Community Feedback Needed - Giving QoT/Regulus/Oculus an Interrupt

OMG__In1 brought up giving Qot an interrupt in another thread and it got me thinking... what if we could make it so all dgs had an interrupt?  Does anyone oppose that concept?  The basic logic is that we generally behave differently around dgs that have int's vs dgs without.  For instance, if you are up against a reg 1v1, you might very well use a large pot to heal or just tp away to safety knowing he can't stop you. So, if a dg doesn't have an interrupt (a very critical skill in demigod), I'd argue that they should have something that makes them stronger so that they get some benefit or strength for not having an interrupt.  As it stands, I don't believe that the dgs without interrupts have anything that really makes up for it.  Does reg?  Does Qot?  Does Occ?  I'd argue no.

So, my thought is we should give all of these dg's interrupts.  OMG_In1 suggested giving Qot an interrupt tied to spike wave.  This would give a .1 sec stun (eg they arent frozen, they just have their ability interrupted).  I think we should give reg a .1 sec stun tied to his mines (this would actually be HUGE in increasing his strength late game).  And I suggest we give occ an interrupt of .1 sec for using blast off. 

What do you guys think?  Should all dg's have some sort of interrupt or is everything fine as is?  Do the changes I suggest sound reasonable?  Some dg's even have 2... others have none. 

72,448 views 225 replies
Reply #1 Top

NT

Reply #2 Top

Here's the catch: based on currently commonly accepted DG tiering, both QoT and Occ don't really need to be any more powerful. Of course, Reg = epic fail late game, unless a better player wants to handicap himself. So maybe really giving Reg an interrupt is a more pressing issue, so to say. In other words, Occ with interrupt will become T1, QoT will be a very very very high T2 (I think she's a low T2 as it is), while Reg... well, he will probably become viable in more matchups than he is now.

Reply #3 Top



So, my thought is we should give all of these dg's interrupts.  OMG_In1 suggested giving Qot an interrupt tied to spike wave.  This would give a .1 sec stun (eg they arent frozen, they just have their ability interrupted).  I think we should give reg a .1 sec stun tied to his mines 
End of quote

 

Both great ideas, but seriously, has Stardock/GPG given the slightest indication that as far as they are concerned this game is anything other than dead?

 

 

Reply #4 Top

That's for Pacov to answer :X

Reply #5 Top

you should fix your title (:

Reply #6 Top

Well, so he wants three interrupts for Sed. Is that a sin, Hedgie? ;)

Reply #7 Top

Quoting OMG__IN1, reply 6
Well, so he wants three interrupts for Sed. Is that a sin, Hedgie?
End of OMG__IN1's quote

heh... I couldn't figure out what hedgie was on about... then I learned to read critically... :)

Reply #8 Top

Uh no interrupt on any of those DG's.

If you want to buff them:

Give reg 6.3 movement speed

Give QoT + 500 more mana at level 1

Impliment the UberFix changes on Oculus.

Reply #9 Top

I'm confused on what is being suggested as their is a huge difference between interrupts and stuns and abilities that are both.

Why is Ice TB considered tier meh and Lord Erebus tier 1?  Because Frost Nova is just a stun, not an interrupt unlike Mass Charm which I believe is both.  To those of you who don't know the difference, it is that if I cast Frost Nova during your casting of an ability, you have to wait until the 1 second stun wears off before attempting to use it again.  If I use Mass Charm during your casting of an ability, then the cooldown activates and you have to wait however long that is until you use it again.

And I agree with Cow, if we wanna balance the game, I don't think handing out AOE interrupts or stuns is the way to do it.

Quoting OMG_ZEX, reply 8
Uh no interrupt on any of those DG's.

If you want to buff them:

Give reg 6.3 movement speed

Give QoT + 500 more mana at level 1

Impliment the UberFix changes on Oculus.
End of OMG_ZEX's quote

This.  And This:

Give DA UB's 6.3 base movement speed and make Spit range of 10 so he can actually be soft countered by ranged characters.

Reply #10 Top

Give QoT + 500 more mana at level 1

Well, it will make playing QoT early game, when she kinda struggles w/o helms, somewhat easier (another GS I-II/BS I-II is nice). Won't change much in a global perspective, though, and Blood QoT is no slouch early game anyway, so dunno...

Reply #11 Top

QoT struggles early game? That's news to me. 

Reply #12 Top

Give reg 6.3 movement speed
End of quote

what does giving reg 6.3 movement speed do to increase his viability late game?

So, if a dg doesn't have an interrupt (a very critical skill in demigod), I'd argue that they should have something that makes them stronger so that they get some benefit or strength for not having an interrupt. As it stands, I don't believe that the dgs without interrupts have anything that really makes up for it. Does reg? Does Qot? Does Occ? I'd argue no.
End of quote

Because Frost Nova is just a stun, not an interrupt unlike Mass Charm which I believe is both.
End of quote

pretty sure frost nova is both a stun and interrupt. 

