Why not just turn off the second monitor in your display settings while you're playing? That's what I do. Only takes a second.
Sakhari
[quote]I feel as if equipment balancing is overlooked. [/quote] Compared to what? Balance issues in general haven't been addressed in quite a while and they weren't exactly broad and sweeping on the demigod-specific front in the last round, either. But yeah. Plenty of garbage equipment to go around. That's for sure.
[quote]Also, why haven't we seen even one reply from Brad or anyone else from SD... on any of these threads?[/quote] I'm sympathetic with the issue here but as far as the PR goes, it seems like I've seen him on dozens of threads like this over the last few months. I know you're frustrated with the 'coming soon!' talk (and so am I) but with GPG is developing this and not releasing it until it's ready, what else is Brad going to be able to say? If he commits t
[quote]I dont know why the communities are different.[/quote] The demographic is part of it, of course. Another large part is the nature of community requests. In single-player games, concepts like 'balance' generally aren't much of an issue (not to mention connection problems and so forth) and the things people ask for tend to fall into the "wouldn't it be cool if..." category where nobody is likely to be put off should the devs respond. In a competitive multip
It's hard to say anything one way or another about the supposed OP-ness of this demigod without knowing what actually happened or what the equipment was. Anyone with sigils and a pile of end-game equipment (likely, with a large amount of life steal) is going to seem OP'ed.
[quote]Then just do what i suggested a page ago, have minion improving skills and items only work within x number of yards of the general.[/quote] "If" anything needs to happen here (and I don't think we've actually established that that's the case), then the above solution would be just fine. 10 gimped, level 1, bonus-free nightstalkers and spirits aren't going to be taking anything down in a hurry and without the bonus HP from skills and whatnot, they're going to get frie
I screw around with high towers on occasion but "Normal" is generally fine by me. It strikes me as a good competitive pace and there's enough time for a game to have some action without dragging on too long.
[quote]In every RTS the punishment involves a COST to buy the unit which you totally lose with the death of the unit. In demigod you just resummon your units.[/quote] Every RTS is balanced around the assumption that all players are going to be fielding units either to support a 'commander' or because traditionally, those units are all you have. DG isn't every other RTS. Here, we have 4 characters that supposedly depend on unit assistance being balanced ag
Yes, it doesn't outright say that it adds the full bonus amount to your current health but I don't get why you're saying it's 'supposed' to double your current health, either. Nothing's getting doubled according to the tooltip. *edit for explanation - When you use the sigil, it adds 50% to your max hp and whatever you got as a bonus also gets added to your current HP. If you have 8000 as a max, for example, you'll have 12,000 max after the sigil and you'll immediately gain
[quote]a team need still midfielders AND a goalkeeper to succed[/quote] Unless, of course, you're the midfielders that creamed the goalkeepers in your example.
[quote]Its impossible to balance 3v3s though.[/quote] While this may be true in a larger sense, I don't see where you're going with it. Is it your contention that we should simply ignore all balance concerns? Sure, DoW1 was never balanced across all 9 races but at least Relic put some effort into it and I feel a lot of good came of it. If your goal is simply to say "PUG's and newbies don't know jack about balance and their suggestions should be taken with a g
The original question was simply 'why?' the mechanic exists in the first place. What problem it was intended to fix. What it was meant, by the devs, to encourage in the game. Notes about randomness and such were added by the rest of us.
[quote]A 40-60% reduction on the costs of these abilities would make buying them a no-brainer. Currently it's a tradeoff, as it should be.[/quote] Not that I agree with the suggested reduction in cost but I am curious... do people actually buy any of the top-end citadel upgrades (beyond the added creeps themselves) in high-level play? Is the current proposed tradeoff one that people are actually making? At a glance, the costs of the upgrades listed in the OP do seem a
[quote who="werewolf2009" reply="3" id="2335141"]Thanks but how can I sell them to the shop? [/quote] Simply right-click on it while the shop window is open.
