Also, i guess shadow warp is an intereupt? That is useful.
Danbotics
Hopefully there is a shadow-swap immunity for a few seconds after a demigod gets tele-switched. This would stop the chain tele-switching people have been worried about. The mana cost i think will be massive, but we need to remember that HE switches too. He could easily get put in a bad situation if used at the wrong time AND has to run back from where he teleported. He is in danger too when he uses this ability. It will be game changing, but if the mana cost is high, an
Thank You!
Hey, Im heading home for 3 weeks and am just wondering if it is possible to copy this game to my other computer and play the game there using my account?
Same build as me Regabond. But i get vlemish as my first non-start item, then gunners (great for chasing enemy who has been spiked). At lvl 10 i put my points into uproot as well...it isnt very useful but the other tracks are useless too at that point.
I forgot frogboy wasn't reading the forums and talking to the people who can make these changes. My bad. I am not asking him to be my bitch, he just seems to be the best man to say these ideas to. Jerks.
I didnt mean that the shield would store the damage, but would regenerate back to its 1200 damage maximum etc.
People dislike uproot because it adds nothing to her ability pool. So, why dont we make uproot link to bramble shield. All uproot damage regenerates that much damage to the amount any current shields absorb. So as an uprooted building loses damage, all bramble shields regenerate their power. Giving bramble shield more staying power and making Uproot more viable as an option? Thoughts?
Qot is a wonderful demigod till level 10. You can hold flags and win war score. Also you can outlevel all but tb, and collect a frack load of gold. However, she becomes a pretty lame assas style, a useless support style, and a weak seiger when the demigods are level 10ish. I know many people want many things for QoT. Uproot is useless, compost is one too many skills for shamblers and the like. So what i was thinking is move the bonus for shamblers to Moral and make comp
What do you think is needed in terms of new favor items? What would fill some holes without being overpowered. Also, think any favor items need a boost/nerf? I know most suck, but asny in particular that you really want to be able to use? personally, i would like a General favor item that cuts the mana cost of summoning (idols and minions). Maybe cut it by 20%?
The problem is that qot is the key to trumping this erebus build. In panth the forces of light never have queen...so the forces of darkness tend to win. My queen build demolishes ereubus minion build in custom. Spikes anti armour and aoe rapes these things, plus queen of thorns make them useless too. Even shamblers would work.
Giving yeti's magic resistance would work well because they could be used to chase away casters like torch. They would also make it useful to have summons in giant battles where 1000s od dps are being sent out. They would actually absorb damage like they are supposed to. BUT, lowering the mana cost of yetis is a MUST idea either way. They cost a fortune.
Senda has a few spell which are anti-magic (silence and anti0healing aura). Having her tank summons being magic resistant makes perfect sense. Maybe 30% at first and up to 85% by the end.
Sedna is all about healing and stopping magic (silence and anti-healing aura). Her yeti's should have magic resistance. Starting at 30% and working their way up.
I guess the feeding point makes sense...but feeding your enemies early on usually means quick win anyway. Maybe we can bring back slaughter when there is a more complicaed matchmaking system. OR possibly allow player to choose which game types they wish to play (or just toggle slaughter). It just seems to me that the support hero's are built to win this type of game. QOT in particular would be extremely valuable in slaughter. Sheid allows for a better chase of the enemy
I was just wondering why 1/4 of the game modes are not played on panth (and ive never seen one on skirmish). I really enjoyed slaughter in the single player mode... Is there a balancing issue or something?
As for 6 (holes demigods should plug) There are a lot of boost auras in this game (most of which kindda blow) and only 1 (sorry if this is wrong) aura that negatively affects demigods. I think we need an antimagic hero. A hero who can drain mana with an aura or attack. This would put a hole in melee assas who have enough mana to seriously unleash hell.
You can always lock your own flags...
Has anyone else felt like there was a rapture? No one is playing panth....or i cannot connect/find any other players since this patch came out.
It can be prett awesome (punisher) in a 3v3 or4vs4 when an entire team buys the punisher. You can deal serious damage as long as you dont get interupted during its huge cast time.
This item is so much fun when playing 4vs4 and all your allies have it too. BAM by 1600 mana to every demigod on the other team. But Yes, the cast time takes forever, and it is kinda buggy. Sometimes it will start casting then stop, or your hero will chase after the target and not ever cast the spell (no, not because it got interupted). The item is fairly useless alot of the time do to the long casting time. Most heros have
Are demigods supposed to be able to attack the ward? Sometimes my summons do accidnetly, but i was just wondering if the wards were meant to be targetable by demigods. It seems like they should be considering they have hp (unless for programming reasons they must have HP). Or possibly i am just not very clever and havent figured out how to kill the wards? If wards were damageable then it would hinder oak's power leveling(which i would miss...but gladly agree too).
Its like an electronic yearbook. People write really nice things to uggos they never really talked to in school.
Are you sure, seems to me like they do stack, maybe not for 100%. But what i saw wasnt a problem with stacking locks. We didnt keep dropping them.
Erub's summons tend to attack flags a lot though it does not seem to happen every match. never seen a ward destroyed before. Still wonder why it has hp. Would be nice if we could actually kill the ward. On the capture lock thing, I played against a TB who appeared to be removing locks from flags, but i wasn't sure or not. I never saw it instantly happen. Were you against tb?