ntropy ntropy

Bugs and Balancing for v1.2+ (updated)

Bugs and Balancing for v1.2+ (updated)

Bugs and Balancing for v1.2+
Some suggestions were taken from innociv (http://forums.demigodthegame.com/348135)

 

Major Issues

- Crash to Desktop (http://forums.demigodthegame.com/363391/#2382319, http://forums.demigodthegame.com/355555)
- Sludge Slinger item not working properly (http://forums.demigodthegame.com/355120)

- Sound looping issue (http://forums.demigodthegame.com/356935,
http://forums.demigodthegame.com/362752)
- Spells not casted because of reduced cooldowns (http://forums.demigodthegame.com/353955)
- Move order is canceled when using instant effects such as "Wand of Speed" (http://forums.demigodthegame.com/356694)
- Incorrect floating health bars (http://forums.demigodthegame.com/363499)
- Torchbearer fire-mode is lacking an auto attack while moving (http://forums.demigodthegame.com/363046)
- Game lobby: occupied player slots are not updated correctly (http://forums.demigodthegame.com/354788)
-
UB Post Mortem Denies full Creep XP (http://forums.demigodthegame.com/365283) <- NEW
- Watching Replays Affects Offline Favor Points/Items/Achievements (http://forums.demigodthegame.com/365295) <- NEW
- Regulus maiming himself drinking potions (http://forums.demigodthegame.com/356238)
- Magical Coin Pouch favor (http://forums.demigodthegame.com/360521)
- Torchbearer closeup auto-attack bug (http://forums.demigodthegame.com/356449)
- Auto attack related bugs (http://forums.demigodthegame.com/356419)
- Erebus can commit suicide drinking his own poisoned potions (http://forums.demigodthegame.com/356363)
- Valor flag bug (http://forums.demigodthegame.com/357156, http://forums.demigodthegame.com/357271) [FIXED in 1.19]
- Interduce a cap for "slowing effects" to limit massive stacking (http://forums.demigodthegame.com/351504)
- Dropping mana giving item when MP are lower than the mana giving item will give you full MP [FIXED in 1.1]
- Fix idol resell exploit (http://forums.demigodthegame.com/351951) [FIXED in 1.1]
- Introduce a "concede" option to solve the "rage quitting" [FIXED in 1.1]
- Fix "priest citadell upgrade" by nerfing the experience and gold a DG gets for killing: 50->33xp, 33->15g (http://forums.demigodthegame.com/353405)
[FIXED in 1.1]


Debatable Issues

- Armor rating going into negative (http://forums.demigodthegame.com/351592)
(Armor reduction debuffs should not effect buildings (QoT ground spikes current gives like a 250% damage bonus
because it puts buildings into negative. Is this intended?)
- Cooldown increase bug (http://forums.demigodthegame.com/347124)
- Health stealing is uneffected by armor mitigation of target (http://forums.demigodthegame.com/347124)
- Plattforming on maps like Crucible (Erebus), is an unfair advantage (http://forums.demigodthegame.com/351416)
- Torchbearer should respawn in the mode he died in



Minor Issues

- Unknown team in game report (http://forums.demigodthegame.com/363015)
- Pathing Issues with Oak (http://forums.demigodthegame.com/365264)
- Fix citadell death, so the game doesn't hang for 5-10 seconds [FIXED]
- Hungarling's Crown has a wrong tooltip (35% not 25%) [FIXED]
- Fix erebus poison pots giving suicidal gold award (http://forums.demigodthegame.com/356363) [FIXED]



Suggested Mods for integration by GPG
- Enables self casting of skills with Ctrl+# (http://trac.dgmod.com:8080/ticket/16) [by gunblob]

Pantheon Stat: custom

Erebus: 55% win (66k games)
Sedna: 53% wins (55k games)
UB: 53% wins (90k games)
Oak: 50% wins (64k games)
Regulus: 49% wins (93k games)
Rook: 46% wins (54k games)
Torch: 45% wins (62k games)
QoT: 44% wins (27k games) <-- needs fixing!

