[quote who="Heavenfall" reply="1" id="2381868"] quoting post Decreased turn speed on minions *Vague comment about 1 feature of the patch, ignoring everything else completely*[/quote] *Irritated and incoherent response citing your ignorance and lack of playing skills*
Kalil Chernov
[quote who="Felric" reply="14" id="2280548"] Quoting Kalil Chernov, reply 6Short version of points 3, 4, and 6: characters with enough gold to buy a pile of artifacts are too strong. ...shocking. Hey all I'm saying is that those items add far too greatly to the slippery slope effect, making matches lasting longer then 45+ minutes a rarity at best (not counting noob on noob matches ofcoarse). Generally by then stratagey and teamwork in a game designed for just
[quote who="Felric" reply="1" id="2280079"]Ok I'll take a stab at this and suggest: 1.Crits should NOT ignore armor. Same with life steal, but that has already been mentioned. 2.Reduce +Armor on all items that add more then 700. With proper stacking it is possable to achive OVER 75% armor with 25% damage reduction, which brings me to my next point. 3.Reduce Bulwarks damage reduction to 15% or less, because right now, UB is capable of having 6
Features I'd like to see: Replays, of course. Random Demigod selector (and perhaps a game mode option where everyone is given a random DG). A slight buff to spawned minion stats - I played for a while with the 'tough' minion setting, and found that they quickly became part of my assault strategy when they were strong enough to actually survive a shot or two from a tower. This would also buff Sedna, QoT, and General-style Oak, by virtue of their area ef
One cleverly evil tactic for upping your war rating early on: A cargo hull has the same amount of space as a large hull, for half the cost, and is available from turn 1. I had one game in DA where I built a 'fleet' of paper tiger cargo hulls packed with weaponry, and successfully intimidated the AI into leaving me alone. Combined with the Spin Control Center, they provided a very large, relatively inexpensive boost to my military score.
It does not. I've tested it with a setup where if it worked, there'd be no mana loss. There was mana loss.
[quote who="Aroddo" reply="13" id="2217951"]btw: Towers do not count as minions and thus don't get bonuses from items.[/quote]Thank you for restating the OP. [quote who="Obscenitor" reply="14" id="2245832"]I had heard armor mitigates rook's tower damage, so logically spikes and bite should improve it. Correct me if I'm mistaken, but I believe they're dissimilar to base towers in that respect as well.[/quote]I'm pretty sure you're right, although I haven't had a chance to rigorou
Re: priests, Gold upgrade in most situations should be a higher priority, but there are certainly situations where you want to buy priests early. On a map with several generals (especially if one of them is Sedna), the combination of multiple types of priests all on seperate healing cooldowns can make demigods easily capable of stunts that'd normally not be feasable without signifigantly better gear and levels. In my experience, Sedna can melee down towers at low levels wi
[quote who="technoViking" reply="2" id="2215183"]ooo! tricky thanks now I know to just kill his minions[/quote]Yep - the downside to the buy/sell idol strat is that if you lose your minions, you've lost money. I'll only (ab)use it if I'm upgrading idols anyways, but some players will stack on a set of minions of each rank and lead an army of 20+ minions into battle. Works great, until TB fire novas them all into oblivion and they realize they're out 1000g.
It's most likely due to having multiple IP addresses. Do you have Hamachi installed? Or are you connected to both a wireless and wired network simultaneously?
Just thirding what Darvin and Strangler have already said: Your build lacks coherence. Max mist without any minions (other than level 1 monks) is bizzare. Max mass charm is very iffy. Two helms and an HoL is outright ridiculous. Not sure why you need that much armor, especially if you actually /use/ mist and bat swarm with your enormous mana pool to survive/escape dangerous situations.
Great work, Thrandiul, you've produced a very convincing write-up. I tried out an ooze build with the Vial, and was very pleased with how effective it was. The health drain from Ooze is easily offset by the -% attack speed. It lacks the harrying capability of Spit, but it offers excellent lane control.
