Even if you tweak the base to make it more "Erebus-proof" the fact still remains he's the only character in the game capable of entering and leaving base on Crucible by any means other than the front door. This will always leave him overpowered with respect to other characters. This definitely needs to change. I already think Erebus is at a big advantage on Crucible because his fast movement speed helps him out when fighting in the central areas that are far from towers an
Darvin3
Yes, anything your minions kill count as you killing it.
I pretty much agree with Daikaze. Most of the demigods are fairly well balanced, but some abilities are too good or not good enough. The one thing I would add is Oak's last stand; it needs to be made so he cannot attack buildings while in last-stand mode, since it's virtually impossible to stop him from suicide bombing everything if the game goes on long enough.
No, killing minions gives neither gold or experience. Unless you have a nice AoE spell that can fry an entire army of them, they're not worth your time to attack.
Your strategy depends on the map. One of your top priorities is to blunt their push, and that means buying your citadel upgrades early on. Take advantage of their lumbering move speed and grab flags from under their noses. On some maps, particularly Crucible, if a Rook can get through your front line of towers early enough the game may be over right then and there, so ensure you have the capacity to blunt that advance. Remember that Rook can only support two towers w
What map was this? Prison? Yeah, the nightmare AI is something of a joke. I can usually coax it into running into my towers, giving my first blood (or at very least an assist) within the first few minutes of the game. Hell, I find killing the *easy* AI is harder because it actually runs away when it might die.
I think the issue is more that, at a reasonable cost range, there are only two speed boosting items in the game: wand of speed and boots of speed. With inventory space plentiful in the early game, there's just no reason not to buy these very cheap and effective items. I think both boot and wand need a cost increase, since right now people are just picking them up right off the bat. Mana regeneration is top priority, maybe an appropriate piece of armour if you're up against
Last night, I played a 5v1 against normal AI's and stomped them quite nicely. This morning, I decided to see just how much easier it would be if those AI's were easies. The results were shocking: it was harder. Where the normal AI's didn't destroy a single building, the easy AI's pushed me back beyond my first line of towers before I got enough equipment to start a kill streak and own them. The biggest difference I noticed was that the easy AI was more cautious. 
I totally agree that QoT should be played dual-form. I don't know why people go singleform with her. I understand TB whose abilities are all about dealing damage regardlessof whether you're fire or ice, but QoT definitely gets a high degree of versatility out of her two forms.
I don't think we're talking about high gold starts, because the OP said all he had was banded mail and a few consumables. That sounds like a 1000 gold budget. However, there is one thing that stands out about his item choice. In a typical match, banded mail is better than scale mail. This is not true against Erebus. You should [i]always[/i] get a scale mail at the start of the game against Erebus, presuming he's getting bite. Usually increasing your
[quote]If I could run fraps with demigod id prove everything you just said to be completely untrue, but we'll see how I do in the ESL 1v1 ladder instead.[/quote] The thing is, Rooks are just so easy to kill when they stray too far from their tower farm. They have low armour early on so it's easy to whittle away their health. Once they're decked out with equipment things change, but early game I've yet to see a Rook who is dangerous outside of his tower farm. Of cours
Rook has his trebuchet, TB has several skills that can attack towers from outside their range, UB can spit on towers, and Regulus can attack them from outside their range. Most of the generals have special abilities that are great for dealing with towers, and failing that can always just buy siege archers. At first glance Regulus may appear unique, but every demigod in the game has a way to attack towers with utter impunity.
[quote]Well, it is possible that OP is saying that the game is boring to keep seeing rook in 1v1 and slaughter them every time.[/quote] Quite possible; I've seen a lot of newbie hammer rooks out there. They're not bad when backing up an ally, but they're dead meat if they get caught alone. [quote]Tower spamming is definitely weak in this type of game[/quote] As I said, Rook sucks at holding on to flags in 1v1. If you can't push significantly
My first priority is basic staple items, like mana regeneration and armour. Maybe move speed or a healer idol depending on my DG. I then get some of the low-end citadel upgrades, particularly the ones that improve building HP/damage and the first level of currency. I sometimes get priests if we have good DG's for pushing. I then get a wide range of items under 2k. Nimoth Breatplate, Wyrmskin Gloves, Vlemish Faceguard, all those great mid-tier items are well wor
Personally I've taken to Erebus on Crucible because he's awesome at holding flags and killing enemies that stray too far from their tower line. Plus after a bite, no one outruns him, giving me a free getaway. However, I don't feel any map should be DG-specific, which is why I'm looking for more generic strategies.