 

Reply #13 Top

Quoting OMG_pacov, reply 12


pretty sure frost nova is both a stun and interrupt. 

 
End of OMG_pacov's quote

Negative.

No Demigod truly has two interrupts since Silence and Frost Nova really don't qualify.  Of course, Silence III lasts longer than some abilities cooldowns so in some instances it may as well be one.

Quoting awuffleablehedgie, reply 11

QoT struggles early game? That's news to me. 

End of awuffleablehedgie's quote

Yeah, it does seem like QoT does have a relatively strong early game, but I'm going with Cow's suggestion since he is the only top level player suggesting anything that sounds like a reasonable buff.  Sorry Pacov, IMHO giving her a quick cast AOE interrupt that is already an excellent snare with HUGE range would make her somewhat overpowered.

Maybe Cow feels that if you increase Reg's survivability early and mid game, he will be competitive enough later on so that his lack of an interrupt won't matter as much.  Notice how its not as huge a deal when playing Occulus and Fire TB?  Maybe cause they're stronger Demigods and can actually cap middle sometimes without worrying that a half-dead tier 2 demigod will come and yellow deny them.

Reply #14 Top

Oculus does not need an interrupt, he simply needs all of his broken/useless skills (everything BL-related, Sacrifice, lightning proc) buffed to usability.  He's already a multi-target damage machine; adding an interrupt to one of his abilities would necessarily make him excessively powerful.

Regulus should have a guaranteed interrupt on snipe when he has Deadeye.  Same with Impedance Bolt.  This would make these abilities much more worthwhile, and give him a long-range albeit somewhat slow interrupt that would work against capture locks and teleports from ~50-80 range if noticed soon enough.  This (along with MotB) would solidify his role as an ability-disruptor.

I think he's also weak enough to justify activation of any of his own MotB on a target hit by his snipe.  At max snipe and MotB, this would give him a two-part, high mana cost nuke for ~1650 damage, part of which can be 'safely' pre-detonated via sigil, potion, port, etc.  But I doubt there would be consensus on this.

Ptarth and LO's QoT mod adds an interrupt to Spike Wave, and I think it works fine.  I'm not sure I approve of how they boosted Tribute or Bramble IV (immunity needs to be ablative with the shield), and I don't think the mod does enough to her 'siege' ability (can't remember the name), but otherwise I think its changes are mostly positive and could not possibly be considered 'overpowered'.

 

 

There are a ton of little boosts like this that would make many demigods a lot more varied and would give them a much greater number of viable builds and strategies, but I'm not sure how much consensus there would be on the specifics, since everyone seems to have greatly differing opinions about which demigods are weak and powerful (other than the obvious ones at each end of the spectrum, e.g. UB and Reg/QoT).

While I was actually playing DG, I played around with a lot of these useless abilities, and thought about releasing a balance mod, but wasn't really experienced enough at the game to do so with any kind of assurance that it would be used.  My motivation is pretty low right now, but if there's actually interest in this, and if any kind of consensus could be reached on how to boost some of these useless abilities, I could probably do the coding.

Reply #15 Top

Negative.

No Demigod truly has two interrupts since Silence and Frost Nova really don't qualify. Of course, Silence III lasts longer than some abilities cooldowns so in some instances it may as well be one.
End of quote

confused... frost nova would interrupt a teleport or a lock and also stun.  What am I missing? 

Reply #16 Top

consult with hedgie he has a pretty good idea about the game and especially the numbers!

ps: never listen to cow, he's a good player but has no idea what he talks about 99%

Reply #17 Top

Quoting OMG_pacov, reply 15
confused... frost nova would interrupt a teleport or a lock and also stun.  What am I missing? 
End of OMG_pacov's quote

It doesn't reset their cooldowns.  Same with silence.  You can immediately begin casting the same ability again the moment the freeze or silence wears off.  Functionally, this only affects long-cooldown abilities, as anything with a ~5sec cooldown time will feel about the same whether you get frozen/silenced or actually interrupted.

Reply #18 Top

It doesn't reset their cooldowns.
End of quote

ah - so that's the distinction - gotcha.  Thanks for clarifying. 

Reply #19 Top

Edit: What Miriyaka said.

Reply #20 Top

Quoting Zen_God, reply 16
consult with hedgie he has a pretty good idea about the game and especially the numbers!

ps: never listen to cow, he's a good player but has no idea what he talks about 99%
End of Zen_God's quote

I vote Hedgie for Commissioner of Balance. 

We all agree that the game needs a little balance tweaking and since we all can't agree on the specifics, I think we should have Hedgie decide what should be implemented if we could ever go through with Pacov's plan of getting a patch automatically available to everyone.

1) His understanding of the game is the equal to anyones. 

2) He wouldn't overdo it and overbuff or overnerf anything, which is just about the worst thing that could happen from this.

3) He's not the biased type.  Sure he loves Sedna... but I doubt he'd even change anything about her since he considers her the ideal of a balanced demigod.  Well... aside from her yetis.