[quote who="SolaceAvatar" reply="13" id="2213284"]Not 100% sure that's all english, but you didn't exactly poke a hole in my plan to sit in a creep path for five minutes or so, then port out the instand I demist.[/quote]I was making fun of Guildford, not you - I agree with your tactics. Excepting the proper nouns, my posts are all english (albeit moderately archaic english), although in that one, I referred to a piece of literature that was originally published in french. Godot ne
I've created a monster. *blush* I'm so proud.
[quote who="SolaceAvatar" reply="11" id="2213079"]That would be why I said basically. And do you honestly use bat swarm as an aoe? Also, if you park over a creep path and have three mp items, you can be in mist form basically indefinately. If they wait for you, well, you're not comin out, can send over minions, and probably are getting more kills. Or else you just unmist and batswarm out past any attacks.[/quote]I'm very much looking forward to the first time Guildford tries to 'o
[quote who="lucienium" reply="9" id="2212412"]Can you use this technique to perma-mist beside the enemy citadel? LOL! Think about it...[/quote]Think about what? Mist can't damage structures. [quote who="InfiniteVengeance"]If you tp back he returns to his position (with bat swarm) and remists. He'll regen hp back to full and wait until you leave.[/quote]No HP regen while in Mist form.
[quote who="Cutfang" reply="5" id="2211697"]Would Oak's penitence increase the damage the towers do? I'd like to see them working together [/quote]Good point - it should.
[quote who="kurjak82" reply="1" id="2211610"]yeah right nightwalkers take down the citadel....[/quote]I've done it before. [quote]Just ignore him, mist is by far the weakest aoe in the game really, at max it deal 125dmg, plus creeps just ignore erebus when in mist.[/quote]Creeps ignore you until the first Nightwalker spawns, then they'll stop to fight the nightwalker and croak. [quote]As en erebus i can just whipe out every creep wave but giants with batswarm, at a fract
[quote who="VyperXXX" reply="18" id="2211457"]The ultimate downfall to this type of build is that it relegates Erebus to a glorified creep killer with little usefulness in regards to other demigods.[/quote]You forget one very important thing. Although Erebus is trapped and stationary, his nightwalkers are not, and they can and will eventually take down towers and even the citadel itself.
I first documented this technique here . It's an interesting tactic, but by no means an automatic win, since the side with the misting erebus is effectively down a demigod for the duration, potentially allowing your team to steamroll them - if you ignore the steady stream of nightwalkers. Furthermore, the Erebus will be the only enemy DG gaining XP/gold from those creeps, and thus his team may suffer from a level defficiency. Another
[quote who="Rav3nIX" reply="11" id="2211380"]I've found that Regulus is practically useless without mines early game, he doesn't have the survivability to cap flags or the aoe to farm creeps without them.[/quote]Try one of the passive (angelic fury) builds. They're highly effective early-game.
There are a few balance issues that need adressing. The recent Erebus tweak proves you're aware of this, but there one thing in particular I'd like to bring to your attention: Currently, Snipe can target a building in the fog. This means that, at any time, Regulus can take a potshot at the citadel. This may not seem like a big deal, and with a single Regulus it generally isn't. I tested in single player, and was able to bring down the enemy citadel in 14 minute
[quote who="Darvin3" reply="8" id="2211228"] I'd agree with that. I was more speaking about Regulus buffs (which seems to be the topic of this thread more than anything). If we're going to bring up nerfs, I'd say the activation times of his mines are another issue worth looking at.[/quote]Hmm, yah. I'm not sure if they were really intended to function as grenades... As for buffs - almost all of his skills are worth taking, with the exception of vengeance.&n
[quote who="Darvin3" reply="6" id="2211144"]Vengeance needs some help. Deadeye is unreliable. The other skills are perfectly fine as is, in no need of a buff.[/quote]There's one change I think is absolutely neccessary: Snipe should not be able to target buildings - or, at the very least, it should not be able to target buildings out of site range. It takes under 4 minutes for a trio of Regulus's to take down an enemy citadel from max snipe range (which is behind their own
Transitive: it sounds like what he's trying to say is, you cast Mark of the Betrayer, and you gain a 'buff' that causes you to apply the debuff to the next Demigod you damage. Not sure how that'd work with cleaving effects like angelic fury, and not sure how much of an improvement it'd be, but it's an interesting idea.