 


Items

- Consumables
--- [Hex Scroll] 500->300g
---
[Capture Lock] 250g->300g, Cooldown 45->60s

- Artifact Consumable
--- [Enhanced Health Potion] 1000->800g [DONE in 1.19]
---
[Enhanced Mana Potion] 1000->600g [DONE in 1.19]
---
[Revitalization Elixir] 1000->900g [DONE in 1.19]
---
[Supreme Health Potion] 1500->1200g [DONE in 1.19]
---
[Supreme Mana Potion] 1500->900g [DONE in 1.19]
---
[Supreme Revitalization Elixir] 1500->1350g [DONE in 1.19]

- Trinkets
--- [Forest Band] 200->400 minion armor
--- [Bloodstone Ring] 3->4% lifesteal, 400->450 hp
--- [Ring of the Ancients] 400->600 armor
--- [Parasite Egg] 5000->4000g, 30->20 wep damage, 10%->5% Attack Speed, Damage to Minions 100%
--- [Wand of Speed] 1250g->1750g [DONE in 1.19]
--- [Warlord's Punisher] 1.5->1s cast
[DONE in 1.19]
--- [Twig of Life] 33%->50% restore, 100->150 minion life
[DONE in 1.19]
--- [Heart of Life] cast time 0->3s, cooldown 30->60s (moved to artifact shop) [FIXED in 1.1]

- Armor
--- [Duelist's Cuirass] 1.5x->2x crit (with 500 dmg, 5% of 1.5 is only about 12.5 damage)
--- [Platemail of the Crusader] 1->3% to heal 300
--- [Groffling Warplate] 1->3% to get a shield of 500 if 10 seconds
--- [Godplate] 10000g->8500g, 1050->900 hp

- Helms
--- [Theurgist's Cap] 35->50% mana per second, ->10% chance to stop hp/mana regen per second for 7s
--- [Vinling Helmet] 3%->5%
--- [Hungarling's Crown] 6500->5200g (nobody I know buys this)

- Boots
--- [Footman's Sabatons] 600->450g
--- [Unbreakable Boots] 800->750 mana, 600->550 health (this item is a bit too good, I always get it!)
--- [Ironwalkers] 3750->2250g, 275->200 minion armor
--- [Desperate Boots] 5000->3750g
--- [Journeyman Treads] 6750->6500g, 400->500 health

- Gloves
--- [Gauntlets of Despair] 100->200 mana drain (15%) [FIXED in 1.19]
--- [Doomspite Grips] 6750->5000g, 30->40 damage

- Artifacts
--- [Heart of Life] 12000->8000g [suggested by pacov]
--- [Cloak of Flames] 800->1200 damage over 10 seconds, cooldown 30s
--- [Bracelet of Rage] 300->200 damage for 10s
--- [Unmaker] 15000->10000g, 20->0 damage, 20%->15% chance to increase attack speed, 15->10% minion attack speed
--- [Stormbringer] 17500->16000g
--- [Bulwark of the Ages] minon health per second 0->5
--- [Ashkandor] 18000->20000g, 4x->3x critical hit
--- [Deathbringer] 20000->18000g



- Favor
--- [Charm of Life] 10->40% death penalty time reduced
--- [Brilliant Bauble] 10->15% experience
--- [Symbol of Purity] 250->500 hp
--- [Diamond Pendant] 10%->15% ability cooldown, 250->400 mana [maybe OP]
--- [Saam-el's Cloak] can't reduce speed more then 25->15%
--- [Wings of the Seraphim]
--- [Blood of the Fallen] 800->700 hp (single most used favor item in game!!) [also suggested by Epiphenomenon]


- Favor (Assassin only)
--- [Blade of the Serpant] 75->40% of your damage in mana (this is too good because it includes spells also)
--- [Essence of Magic] 3->5s, cooldown 45->30s
--- [Furious Blade] 100->300 hp
--- [Heaven's Wrath] 45->60s cooldown

- Favor (Generals only)
--- [Tome of Endurance] 400->500 hp
--- [Blood Soaked Wand] 2->1s cast [maybe OP]
--- [Cloak of Night] 100->200 damage on warp

 

 

