[quote who="pacov" reply="514" id="2506830"] oh and good job to clan GL. Got to play a game against them with one version of my premade yesterday and they wiped the floor with us. Maccilia (their team) appeared to have connection issues just before the end of the game and it desynced... to which, at least a few of them, temporarily, called us stat whores (implying that we/I cheat). I do take offense, but I'm happy to make clear that they destroyed my poorly perfor
BobWI
When I look at the selection of current favor items, I can't help but notice that most of them mimic purchasable items, or citadel upgrades, or even some abilities in some way, shape, or form. Also, most tend to be rather simple. When I use those observations as general guidelines, a couple of gaps that could be filled pretty easily which I'm very surprised havent been mentioned yet. For example, there should probably be some sort of lifesteal favo
[quote who="obscenitor" reply="49" id="2438660"] Even at level 20 with a Mageslayer UB with stats is only at 540 autoattack DPS. Assuming 40% mitigation, that's 324 DPS. With the same gear a non-stat UB does 470 mitigated DPS, or 282 DPS, a difference of only 42 DPS, hardly comparable to the 150-250 Spit does, and that's not even counting in the DPS gain from the Blade of the Serpent. [/quote] I'd like to add onto this quickly as well. You only assume 40% mitigat
Acclimation implies that we reach at least lvl 15. A hybrid beast does not need to sacrifice acclimation to get there. Spit 5, ooze 4, grasp 1, inner beast/acclimation with one point left for post mortem or claws (probably). Yes, HP will be a bit lower by loosing out on HP from stats and BotF, but the damage gain from spit and flows is huge. Also, let's not forget the fact that spit is pretty incredible for pushing towers and that it gives
I dont think it's a straight multiplication or division however; it appears to be an addition or subtraction of the percentage instead (think current value minus 0.15max value, min value = 1). At least it seemed that way in the heat of the moment... I could very well be mistaken on that point. If that is the case, it would really be the equivelent of loosing the regen. For example, let's only consider the current value for, say, available MP (not total). Le
I've recently noticed something that is potentially a bug relating to the HP/MP flags. What it amounts to is that loosing an HP or MP flag that your team holds subtracts out HP/MP from your current amount available. While this sounds like it's working as intended, the consequence is that loosing an HP or MP flag can completly negate whatever HP/MP regen that your demigod has. Your demigod can be out in the field regenerating HP or MP for a while, but if you loose t
I think I foresaw this months ago. And I agree, something could probably be changed for the better. One idea I had was if the flag lock was targetable and had a few thousand health to burn through, then it would break. Increases in price might work too, at least delaying the onset of locks.
I generally agree wholeheartedly with the posters above. HP stacking helps with *all* incoming damage while armor only helps against normal attacks. When combined it's even better. HP stacking alone essentially automatically gives health regen as well as priest/idol heals are % based, and those heals greatly outpace any regen normally available.. There is also the fact that items like Sigal of Vitality are % based. Regen is largely only useful for recovering any
Problems with HoB are easily solved: no favor. It might be a rather hamfisted approach, but it would be flat out effective in preventing any cheezy tactics related to favor items. With regards to Sedna healing wind/high priests, I think it has to be allowed. Yes yes it is a bug or exploit (I'm not going to argue semantics here), but there is the perfectly logical scenario where there are 2 generals on a team and they would stagger priest idols. In that case, th
I would suggest tweaking the priest creep/minion mechanic slightly. It has been reported elsewhere that an invisible debuff gets applied on a demigod after receiving a heal from a priest creep or minion which is unique to the type of unit applying it (eg a monk specific debuff, a high priest specific one, a bishop specific one, etc). This debuff prevents any additional healing from that type of unit for a certain amount of time (7 seconds IIRC).  
I would go w/ a minion Erebus as well, but would probably be less honorable than you Sleepy, by taking advantage of batswarming over the gaps. Also, you're missing out on 1 talent point in your build and your favor item. Build: Bite 3 Coven 2 Conversion Aura 1 Batswarm 1 Morale 2 Items: Unbreakable Boots Hauberk of Life Vlemish Faceguard Scaled Helm Sigal of Vitality 2x Mana pots
10. Is there any chance for some sort of character sheet for minions so we can explicitly see all of their stats in game? For example, double clicking on a summoned minion could bring up a character sheet, or small icons could be added to the UI showing the current minions that are out. It would be nice to see damage ranges, attack rates, move speeds, and armor values stated. This would really help to define exactly how much the minion damage items effec
[quote who="Goggris" reply="15" id="2293082"] The reason the number spouting doesn't mean crap is because you are picking and choosing which numbers to include. It's easy to pick one skill and claim OP but you are ignoring several revelant factors. Regulus is one of the slowest, most vulnerable (hp/armor) demigods and has no form of heal, escape, stun, or interrupt of any kind. He gets the slow at level TEN. So the most vulnerable demigod gets
[quote who="SoFFacet" reply="14" id="2293074"] Quoting BobWI, reply 12 can be used as a passive trap, as a creep/minion clearing aoe, as a tower nuke, as a snare, or as a combat nuke depending on the situation at hand. And? I suppose it hasn't occurred to you that its supposed to be able to do all that. Versatile spell is versatile. [/quote] Did I say that it wasn't supposed to do all of that? I'm actually pretty sure I sai
[quote who="Shadow" reply="10" id="2293051"] Number spouting. This is scrub talk 101. I rest my case, everyone else can decide on their own. Have fun. [/quote] Ad Hom attacks. This is scrub talk 201. I rest my case, everyone else can decide on their own. Have fun.
