I have a few that I like. 1st, why not go Romano-Byzantine? Make a Cataphract demigod modelled after one of the military saints. He'd have high inherent armor. Basic attack would be a flanged mace, with a skill upgrade to add armor penetration to his basic attacks. Give him one skill chain to pull out a composite recurve bow that shoots arrows of light (max rank would make it a sort of chain attack, sort of like chain lightning only with beams of light connecti
Porphyrogenitus
I think it has unpurchased a couple items I had grabbed in addition to being unreliable with recording your point gains. On a side note, I think achievements don't save properly with Pantheon either, which further complicates the whole favor issue.
I'm a big fan of the attack speed+life steal+angelic fury regulus build. Especially when you get items that restore mana on each hit (it can pretty much pay for angelic fury all by itself). Throw in the favor item that boosts attack speeds with a proc to have a short-term radical attack speed buff and you wind up with a build that can take on multiple enemy demigods without breaking a sweat, even at point-blank range (aoes, life steal, and an absurd rate of fire...).
I think instead of nerfing regulus or rook, instead a dark dg or two should gain some kind of ability that would allow him a similar capacity (maybe a torchbearer comet spell or something that has a long cast to discourage use against players but that does great in a siege situation; I expect it'd have a longer cast range than his other spells, but would need a way to warn players that it is inbound, maybe a glow on the target area or something, so they can evade it).
Any endgame sequence seems to cause a massive performance hit, though it isn't as bad as it was before the last patch. I do like that play continues for a few moments, since it allows for a few last-second kills and whatnot...
Assuming you mean Regulus, I'd rather the range on the towers be extended to make his range increase require at least the second rank to make him safe from them. Lowering his range instead would leave him rather close to melee dgs, which hurts him very badly.
It seems like the higher level favor items would require the automatic match-making to keep them fair, unless they do something like cause a player to take up multiple player slots. As for other ways to spend favor, won't the Pantheon eventually allow you to spend it on increasing your standing/decreasing someone else's? That by itself will be a huge favor sink.
Every time I close demigod all of my achievements reset, all my favor points go away, and anything else that ought to be persistent for a character within the Pantheon seems to reset. Is anyone else seeing this too?
The comma thing is a personal preference issue, with mine being to include the comma. I did check back on the first entry (the intro) and it looks like they're doing Gods instead of Ancients, so that part of my revision seems pretty much out. All the info about the arenas fits much better if you consider that the intro has all the info about the demigods themselves as far as how they fit into the universe. However, I think that an entry about gold (how you get it, both s
I'll just copy and paste, then change things around to see what happens. Editorial interjections will be in [brackets]. Getting Started You have been chosen to compete in the Arenas of Rokkur in a contest against your rivals to ascend from the mortal places into the Pantheon of the Gods. You shall battle both alone and on teams of convenience with and against your fellow Demigods. These Demigods have come from different realms, different worlds, and different planes
Here's a rough edit that I think works rather nicely: Near the end of the 87 th Migration, when the minions of Hel-Gorgath were in rebellion and the Balance between the Light and the Dark was under threat, the Ancients convened a Gathering. This Gathering found that one of their own, the so-called god known by mortals as the Progenitor, had intervened by sharing Names and Ways with his underlings and allies on the other side of the Veil. In punishment, the Ancients c
I think the thing that stood out most to me in this latest iteration is the heartbeat just before your demigod respawns after dying. It's a subtle touch that adds so much to the death/resurrection process. Other than that, I really like the multiplication of flag types and locations as new maps are introduced. More elements of battlefield control are always welcome.
For all those who say that generals should be able to give orders to generic creeps, what about this problem: if there are multiple generals on the same team, which orders will take priority? One solution I see is that it might prioritize based on proximity. Another might be that certain generals have an "affinity" of sorts for specific kinds of troops, for instance a support general might command priests, while an attack general might command soldiers and/or angels, and a siege
I had a problem with it, namely the towers would expire or time out or something. I could never have more than three at a time because by the time the third gets built the first one decides to pack it in and collapses all on its own. I really hoped to be able to have five up at once, for instance to build a mini-base at one of the flags on the mines map or something. But they just wouldn't stick around.
It was the catapultasauruses for me. My side's got stacked up behind the slanted tower/wall combo, until it got so bad that I couldn't even count the tails anymore (there were a lot and they were spinning in circles). Eventually something happened and they all recovered and started moving again and the game picked right up. Unfortunately, before long they started stacking again and the game began to lose speed once more.
I'm a big fan of how Teamfortress 2 does it, with integrated voice chat simply by holding the V key. I'm not so much a fan when servers set it to be universal instead of team based, which tends to cause chat to degenerate into a bunch of idiots smack talking toward each other (with the only real result being a complete breakdown of tactics and the effective demonstration of the participants' lack of IQ). However, when it works properly (ie when limited by team) it is a wonderful t
[Name]: The Minion Master. [Type]: I think he'd be a general... [Theme]: Necromancer. [Skill Type]: He should be able to do a bit of direct damage using one or two basic skills (maybe make one a health drain against a single target and the other a point blank burst with a damage over time effect that hits more targets as the skill improves), but his main abilities should be the creation of an army of minions ra
They could put them in the chat log area, say in the lower left corner of the screen. This would have the added benefit of being scrollable, so you can preuse your report/chat log while you're dead or otherwise not doing something more significant.
I just wanted the devs to know that the Beta 1 build seems to run just fine on my machine. To make that meaningful I'm gonna post my system and display dxdiag reports. Good job so far, GPG, keep up the good work. ------------------ System Information ------------------ Time of this report: 9/10/2008, 16:20:46 Machine name: BASILEUS Operating System: Windows Vista™ Home Premium (6.0, Build 6001
[Name]: The Nephilim. [Type]: Assassin. [Theme]: Heroic Giant. [Skill Type]: Uses a two handed club. He should have an aoe sweep type attack, along with a powerful bash (single target, not like Rook's aoe hammer slam). Give him a self heal that drains his mana in exchange for temporary regen. [Apperance]: A tall (as in maybe twice as tall as a regular
If you implement items as upgrades rather than as equipment (ei., gems or crystals instead of helmet, boots, etc.) then there would be no logical reason to limit the number of each specific upgrade that can be taken (though having a total limit on the number of slots available in the first place would be important for balance purposes I'm sure). I'd love to see either an upgrade system implemented, or have specific slots for the different types of items (foot slot for boots, hand slot
Any visual reflections of stat or equipment changes in-game I am a fan of. I'd even like to see demigods increase in size as they gain levels.
Regulus doesn't outrange towers until you take one or two of his range upgrade skills, no? And doesn't Torchbearer's description say that he is good at helping creeps down towers with his freeze? I do like that towers don't suffer from stun effects. Specifically, the Rook rock roll doesn't do anything other than hurt them. However, I do think that making towers a bit bigger, perhaps with increased power to go along with the other periodic force upgrades (this sho
I managed to capture the flag in the middle just before dying and the capture slider remained on my screen. It only went away once I got close enough to the flag for the slider to appear naturally.
This happened to me once. It was a solo game so I don't think lag was an issue. Rather, I think I spent the point right before dying (in this case, the Rook's Trebuchet). I got the upgrade for a moment, then died. When I respawned it was gone and I had the point back (at least, I got it back by the time I levelled again, which was pretty soon) and was able to buy the ability again.