Demigods

Rook
- Structural Transfer: Rook get +500/1000/1500/2000 armor buff for 10s


Regulus
- Dead Eye: Snipe stuns enemy for 2s OR 3->5% to stun for 0.3->0.5s


Unclean Beast
- Foul Grasp I, 800->750 mana, 332->300 over 2s
- Foul Grasp II, 1100->1000 mana,
- Foul Grasp III, 1400->1250 mana, 664->700 over 2s (nobody skills II and III, mana cost is too high)


Torchbearer
- Deep Freeze I, 18->20yd range, 100->200 damage per effect consumed (the combos need alot more rewarding)
- Deep Freeze II,
18->20yd range, 175->275 damage per effect consumed
- Deep Freeze III,
250->350 damage per effect consumed
- Deep Freeze IV,
325->425 damage per effect consumed
- Fire and Ice,
100->175 damage to deep freeze


Oak
- Soul Power I, 20->15 dmg
- Soul Power III, 60->65 dmg (otherwise only I is ever skilled)

- Devine Justice I, 10->5%
- Devine Justice II, 15->10%
- Devine Justice III, 20->15%
(otherwise only I is ever skilled)
- Rally, (= no one ever gets it)
- Shouln't be able to attack building in "Last Stand" mode (http://forums.demigodthegame.com/349854)


QoT
- Spike Wave I, 350->400 damage (this is not a stun, so more damage is ok)
- Spike Wave II, 500->550 damage
- Spike Wave III, 650->700 damage
- Compost I: +2 attack damage/+1 range per 3-unit killed (max of +6 damage, +3 range)
- Compost II: +5 attack damage/+1 range (max of +15 damage, +3 range)
- Compost III: +10 attack damage/+2 range (max of +30 damage, +6 range)

- Uproot I: 425 -> 300 mana
- Uproot II: 585 --> 500 mana
- Uproot III: 745 --> 700 mana
- Uproot IV: 905 --> 900 mana (make this Violent Siege, and make Violent Siege damage 100 hp/sec to nearby units).

- No LvL 15 Uproot.

 

Sedna
- Heal IV: Damage nearby targets for 200->400 damage
- Yetis: mana cost: 550/750/950/1150->400/600/800/1000
- Yetis: AoE damage (chance) + high movement speed
- Yetis (Wild Swings) have a 20% chance to do 2x damage!

Feedback welcome...




Comments to the answers
hot topics are marked in red

#1(ferm1nc)
If you face a minion using general you will most likely be annilated before you even have 5000g, because he will constantly harass you with the minions. This will occupy you and the general will out level you and. I've seen this alot. Certain DGs can easily deal with minions, using powerful AoE spell, other however cant. Another possible solution would be that you gain experience for killing minions. Anyway, there has to be a way for every demigod to deal with minion builds, there is no way around it.


#6(Kitkun)
Creep strength: Afaik, the strong creeps are more then 2x, I dont know what the weak are. The gap between normal and strong is really huge, hence this suggestion. But you are right, this needs more testing.

Hex Scrolls: 500g is alot of cash, this must be almost a garanteed life saver to be worth the slot and money. I've never used this item, and I have never seen the effect on my DGs.

Artifact Consumables: In my opinion nobody will spend 1000g-1500g for a pot, it's just unrealistic. The Supreme Health Pot has a 3 second cast, so you might as well use a teleport. Also I believe teleport will become quicker (I think I read this in the journals).

Spit: The first level of Spit is fine. The problem is at level 4 (which takes maybe a few minutes) you get a 80% damage boost, which totals at 900 damage for only 30% more mana. I play alot of UB and most spit kills I get at this stage. The higher levels are fine, because you can more easily afford countermeasures by then.

Ice TB: I just realised that "Biting Chill" can also be consumed, which is another 325 damage.


#12(Daikaze)

Bramble Shield: I found the Bramble balance is fine mid and late game. The mana costs are quite low also, spit costs more for example. The problem here is merely the first bramble.


#32(Kitkun)
Artifacts: The ideas behind the artifacts are as follows: Most games, like 90% wont see these items anyway. Some are redundant, and therefore only the best price/effect item is bought: Unmaker will rarely be gotta because for 3000g more you get Ashkandor and Bracelet of Rage are superior I suppose. So for less effect this item is now available for 10000g already, which makes it more interesting, closing the gap between Mageslayer and Ashkandor (which I nerfed to 3x, because its just crazy). The price of some other rarely used artifacts were also reduced, because nobody will get them otherwise.

