I don't know if this was intended, but I found that the Rook's tower upgrades (archers, light, and trebuchet) continue to attack while he is stunned. While I applaud any crack in stunlocking, this seems a bit odd.
Porphyrogenitus
One more from me. [Name]: Athanatos [Type]: General [Theme]: Zoroastrian Persia [Skill Type]: Some fire type combat skills (make him an armored caster), but the bulk of his abilities would be based around his army of Immortals. Maybe have him able to create up to ten, and he can res them when they die. Other than his auto attack and maybe one self defense skill his abilities should focus on
And yet another one from me. [Name]: The Scion of Mars (Marcelinus or something?) [Type]: General [Theme]: Classical (Pagan) Rome [Skill Type]: Can summon legionnaires, though whether they are actual human soldiers or some kind of animated lorica segmenta or whatever, I don't know; has only a basic gladius for self defense; can "rally" (heal perhaps) his troops; maybe give him a higher level abilit
I think it is necessary for gameplay reasons to make the heroes a little bigger than the basic minotaurs (maybe make them grow as they ain levels). Certainly some, like the Rook, could be far bigger (which would make them a lot easier to target). The main thing is, the demigods should be easy to tell apart from the creeps. Size is maybe the number one way to do that, considering the many different varieties of creeps (humanoid, long with tails, winged, even giants), though m
Why not let priests remove stuns? They show up toward the mid-late part of the game, about when the stun skills really start showing up in earnest. It would make the creeps more useful too.
True, but do all the arena environments have to be so friendly? Why not throw a wrench in the works sort of, make the demigods have to deal with natives and such in addition to their opponents during the match? I definitely agree though that having the smaller arena maps is a good thing. I just don't think it should be the only thing...
Here's another one. [Name]: Photios [Type]: Assasin [Theme]: Ancient Greek Hero [Skill Type]: Lots of lightning abilities (scion of zeus kind of deal, so basic lighning bolt spears, maybe a chain lightning special attack and probably a ball lightning stun) with moderate armor, but slow moving [Apperance]: Tall human with a bronze muscle cuirass and corinthian style helmet, armed wi
I really liked having environmental, unaligned creeps that would fight people from all sides in DotA. They'd only really work on bigger maps I think, but on those bigger maps they make things much more interesting (especially Gul'Dan with his super loot drops and the requirement for hugely powerful heroes even to think about taking him down). Of course, since Beta 1 is all about trying to identify and fix basic functionality bugs and whatnot, I don't find the size of the ma
I think it would definitely help with targeting when multiple copies of the same hero are in play (the Rook for example) if the good and evil versions were different enough in texture and coloration to stand out. I sometimes have trouble figuring out which Rook I need to kill and only the cursor will show me if I can attack it or not.
Either they should add equipment slots instead of generic inventory space, or they should do as suggested here and change things to upgrades. In both cases should they decide it would be worthwhile to model the upgrades/items on the avatar, I'd be all for it. Anything to make your persistent character stand out from the herd...
[Name]: Cataphract [Type]: Assassin [Theme]: Medieval Roman (Byzantine), perhaps based loosely on some of their military saints [Skill Type]: Mounted, with both a bow for ranged attacks and a mace for melee; I imagine he'd have some divine smiting type powers (no healing, I think, but maybe an aoe melee skill with his mace or something) to go with the military saint theme [Apperance]:</
Stun locking is indeed a bad mechanic. I think all stun skills (which should be kept to a minimum, maybe one for some characters, two for one or two characters balanced for stunning) should have rather long cooldowns to prevent stun spamming and such. I also suggest that no items give any kind of powerful or rapid stun (a few top-tier items that cost an arm and a leg and maybe allow for a short stun every thirty seconds or so might work).
Here are my first impressions. Demigod runs very smoothly on my machine at all zoom levels while all kinds of spell effects and other such things are going off everywhere. Load times are not bad at all. I noticed no glitches or artifacts of any kind, and I found the light v. dark color scheme to be simple yet effective at differentiating units under most conditions. I found gameplay to be smooth and relatively easy to figure out (a tutorial, which I'm sure the fina
I adjusted my graphical settings to pretty much max on everything and played a couple games. After quitting and starting up again everything was reset to the default settings and I had to readjust the settings. However, the next time I started up everything was as I had set it, so I'm not sure how pressing this issue is.