Jebobek

Jebobek

Joined Member # 3311294
0 Posts 0 Replies 218 Reputation

Yea I'm missing that somewhat. Sorry, Its hard to bounce between paragraphs. [e digicons]>_>[/e] Also I apparently have this crazy train-of-thought with letting everything working with everything else within one character. I think synergy between one teammate and another is huge, and should definately be implemented within this game to keep people from trying to solo lanes. I know that Angelic Fury would already hold its own in 1v1 to take out creeps but I

34 Replies 21,062 Views

(I beleive the forum ate the last post, sorry if this is as doublepost) Redirecting creeps would be a great option as long as you make it optional. I'll use the Beta1 map for an example. You cap the flag but you like your creeps attacking the side towers. So you cap it and lock it if you want. If you want the creeps to run straight down the middle, cap it and place a "Rally lock" on it (or you can left-click the flag and click the button 'RALLY TROOPS,' whichever is more balan

17 Replies 2,787 Views

To be fair you would be able to get artifacts that are Demigod-specific... for each demigod. Which is not a terrible idea but would mean the Demigod artists would have to get back to work designing the graphics. That has some tactical interest, though. "Oh good lord, Regulus is wearing the ______. That means he can ______. I'd better watch out for him."

4 Replies 1,003 Views

If snipe doing more damage with someone under stasis trap would be over/underpowered I totally understand and would not want it there. I mention for the sake of the arguement of synergy between everything. (See reply #7: "These do not all have to work, or work that way, but enough of them should be in play to create a passion to try out all the combinations.") You could also replaice some synergies I suggested with other ones as long as its still between those two major skills. S

34 Replies 21,062 Views

I could go for "pick 4/6 skills, a few trees and thats it" kind of gameplay because it does help turn the 8 demigods into "16/24/etc." due to all the possible combinations. So in that case you CAN create "too" many skills for a Demigod, its just that they can't use them all, and I don't mind that. I think bigger trees is the direction the developers are taking this. Balance will, of course, be key so that a Rook won't remain as Boulder/Hammer while other

34 Replies 21,062 Views

Right, the problem might stem from aiming at the right thing. I'm banking on the darn UI being upgraded to have the selected creep being highlighted. I'll jump on the game tonight and play around with it and see if I get the same thing when theres only one unit to target.

23 Replies 3,176 Views

Well thats great (and I propose the name should be maintained as "something something.." for lulz) but my whole idea is to make one skill synergize with another skill, so you can (and should) use two or more skills in combination. Let me try to exemplify with Regulus still as our example: Mine Snipe Angelic Fury Stasis Mine This gives us 6 possible combinations. 1-2: Regulus drops a

34 Replies 21,062 Views

When I read the title all I thought of is one rook jumping on top of another and being some sort of unstoppable monstrosity :o Usually I would argue function over form but the creaters of demigod decided to advertize with the "huge" Rook SO MUCH that it do the game justice to make the Rook a slower, bigger creature that you must defeat via kiting. Mind you, we have not seen any other melee Demigods and there needs to be balance on a 1v1 fight between the two.

17 Replies 3,286 Views

I will agree with you with the "let them cap it first" thing. The flag should seem crucial from the very start. There should be a goldmine/unique shop/something there which would force the players to ponder whether they should XP or fight for the flag.

3 Replies 1,289 Views

The OP was not complaining that "hey, theres a MISS that was programmed into the game to mix things up, not fair!" It was more of the issure where the Rook won't turn around and swing AT what you told him to. So if you activate the smash and click directly on what you want smashed, your Rook kind of turns to him, but not all the way. That is actually somewhat of a frustrating bug if it was not intended.

