The "Generals" Discussion 2.0
Since Beta 1, we've been dealing with Assassins and we know them and love them for what they are. The introduction of Beta 2 brought a new side of the game into the light, Generals, and though we know they are far from finished this thread has been erected as a staple to help them grow into becoming something fun and unique to play. Join our discussion, express your ideas, and remember one fact when considering feedback:
Important Notes
* Consider how Generals can become more unique, within the bounds of what is already existing in the game of course.
* This is not the first thread of its kind, the original thread is found here: Demigod Journals: Generals
* Please provide clear feedback, following these guidelines:
- Title your ideas.
- List them in short, concise bullet points.
- Give details, in order, well below the list of bullet points.
- DO NOT quote other people's ideas in full length and type: "I agree"
- DO NOT quote other people line by line to "break down" their arguements.
Current List of Generals
Some Materials for this list originated from this thread: General Generals
For more details on each General, pleaese visit link provided above.
Oak
Lord Erebus
Sedna
Queen of Thorns
Primary Concerns from Community
There is a lot of feedback from the community again Generals, this is why I'd like to make this thread more of the focus of that dicussion. In order to start things off on the right direction, I'll provide my feedback here as an example of the guidelines I've listed above. Thank you for your cooperation in this effort to expand upon the game in this open form of communication between community and development.
~ Orlean Knight
Suggestion: Generals and Assassins play 100% Differently
Right now, my largest concern with Generals, even though they are a new element that is far from complete, is that they share too many things in common with an Assassin. I feel that they should play very differently, and get rewarded in different ways. Assassins should play very differently from Generals, and in essense be almost two different games. Complicated indeed, but I think I have some ideas that may get things moving into that "gereral" direction.
Overview:
Things I feel that are WRONG with Generals
Things I feel Generals MAY resolve these issues
Breakdown:
When I think of a General, I think of a miliatry tactition who doesn't stick their neck out in the face of combat. Instead, they focus on amasing strength in numbers of having youthful muscle run out and do all the fighting for them. A general shouldn't leave the base, and if they do it should be for two reasons:
A General should symbolize the measure of your war effort, and can have a lot of power when it comes to the direction and motivation of units on the field. Like in most RTS games, the General is the player themselves, the mouse pointer and the screen. The physical form of the General should only be a means in which to halt a player's command of an army for a duration of time. Making them a target which sits safely inside of the base behind defenses.
Unlike the Assassin, the General should use minions alone to try and take down enemy Demigods. Their Minions alone are their strength, and their only real physical fighting power. They can develop minions in the base using the shop as seen below:
Image Explaination:
Souls
This is an idea I have, I'd like to know what others think. But I feel there needs to be a proxy for the General on the field, and I feel that could be in the form of a Soul Reaper. This unit is the only thing I can think of that would actually be something 'new' that the artists would have to generate, so therefore it makes the suggestion questionable. But even so, I'll illustrate the idea as best as I can so help others judge whether or not something like this is a good idea or not.
This proxy can be a critical unit which, like the Oak's ward, can draw in souls from units that die near it. These souls can then be utilized by the Generals back the base to invest into various unit upgrades. These Soul Reapers become a prime target for shutting out the production of a General's units, and also makes them very precious for the General to keep alive. I would imagine they wouldn't be able to defend themselves, but instead have a good sum of HP to absorb some damage, and they protentially even be upgraded. This idea is variable, I just felt it'd be interesting and different.
Experience Points and Abilities
Well if a General is not in combat, how would they accquire experience to develop their abilities? This question could be answered with the soul idea listed above, but just incase no one takes interest into that idea - there would need to be a sound alternative. I feel the minions under a General's control could be able to amass experience points just like other Assassins. When they kill something or capture something, that experience is transferred into the General who can gain levels and put points into developing abilities that heal and buff their minions and grunts. Also, potentially Area Damage skills can be used as well to frighten off Assassins who try to hinder your army's movements.
Protection spells seems like very good alternative to attacks, such as putting up a shield against the Torch Bearer's Rain of Ice for instance. A high level Rain of Ice can sunder a whole army, but if a shield is thrown up to cushion the blow, the General's army can still push on and lead the charge. These abilities can be cast anywhere within a minion's range and proximity as the General remains in the base.
Fortifications and Outposts
Another idea that would make Generals interesting would be to turn them into physcial outposts, think The Queen of Thorns taking root and opening her bud. She is underguard by her Honor-Guard while in this mode, these units can be deployed by her and are seperate from her minions that she produced back at the base. This mode leaves the General very vulnerable, but can become a big help to a team on the move. Because a General can then spawn units from their location to quickly aid in the battle, furthemore magical orbs can appear which can be remote links to the Shop and the Citadel for friendly Demigods to use so they don't have to run all the way back the base and keep the forward push strong.
