[quote who="wraid" reply="7" id="2310590"] Quoting DoctorAwesome, reply 4 A good read, Alien--I especially liked the idea of moving reinforcement upgrades to their own tab--they're still usually the most important upgrade. In regards to wraid's humorous anecdote about death penalty, I now stand corrected in death penalty being useless; however, I still can't honestly say I can support an upgrade that is only useful when your base is overrun and you're so
DoctorAwesome
[quote who="Schobbo" reply="3" id="2310565"]Some cool ideas. In another thread someone suggested that the "Death Penalty" reduction upgrade also decreases the amount of gold the enemy gets when killing one of your team, which I thought is a great idea, right now it's really useless (unless someone changes the custom setting to draconic ^^) Tower upgrades should really cost less, if each upgrade would cost the same as the first one it would actually be worth getting them.
I would like to see the implementation of a drop-in multiplayer system, where you could join a game already in progress if there's an empty slot. However, considering the hoops the game has to jump through to connect as it is, and the other sundry logistical difficulties of this, I figure there's no way that would ever get implemented.
A good read, Alien--I especially liked the idea of moving reinforcement upgrades to their own tab--they're still usually the most important upgrade. In regards to wraid's humorous anecdote about death penalty, I now stand corrected in death penalty being useless; however, I still can't honestly say I can support an upgrade that is only useful when your base is overrun and you're so many levels behind the enemy that feeding them doesn't even matter any more. It would be more useful to
Ahoy folks! I had a post up recently asking for opinions on the value of each citadel upgrade; the responses mostly agreed on the same things: Tower upgrades, beyond the first rank of regen, are generally not worth it. Gold upgrade can be good if you get just one rank, but the benefit is debatable for ranks 2 and 3, particularly for the person coughing up the cash for them. Buffing reinforcements is good in long games, but too cash intensive for shorter ones
Regulus's prime weakness is that each of his skills take several points before they can become a severe threat; coupled with him having several "must-have" passives, this usually means Regs don't have a "build" of several abilities--they usually have to choose one ability to put many points in, and neglect the others. As a result, they are something of a one-trick pony: where any other Demigod can fall back on their other skills if one is ineffective, Reg is pretty much %&$@ out of luck i
QoT and UB both work pretty well against minions in general, although UB is admittedly less effective in stopping them from killing anything but himself; Ground Spikes is great AoE damage and massive armor penalty (remember kiddies, armor can go negative...) which will cut down minions in no time, and Ooze's attack speed debuff makes it far too difficult for almost any number of enemies to melee you down.
An ooze-specced UB can do a number on them, too, with the constant large AoE DoTs, and the large attack speed penalty, severely limiting the damage the minions can do. There's a ring, I think it's Nature's Wrath? that gives every attack you do a 15% chance of dealing 250 damage AoE; on UB's high attack speed, that can eat through minions a lot. Throw on Post Mortem, and they'll drop in a big chain reaction.
Personally, I find that the later Gold upgrades don't deliver a large benefit in terms of quantity of gold, but more in the rate : you won't get much more gold overall than your opponent, but you will get more of it earlier than them, meaning you can buy critical upgrades like Giants or Artifacts before them. In addition, buying the gold upgrades are generally awesome for everyone who didn't have to pay for it--the gold upgrades are generally conside
The best way I've ever seen it phrased: "The controls and interface for a game shouldn't obstruct play, but enhance it." The ability to play a game can be broken down into the mind's ability to strategize, evaluate, and react; and the body's ability to perform the desired actions. We'll call these general categories "strategy" and "dexterity". If the amount of dexterity needed to play a game is low, then all of its depth must come from strategy, and vice-versa. People
Well good to know. Like I said, I originally thought attack was useless and defense just made farming harder, but that makes a lot of sense. This gives me ideas for my proposals later...
Glad you found it useful! I'm going to use the opinions collected here to make another thread later. What I plan on assessing is, if there are options that nobody likes or uses... why are they even on the citadel? I think the devs, like any good game designer, intend for everything they put in the game to be used by somebody, or be useful to somebody, so it seems like kind of a waste if there are certain clever but unloved options that nobody ever buys. After getting some mor
Interesting, I actually didn't realize the Reinforcement buffs were considered useful. I thought the defense one was useful to make farming more difficult... but aren't tougher reinforcements worth more exp?