[quote]That is not true in a straight up fight anyone can win it is how you play your DemiGod[/quote] To an extent, if Regulus is seriously outplaying the other player, then this is true. However, if they are of roughly the same skill level, some builds just can't stick it out in a direct fight. Regulus is a particularly squishy character, and usually has to run if he gets caught up in a melee situation with another DG. He relies heavily on his mines to cover himse
So, what I'm hearing is that there is basically no direct solution to the problem. If I'm a slower demigod than my opponent and I end up in a fight near the gold mine flag, I must win because I have no chance of escaping. I have an extreme aversion to simply allowing my enemy to control a flag, much less a valuable gold mine flag. However, it seems there just isn't a solution to the massive risk you're taking to capture it. Pushing and killing are both unreliab
[QUOTE]Strangely enough, I'm of the opinion that it's easier to stay alive as Generals.[/QUOTE] I totally agree with you. Assassins have very little in the way of defensive abilities. I find they're much harder to keep alive than generals. Sedna and QoT have it easy when it comes to survivability. Heal and brambles make them virtually unkillable if they're played well. Definitely the two hardest DG's in the game to kill. Erebus is awesome with a c
All the generals have great responses to this. Oak's shield, Sedna's heal, and QoT's brambles can all block or negate a coordinated snipe. All these abilities can target a friendly demigod and can be used to interrupted this combo quite effectively. Erebus can also turn into mist form to avoid this concentrated fire if he anticipates it. I think it's the assassins that have trouble, and in fact I've found the assassins to be very lacking when the other team has a coo
I'm not saying that I don't pick up teleport scrolls; I never said that at all! The only time I don't pick them up at the start of the game is if I lead with a monk idol. What I'm saying is that they don't stop you from dying because they'll just be interrupted.
Play as Oak and shield before you use your teleport scroll. Problem solved. Seriously, though teleport scrolls are dirt cheap. They cost 250 a piece; you can't expect something that cheap to be a "get out of jail free card". No one of reasonable skill would ever die. They'd be brutally overpowered if you couldn't interrupt them. There are lots of ways to get around interrupts which have already been discussed.
Crucible? Yeah, Rook can be brutal in the mid-game on Crucible, but in 1v1 he's screwed. There's an absolutely critical gold mine flag on this map. If Rook tries to lumber down and claim it, he WILL be killed. As a result, the other player will own it by default. This is a huge gold advantage, and if Rook cannot push very early he's going to die simply to a combination of war score and income advantage that the other player has.
1v1 against Rook? Personally I think Rook is the weakest DG in 1v1 by far. He's very easy to kill if he's not near his tower farm, so at most he can only control one flag, giving you free control over the rest. Rook is one of my primary characters, and I can tell you that above all he's a defender. He's no good at flag capturing or hunting down other demigods. He's about pushing and preventing the enemy from pushing. On its own, that won't
This map is giving me a lot of trouble. Victory hinges on that gold mine flag, but I keep feeling like certain demigods don't have a hope in hell of actually capturing that flag. The key problem is that the flag is so far away from the towers and mobs. If you have to run while you're out there, it's a LONG way back, and if an enemy demigod moves faster than you it's basically a death sentence. That forces you to use teleport scrolls, but that's not a solution, either.&
I think you're somewhat screwed as Rook in 1v1. Rook is really vulnerable until he reaches level 4 and can make a proper tower farm, and while he's slowly lumber around he's easy prey to a fast hero like Erebus which can snag flags and whittle away his health. In 1v1, I always play with a general. The assassins just don't seem well suited to controlling the entire battlefield like a general can, which is what you need in 1v1.