I would also image a General in this state can emit an aura the increases the defense of Towers of Light, making them a suitable defensive line against Grunts.
Death of a General
A General's demise should not spell the end of his/her units. Instead, they will no longer have a leader to command them. Minions in this state can go "rogue", attacking anything and everything in thier proximity, even friendly Demigods. This should make Generals think twice about leaving the base and making themselves vulnerable to attack. Once a General comes back to life, they'll regain control over whatever survivers are left of their once proud army.
Unit Flexibility
Aside from just be able to purchase units and upgrade them, Generals should be able to choose from a wide range of different types of units, including Angels and Giants, which will allow them to make an army more tuned to their play style. If they want slow, lumbering tanks on the field - allow them to summon Giants early on, but of course restrick their numbers. I'd like to see many different units, allowing for Generals to make an army they really can call their own, and plays the way they want to.
And that to me, is what I feel a Genral should be about. Any questions? ^^
If the game needs big changes, the devs need to make big changes. Our job is to tell the dev what we feel needs changing, not try our hardest to give them only tiny changes so they don'T have much to do and then release a sub-par product.
Semi-yes, ignoring the obvious sarcasm. Does anyone seriously think there's enough time left until release to completely overhaul the existing Generals into actual Generals? Just make Erebus and Oak into pet-wielding Assassins and concentrate on making new Generals - either Sedna and QoT or completely new ones if those two are too far along the current path already.
First they told us they can't do massive changes anymore. second we dodn't need massive changes just some tweaks that will not be that hard to change. Thats what I'm saying we change them alot but by doing simpler things than what u guys are suggestiong, such as tweaking of stats. I said it wrong last time. I dodn't know about u guys but if u make Oak 99.99% reliable on pets to win u will have killed him. When I think of Oak I think of a guy who can lead his men to victory. When I think of erebus I think, his minions should do most fighting but he can sweep in and give his minions the boost they need to win. U see some people are trying to make the DG's into something their not which is wrong. U should look at playstyles and see which one reflects erebus's personality and than decide.
So you want Generals to be Assassins with some pets, meaning there won't be any real difference between Generals and Assassins and the whole idea should just be droped and this game should turn into DotA.
If you look at the list of changes I put up earlier, none of them require an actual change to the game, just changes to the numbers and vallues and the substraction / addition of new spells. Yet you are saying that's too much? You think the only possible balancing left is on the damage of abilities?
yay 8 assassins 4 with pets 4 without while we're at this lets make them all do the same amount of dmg same amount of health etc etc and tottally scrap the good ideas not given by Soccer194 then maybe the game will start heading in the right direction
So you want Oak to basically be an Assassin. I must say that many people have offered very realistic ideas that -are- possible with the confinds of the game as it is exists. Argueing that you don't want Oak to change is fine, just say it, but please do not aggressively believe that your opinions are right and no one else is. This is a constructive thread, the best thing you can do is try to consider someone elses's ideas, and try to see if perhaps there may be a 'better' way to do them, not just ignore them completely and utterly. Soccer, you've made your point. No need to fight over it.
Let's begin with the basics.
One, I believe that it probably isn't wise to have everything balanced for 1v1; it will reduce the total number of options as well as disallowing truely unique general/assassin possibilities.
Two, we should probably stop referring to people, and instead refer only to ideas. For example, I should say something to the effect of the above, while not mentioning who stated the idea. This helps keep the discussion slightly less personal.
Three, I believe there are several significant problems with the current implementation of generals that wouldn't take much to change to give them slightly more flavor. First off, they need to start with their minions. Perhaps not a full allotment, but some of them. Second, the idols should aid the minions, and perhaps upgrade them. Perhaps each idol changes 2 minotaurs into minions of a different type. That way you always have plenty of minions, but can then customize your force. The minions need to do more damage, and the demigod needs to do less. This way it feels as if the minions are pulling the weight, not the demigod. This is perhaps the most important thing to convey the right 'feel.' The demigod's abilities can instead focus on the minions. For example, an aura that increases their move and attack speed, a ranged stun, something that turns enemies into more minions, things of that nature. Skills that build on the fact your minions are the major damage source.
Finally, the advantage a general has of being in many places at once, due to current system dynamics, is practically useless. Why would you want to put your minions elsewhere? Towers are too strong for them to really stealthily kill them, they can't cap flags, and they do very little damage to demigods. Something there needs to change, though what exactly is up for debate.
I think by focusing on some of these general concepts we should be able to give the generals the 'feel' of commanding their troops while not having to re-write a significant portion of the game.
