Well if the ladder is already being reset, isn't resetting win/loss also reasonable? It's kind of a useless stat now...
Doddler
I don't really get it myself. I mean I understand how it's supposed to work, but you see people that are pushing 4:1 win/loss ratios that are in their 900's. Like look at this friend of mine . Last tournament he did 19 wins 6 losses, for 916 experience, down from the starting 1000. His custom game experience averages at 1029, his skirmish experience is 1145. However, on the ladder it shows he has 1542
An interesting thing about minion builds is that the +atk buffs for minions affects all of them, so a DG with 12 minions (oak) squeezes out 48 additional damage from all his minions combined with a +4 minion attack power item, where as sedna and queen can only get 16.
I'm going to guess that the 'free weekend' idea that steam has going for some of its games is a big sales driver, especially when it coincides with new content (like maps/items) and/or game sale, maybe something like that would be handy? I do see why its still 1.01... aside from connectivity fixes, the game hasn't really been updated at all since release. Erebus's bite fix is the only balance change that I can remember.
I've seen a regulus / torch bearer team that managed to slow a target so much that they didn't appear to be moving. They'd play the animation for walking but they were making almost no progress... it was the treading water effect mentioned earlier in the thread.
I like how queen of thorns death effect is -10 health per second for 10 seconds, and unclean beast is -20 health per second for 15 seconds.
By war rank 6 (I think) you get two forts on the front line... but only if the block of towers are still standing. Its pretty handy I think to take those forts down before that happens.
[quote who="ChromeWeasel" reply="1" id="2225217"] Jeez. Creeps are already crucial. They generate most of your experience and deal damage to structures. They heal you. They pressure the enemy and prevent them from healing. They light up the map and show you where your enemy is. Just because you don't see all the value in the creeps doesnt mean they need to change. How much more crucial do you want them to be? If they are any more important this game will be another annoy
While I'm not immediately familiar with how DoTA plays, I think the creeps should play a bigger role. Until you get mid-game when catapults start coming into play, there's not much value in fighting along side your own creeps and clearing a path for your creeps to strike enemy structures. I think this is exemplified by the fact that most people consider getting priests/angels a mistake rather than an advantage. Again while I don't have any real DoTA experience, I ge
You say that it takes erebus out of the game, but it can also be used to take other players out of the game. I saw one game, a 3v3 on Crucible. An erebus bat's across to the portal and begins capping it. The team comes back to stop erebus, but he mists. Since the game is on giants, if the flag is lost, the game is basically over. The erebus can mist for as long as he wants, he's damaging the reinforcements as they leave, and the other team can do nothing. O
20KB/s does sound like a lot for a game that theoretically should be able to render the same on each computer by receiving only move/skill commands from each other's demigods, the rest is out of the players control and if it was designed well should render correctly without requiring data to be sent. I could see it in supcom where a player has direct control over 500 units at a time, but the hundreds of npc minions running around the map shouldn't need network traffic to render correctl
I don't see the need to increase favor gained. If favor actually worked most players would already have the items they wanted within a dozen or so games. Most complaints about favor are because favor from the start has been broken, not because it was difficult to accrue.
I don't think its cheating, but I think that perhaps some maps where this tactic is commonly used could use some changes. A little more tower firepower within range of the portals in Cataract for example would help a lot. The map is especially bad because its really easy to just buckle past the towers and you get into basically a safe zone while you capture the flag. I guess the same might be true for Crucible.
A durability rating would work, where you total up all the health you've recovered from healing items, crystal, natural healing. In the case of sedna, her heals would count for her rating regardless of who they used it on. Oak would get points for damage mitigated by shield, same with QoT. Any demigod can take a beating and recover HP, but some do it better than others. It's better than an unrealistic rating like healing, where only one class can really do it.
I'd be perfectly happy with a history of purchased/sold items at the end of the match.
Well the Eerebus nerf isn't really that big of a change... the damage reduction hardly matters. I don't really think tower rook is overpowered. If people could ignore the towers, there'd be no point in building towers. I play tower build when I play as rook mainly because its probably the only real effective rook build. At least erebus can actually hit people with his bite, good luck trying to slam someone with half a brain and/or with stuns. Bol
Thanks for the heads up Shirley.
Bumping thread back to page 1... looking for some confirmation on the problem. :(
I made another thread detailing this issue in more detail ( here ). GPG nor Stardock have had anyone confirm it as an issue yet though...
I know SupCom web tracking kept track of Wins/Losses/Disconnects. Of course disconnects counted as a loss as well, but if you racked up too many it would look bad for you (and may also influence match making?).
Its probably the same story as the stone dude flying in space wrestling with two snakes. Because it looks cool. [e digicons]B)[/e]
Thats interesting, from the looks of things it affects ALL NVidia 7000 series cards. Reports so far show it affecting the 7600, 7800, 7900, and 7950 cards. I wish there was a way to confirm that they've seen this issue, having an entire series of video cards affected is a pretty big deal. It also seems as though a lot of people aren't even aware that they're missing those visuals. They're important, but there's nothing that indicates it should be there, it just comes
An old thread that identified this issue that has fallen off the front page on the tech support forum. I figured rather than bumping the thread, a new one that outlines the exact problem might be better off. The symptoms of the problem are some visual effects not appearing correctly, or not appearing at all. It doesn't affect visual quality, but it seems to affect some kind of transparant visuals. The problem occurs regardless of the visual qual
[quote who="drasked" reply="21" id="2182416"] Most certainly, it will work on any damage you deal (skills and autoattack, and there is no range for it as far as i can tell). I'm already trying to put this favor item in other mana heavy demigod builds that do a lot of AOE damage. [/quote] The best use I found for the blade that I can see is on a tower rook. When you structural transfer your own towers for HP, you could actually regen mana from that too with the bl
I have the same problem using the NVidia 7950. I made a video and posted on youtube, showing the problem. It affects many aspects of the game: Youtube Video I verified that I'm using the latest nvidia drivers. I can upload dxdiag if it would be helpful. Edit: Updated the video to show missing visuals from bramble shield and improve quality.