[quote who="ItchyDustbin" reply="8" id="2293018"] Other abilities typically don't have so many hard counters though, like moving, minions, creep waves, totems of revelation, did I mention moving? MOVING. [/quote] This statement completly avoids the numerical argument presented. One could actually defend the number of hard counters available based on the unrivaled utility of the ability, which is the only one in the game that can be used as a passive trap, a
[quote who="Zechnophobe" reply="5" id="2292768"]Man, this thread makes me so conflicted: The real reason that I think mines are viewed as being too good by certain players, is not due to their strength per se, but in the cognitive dissonance that players have with the way they are used. Some people get it into their head that a 'mine' must be a 'trap' for the opponent, that they must be lured into. Yet they are just as effective as a combat trick, and dropping them at the fee
[quote who="SoFFacet" reply="4" id="2291323"] Quoting BobWI, reply 3 3 games a day in pugs. Hate to be the bearer of bad news, but if you only play pugs then you are not in a position to offer credible opinions on balance. Sorry. [/quote] Because listening to someone who plays strictly with premades in custom games that typically are not advertised as premades in the game title against PuGs is a more credible opini
[quote who="Shadow" reply="25" id="2291266"] So no you're not willing to prove it? Gotcha. Mines are fine: * You can see regulus winding up to cast them. Move out of the way * You can use totems of revelation to see hidden mines. Don't walk over them * Don't get into huge skirmishes where you are committed and can't run away if a regulus is nearby At this point I'm just getting angry and not contributing
I'll take the bait... [quote who="SoFFacet" reply="15" id="2291129"]You know Shadow, maybe if you attached reasons why Mines are fine, people wound understand better, and you wouldn't have to repost so often. Rationale is pretty useful in that regard, or so I hear. [quote who="Shadow" reply="20" id="2291191"] Except I'm right. I challenge you and anyone else who thinks mines are OP to a game. You pick your team, you pick what Demigods we play. [/quote]</p
[quote who="Shadow" reply="13" id="2291115"]For ffs people. Mines are fine. All of your "hmmm... IMO cast time should be increased by 3% and arming time should be increased by 4%" is garbage. Fidget fidget fidget. If it aint broke don't fix it. Mines are not OP. You people who are looking at the numbers only have no idea what you're talking about. [/quote] No, you have no idea what your talking about. See, wasn't that such a constructive post I just made? <p
[quote who="InfiniteVengeance" reply="11" id="2291092"] I didn't think it *ever* faded. [/quote] Really?!? That explains why it seemed like forever then! It's pretty minor, but I wouldn't mind seeing a duration attached then, maybe 20-30 seconds or so. I just remember sitting in my lane amazed at how long that friggin thing lasted after I made the Reg run away. But enough with my tangent!
Mines are the most powerful *potential* burst damage in the game, period. Within just over one second of game time, one or several demi's could potentially eat 9 mines (6 from mines previously set, + one cast after they're popped). At level 7, that is a potential 3600 damage/target in about 1.5 seconds to anything in range of the aoe. There is no other single ability with that kind of potential damage/target in that short of a timeframe. The potential for that muc
This is a toughie. I kind of like the idea of the 500 + (50*lvl) formula idea, but I'm not convinced that it's necessary, or the best choice. However, what if the gold bonus was changed so that the 500 + (100*lvl) were the total amount given out, to be divided among everyone who assisted. Now instead of a potential 600 + 300x (where x = number of assists) at level 1, one would only divide 600 up between everyone who particpated in the kill. Anyways, just
Suggestions: 1. Change % based mana regen items to flat numbers. It's a needless complacation to have to calculate out when a % item offers more regen than a flat number one. We dont have any % based health regen, so why for mana? 2. Minion/Priest heals: --a. It appears that there was a consious effort placed into prevent excessive healing by regulating the time between heals received. For example, one can only receive one