I have to say HaunterV, switching places with other heroes (Switcheroo) was an ability one character had in DotA, and it always felt pretty overpowered. If you nerf it down and let it have a short range, it kind of loses its effectiveness altogether. I always felt that was an ability that was inherently broken. Just my feeling on it.
ZephyrTR
True, cleave effects might have to be left as item-granted only, but there's nothing saying it can't be a high level ability, say first rank is at lvl 10, second at 15.
I agree with ScottishAlien no nerfs should be handed out until the games at the least a couple months old. I hope the tone here is more of an open debate rather than QQ'ing. I would like to see the UCB's effectiveness against Demigods/structures/creeps tested as I fear it might be found that he can pretty much do it all without altering builds very much. Perhaps it will be found that his spit IS too strong against structures and thus towers shouldn't be targetable with it.
not fully fleshed out, and while stylistically cool -- what makes him different from other demigods? I like the idea of life steal but other demigods have this ability already. What makes him unique? Also he needs another active ability and his 4 passive abilities.
The 'slippery slope' will always be in effect, as that's how RTS' conclude. Innociv makes a good point that killing a demigod of higher level than you really needs to pack a whoppin reward. I feel it already does, but this should certainly watched to be sure that it's enough of a reward, or even possibly too much of one.
Sphinx, General: Melee standard attack, mid-range health and mana, higher-than-average armor, low-to-mid speed, solid standard attack Summon - Summon up to four (at maxed level) ox-men. Have high armor, resistance to AoE effects, melee, somewhat slow moving, and low DPS. Quicksand - Set a pole at target location; pulls all nearby units towards it, including allied units and even the Sphinx himself. Higher levels grants it a wider and more severe area of effect. Lvl 15 bo
luv3rboy, I doubt any demigod will ever have the ability to attack while invisible under any circumstances. Games of all types always make attacking a target break invisibility. Keemossi brings up a good point that invis alone does not a demigod make -- it's not Adobo. You need to add other flavors to get things juicin'. As new characters are likely a ways off, we won't see this implemented any time soon, but I'm sure GPG has committed this to the idea bank.
Assault sounds like a lot of fun, so long as you can't switch who you're playing when the teams exchange roles. King of the Hill also sounds like tons of fun so long as there's a lot of ways to confuse and overtake the defenders. Prison would be a great map for this. Capture the Flag in this game seems like it wouldn't work as it lends itself to only certain demigods, invalidating others.
In DOTA-Allstars, there are abilities where units will go invisible and gain a large speed increase (Windwalk). This effect breaks when the unit attacks or after a duration. This ability was mostly used as a very effective retreat, but also to sneak behind enemy lines. It was considered a very impressive skill to be able to predict where the retreating, invisible hero was and snipe him with a well placed and well timed AoE to finish the job. Some heroes go even furth
[quote who="innociv" reply="3" id="2155763"]Adjusting minion performance to your level is a great idea. They should really cut them down to just lvl1 and lvl2 idols though. Why would you ever buy a lvl2 or lvl3 one?[/quote] Let it be base stats, then, so items with minion buffs remain relevant. I'd honestly love to do some radical changes to idol minions (not sure what changes) or do away with them entirely. The fact that I can't tell my priests how to use their man
Is this thread still active?! Don't feed the trolls, guys.
One thing I've felt somewhat waffly about is whether or not spit should stack, IE a tag-team of UBs spit you and both dots start running you down. The counter I'd expect is "well you could say that about 2 TB fireballs or 2 Regulus snipes" but both these abilities have really long cast times. You can concievably stun at least one of them before they got them off, also I know fireball does less overall damage than spit does. Currently spits do stack, and the feeling I get
doggiedoodle, try carrying around some teleport scrolls with you, especially on bigger maps. They're amazing tools to make retreats as well as to not waste time having to walk all the way to the front lines.
There's only eight characters right now. You want to further restrict peoples selections?
The differentiation between 'general' and 'assassin' didn't seem to really be thought about much except in terms of the four generals spawn minions of their own and have to spend money on idols. The terms really feel like misnomers. The kinds of abilities they get and such dont seem to go in tow with the theme that these guys were built around. An example: The rook -- even at max level, the boulder doesn't stun for very long. The hammer is avoidable by heroes. Eat is
HaunterV, you're actually not always selected, if you've ever played a general its a very important part of macro that you're able to not have your hero selected. I would like to see demigods better. In a big fray, late game, things blend together and its very hard to discern friend from foe. Demigods need to be larger but also either outlined in team colors or palleted to stand out better. This obviously wasn't considered when the game was being tested.
While I was a little shocked so few demigods had movement-oriented abilities, I think currently the speed boosts on items are right where they should be. Demigods definitely shouldn't move faster, people just need to know when an engagement is too hot, and learn to retreat earlier.
yes please. I need to be able to ping points of interest for my teammates, and this funtion would make teleporting away easier, instead of having to zoom out and select my team's citadel.
The game sort of revolves around towers, sort of. The fact that you can pay to get them to regen life so long as they're not fully destroyed is enough, if you ask me. Games last 30-40 minutes as is. If you could rebuild towers, that would make the game WAY longer. My advice to you? Don't let your towers fall.
Is there even a site up with info on all the demigods' skills yet? That would be better but yes it would be GREAT to be able to read up on the game while dead. Also the camera-reset is really annoying, yes. The grayed out thing also blows. I'd like to pay attention to what's goin on whie I'm dead. Other games allow you to spectate while you're dead, and having a bit of color would be nice.
What's really needed is a friendlier UI for generals. I can't see how much life my units have easily, when to pull them back. Also, the units are somewhat unnoticeable on the board. A lot of the same colors and palletes are used so everything blends together, especially late game when there are more units on the board. General-controlled idol-summoned units really ought to stand out. I agree with having separate item shops for generals and assassins. More items means mor
[quote who="badken" reply="3" id="2150582"] Pirate. [/quote] Statistically speaking, you're probably right. Statistics also say you're likely a pirate. That's how bad it is. All that being said, it's true it shouldn't be this complicated to get a game up. I was very happy with the price of the game ($40 is right around where a video game ought to cost) but if stardock isn't gonna help us, it's fine. My friends and I will just go to hamachi and
A lot of kills i get playing the game right now is from people being stupid and overzealous, not understanding when they're supposed to retreat. If you played any DotA before this one, this kind of game is mostly stick-and-move and the reason people are dying right now is because they dont know when to run away. They forget about Regulus' or TB's finishers, or whether or not UCB DoT'd them. Once the game is out longer and some more metaplay can settle in, we'll see less deaths a
I actually have very similar issues. AMD 64 X2 2.2 Dual Core ATI Radeon 4850 512mb 4gb ram Vista Ultimate There's no reason why I couldn't run this game free of hiccups on native 1080 resolution with medium settings. What gives?
Here's all the ideas one could ever need. http://www.dota-allstars.com/heroes That being said, I'd like a character that can turn invisible when not attacking and I'd also like a character that can dramatically increase his auto-attack for a small duration of time. I'd also like to see more sprinting characters, instead of characters that work by slowing their enemies down.