yea, i tested it too. i was mistaken. sorry. must have read it from an article somewhere that had bad info.
transitive
a close game is not a more competitive one. thats the essentially flawed premise in the whole argument. a close game is just one in which the eventual winner was restrained from leveraging an advantage. if its the skilled play of the opponents that causes the restraint than the game was a competitive one. if its a built in mechanic of the game that causes the restraint it was not a more competitive game, it just took longer. making it take longer for pros to stomp
what i meant by Lobbies for Pantheon needs clarification i suppose. i don't mean that you should be able to shop between and freely enter and leave lobbies like you can with custom games. the Pantheon match-maker should deposit you and the matched players into a pre-game lobby. it would show what map and mode has been randomly selected and it will show the other players and their rankings and disconnect rate. you'll have no other optio
HoL is definitely used as a crutch by alot of players. i very much agree with that analysis. once you learn proper mana budgetting you start to use the gold on something that actually increases in combat performance like a Narmoth's Ring or Slayer's Wraps or something. but still, the out of combat "mobile crystal" use of HoL can be kinda imba. this is why the main change i favor to the item is an increased cooldown. 60 seconds in my op
additionally, has no-one else noticed that gold and exp rewards for killing players is ALREADY scaled to level? higher level DG's are worth more gold and exp than lower level ones. the game is already set up to grant greater rewards for killing high level players and lower rewards for killing low level players. why should increasing this existing gap solve the problem at all?
exactly as HateForest said. skill must be rewarded in competitive games. the appropriate solution to rage-quitting is to properly match player skill BEFORE A GAME STARTS . any mechanic designed to compensate after a game starts is a bad idea. rubber-banding mechanics such as the one described in the OP blunt the impact of skill. simply put is against the spirit of fair c
edit: this is wrong. sorry old post below -------- actr, you actually gain exp everytime a creep spawns at a Neutral Portal you control. they don't do this from your home portals, just the neutral ones. so generally its pure benefit to hold neutral portals. you get the exp no matter what happens but your opponents only get it if they kill the creeps.
depends on the map. some maps have creep waves that cross over each other at certain locations. other times they'll bunch up at a battle-line somewhere so incoming creeps will catch it from plagued creeps that were already there. its also incredibly easy for a DG to spread it to his creeps as he retreats. they'll pass by 1 or more of their own creep waves on the way back to base or when changing lanes. it gets all over the place very easily. </
i'll echo the other sentiments. why? other than aesthetic reasons, what purpose does a paper-doll system have? the current system gives greater item choice and thus greater strategic depth.
wide screen is wide.
this wouldn't make angry immature players any less angry or any less immature. it would just make the game take longer and make it harder to leverage an experience gap over the opponent. in other words, it wouldn't prevent rage quitting but would make the game take longer to finish. this is not the solution we need.
your welcome. hit me up with that Karma [e digicons]k1[/e] please.
i see things differently. this is sort of an academic debate though because certain maps only have certain flags on them so what we should really do is talk about the maps themselves. in general principle 1. Experience Flga 2. Gold Mines flag 3. +15% health flag 4. everything else but thats not especially useful. lets talk about the maps, just gonna do the 2 most frequently played ones. actually, Prison is mor
lemme guess, the map was crucible? you bought creep upgrades and then the game stalled at the tower choke point? the AI sat their and farmed massive creep waves. used the insane amount of extra money to go and buy 4 or 5 artifacts and become invincible and then wipe the floor with you. moral of the story: do not buy creep upgrades until you're ready to win the game immediately afterwards.
i'm gonna praise SD for vastly improving the broken connection code in an amazingly short time frame. the improvements they made solved about 98% of my problems. i'm gonna praise GPG for a great game design and a great looking game. i eagerly await new maps and DG's. i'm gonna praise the members of this community who have a good attitude and are fun to play with. thanks for being cool guys, you make it worth sticking around.
technical detail regarding Mines and creep farming: Mines don't actually count as "your damage" for anything except DG killing. so they won't trigger life leech, they won't trigger for Blade of the Serpent, and they won't tap creeps for gold . they still help immensely in clearing a creep wave quickly but they're inferior to Angelic Fury for gold farming purposes.
this is an ongoing controversy, particularly with Ooze builds. the late-game development of an Ooze build is drawn between maximizing health stacking and backing it up with passive abilities from the skill tree (so as not to increase your mana requirements) or diversifying into Spit for better DG dueling capabilities (but paying the price in requiring more mana or leaning on a Heart of Life to get the mana). i tend to think of the Ooze
...should AoE effects also prevent Rain of Ice or Ground Spikes? efforts at re-balancing should focus on adjusting existing parameters (damage, mana, cast time, cooldown, radius of effect, etc.) rather than fundamentally changing the way ability interacts with the rest of the game. but i don't even think Mines need re-balancing. they seem fine to me.
i agree, the AI is much better than it used to be but still much easier to kill than a human player. they definitely no longer do blatantly idiotic things like suicide on towers or go charge an enemy when they're at 10% health remaining but they still struggle to make the right call on when to withdraw and will usually duel to the death even against enemies they can't beat.
you know the quote button is outright broken on certain browsers right? i'm on Chrome and it doens't work ever.
i'm glad you're enjoying the game. good luck with your continued learning and exploration. its a great game, i look forward to seeing you online some day soon. i actually wrote a couple of guides intended for direct consumption by players such as yourself who are struggling to learn the basics. check em out. New Player Survival Guide (link url: <a href="http://forums.
nice guide, thanks for sharing. i have 2 questions: 1) Light Turret at level 8? I'd have imagined it would be higher priority than that. i don't play much Rook so maybe i'm wrong, but it seems like one of the strongest Harassing abilities Rook has. also one of the best ways of getting pot-shots (potentially kill shots if they're low enough) in on runners. am I wrong? 2) Nimoth Chest Guard? Rook suffers from naturally low arm
generically useful for anyone: package 1 - Banded Armor - Scaled Helm package 2 - Banded Armor - teleport scroll - combat health potion specific to generals: Monks (priest Idol rank 1) for n00bs who int
my opinion has been and remains that prior to level 10 its not viable to be playing with a hybrid Spit/Ooze build. you get punished too much on the split decisions on items. the best chance at making it work is to lean heavily on Heart of Life. this is doable but kinda requires you to be a skill mismatch against your opponents or else you won't have enough cash to buy it in a reasonable time frame. if its a skill mismatch anyway then it doesn't matter what your build is. <
Hi Sean. thanks for updating. i think the link to the Tale of Two Beasts guide didn't get copied correctly or has a typo or something. the text is not coming up as a link on my screen.