After reading a few pages of this thread, I have read up to 4, I have come to one conclusion. As the game is currently balanced, the Citadel upgrades seem to be the driving force of the army. I currently agree that Erebus and Oak are modifications of the Assassin archetype, so keeping them as Assassins with minions makes sense. Currently if a new General archetype was created that added minions on top of the minions from the Citadel, the game becomes broken. Instead, why not make Citadel upgrades and units commandable by Generals. Throw out the idea that the game should be balanced with all Assassins or all Generals. Dota isn't balanced when you use all agility carries. You need a mixture of Intelligence, Strength, and Agility heroes to be effective. Why not allow the Generals to use the upgraded troops or purchase troops from the Citadel to support the war effort. When a unit dies, the General will need to purchase a unit to replace the one that has died, or wait for the next wave of respawn. Each general will have both active and passive abilites that bolster his units in battle. This is the only way that I can see balancing a RTS general in the game. I don't know why everyone wants the game to balanced with all assassins or all generals because that defies the logic in balancing a supposedly nonlinear game.
OK, so if the thread ended with reply 107 I'd be perfectly happy. It can't be conveyed better than that.
Let's get specific as an example. Some very rough ability ideas: Erebus's Mist ability should do no damage but increase his minion's attack power and speed 25%, scaling up, and damaging him a bit less at high levels. His batport should cause far less damage and pull all minions withing radius with him. Bite damage should be nerfed - it is a debuff. Potion should incluse minor Vampiric Aura at low levels. Health and Mana are fine.
What are some other minion-specific abilities we can look at?
Just as an aside, that is not quite true. Siege Idol Minions outrange Towers from the start and deal great damage to them. Having 4 of them off at the currently non-pushed side of the map allows you to kill towers without problems.
As a little refresher for you and some others:
Generals are supposed to be full blown RTS - they have been promised as such from the start and that goal has not been revoked yet. Making them anything less than that is dishonest by everyone, including testers. So keep that in mind when making claims on how people are "making DG into something it's not".
Yeah yeah yeah and on that same page they talk about how you can go and heal at your castle and how if you buy the game all your dreams will come true. They point is who cares, they have said a lot of things. They are trying their best to create a balanced game with an RTS element. Also it is just funny when people refer to generals as assassins with units. Fuck that, Assassins are just generals without units. I think we should change the whole assassin gameplay I mean it is way too RTS because you get to see the whole map and the point and click too move is classic RTS. Assassins should move with wasd instead and should have to aim their spells. Anyways you get the point a whole other argument can be made for the game being too RTS and we can quote the feature page that hasn't been updated in like a year and gossip about it.
Read it in context, I want minions to matter. for this to happen they have to live longer. So either make em tougher or nerf aoe dps.
I gues you also missed the point where i said to remove all, or most, direct offensive spells from generals.
It would be nice to see a noticable difference between generals and assassins.
This is only beta 2, last beta was engine test. This is exactly the info they want from us. If they didn't they would call this demo v2, not beta.
I dont mind paying gold for minions, that doesnt mean they can't get any stronger while my general lvls. The fact is that this is supposed to be a rts-hybrid in some form. So actually doing something with my units would be nice.
It all comes down to this:
All my ideas were just random thoughts on how to get there.
My excuses to the OP, i know the idea was not to quote too much and dont break down other ppl's posts but i couldn't help it ...
Let's get specific as an example. Some very rough ability ideas: Erebus's Mist ability should do no damage but increase his minion's attack power and speed 25%, scaling up, and damaging him a bit less at high levels. His batport should cause far less damage and pull all minions withing radius with him. Bite damage should be nerfed - it is a debuff. Potion should incluse minor Vampiric Aura at low levels. Health and Mana are fine.What are some other minion-specific abilities we can look at?
I suppose the major question we should be asking is 'where should generals be?' Do we want them right on the front lines, actually within physical attacking range? Should they be more like the Torchbearer? Perhaps we should have both? For example, if we used the suggestions above, we would require that Erebus be on the front lines. All of those abilities are PBAoEs and melee attacks. This isn't a bad thing, but it it something to consider.
That aside, I /really/ like that version of mist, though I think it should have a debuff component as well, making it difficult for demigods to get out of it. I think you're spot on with the teleport, but perhaps it should also have increased range and deal no damage, making it more a way of rapidly redeploying as opposed to an escape/attack. Bite.... I don't know about bite. It fits the theme well, but it doesn't fit a general well. We may have to put some thought into that.
Now, let's think about how this would /play./ Early game, given today's minions, he'd have a difficult time. No AoE damage is a real issue, and he still wouldn't have much mana sustainability. He'd have better survivability with mist, which is probably a good thing, and his mobility would go up. His most common practice would probably be teleporting in and going mist instantly, preferably on top of an opposing demigod. This would give the debuff as well as moving all minions into position. Then he could teleport out to other hotspots as required.