Artifact Consumables: I'd be really interested to know. Who uses these? I suppose almost nobody. Might get more useful if HoL gets nerfed.

[Blade of the Serpent] Mana gain only on auto-attacks would make this item almost worthless for example for TB, Erebus and several builds I guess.


 

279,805 views 118 replies
Reply #26 Top

I dont have the will power to check this thread once more XD.  So this will be my last response.

At early levels, no slow will stop any DG from running into a tower and drive me off. At mid-late levels a tower wont be able to drive you off as u can easily heal after killing the running demigod.

This will just be a battle of opinions really....but then again, i ll continue.

Penitence may be better than pounce, thing is....sedna can heal herself...A LOT....  its hard to compare all the hit skills of the demigods without really taking into comparison just how much a sedna will be doing it to you...constantly. 1k may not sound like much....but it WILL be coming every 7 seconds.

Well, thats it for me. I ll comeback for your reply and then not answer. ( am not gonna be one of those guys that says: YOU SUCK and then ignores you without a chance of reply heh )

Reply #27 Top

I dont have the will power to check this thread once more . So this will be my last response.

At early levels, no slow will stop any DG from running into a tower and drive me off. At mid-late levels a tower wont be able to drive you off as u can easily heal after killing the running demigod.
Slows are extremely effective mid-game, and still effective late game. During mid, you still can't take 4 towers pounding you, but you can take a few hits. Slows keep your opponent from getting there and allow your allies to join in.

This will just be a battle of opinions really...
Indeed.

Penitence may be better than pounce, thing is....sedna can heal herself...A LOT.... its hard to compare all the hit skills of the demigods without really taking into comparison just how much a sedna will be doing it to you...constantly. 1k may not sound like much....but it WILL be coming every 7 seconds.
Oak, however, gets six seconds of invulnerability, which is a long, long time. Plus Oak can get some very high damage values and buffs such as Surge of Faith. Also, at max level Penitence lasts for seven seconds and has a seven second cooldown. Near permanent slow and damage increase.

Well, thats it for me. I ll comeback for your reply and then not answer.
Aww. I love arguing.

 

:fox:

Reply #28 Top

I guess oak > sedna  

Reply #29 Top

Sedna and QoT are really strong, but they are set builds. A yeti build is alot weaker then a full heal build. QoT with shield and munch are almost unkillable. I already bashed with Ashkandor on one of those, and I could still barely kill her. They are both support builds, but sedna also has pounce which does 1k every 7s.

Reply #31 Top

The upgrade to groffling is not needed.

 

As of now, it essentially gives you 3 HP per hit. With your suggestion, it will give you 25 hp for every time you are hit. It would make a Rook, on average, do almost nothing (due to arrow spam, but since it can't stack, you will probably get hit by ~20 arrows before recasting the shield). Not only that, but in its own right the item is pretty decent without the shield.

Reply #32 Top

--- [Platemail of the Crusader] 100->300 Armor, 1%->10% on hit to heal 300
--- [Groffling Warplate] 1->5% to get a shield of 300->500

Yeah, I'd say proc 5% and no increase to proc amount for these. Otherwise it becomes too great a bonus with shields and healing like Milskidasith says.

--- [Theurgist's Cap] 35->50% mana per second, ->10% chance to stop hp/mana per second for 7s
Completely stopping regen for seven seconds is huge. I'd say 10% for half regen for 7 seconds.

- Artifacts
--- [Cloak of Flames] 800->1200 damage over 10 seconds, cooldown 30s
--- [Bracelet of Rage] 300->200 damage for 10s
--- [Unmaker] 15000->10000g, 20->0 damage, 20%->15% chance to increase attack speed, 15->10% minion attack speed
--- [Stormbringer] 17500->16000g ...and just call it 10% mana steal
--- [Bulwark of the Ages] 16000->15000g, minon health per second 0->5
--- [Ashkandor] 18000->17000g, 4x->3x critical hit
--- [Deathbringer] 20000->18000g
--- [All Fathers Ring] 25000->24000g

I don't agree with any artifact price decreases, but the changes are fine.

