Question about "Inspiring Roar"
Does "Inspiring Roar" only affect my Idols and Yetis?
Does "Inspiring Roar" only affect my Idols and Yetis?
Yes, unfortunately, this level 15 ultimate ability only affects your minions, both summoned from skills and idols
Ridiculous, I know. If it were increasing Sed's speed and evasion by 15%, it could have been awesome.
yeah... or if it worked on your teams' creeps, but that we be VERY powerful. As it is, its generally not worth getting.
How great it would be if we could get a patch that reworked these redundant spells rather than only 1 or 2 viable builds per demi.
Hey guys, thanks for the quick answer, good to know that there are still people checking new posts.
Then, I probably wont upgrade "Pounce" to level 5 anymore, or I will level it when I am getting to level 20 or something. Since I only heard bad things about the yetis there seems to by only one build for sedna then.
And I have another question:
Do you guys level "enhanced attributes" for any assassin? Personally, I upgrade "moral" for example for Lord Erebus because I think the bonus for the minions is quite good, but if you ask me, the equivalent assassin upgrade looks pretty weak,.
Since I only heard bad things about the yetis there seems to by only one build for sedna then.
Well, no. Look here: http://forums.demigodthegame.com/388569 and here: http://forums.demigodthegame.com/403415
the equivalent assassin upgrade looks pretty weak,.
It only looks pretty weak. Various UB and TB builds should get it.
Ok, there are some other builds, but since you shouldnt get yetis, you dont need morale, which means you can max out almost every other skill.
Theoretically, yes, you can. However, not every game lasts till level 20, so what really matters is the progression order.
Ooze Ub, Fire TB, Auto Attack Regulus, and an occasional Slam Rook will get Stats.
Would like a list of these at some stage (if anyone can be bothered) so i can work in some items to make them more useful in my mod.
(ie i could make an item that when you pick up this skill you then bonus all nearby creeps/allies etc)
Two things I personally would like to see are: (1) QoT's Spike Wave becoming an interrupt (for example, a 0.1 s stun, like Sed's Pounce), and (2) Sed's Inspiring Roar applying a 15% speed/15% evasion aura in a 15 y radius (her usual aurae radius) for 5 s -- ofc, should affect her as well. Note these changes are hardly game-breaking, they are more in a careful restrained re-balancing vein.
I completely agree that QoT should get an interrupt that functions as a .01 stun. That would be huge for increasing her viability in high level games. That said, I'd say the exact same thing for regs mines. My take is that all dgs should have some sort of interrupt (after 4k games or so). We all know that if we are up against a dg with no interrupts, then we can cast large pots with no worry or tp our with no worry. There should be a threat of interrupt from any dg. And if not a threat, then something huge that offsets to say - ok, they don't have an interrupt, but they are strong... eg - oak has an int, but he also has the shield ability that means he can escape from ANYONE except a da. A logical offset would be to make pent NOT an interrupt (so he lacks a strength, but can generally escape). Anyway, I'm fine with oaks that can get away scot free, but I think ints for all dgs would be great and a reasonable balance. The bottom line is that all dgs should have an int unless they have something that makes then not having an int worthwhile - and no dgs without an int currently have something that makes them super strong to justify the lack of an int.
I disagree about the change to sed you describe. 1st - I agree that her current ability is crap. The level 15 bonus is never worth getting. That said, consider that with cooldown flags + her ability to reduce her own cooldowns... she could pounce like every 4-5 seconds. This would result in a never ending speed + evasion aura. It should be changed, but not to that, imo. That's arguable, of course, but if you think about 3v3 fights where a sedna could silence, then pounce... then pounce... then pounce... then silence - its a decent bonus. Is it op? Maybe not. I'd certainly take that ability instead of skipping it as it is now. Not sure if its over the top or not though. I think you'd have to reduce the bonus to like 3 sec so that it isn't always active or increase the cost of pounce to make it actually hurt a late game sedna to use it.
That said, consider that with cooldown flags + her ability to reduce her own cooldowns... she could pounce like every 4-5 seconds. This would result in a never ending speed + evasion aura. It should be changed, but not to that, imo. That's arguable, of course, but if you think about 3v3 fights where a sedna could silence, then pounce... then pounce... then pounce... then silence - its a decent bonus. Is it op? Maybe not.
