Here's the disadvantage: gang up on rook, and he can't get away. All that time spent slowly moving his front line was for nothing. By the way, if you can't get Rook out of the lane, go double team someone else. Rook won't be able to make it in time to help.
incaseoffireburn
glad to see you fixed the bug where you could drop mana item and pick it up to get mana back. it WAS my favorite exploit *sigh* but glad to see the game tightened up [e classic]:congrat:[/e]
forgot the bug where the capture and subsequent loss of the 2nd +30% health negates your own flag's benefit. Recapturing the opponent's reinforcement flag, such that you again control both flags, only gives back the benefit of one of the flags. So, in essence, once you capture his flag, if it is lost, it's like you lost both, and you only have the possibility of regaining one. I double checked this right before I posted.
QoT wouldn't be such a bad chaser if her auto-attack stayed on the target that she was chasing. When a DG flees you as the Queen, you will most likely click them to attack and chase them. With all the other DGs, they would do just that. However, the Queen will start attacking other targets as she chases, and will not focus on the DG. This is an example of crappy play-control: you as the character to do one thing, and they do something else.
Right, Deep freeze is pretty garbage, except for it's ability to interrupt... why would an icebearer, who can shoot on the run, and slow his opponent down, waste his attack and movement speed debuffs with that as a finisher?
If you set up a skirmish against a computer player and slow the speed down, you can try to get a feel for what you're looking for and how to interrupt. try playing vs. a hammer slam rook. Hammer slam is easy to counter. You can start feeling good when he is unable to get it off on you...
Since the main objective of the early game isn't to kill enemy DG's, but to simply grab flags and hold them, this makes monks a superior purchase to banded armor or scaled helm. Most early specials are too weak out of the gate to do serious harm.
Have to agree here; it makes no sense to get currency upgrades 2 and 3 in most cases. Why even bother putting them into the game if it doesn't make sense to get them? Wouldn't it be more interesting if they were at least tempting, and you would have to adapt your strat if you wanted to try to make use of them? Something where you would simply try to hold out for 3 to 5 minutes until your economic advantage really kicked in? That would be interesting to see... it's all
The idea that you get locked into light or Dark, and the random matches, that's all good, but why the hell is it down for days at a time when one side wins? Why isn't it just back up right away? How could we have spent all of 7/16 without it coming back up when it specifically said 7/16? In conclusion: Making us wait for a few days sucks. Making me wait and then making me wait more because the date was wrong or something else sucks my fireBALLS! </
[quote who="[ShakeNBake]" reply="5" id="2301526"]QoT problems: When chasing an enemy demigod, QoT often attacks another target, even if you spam click on required target. [/quote] That's it, in a nutshell. Why can't she attack someone that's running away? It takes her from viable to not viable. Please, can we fix this bug? That would be like having a new DG right there, having a Queen that was viable. P.S. - Please, can we reevaluate uproot? At
1. Adjust the speed. If you turn the speed down to -1, -2, or even less, than it becomes easier to make smart moves in duels against the computer. Not only will this help you against the AI, but it will also help you to learn moves, techniques, and strategies that can be brought over to the multiplayer. You will have to learn next how to use these moves at the regular speed though. 2. Control the Artifact
not true. Night walkers show damage, and spirits do as well. I have also noticed that the Shambler damage doesn't necessarily show up. [BUG]!
Ok, there is a thread for other demigods that stop attacking their targets after a special ability... I should know, I just posted over there! So please, don't confuse that issue with QoT's auto attack [BUG]!!! This one is pretty miserable... talk about kicking a dog when it's down... as if QoT didn't already have enough trouble killing enemy DG's, she can't even chase if she wanted to! Here is the test that I did: I played as oak vs. QoT - I was oak. I battled QoT to the poin
This also happens with Erebus after he bites a target. I think this might be as intended, and not a bug, but it's garbage. My personal favorite is when I bite a target as he's running, and my minions continue to chase him, and I notice that Erebus is just standing still 5 to 10 yards back... Why should I have to reattack a target I was previously attacking?
Mmmhmm. Yup, there's no reason for my priests on erubus to be the only unit that charges in when we're all waiting on the sidelines! I was searching for a "passive" setting for the priests, but they don't have one. They either need one or they need their AI changed. What I end up doing is selecting the priests individually and then moving them far enough away from the enemies so that they don't go charging in. It's a pain against towers, but it ha