Reply #21 Top

Remember if I'm commissioner and you get suppressed I get to kill a model :3

Reply #22 Top

Quoting Zen_God, reply 16
consult with hedgie he has a pretty good idea about the game and especially the numbers!

ps: never listen to cow, he's a good player but has no idea what he talks about 99%
End of Zen_God's quote

LOL Zen go fuck yourself.

Quoting OMG_pacov, reply 12

Give reg 6.3 movement speed


what does giving reg 6.3 movement speed do to increase his viability late game?

 
End of OMG_pacov's quote

My main problem with this post is throwing interrupts on all the DG's will make the DG's feel bland. Every DG does not need an interrupt or stun, thats just silly. I like a bit of diversity in play styles. If this is intended to balance demigods then this is a terrible way to go about it. I will go into what I think needs to be done to balance this game.

REG

If you think regulus is not viable late game you haven't played him enough. Every reg turns into an AA reg, get ashkandor is #1 goal for reg past getting giants. Reg is the man in large ganks, if you watch Orchin or my play as reg late game we are in on ever major fight laying mines and marking people like crazy. Reg offers up a huge amount of burst damage after level 10. If your goal is to make him into UB, Oak, Erebus or Rook you have the wrong idea. He is not ment to stand there and tank damage that is his unique identity compared to other DGs.

6.3 movement speed would give reg extremely good kiting through the entire game and will keep him out of trouble for the most part.

DA

I think that DA also needs a base speed of 6.3.

He will be able to approach faster making him even better at suprise gank kills. Thats what he is designed to do.

Remove warp areas level 15 ability and replace with a damage increase of 250, DA now throws smaller units into the air at rank 1 of warp area. Decrease Warp Areas mana cost and increase damage to level 1 500,  level 2 750, level 3 1k

This will help DA's biggest down fall AoE damage.

QoT

I would argue she does not need a buff.

If anything would be done to her increase her base mana pool by 500, she will be a monster early game.

TB

Increase Frost nova's "Freeze" effect by .5s for each level.

That is all.

 

LEAVE THE REST OF THE DEMIGODS UNTOUCHED:banhammer: :banhammer:  :banhammer:  

ofc uberfixes need to be implimented for oculus though

Reply #23 Top

OCC has insane Damage and is a general,  QoT has good AOE dmg multipier and crazy survivability ,  reg on the other hand deserves an interrupt

Reply #24 Top

@my master Hedgie:

QoT struggles early game? That's news to me. 

That's because there is no QoT in DoW2, I guess ;)

Now, seriously, if you consider my whole post instead of focusing on the words "QoT" and "struggles" exclusively, you'll also see that I said: "she kinda struggles w/o helms" and "Blood QoT is no slouch early game". Struggles w/o helms = very mana-intensive with relatively costly lvl I-II abilities (400-560 range). I clearly didn't mean to imply she is weak early game, just that her mana consumption is a bit too high.

@Thunder: 

I vote Hedgie for Commissioner of Balance. 

Yes. I tend to disagree with his claims/evaluations sometimes, but he's highly analytical, objective and always cares to elaborate. In fact, I think he's wasting his apparently academical mindset on being a programmer instead of writing a doctoral dissertation in mathematics, but I suppose you have to eat something, too... ;)

@Zen: 

ps: never listen to cow, he's a good player but has no idea what he talks about 99%

Heh, I assume it was a joke :) There are some good players that just don't have that analytical streak to them. Cow likes to talk like he's 14 y. o. sometimes, but he clearly is an analytical type. He amazed me several times with quite radical and original, but clearly well-thought ideas/suggestions (for example: "Sed, you are useless!!! Silence that Rook, ffs!!!"... nah, just kidding! ;))

Reply #25 Top

My main problem with this post is throwing interrupts on all the DG's will make the DG's feel bland.
End of quote

actually, it would make things fresh.  Maybe bland in the end, but adapting to a reg that can int with mines, or a qot that can int, or an occ that can int would change things up.  Not saying its the best idea, but it certainly would make things fresh for all of us. 

If you think regulus is not viable late game you haven't played him enough.
End of quote

If you say that you have have not played him enough.  :)  Seriously cow... whatcha talking about.  All of my evaluations are based on playing against top players.  Can a reg, as he is, be viable in a game where the other team is good and has tier 1 dgs?  No.  I'd think you'd acknowledge that.  Would giving him an interrupt change that?  Probably not, but its a huge step in the right direction.  He simply doesn't have anything that puts him in the tier 1 category.  He's quite useful, to be sure, but would you rather have a ub on your team or a reg in a high level game?  If you say reg, you are a bit crazy. 

Anyway, occs the one dg, when his abilities work as defined, that probably could do without an int... even though an int would make a difference.  Anyway, I still stand by my point that if you don't have an interrupt, you should have something that compensates for it.  Does reg?  no.  QoT?  No.  Occ?  Arguable.