What I said was that if them attacking your citadel is a problem (read: game ending), then you must have lost defenses completely on one side (read: be completely defenseless), and in that situation, unless you have done the same to your opponent, you do not deserve to win. So your saying in no event should you have the possibility to beat someone who is "better" than you? Yes. This is exactly what I'm saying. You think adding mechanics that reward
Viq-MkII
I'd like to point out that spawning 4 minions per cast might be a little out of order. Yes, having 2 per cast means that you start with less than half your force, but it makes preserving your minions quite important. I'm not sure having 4 clerics in the initial skirmish would go down too well either - that's an extra *checks the files* 200 damage every 5 seconds (100 damage per shot, 5 seconds between shots, 2 extra clerics)? That's just under half of what Regulus deals off the bat (I think).
Well, rummaging around in the dgdata files turns up something called "Sedna's Healing Wind" (specifically in dgdata/units/minions/high priest --> abilities) which increases the amount a cleric heals. If that isn't just from a previous build, it would suggest that Sedna at least has skills that affect her summoned minions. Although, come to think of it, Oak's shield can affect minions, and I believe auras affect minions. Also, doesn't Surge of Faith affect everything anyway? M
In the event that your citadel is being attacked enough for it to be a problem, you've lost defenses on an entire side. Unless you're in the same situation at their base, in no game should you then deserve to go on and win. How is that fair? You said yourself you're getting stomped. Why should there be a game mechanic to bail you out if you're worse than your opponents?
The biggest deal I have with minions is getting them to do what you want. The UI needs some serious RTS improvements to allow things like return fire/attack all. Something I'd really like to see is a disable button for auto-healing clerics. Sometimes I want to heal a DG, but I have to wait 5 seconds for the cleric to be able to cast again. And being able to set clerics on heal only would be great as well. I know, they have great damage, but again, sometimes I want my clerics just to stay out
I like the idea of squads, but would that be easy to implement in this engine? If it messes with pathing/AI I'd prefer to have the single units as they are now, rather than a poorly done squad system. On Generals' items: Generals also have access to items from the shop, with a General unique selection that is statted as per above. Items are paid for with gold. Would Generals still have access to the items they can buy now (gauntlets/armour/
Minion Veterancy? Yes please! That would be an awesome addition to the General side of the game!
I've seen people block themselves in with ToLs, so it's not that uncommon.
I love this idea!
I've found that setting up towers next to your opponents defenses is a nice way to start bashing down ToLs without your Rook having to be present. And they can keep low health DGs (casters like the TB) at bay.
I'd like to say I think DG would be great with this, but I can see that it's a big ask at this stage.
I agree that Generals should differ in how they play, but I don't think the way to achieve that is to have some stay at the base. If you want to play a General as you'd play an RTS, your General should still be in the battle, especially early game. If you look at SupCom, DoW, or WC3, they all have commanders that feature highly in the early game. You can say, quite rightly, that DG is not any of these games, so let's take the case that a General does stay at the base. This necessarily
I'm up for it.
I disagree that batform is underpowered. It can take out an entire wave of creeps, and the teleport distance is pretty big too IMO.
I don't think Generals should only use minions to take down another DG. I like that the focus should shift a little from the general to the minions, but not by that much. The General should still be on the field, boosting his minions. Something you didn't mention at all was the batch summoning Generals have to go through to get their minions. If you die as a General and respawn, you summon half your max forces at the start, effectively beginning with a lower attack power than if you h
I'm pretty sure this happened in a game with me. Oak wasn't last standing - he wasn't glowy white, and nothing did any damage to him (I watched his health bar). Haven't a clue what caused it though.