Probably still not OP, but would be one of the strongest ultimates, yes... I can see your point: she will buff her teammates and creep waves to the extreme this way. But even if we change it so it would affect only her minions + her, it would be somewhat interesting. As it is, it's completely ridiculous.
your thoughts continued over here: http://forums.demigodthegame.com/404371
also - if you are talking about applying this to any creep in her radius, that is op without a doubt. She heals creeps already with healing wind... add an evasion + speed aura to that and just by walking with some creeps, she could likely lead the creeps to crushing a citadel in short order. My comments were based on the aura applying to dgs only.
My comments were based on the aura applying to dgs only.
Well, all aurae in Demigod affect creeps, so I don't think this mechanic can be changed. Let's say it should at least affect her. Minion-only buff... WTF?!
pendant of grace gives 15% dodge to minions and 10% dodge to dg that has it. I suppose that's not an aura, but still. Never really paid attention if creeps near a fire tb with fire aura going actually moved faster... interesting if that's the case. Anyway, I'm game for trying the "crazy" sedna buff via a mod to see if its crap or not.
Well, Erb's and Sed's aurae do affect creeps. Not sure about fire TB, either. I can look it up in LUA files a bit later.
Huh? 24 hps isn't significant at level 15. Many demigods will single-shot every creep except Giants and Catapults at that stage of the game.
15% dodge compared to 15% attack speed from fire aura... since dodge only works on autoattacks (and spit) the dodge will only be significant when Sedna is "pushing" a creep wave alone (she can pounce a giant, then move back and let her creep wave win). However, she gets 0 gold from doing this.
Basically, this change would enable Sedna to lead a creep wave extremely well. She still wouldn't be able to content any other demigod in a creepwave.
And, yes, Fire Aura, Surge of Faith, etc, all effect creeps. I'm amazed you didn't know that. In fact, Fire Aura and Surge of Faith affect minions TWICE, in terms of the speed benefit (base minion speed is based off of the general. If the general is moving faster, so do the minions. If a minion is also buffed with Surge or the aura, then they move even faster from that).
Have done this. It works fine, and didn't seem overpowered at all, especially given the short duration. Keep in mind that this is a L15 ability, at the end of a tree that nobody maxes out due to diminishing returns. By the time you get it, Demigods are solidly dominating creeps with both abilities and AA anyway.
Might be a bit powerful when combined with more-useful Yetis, however.
Have done this. It works fine, and didn't seem overpowered at all,
Ah, I must have this mod, so I can destroy ppl late game leading creepwaves to their cit and Pouncing the hell out of any fool that gets in my way! Pwn3d, n00bz!
Oh, wait... They should have the same mod enabled... Bad luck, I guess.
especially given the short duration. Keep in mind that this is a L15 ability, at the end of a tree that nobody maxes out due to diminishing returns.
You can make it semi-permanent if you play your cards right (cooldown flag + MP III = cooldowns at 2/3 of normal duration). Also, not maxing out Pounce tree ASAP is usually a grave mistake in a skilled 3v3 match. For a detailed discussion, see sections I and III here: http://forums.demigodthegame.com/403415
PS: Please upload it, if you don't mind. Maybe I'll find some good players foolish enough to oppose the might of modified Inspiring Roar, and so it will get tested in field conditions.
It's buried in one of my screw-around mods. If you don't mind creating a new mod to put it in, paste this into hook\units\heroes\HSedna\HSedna_Abilities.lua (quote the post to copy the code, otherwise it'll be messy):
This doesn't change the current functionality of Roar, and just additionally buffs all units within a small radius of Sedna (not the target location), including herself. I used the same buff, since it had no category restrictions.
Edit: The buff check in there probably prevents it from being chained endlessly, even though that wasn't the goal (it was there just to prevent needless buff re-applications). If it's cast again in <5 seconds, it won't reapply the buff to local targets, although it still will to her minions. If you want to change this, just remove the 'if not Buff.HasBuff' etc line and the corresponding 'end'.
Thanks a lot! I'll play around with this ![]()
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