to open she walks on. When switching from open to close, she stops in her tracks. Her animation doesn't justify this (as opposed to TB's animation sequence).

PS: QoT walk-stop might just be the other way around ... I have to recheck. :P

Reply #158 Top

@Obscenitor & @Woppin

I agree that it's a bit sad that the most effective shopping-strategy pinnacles in HP-stacking. It's a bit boring and indicates, that the main focus on this game is not-to-die as opposed to reach certain other objectives. I don't think wielding the nerf hammer on hp-items is the solution, though. I think, the solution is: The FREE MARKET.

While the unregulated free market doctrine failed miserably in real life, it could still benefit Demigod by introducing supply-and-demand mechanics:

  • Globally (that means content patches) rotate items that are barely ever used out out of the shop in exchange for new ones (Disadvantage: Would need people that develop new content on a regular basis ... )
  • limit items in the item shop (e.g. only 4 banded mails per map ... or 2 per side). SOLD OUT!
  • Globally and automatically increase the cost of items that are in high demand. E.g. the server decides that the high demand for Unbreakable Boots can't be met without hiring more gremlins (who are unionized and demand a pay raise), meaning that the producer has to raise prices. While this might be interesting - a fluid economy - it will also be confusing to players that expect an item to cost the same at any time.

Just an idea. Might be interesting enough to discuss in a seperate thread.

Reply #159 Top

While I've had a bunch of thoughts on these issues, I'm going to abandon a lot of them and just put up a couple of things.

1. (for me the biggest issue) Qot, when changing forms, will sometimes stop to change forms, even though usually she keeps going. This is a problem especially during a retreat, having her stop to change forms has cost me more lives than I think I can count. It seems to happen when there is a lot going happening on the screen, as if it were related to CPU load, or the peer to peer mini network. My issue is that it should at least be consistent, she should always change forms in one way or the other either she always changes form and it doesn't affect her forward motion, or she always changes forms and she stops to do it, I'm not sure which they intended, but as it stands it's unpredictable and needs to be fixed. Honestly if the Devs are at a loss for whether to choose her being mobile for her change in form or not, my opinion is that she probably has to be mobile, primarily to make retreat possible. If she has to stop to change forms you might make retreat situations impossible.

2. Erebus should spend a skill point to get nightwalkers, and have to cast conversion aura. I think one of the things that is wrong with Erebus is that he probably can't go out and get into fights, without getting some night walkers. Whereas all other generals have to cast, use mana and skill points to facilitate it. When in combat, because of this, since he makes no effort to get them, you can easily have to fight off a small horde of the things (not that they're too much of a threat, no more so than oaks spirits, but there are usually a lot of them and can be fairly tough, if erebus has spent some skill points on them)

4. Mist should cost Erebus Health...like back during beta, or what I think is better would be if it costs both health and mana, but at about 60% of the rate it costs now.

4. The Horn of battle issue that was brought up to me by SoFFacet: Yeah, it seems like it having an unlimited range is a problem, perhaps having it's effect drop off with their distance from the general would be effective, or perhaps simply a finite range.

 

Reply #160 Top

Quoting Aroddo, reply 8
@Obscenitor & @Woppin

I agree that it's a bit sad that the most effective shopping-strategy pinnacles in HP-stacking. It's a bit boring and indicates, that the main focus on this game is not-to-die as opposed to reach certain other objectives. I don't think wielding the nerf hammer on hp-items is the solution, though. I think, the solution is: The FREE MARKET.

I agree there's no need to nerf HP items, I think it should remain a viable strategy, but at the moment the offensive options are far too limited to compete with it. Not sure if a free market would be any better, certainly in PUG I can see people not liking it at all (like in CSS)

On a side note I like the mix of favor items, the active ones like cloak of night, heaven's wrath, horn of battle etc. are the type of thing I'd be interested in seeing more of at the shop.

Seriously though I don't see why adding in item diversity needs to equal shortening DGs' lifespans.

You're right, I was focusing on offensive items since they are the most obvious counter to +HP builds, but that is a separate problem to the other half of the item shop being mostly unused. I'd just like more options, and given how much fun it is playing with cloak of night vs BotF my experience is that active items are more interesting and fun to play with than passive ones. I'd like the active/passive ratio in the item shop to at least be in the same ballpark as the artifact shop and the favor options.

At the moment the only real strategy is: Not die, cap flags, upgrade creeps. The only way you can really stack your DG into a godly position and actually win is if your opponents feed you enough gold to get artifacts like mageslayer and ashkandor, far faster is the option of simply upgrading creeps to giants and sticking with the same stalemate tactics as the rest of the game. What if we made items more powerful, allowing kills to become more common in skilled matchups where one team decided to forego creep upgrades and instead buy a bunch of items to make them offensive powerhouses? At the moment going items over creeps simply means you'll need to retreat more often, but it rarely actually means you'll die (ime).

We have a wand of speed. That is the exact type of thing I'm talking about. I'd like items that buffed a bunch of other stats (attack speed, damage, armor, blanket resistence, regen) in the same manner (high buff, short duration, long cooldown). Even having tradoff ones...you become very slow but your attack speed goes up a lot, your armor is decreased but you gain extra damage...could be interesting.

Also there's a major issue of DG homogenization when the tricks that dictate success or defeat shift more to item usage than ability usage.

DGs have the abilities on 5-10 second cooldowns mostly, I was thinking of cooldowns in the 30 - 45 second range for items. I don't think they would dictate play with that long a cooldown but they could prove decisive in the key battles that occur throughout the game. But I do see what you're getting at, and I agree it's a risk once items start having DG-esque abilities.

I'll stop derailing your thread now Aroddo, and thanks for keeping the OP up-to-date :D

Reply #161 Top

I thnik the glovres are just too weak, compared too hp items. That must be changed. also thetime QoT and TB need to switch there form should be much shorter. and bufff Sednas Yetis. Also make spit and Regs mines close combat - I think then the game would be much more balanced.