Micah

Micah

Joined Member # 3056094
0 Posts 36 Replies 11,480 Reputation

My point was that having your character be more powerful just because you have either spent more time playing or you did some stupid achievement farming has no place in competative play. If I wanted that I would go play a PvP MMO where I win not because I'm a better player but because I simply have spent more time playing the game than the next guy. I'm saying that unlockables are fine in Custom games but they should not be usable in tournaments, or all unlocks should be open to

40 Replies 6,698 Views

I noticed that my monk minions would sometimes heal my other minions (maybe grunts too) when I was not full on life. I think the monk monions would be better if they healed the lowest health player within range first followed and only if all players in range were full would they heal another mionion.

10 Replies 1,265 Views

It's Wrath. I use it so they don't run away while I'm casting Wrath. So run up to them, cast Grasp to stun them and while they are stunned (and I'm draining health) I cast Wrath. When the stun ends my wrath cast is finished and I start swinging immediately, which means they get the slow procced before they can get away. Basically if I can get into range of Grasp then they are dead.

5 Replies 1,003 Views

I would like to put my vote in for http://en.wikipedia.org/wiki/Glicko_rating_system instead of ELO. ELO is great if you want to be able to do the calculations in your head but overall it's a simplistic system that has some notable downsides. Glicko on the other hand tends to be more encouraging of players to keep playing games even when they have a high rank (unlike ELO which discourages

454 Replies 213,363 Views

While I admit, the favor items are dirt cheap right now I still (as mentioned in other threads on this topic) disagree with the concept. As mentioned previously in this thread all this will do is lead to Favor farming games with 1 easy AI versus a player and 4 nightmare AI teammates or perhaps games where players trade off favor wins. Also (again, previously mentioned) it's true that the last thing you want to do is make veteran players have an even *larger* advantage over new p

40 Replies 6,698 Views

I know it's minor, but currently people choose their slot in the lobby based on the starting locations. Would be nice if the lobby order didn't affect the game and it was just luck of the dice or something. Again, not a big deal but would be nice.

0 Replies 482 Views

In a custom game as players leave they are replaced wtih AI. The problem is, when everyone on the other team leaves you have to keep playing until the winning objectives are met. This is annoying because it can take another 15+ minutes to finish off the game that is a known win (the other team knows since they left).

2 Replies 577 Views

I'm well versed in AI programming and how common it is to use cheating on the part of the AI instead of programming a better AI (more cost effective). I was only curious if the AI in this game did that so I knew if I was doing something wrong or not.

11 Replies 7,178 Views

Someone disconnected right as the game was ending. This caused me to have the eject screen up at the same time as the score screen. I was unable to interact with the score screen and the eject screen, while interactable, was not doing anything (tried ejecting everyone). Force quitting the program was the only way out.

0 Replies 477 Views

Yeah, after you left that game DalzK the lag all dissappeared, which is why I suspect you are the culprit. :D It would be nice if the game had some way of indicating which player(s) weren't getting their turn packets in on time. As it stands now I've been in several games where the person lagging (as determined by w

13 Replies 1,862 Views

I don't think anyone is suggesting that the AI be expected to win tournaments. However, a player who can best the AI should be able to at least stand a chance in a real game. As it is, being able to stop the AI level 20 to level 10 doesn't mean you'll have any clue how to play against real players. A few simple changes to the AI such as running away sooner, playing more defensively, focusing on staying alive more than on getting a kill, etc. will teach players valuable les

6 Replies 1,245 Views

Overall I would like to see the AI play more defensively, especially early game. As it stands the AI is always pushing which results in it being easy to kill. Instead, I think the AI should play defensively until about level 10-15 when towers and creeps don't really matter.

6 Replies 1,245 Views

Yeah, I have played the beta and bought all the items I want plus have a couple thousand favor sitting around burning a hole in my pocket. That doesn't mean I think it's a good mechanic though. Right now the favor is so easy to get there is no point to it. The problem is that this starts down the road towards more powerful and better items (as the original poster suggested) and soon enough there is a grind to compete. If you don't want that why not just have the favor

5 Replies 988 Views

I would actually prefer it if they removed "something to work for". I hate games that require me to play a *lot* before I can be competative. I don't want to have to spend 400 hours playing just so I can have gear that puts me on par with other players. A title, new character skins, etc. are fine but don't make me play anymore than I want just to be able to have a chance.

5 Replies 988 Views

7) A player leaving the game shouldn't be a disconnect (with the eject dialog). In fact, gameplay shouldn't even pause because of it. However, I do think it needs to be more noticeable that they left (giant red text, middle of the screen, etc.) without the eject dialog it would be easy to miss with just the chat message. Also, it appears that gameplay starts *before* the eject dialog goes away though you can't control your character until it does. This is really bad

1 Replies 550 Views