Creep strength: Afaik, the strong creeps are more then 2x, I dont know what the weak are. The gap between normal and strong is really huge, hence this suggestion. But you are right, this needs more testing.

It's not actually based on a multiplier, I believe. Anyways, it's closer to 2.5x on the tougher setting.

Artifact Consumables: In my opinion nobody will spend 1000g-1500g for a pot, it's just unrealistic. The Supreme Health Pot has a 3 second cast, so you might as well use a teleport. Also I believe teleport will become quicker (I think I read this in the journals).

The artifact consumables are equivalent to three of the non-artifact consumables. You're paying 200 extra to use 3 at once with the shorter cast time and without having the cooldown preventing you from getting a second pot's worth of heal. (At least for the first potion one.)

Couple of other things I'd do:

Vlemish Faceguard losing 1 point of the non-aura mana regen.

Blade of the Serpent no longer working on abilities.

Reply #33 Top

Some updates... dicuss on.

Reply #34 Top

If you really need to slow with Sedna what's to stop you from picking up a set of cheap Wyrmskin Handguards?

Reply #35 Top

It's not reliable (I don't call 15% reliable, anyways) and people generally want to use other items.

Reply #36 Top

Quoting TormakSaber, reply 10
It's not reliable (I don't call 15% reliable, anyways) and people generally want to use other items.

It starts getting reliable if you combine it with "Poisend Dagger" favor, but only then.

Btw what would you think of the following two items, I find they could be strategicly interesting (prices need balancing ofc):

--- [New Item A] 500g, Stun lock is broken, cast instant
--- [New Item B] 500g, Capture lock is broken, cast 1s

Reply #37 Top

--- [New Item A] 500g, Stun lock is broken, cast instant

sorry its abit of a bad idea, people need to start using/learning their interupt spells!

--- [New Item B] 500g, Capture lock is broken, cast 1s

i think this is a good idea, but casting time should be increase by alittle, pricing is good for this item, double the cost of a capture lock :D

Reply #38 Top

The are like 3 or 4 interupts only.

Reply #39 Top

sorry its abit of a bad idea, people need to start using/learning their interupt spells!
Several of the stuns have quite short cast times and large AoE.
Artifacts: The ideas behind the artifacts are as follows: Most games, like 90% wont see these items anyway. Some are redundant, and therefore only the best price/effect item is bought: Unmaker will rarely be gotta because for 3000g more you get Ashkandor and Bracelet of Rage are superior I suppose. So for less effect this item is now available for 10000g already, which makes it more interesting, closing the gap between Mageslayer and Ashkandor (which I nerfed to 3x, because its just crazy). The price of some other rarely used artifacts were also reduced, because nobody will get them otherwise.
Okay, the Unmaker and Stormbringer changes makes sense. But the price of the others is justified by their sheer power. Plus they see a lot more use in larger 4v4 games and such. There's no way I think that Bulwark or Ashkandor should come down in price, and I'd actually support switching the current prices of Ash and Deathbringer. Oh yeah, I don't believe Stormbringer has mana steal, it just gives you mana per hit instead of draining theirs.

Artifact Consumables: I'd be really interested to know. Who uses these? I suppose almost nobody. Might get more useful if HoL gets nerfed.
Yeah, HoL is far more efficient in the long run than potions of either kind. Plus since they're only available at the artifact shop, and so get neglected in favor of other, easier to access items.

[Blade of the Serpent] Mana gain only on auto-attacks would make this item almost worthless for example for TB, Erebus and several builds I guess.
But refilling an entire bar of mana simply by using Rain of Ice? Seems bad and wrong. Perhaps increase the mana amount gained?