23 Replies 3,176 Views

Oh i understand that we should make our suggestions of cool skills now, but unless Regulas changes "forms" like torchbearer does (which is fine by me: angel mode!), I count five skills which doesn't match with the 4-skill rule: Mine, Stasis Mine, Snipe, Angelic Fury, throw mine.. Oh wait, I see what he did there, nevermind. When you hit the mine button you get the ability to throw it then. Also I thought smite was an independant move but it acts l

34 Replies 21,062 Views

Going along with Kyrein, I like keeping gold/gear and exp/levels separate no only for balancing issues, but to allow some Demigods to make money/levels faster than others. Having a merchant class that is very weak skillwise but can buy the best gear and use millions of consumeables makes the game more dynamic (although there are balancing issues with that too :P).

10 Replies 3,241 Views

You're giving Regulas too many skills to use. With the skills you suggest for Regulas I would still want to see your first idea: Skills should work together "naturally". As in, they should work together because of how they're effects just work, not like in D2 where it's synergies have putting points in one skill add modifiers to another. So I would like to see a passive skill which branches from th

34 Replies 21,062 Views

One advantage to a general's WASD implemenation is that you can move the general around with WASD and highlight+command specific units with the mouse action. My guess is that the opposite is going to occur, where you move your general with the mouse point+click and use 1,2,3,4 to highlight units. After releasing the content as-is, I would push for having a WASD method implemented, so people can choose the one more intuitive for them.

95 Replies 27,477 Views

Remember that the flag in the middle is not the only flag. The other ones are in the corners that controls the portal spawn of units and also the goldmines. Most people just ignore them through the game because its too well-guarded :P Tactically speaking, if the flag does not help you out (more creeps = more XP) then DON'T cap it at first. Wait till the stronger mobs (saurs) start to spawn and THEN go cap it. I believe a dev also posted that they do in fact have more plans for

3 Replies 1,289 Views

I'm using IE. Its an older version (6.00.2900.2180 Internet Explorer 6 for Windows XP SP2). However, I see the pale blue background on every site except for the roundup, so there might be some sort of coding thing that won't let it show up for earlier versions? When I get home I'll try my IE7 and see how it goes.

36 Replies 23,048 Views

All stuns have to be looked over as of now, due to chain-stunning issues. As the Devs has suggested I suggest as well that we look on buffing and generating other Demigods before we turn around and change the mechanics of the old ones. We don't have to make them change the boulder animation but lets change that stun duration/range of roll after we see what the other demigods can be truely capeable of. Also I think one-point circular AOE's are done enough already (well,

36 Replies 5,240 Views

Its a shame that the primary issue of WASD vs. QWER commands is simply that the "W" would share two things. I for one would not mind an option where you can enable WASD and require shift+W to activate that ability. Continously playing on that mode would make it intuitive.

20 Replies 3,492 Views

Very true. To give you an example, when I first started posting I hit the "Community" icon and then browsed the "Demigod Beta Feedback" forum. By going in this direction I missed this Feedback Roundup and wound up posting something that was similar to something else. I could imagine that alot more Beta testers are going in the same direction. We've got members linking to this page for the redundant topics, but unfortunately their posts are bumping up those topics.

36 Replies 23,048 Views

You could include neutral forces to the whole idea of "road hazards," but not make them exclusive to it. For instance, one map could have a big honkin' demon dragon hovering over the northern path making it dangerous to go that way. And thats fine, but other maps would have non-creature hazards, like meteors hitting a part so you need to get out of the shadow it casts. I woudn't want the whole thing to turn into WC3 where you fight little monsters and upgrade first and

17 Replies 2,787 Views

In defense of the OP, there are ways around the active skill limit, and we've already seen it from another one of the demigods.... A "Wall form" could separate 3 skills from another. The "create light tower" ability could be shifted over to wall form. And while in wall form you can't get out for a while, making you vulnerable. That said, the wall ability (such as summoning a wall, not becoming one) might be better used for a General-type that would like to separate his/her w

36 Replies 5,240 Views

Well yea thus the whole "crits, not hits" thing, although if you feel that even that would look bad on minotaurs because they're not flying off the screen I would understand as well. During the later stages when he one-shots many of the lesser creeps you might run into the same consta-hammer problem too. Too much of the hammer is a bad thing, although never using it at all due to skill choices is bad too.

8 Replies 2,111 Views