I actually think there is some viability to cheap favor items that don't affect gameplay but introduce fun/flavorful elements. Jester's Scepter: The announcer taunts anyone you kill or force to run away. "Coward! Run like a little girl!" Ring of Masculine Confidence: Turns your Demigod pink (male Demigods only.) Cloak of Suburbius: Rook only. Adds a tiny backyard and tiny swimming pool on Rook's back, along with a pati
Hey, I've been thinking a lot about citadel upgrades recently, so I wanted to gauge the community's opinion of the various upgrades available. Basically, put the citadel upgrades in order of importance, and also give a rating to the importance of the upgrade, ranging from 5 (must have) to 1 (only to embarass the enemy team.) This is important, because although you might put one upgrade ahead of another, that doesn't necessarily mean the later one is unimporta
[quote who="jonthemon" reply="13" id="2304437"]Damage from Ooze does trigger BotS [/quote] [quote who="Epiphenomenon" reply="14" id="2304444"] It even triggers on the damage that UB takes from Ooze. How cool is that? [/quote] AWESOME! I hereby christen the UB + Ooze + BotS build "Gunksaber".
I'm also a fan of going mostly ice and taking fire just for the ganking potential of fireball. I find that although ring of fire is a nice way to hold ground, it's quite mana intensive; if I don't have backup, a patient opponent will simply wait until I've exhausted myself casting ring to keep him away, then charge in for the kill. I would almost always rather have Flame Nova than Ring of Fire--most DG's won't stick around and soak up the ring's damage, which means it's only useful against mi
I've only just started playing Beast, but I think builds I've tried closer to this one have always proven more effective. I find myself putting one or two points in spit to scare people, but after about level 5, most players are durable/smart enough not to get killed by it; I find Ooze to always be a good investment once you have the health to support it. I didn't think to try BotS, but that would make it more viable to keep leveling up spit, since I could more easily keep it up. I guess
I used to think very much that Regulus was broken, but I overcame that line of thinking by playing him a great deal, and seeing what beat me. After playing my absolute jerkiest--walls of mines, harassing from out of range, attacking towers in my spare time--I got repeatedly trounced by UB and most Generals. The catch to Reg is, he has to put at least 2 points in any given skill for it to become a serious threat; compounding this, he has several passives that are almost necessitie
Thanks for the ideas! Looking at it now, I can see how armor doesn't make quite as much sense--I was going for the fact that he's rather heavy and has no vital organs, but high hp seems good enough. If it was very high, it would make dividing a more interesting ability--that way, each dude could still have a reasonable amount of health instead of being nothing but a glorified minon. I think a good mechanic for it would be that each rank allows you to split into more blobs, and wheneve
Thanks for the commentary! I'm glad you like the fluff, and I know there are some holes... I suppose you could explain its sudden speed by saying that it's fully able to move quickly and focus on the moment--it just didn't feel like it until now. But hey, it's just a game, right? I mean, all things considered, Rook should be about ten times as big as he is--he's literally an animated fortress, after all. ;) I like the idea of slowdown abilities, but AoE DoT kinda encroaches on Unclean
I hope no one minds if I bump this... I'd like maybe more than just one comment. :(
I've dealt with this one myself, and while it is hilarious to watch two Rooks go Rock'em Sock'em on each other, it's ultimately kind of counterintuitive to be able to get strong enough that everyone is unkillable. However, I think it is also important for lifesteal to bypass armor. Therefore, I propose the best way to balance it is, make it to where only the highest benefit for a given stat applies; for example, if you had an item that granted 12% lifesteal, and another that granted 5
Oh, now THOSE are GOOD ideas. I might just add those... :)
Hey folks, I haven't been here for long, but I like the forum's encouraging environment for new ideas. I figured I'd give this a try, but i haven't finished the idea; the fun part of this is, I'm willing to take suggestions to fill in the blanks. Anyway, here goes: The Fluffy Backstory It Was. That was the only good word to describe what It did: Be. It did not Live--it was far beyond such a trivial Way. It did not Slumber, for It neither