 

:fox:

Reply #40 Top

The are like 3 or 4 interupts only.

their are 6:

deep freeze

foul grasp

boulder roll

pentinence

pounce

mass charm

although some are stuns, they can interupt ;)

Reply #41 Top

Quoting StAcK3D_ActR, reply 15

The are like 3 or 4 interupts only.
their are 6:

deep freeze

foul grasp

boulder roll

pentinence

pounce

mass charm

although some are stuns, they can interupt

Frost nova is also a stun and can interupt quite a bit so that's seven

And Reggie gets the stun chance at the end of the snipe line too so that's 8

And Oh silence is a great interupt too Sedna's got it ... and everyone can get it with Deathbringer nine, 10,

 

 

 

Reply #42 Top


Frost nova is also a stun and can interupt quite a bit so that's seven

And Reggie gets the stun chance at the end of the snipe line too so that's 8

And Oh silence is a great interupt too Sedna's got it ... and everyone can get it with Deathbringer nine, 10,

exactly, even some that i missed

the point is, we dont need more interrupt items, everyone needs to learn what spells interrupt, there is enough of them.

Reply #43 Top

ntropy ? quick question are you using teamspeak with phasejump and pRoneG ?

 

Well the list is Really cool but PLEASE PLEASE PLEASE

pretty please don't do any caplock breaker ...

Locks should be far more expensive 500g at least ....

 

Also for 500g you get a sigyl --> +50% life wich makes artifact potions looks pretty ridiculous

Reply #44 Top

Quoting DeusCaesar, reply 18
ntropy ? quick question are you using teamspeak with phasejump and pRoneG ?

no. after around 20 games you know what to do. you can signal with the "p" key if you have to. the problem with random teams are, that one bad player will ruin it (feeding, getting priests). it's just so much gold/exp you get. I think this is bad and should be changed.

Part of the gold of a player gets should be filling a death pot (like +4/s), if that player dies (killer and assisters) get that gold. If they rekill the same DG soon the pot is still be very empty. This has several benefits.

- Feeding of noobs/AI is limited
- Killfocus is not always on the weakest player (this should be interesting)

Reply #45 Top

Attribute bonuses for Generals with 4 Minions (QoT, Sedna) should be doubled.

There should be a lvl 20 Skill, or somethnig like thatm which improves the strength of all spells oncemore - I thnik after 15, dps becomes to important.

Frost nova is much too weak, compared to fire nova. Double the freeze time and add 250 damage on final level, and its "cool"

Reply #46 Top

A bigger range would help the nova alot, +3 to +5 I guess.

Reply #47 Top

I'll add a couple suggestions:

Blood of the Fallen - 800 hp is way too good right off the bat (most nukes would need 3 casts just for this item not to mention the +5hp)  It should either be 600 hp, or have some scaling where it starts out at 400 and increases up to 800 as you level up.

Health in general is far too effective, I'd like to see more options to go for damage builds.  At the moment they can't compete at all.  The items that add damage should go up more (that or nerf all the health items).  Here are some suggestions to think about, start the balancing small to see what works:

Add about 10-30 damage to most the gloves that have damage.  Add more attack speed to affordable gloves.

Add new item type (not sure to what category, maybe helms and gloves) that adds to your spell damage.  Make it a small amount or %, figure out the cost, would be nice to be able to scale your spells though.  Boosting auto attack damage is only viable for a few demis, the others who want to do damage could go for a glass cannon build with spell damage gear possibly.

Reply #48 Top

Add new item type (not sure to what category, maybe helms and gloves) that adds to your spell damage.  Make it a small amount or %, figure out the cost, would be nice to be able to scale your spells though.  Boosting auto attack damage is only viable for a few demis, the others who want to do damage could go for a glass cannon build with spell damage gear possibly.

 

- Better give a lvl 20 Spell bonus

Reply #49 Top

Quoting StAcK3D_ActR, reply 17


Frost nova is also a stun and can interupt quite a bit so that's seven

And Reggie gets the stun chance at the end of the snipe line too so that's 8

And Oh silence is a great interupt too Sedna's got it ... and everyone can get it with Deathbringer nine, 10,
exactly, even some that i missed

the point is, we dont need more interrupt items, everyone needs to learn what spells interrupt, there is enough of them.

 

-The Reggie stun is a joke. 3%!!!

Reply #50 Top

Hey OP, plz add following things to the list:

 

The 3% stun skill, which stuns for 0.4 seconds (Regulus) must be BUFFED REALLY HARD!!!