It would be interesting... holding a tournament where the winners get their Demigod nerfed. I'd love to hear how that pans out. As far as objective balancing goes, I certainly hope they're taking a lot more into account than simple win/loss ratios (and I assume that they are). One number isn't going to illustrate 'what' needs to be balanced and how heavy-handed the change needs to be.
[quote]how are they random? they always drop if you die[/quote] Well, to be fair, you don't always get a health potion. I don't really have a dog in this fight but since I'm here, I will say that I'm not a big fan of the random element in getting a health or mana drop.
[quote](in an experimental setup with just him vs 10 towers)[/quote] When it comes to balance scenarios, there's not much sense experimenting with situations that will 'never' arise in an actual game. If we're assuming that the game needs to be balanced with heartattacks killing all members of the opposing team in mind, I'm sure I could drum up some imba too. *edit - Also, at level 2, Regulus needs to plink away at a fresh tower for ~61 seconds to bring
[quote]So the problem isn't that the person 'Sniping' isn't at risk, but rather the person being Sniped is unable to pose a threat (interupts, etc) to them while they do so? Did you read this before clicking post?[/quote] That isn't what he said. He said the problem (assuming for the moment that it really is a problem) is Snipe's ability to add damage to a fight from two lanes over. If the person being sniped was magically able to get in a hit or two on the sniper whi
[quote who="Spooky" reply="17" id="2328324"] It depends on the Demigod and the build, but after, let's say level 5 or so, the enemy, especially Erebus, Unclean Beast, Oak and Sedna will follow you into your base to kill you and they can walk out of it alive. Hell, they will even do that at level 2, depending on the situation .[/quote] Being able to score a kill on a DG and barely escape with your life isn't what I'd call 'waltzing in for the win'. They still stopped the opp
[quote]After a few levels, the towers do not keep your opponent from waltzing in.[/quote] At what level can you simply ignore them and walk straight to the enemy citadel for the win? If there's any need to stop and kill them and they stand long enough to allow the owners to port over and get involved, then as far as I'm concerned, they're doing their job. Unless they're being insta-gibbed at level 5 or less, I still don't see why this is an issue. They weren't pu
[quote]...and it would create more strategy as taking a tower would become a more crucial part of the game.[/quote] Bringing down towers already is a crucial part of the game. They're the only things (on most maps, anyway) keeping your opponents from waltzing in and hacking away at your forts or citadel and stealing your portals and other flags. Yes, there are always going to be undefended towers but you're just as capable of moving to defend them as your opponent is of
[quote]I keep hearing people talk about towers being to easy to take down.[/quote] People talk about lots of things. That doesn't necessarily mean that there's anything wrong. Undefended towers are 'supposed' to come down. The mechanic exists to stall people from getting to the goal of the game, be it the citadel, forts, etc. As the game drags on and levels increase, yeah. It gets easier to break through them, as it should. The stronger players ge
Again, Halo Wars 'is' an RTS. And again, it's just not a very good one. [quote](soon to be 1.5 and we can actually play again...)[/quote] Ridiculous that they're making us wait on that, isn't it? I'm happy about the way things went in the beta but 1.3 absolutely blows in comparison. Also, I'm not the biggest fan of DoW2 either but unit controls (stances) have not been 'stripped away.' The player still has the ability to decide how they want their squa
[quote]But perhaps it's the nature of the *type* of game.[/quote] Well, of course it is. As you indirectly noted, all of the games you listed are primarily single-player titles (Sins, I realize, does have a multiplayer camp but as I understand it, there not much competitive support and the vast majority of buyers prefer the single-player side). People can suggest changes, new options, ect. and whatever the devs choose to use typically won't have a negativ
Communication is certainly better than nothing but I'd be much happier with something of substance (which is to say, I agree with Re#1). That said, I'm looking at GPG for that substance. The ball's more or less in their court now as far as I can tell.