Sigol

Sigol

Joined Member # 3315817
14 Posts 42 Replies 5,175 Reputation

[quote who="Reaver" reply="8" id="1869377"] lol at DotA part... its the smart thing to do, making them impassable just frustrates people when they can got through them and pathing cant figure out how to go around them because they are constantly moving, futher more, this wouldnt make them more useful, they still get smacked around with little to no dmg output, giving them more dmg makes them mean little pack hunters... arches slowing you just gets you killed QUICKL

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[quote who="innociv" reply="5" id="1869350"]Yeah i think, at this point, in beta 1, minotaurs and archers should do around double damage, but the same hp. I think high damage low hp is the way to go with most creeps. But there is a ton of gameplay stuff. I feel like GPG would end up keep having to mess around with stats and them them being wrong for the next build (a) week(s) later. Waste of their time. Design is one thing, the balance

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[quote who="innociv" reply="1" id="1869271"]The healers heal for 10% i believe. Not a set number. This beta isn't about balancing. Any balancing done now will be imbalanced 2 months from now when new things are added. [/quote] There's a difference between game balance and design choices. Changing numbers and values is balance, having a giant who can ignore creeps is a design choice. Creeps that don't block movem

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After reading a lot of this forum, it seems like many people feel that the tiny units that follow your Demigod into battle are too weak, simply a distraction, a way to get more cash, and will never really affect the flow of a battle. This isn't completely true. Some of them are laughable and I have to agree that they exist only to get the other side more cash, but not all of them. Here's a list of the various creeps and what I'v seen them do so far. Their damage as listed is a

22 Replies 13,406 Views