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Balancing the Demigods Post

Balancing the Demigods Post

If you considered which was more powerful; assassins or generals I believe generals would be more powerful. 

Idols are very powerful in the hands of players who know how to use them.  Especially if they are able to overlap thier monk/bishop ect idols.

 

1 demigod being good can make another demigod be bad.  Ie.  If QoT was the only general demigod then she would be quite good because she would be the only choice when choosing an idol build.   Consquently if you made certain other general demigods less powerful it would also idavertently make QoT more attractive.  Food for thought.

 

tier wise a lot of people will agree: OAK,EREBUS and UNCLEAN BEAST are the strongest demigods all around. tier 1 that is.

 

theres nothing wrong a strong Oak and Erebus and they are able to dominate games.  I just think that because they can become so powerful, they shouldnt be able to dominate games from so early on.  IE they should start slower.

 

I propose Oak and Erebus should be made weaker from lvls 1-8.  Ie.  At level 1 they should have 10% less hps and do 10% less damage, at level2  be 9& weaker,  at level3 be 8% weaker, at level4 be 7% weaker, until level 8 where they are 2% weaker than they are now then at level 9 they are the same as they are now.      Basically they should start off a lil slower to balance the fact of how powerful they are.  

 

UB is not a general and its ok hes so powerful close up.  But I think halfing the range of his spit is good for him as he should be more of a close range tank.

 

 

QoT should be buffed(stat wise or made to lvl faster(making her an early game demigod)).   

 

 

 Id like to see Demon Assassins base stats buffed a lil too but not so important

 

Thank you devs in advance  for seriously considering what I have to say and making these changes right away

29,980 views 67 replies
Reply #26 Top

  i think the one thing we can all agree on here is that Queen of Throns needs to be nerfed

Reply #27 Top

Now ya'll are just trying to get under my skin.

Reply #28 Top

If Frogboy showed up to post that the queen would be nerfed in the next patch due to numerous user complaints, my day would be complete. (Here's hoping that Frogboy has some sort of program that alerts him when his name is used on the forums kind of like how candlejack can fi-

Reply #29 Top

Quoting synnworld, reply 24



Quoting GM-NinkiCZ,
reply 23
DA's shadow swap should slow the opponent after swapping.that would jut op it as it already stuns the one swapped.

End of synnworld's quote

Isn't that more like an interrupt since it doesn't actually stun for a duration?

Reply #30 Top

Quoting Splitshadow, reply 28
If Frogboy showed up to post that the queen would be nerfed in the next patch due to numerous user complaints, my day would be complete. (Here's hoping that Frogboy has some sort of program that alerts him when his name is used on the forums kind of like how candlejack can fi-
End of Splitshadow's quote
I would hack stardock, and bankrupt them!

Reply #31 Top

Quoting GM-NinkiCZ, reply 29



Quoting synnworld,
reply 24



Quoting GM-NinkiCZ,
reply 23
DA's shadow swap should slow the opponent after swapping.that would jut op it as it already stuns the one swapped.




Isn't that more like an interrupt since it doesn't actually stun for a duration?
End of GM-NinkiCZ's quote

I like the idea of a slow after the swap, I think it should rank up like beasts diseased claws because DA needs something to make him a bit more effective.

I am a bit sad that this post got a bit derailed. I would like to get back on track if anyone is will to debate balance again.

On that note I would like to address citadel upgrades. What do you think could be done to make the lesser used paths more interesting (death penalty, tower damage/hp, trebs, finger etc...)?

Reply #32 Top

I don't think buffing DA's one good skill is really the way to go. Doubling the effect of his passives would be a good start :P 

Also, warp area should make him turn into a tornado of knives that moves 10% slower than the normal DA's speed

Balance could be achieved by giving all the weak demigods lots of good skills or taking away everyone's good skills. The former would be more fun/fast paced and the latter would make the game more strategic.

Reply #33 Top

IMO the only thing wrong with balance is the map's are to small and the flags...this already gives fast meleers with high HP the best. Flags...you have to stand near them to cap em so the enemy Beast, Ereb can just sit there and tank your dmg as ranged and when you DO actually get them to move they're back in very little time thanks to small map size and tele scrolls. This Gives melee advantages because there is almost no kiting with the cramped lanes and having to stand in a (small) area to capture flags...but take this with a grain of salt as I haven't played in awhile. (This is my opinion after playing LoL which has no flags where ranged chars are viable)

Reply #34 Top

Quoting Shiro_Sol, reply 33
IMO the only thing wrong with balance is the map's are to small and the flags...this already gives fast meleers with high HP the best. Flags...you have to stand near them to cap em so the enemy Beast, Ereb can just sit there and tank your dmg as ranged and when you DO actually get them to move they're back in very little time thanks to small map size and tele scrolls. This Gives melee advantages because there is almost no kiting with the cramped lanes and having to stand in a (small) area to capture flags...but take this with a grain of salt as I haven't played in awhile. (This is my opinion after playing LoL which has no flags where ranged chars are viable)
End of Shiro_Sol's quote
Giving shamblers the ability to cap flags would counter this nicely. 2 shamblers = 1 flag.

Reply #35 Top

Quoting Cowbuttzex, reply 1


DA and Reg start with a 6.3 movement speed

End of Cowbuttzex's quote

YES! Make DA Faster!

Reply #36 Top

Quoting Maxsteel32, reply 35



Quoting Cowbuttzex,
reply 1


DA and Reg start with a 6.3 movement speed




YES! Make DA Faster!
End of Maxsteel32's quote

imo he needs to be....