The important question- is this what people want out of a general? Is this the kind of thing you would like to see?
Edit: as a reply to DatonKallandor
Excellent point on the siege archers, I'm not entirely sure how it slipped my mind. I know that I've tried that out before, but I seem to remember it failing for some reason.... oh well, back to testing it out. As for how the game started out.... the devs stated long ago that that vision of the game would be too difficult to balance, to difficult to integrate into a real whole. The question now is how far in that direction can we push while still maintaining some sort of similarity between generals and assassins. (Obviously, this is all how I see it)
Edit 2: More thoughts
Perhaps bite can be replaced with some sort of minion-specific ability, and /this/ could be what separates generals from assassins. Mind you, I have no idea what it could be, but it's a thought. Futhermore, I really do believe that minions should grow in strength as the demigod levels somehow, and that buying idols should not be the only way to increase their power. Whether or not it should be some generic 'stats' tree in the leveling section, or something more flavorful (a replacement for bite that isn't activated?) is a question for everyone.
With tweaks and twists, for Erebus, yes. He is mobile, frontline, making up for low health with the ability to enter and leave situations quickly and avoid damage by Misting. He is a rogue, hit-and-run melee. If he had an ability that would cloak him and his minions for a small amount of time that would be fine too.
This shouldn't be the model for all generals though. I'd expect Oak abilities to be more damage-absorption based as he is a Tank. Sedna or QoT could be further away from their minions but still buff them effectively as casters. All the generals should be on the field, but they can have different roles and ranges, just like Assassins
You've never played an isometric RPG have you? The things you listed are hardly exclusive to RTS - they've been in some of the best, and old, RPGs. Your Strawmen won't get you far.
It was a joke... but alright take it seirously. The point is that you just made the same argument people are making for keeping the current gameplay. It is all a big repetition of circular logic.
Err, no I did not. You claim that it's the same arguement, when it's actually not - we don't want Assassins changed because they work as advertised. They're a complete RPG experience - Generals however, are not a complete RTS experience.
Seconded, especially the latter. We're all getting a bit too flamed up, I think.
So that begs the question: How would one incorporate "complete RTS experience" Generals to Demigod in a balanced fashion, per above?
Edited to be less
That's exactly what we'll have to figure out - but we won't do it by limiting ourselves to established Demigods, which, frankly, are already too far gone in the Assassin direction to be pulled around without a complete overhaul - which would be waste of perfectly fine Assassins with Pets.
The first thing General play needs is a working RTS UI. What that entails has been elaborated in several other threads already.
Secondly, modelling the Generals after SupCom's ACUs would be a good idea, since they are a great representation of the RTS General who gets his hands dirty in the field, but who's supporting his units, not the other way round. Lots of staying power, little firepower compared to the units he controls is what that means.
And on top of that and all the other minion quantity/quality, etc. problems, there's the whole economy thing to work out. Should Generals pay with gold, should they get their own resource, should they use War Score, some thing else, etc. (Personally, I'd say they pay with War Score for their units, and use Gold to buy Items, while Assassins use their War Score to upgrade the Citadel, and use Gold to buy items)
Did you read 108? My response.
Here's an interesting idea: Why does there need to be a definite difference between Generals and Assassins? Why can't we get the full spectrum, with Demigods focues only on combat, mainly on combat and some buffs, a mix of both, mainly buffs and some combat, and almost just buffs with very little combat?
Think of Rook's Power of the Tower, it's a General-like ability. Same with Torch Bearer's Auras. Taking these things into account, Rook and Torch are half Generals, Half Assassins. So why not do away with the distinction entirely and design Demigods on an individual basis instead of trying to shoe-horn all of them into one style or another?
I think that was the initial direction but supposedly the Devs weren't able to balance it that way. Not that they fare better right now. (no offense GPG, noone get's balance right at launch)
First off I said change alot but by doingg simpler things than a complete makeover because as was said before each demigod has a personality and their fighting style should fit it. 1602 assasins are fine as they are so noew we can try to balance generals by matching them off with an assasin 1v1. Every team should have just a good chance of winning if they get all assasins while their opponets get all generals. Though they'd prob do better with a mix it should be equal. Now I now we all want generals to win mainly winning by their minions pushing forth. SO plz read my earlier reply's to learn my ideas to change the gameplay but without giving devs so much work. Also someone mentioned what if they were all just demigods and their bwas no assasin or general, I think this might have some problems but would be better than making Oak Qot erebus and sedna into being a personality that they arn't. Now u people continously say I want generals to be assasins well please shut the **** up. IT is annoying to constantly read. I am sorry but it's really tikking me off. Maybe showing what wrong with my suggested ideas would be better than just shooting them down after the first 2 sentances.
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