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What Demigod is lacking.

What Demigod is lacking.

Yet another DOTA comparison.

Being a longtime DOTA player I was eagerly awaiting the release of Demigod.  However, I'm disappointed in the lack of depth this game provides and the array of features that it failed to glean from the DOTA experience.


Creeping/Micro:  This game lacks any micro-based creeping.  The fantastic mini-game of last hitting and creep denial of DOTA make for a much more intense early game experience.  The creeps are extremely weak in the early stages of Demigod, and though they can be upgraded, they're nothing but fodder.  The waves also feel extremely slow, especially on maps with multiple lanes.  This kills the flow of early game and often results in nothing more than demigods running between flags to cap and recap constantly.

The early-game creeps should be much more substantial in terms of health and damage, so they don't simply die in seconds and cause massive gaps between waves.  Also a system of creep denial would be a great addition, as it would add an additional element of skill to the early game.  There also should be more creeps in general.  I'd like to see creeps pathing through every available lane, rather than the 2 lanes each map currently provides.  If a map has 4 lanes it really should have a creep wave for each lane.

 

Itemization:  Many of the items feel like they are fillers or weren't at all thought out.  There is also no way to view an emeies inventory, this makes for situations where you have no idea what items your opponent is using, and how that level 5 beast has 5k health and seems regen every point of damage you inflict.  Every item should have a place in the game and currently there are only 1-2 per item catagory that people even use.  There is also an over abundance of consumeables, it would be nice if they were consolidated.

Viewable enemy/ally inventories would be a great change and changing the consumeable system to have some tradeoffs and higher expense would be a step in the right direction.  Currently the system is really simplistic and limitied as to which items are used and it rather discourages creative combinations of items.  Lower-end items that can be combined together into upgraded versions would also be nice.

 

Hero Diversity:  Since there are very few heroes in Demigod, one would think each would be supremely diverse, but unfortunately due to the way itemization works in mid to late game, Demigod devolves into an auto-attack fest where damage, crit and regen numbers rapidly reach silly levels.  It very much feels as if my characters skills, with a few exceptions, become secondary to which items I am able to purchase.  Many skills simply don't scale well and are neigh useless mid to late game.

Make things other than CCs/movement abilities viable later game, either with items that upgrade skills or simply better scaling of skills.  There are also quite a few skill trees that are relatively useless and that few people use (Sedna Yetis, most of QoTs open abilities)  Very few Demigods seem to have multiple builds that are effective.  Often one specific set of skills will outshine all others, but that'll be a matter of going through each Demigods tree and tweaking it to have 2-3 viable options.



AI/Pathing:
  This catagory is where the game particularly dims.  Trying to play a minion General only to see your minions constantly unable to path properly or having minions lag far behind your character is supremely frustrating.  Minions often get stuck when attempting to round corners, and often ignore commands completely when engaging other enemy characters.  The pathing in general is pretty atrocious.

 

Give all minions a teleport to Demigod ability, so when they reach a certain critical distance from their General they will teleport to him.  There's nothing more annoying than attempting to play a General only to have your troops unable to path around simple obstacles and keep pace with your character.

 

 

103,749 views 59 replies
Reply #51 Top

I agree.  No one ever *fights* over flags.  They just run there after the other people leave, because they're not just going to stand by the flags to defend them.  If you run up to a flag with 2 heroes you can get it to contested before anyone can teleport in.  And why would they teleport to a flag, it's just a flag.  They'll just come recap it after you leave.

And so on and so on until all you're doing is running from flag to flag.  You know what I think?  I think flags should become automatically locked for 45 seconds after you cap them.  People would actually want to fight over them then.

Reply #52 Top

And so on and so on until all you're doing is running from flag to flag.  You know what I think?  I think flags should become automatically locked for 45 seconds after you cap them.  People would actually want to fight over them then.

Yes that would just be an awesome idea.

Reply #53 Top

Quoting JuareZz, reply 5
Thats really GodLike! You wrote everything I thought what shoudl be fixed.

Really nice, especially the part about the number of creeps. I would really like to have a creep option with 5 settings called "low" "middle" "normal" "big" and "sick". The "normal" number should be the double amount than it is now (sry im german...)

Even better it would be to have a bar to set the number of creeps. Anyway, the creeps must become more as standard, and still more as option!!

 

There are some options in how often the creeps spawn...

 

 

Reply #54 Top

Quoting InfiniteVengeance, reply 1
I agree.  No one ever *fights* over flags.  They just run there after the other people leave, because they're not just going to stand by the flags to defend them.  If you run up to a flag with 2 heroes you can get it to contested before anyone can teleport in.  And why would they teleport to a flag, it's just a flag.  They'll just come recap it after you leave.

And so on and so on until all you're doing is running from flag to flag.  You know what I think?  I think flags should become automatically locked for 45 seconds after you cap them.  People would actually want to fight over them then.

 

Not if you CAPTURE LOCK IT...and you can stay there until they come to force you out ... and farm creeps meanwhile..

Reply #55 Top

Well the creep spawns are so low, you seem to loose potential XP on the flag. The idea with the locked flag isn't bad. But it will not generate that much fights. Ppl will just wait the timer. Mhhh how about capturing the flags by points you made in this area? So if you kill more creeps and heros near the flag you capture it. This would enforce ppl to stay and hold a flag. Ppl would play more agressive on such points, and the creeping would have a direct influence.

Reply #56 Top

Quoting scarabuz, reply 5
Well the creep spawns are so low, you seem to loose potential XP on the flag. The idea with the locked flag isn't bad. But it will not generate that much fights. Ppl will just wait the timer. Mhhh how about capturing the flags by points you made in this area? So if you kill more creeps and heros near the flag you capture it. This would enforce ppl to stay and hold a flag. Ppl would play more agressive on such points, and the creeping would have a direct influence.

The capturing of an already captured flag takes what 25seconds or more? The capture lock keeps them from starting the process for 45 seconds..

If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.
- Sun Tzu, the Art of War

 

What you seem to not be getting is that winning is sometimes about not fighting...


Reply #57 Top

Yeah but it ruins the fun ;) Not fighting is fucking booooring. And well I don't play Demigod to run around with my DG and avoid any contact.

Reply #58 Top

Quoting scarabuz, reply 25
Yeah ofc I can outflag other ppl, but this is horribly boring, because only walking around the map and stand next to a flag, doesn't require the skill you need to outfarm your enemy in DotA. You completly missed/ignored my point. In DG there are not much possibilites to beat your enemy with good player skills. So the game is concentraded on running around and standing next to flags... whooo yeah I need nice graphics for such things.

You can always beat your enemy with superior skill, provided you don't manage to get them 5 levels above you and then start trying to cooperate. The difference between your skill in DotA, however, and your skill in Demigod, is that DotA can easily be won by a single player. Demigod is much more team oriented, and I assure you, up until you've fed the enemy quite a few levels above you, an upset is possible. The reason this doesn't often happen is that people tend to worry less and less about teamwork as the game goes on in a pub, and continue to use the same strategy from square one to game over. If you want a win, stack your stuns, focusfire, and learn to cancel enemy spells. The fact is, skill still applies, but most people don't want to deal with people enough to notice it.


I think I've ranted my point off enough on this thread. We may just have to agree to disagree.

Reply #59 Top

Not if you CAPTURE LOCK IT...and you can stay there until they come to force you out ... and farm creeps meanwhile..

Capture locks costs money, you can't spam them ALL the time.  If you stay there you can't farm creeps.  Duh.  Unless you're talking about the middle flag in Cataract.  And only with certain heroes.