Quoting JuicyFruits, reply 3
But after reading a few posts here, I'm not sure anymore
Allow me t ostress that we've recently hada large influc of new people who haven't even played the game yet. I imagine a lot of us who have played, are spreading the word and it is paying off. But, keep in mind that even those of us who have played the game - haven't really played the full game, or even a fraction of what the game really is. So do not assume that by reading posts here, you really have a full understadning what this game is and what it can do. The only way to truly have a complete understanding is to play it yourself.
Demigod and DotA are two different games, and DotA fans need to understand it's not going to become more like DotA despite their desire to see it that way. The biggest argument I've seen is this Last Hitting nonsense, which doesn't make any sense in Demigod. For starters, your Grunts, not Creeps, arn't just a complete midness Zerg. They are an ever present source of income and power for both teams while at the same time being the measure of strength of your own team. The performance of your Grunts is a reflection of your performance as a Demigod.
There is a lot of back and forth that'll be taking place, frankly you won't have time to think about Last Hitting, were it even in place. Too much is already going on, and you've gotta keep a sharp eye out in large games. Because when you got ten Demigods on the field, and five of them are you enemy, you're going to busy-busy-busy trying to hold them back and ensure your Grunts are making a forward push.
We haven't even had the options to customize our Grunts yet, but we soon will.
When I argue for a game for more casual players, I do not mean in the gameplay itself. The gameplay is pretty intense as it is, and we've had very little to work with. I've always felt casual versus hardcore should always been handled in the multiplayer realm, and ensuring those two areas are devided. Both can play the same game, but you know good and well they both play the same game very differently.
Beta didn't have anything really, so expect the game to already be changing drastically come Beta 2.
OrleanKnight, I know you mean well, but your comment really gives away how little you understand about Dota. Dota also has 10 active heroes, 5 of which are your enemy. For beginners, there's "too much already going on" as you put it, which is why beginners have troubles with the game. They blame the engine or their own flaws for the game being poor. "It's not me, it's the game"
Pros need to be constantly aware of the following in Dota:
-getting last hits
-exp/creep deny
-harassing
-knowing where all enemies are (to consider if you might get ganked or if you should go gank someone) - this also includes scouting with wards
-knowing where all your teammates are, for the same reason
-knowing the respawn timers of the neutral creeps and knowing how to farm them effectively
-knowing how to counter neutral creep farm (called counter jungling)
-what items everyone on both sides are getting
-what builds everyone on both sides are doing
-team synergy comboes
Clearly, there is TONS of information pros need to be able to intuitively and immediately parse in their head. I'm not saying I'm a pro, but at least I'm aware of skill it takes. In fact, I haven't played for years, so the game most likely has evolved since then.
My point is, JuicyFruits was worried Demigod is a dumbed down Dota for the masses. Your argument on how last hits shouldn't be important because it makes the game too complex is actually reinforcing that statement. I'm not going to say if demigod is really dumbed down or not, I believe I said enough in the other threads. Like Frogboy said, beta2 isn't out yet and they haven't communicated all the changes to us.
There's a difference between complexity and depth. DotA's "complexity" are design flaws and engine limitations to which the hardcore player got so used to that they began to saw them as "good".
It happens all the time in the circles that like to call themselves "pro" - see how the "pro" players want bugs like clipping from Starcraft to remain in Starcraft 2, or the oft mentioned Last hitting, which is really just an engine limitation that was so omnipresent that people got used to it and tried to justify the flaw by calling it intentional.
Although last hits were born because of the way wc3 treats creep kills, saying it's purely an engine limitation is strawman. Last hits are a reward for being precise and controlling your character with skill. The alternative to "last hits" would be having the creeps distribute a lot of exp to everyone upon death, making last hits unecessary. Removing features which require skill and practice to get good at is basically dumbing down the game. Don't take offense to this - this is not always a bad thing. In this case, it may make demigod more appealing to the masses who aren't of the same calibur (or don't have the time to invest to get the skills) as the 'pro gamers'. This levels the playing field a bit because it limits how far you can excel with pure skill.