Reply #37 Top

Later Citadel Upgrades need to be made better.   Everyone gets Exp, and Gold upgrades so there is no thinking involved.   Past level 1 the other upgrades should be buffed in thier effects.  So it would be a strategic decision to sink money in them fairly early on.             Right now there is simply no reason to get a lot of the upgrades until late game when you have nothing else to spend the money on and want to upgrade your monsters.

Reply #38 Top

ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them 

Reply #39 Top

So you WANT to nerf Regulus?....right.

Reply #40 Top

Quoting will516, reply 38
ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them 
End of will516's quote
Can we put a no, and then a hell in front of that.

Reply #41 Top

Quoting synnworld, reply 40



Quoting will516,
reply 38
ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them Can we put a no, and then a hell in front of that.

End of synnworld's quote

I would agree with a tower range increase. It might make the higher levels of tower splash attack more interesting. I do not think the should go on fortify structure though.

Reply #42 Top

Quoting Cowbuttzex, reply 41

Quoting synnworld, reply 40


Quoting will516,
reply 38
ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them Can we put a no, and then a hell in front of that.


I would agree with a tower range increase. It might make the higher levels of tower splash attack more interesting. I do not think the should go on fortify structure though.
End of Cowbuttzex's quote
What about all the squishy characters who aren't reg and barely stands with in te towers range as it is?

Reply #43 Top

Quoting synnworld, reply 42



Quoting Cowbuttzex,
reply 41

Quoting synnworld, reply 40


Quoting will516,
reply 38
ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them Can we put a no, and then a hell in front of that.


I would agree with a tower range increase. It might make the higher levels of tower splash attack more interesting. I do not think the should go on fortify structure though.What about all the squishy characters who aren't reg and barely stands with in te towers range as it is?

End of synnworld's quote

If your talking about QOT she has to get into tower range to AA anyway and with ground spikes I don't care how strong the tower is, your putting it in NEGITIVE ARMOR which makes you AA towers up to 600 damage at level 4 ground spikes.

TB rapes towers and has to be in range to do it as well.

The only character effected by additional tower range would be reg not being able to peck at towers from a distance. He just has to be like everyone else and take his tower shots like a man.

Reply #44 Top

Quoting Cowbuttzex, reply 43

Quoting synnworld, reply 42


Quoting Cowbuttzex,
reply 41

Quoting synnworld, reply 40


Quoting will516,
reply 38
ie.. tower strength upgrade 2 or 3 should increase the range of towers so they can reach a regulus or occulus autoattacking them Can we put a no, and then a hell in front of that.


I would agree with a tower range increase. It might make the higher levels of tower splash attack more interesting. I do not think the should go on fortify structure though.What about all the squishy characters who aren't reg and barely stands with in te towers range as it is?


If your talking about QOT she has to get into tower range to AA anyway and with ground spikes I don't care how strong the tower is, your putting it in NEGITIVE ARMOR which makes you AA towers up to 600 damage at level 4 ground spikes.

TB rapes towers and has to be in range to do it as well.

The only character effected by additional tower range would be reg not being able to peck at towers from a distance. He just has to be like everyone else and take his tower shots like a man.
End of Cowbuttzex's quote
Really doesn't mean mch when about 4 hits from the tower means they have to retreat afterwards.

Reply #45 Top

i agree with all that lord synnworld says all hail the power of queen she will rule us all and be the glory of all the worlds we reside in. :P bahahahahahahahahaha :grin:

Reply #46 Top

youre missing the part where it would cost over 5000 gold to get that upgrade.  hardly overpowering. and thats just an idea for buffing the non used cit upgrades (after the first ones)

also different monsters to choose from when choosing monster upgrades.  to add strategy and variety.

also placeable towers that you can buy.  or maybe even choose where they start at begining of game

i think ive mentioned selectable monster spawn paths every 2.5mins or so, or on flag recaptures.  

QoTs tower damage spell should also be a life transfer like rooks building transfer spell. 

erm weaker oak and erebus from lvls 1-7

i got some more stuff...  buff the non used favor items some more.  like +15% exp should be the one item.  not 10%.  Thats just silly only 10%, no need to even think of considering that.    

 

 

Reply #47 Top

Perhaps make the citadel upgrade paths more like the demigod paths so the top level is often something different but a little bit uber... a quick example like ub... inner beast is movement speed and attack speed but top level changes to damage reduction. Make it worth teching all the way up

Reply #48 Top

finger of god should target a creep wave, deal 700 dmg, and split the gold / xp for the team.  

Reply #49 Top

About Demon Assassin, i agree he definitely needs a starting speed of 6.3 (this would indirectly buff his passive speed skills too), and a tweak to warp area lvl1, since it is so useless and so much worse than warp area lvl2 and other basic AOE skills.

I'd double the number of targets it hits (8 instead of 4) or the damage it deals to each (500 instead of 250), cos 4 targets at 250 damage each for its mana cost it's a f**ing joke, considering how mana hungry DA is.

Just those 2 changes would bring DA to a competitive lvl and create a little more variety in builds, since right now there's only 1 barely viable build.

Reply #50 Top

We are having a 2v2 tournament coming up and the general consensus is the following 2v2 teams are fair.  The reason I post this here is because its fairly enlightening as to what dgs clearly need some tweaks.  

Note that demon assassin and reg are playable in any combo (eg that means we can't come up with any 2v2 combo in which they would be considered op).  I agree re: DA getting a speed boost at the very least.