Bugs and Balancing for v1.2+Some suggestions were taken from innociv (http://forums.demigodthegame.com/348135)
Major Issues
- Crash to Desktop (http://forums.demigodthegame.com/363391/#2382319, http://forums.demigodthegame.com/355555)- Sludge Slinger item not working properly (http://forums.demigodthegame.com/355120)- Sound looping issue (http://forums.demigodthegame.com/356935, http://forums.demigodthegame.com/362752)- Spells not casted because of reduced cooldowns (http://forums.demigodthegame.com/353955)- Move order is canceled when using instant effects such as "Wand of Speed" (http://forums.demigodthegame.com/356694)- Incorrect floating health bars (http://forums.demigodthegame.com/363499)- Torchbearer fire-mode is lacking an auto attack while moving (http://forums.demigodthegame.com/363046)- Game lobby: occupied player slots are not updated correctly (http://forums.demigodthegame.com/354788)- UB Post Mortem Denies full Creep XP (http://forums.demigodthegame.com/365283) <- NEW- Watching Replays Affects Offline Favor Points/Items/Achievements (http://forums.demigodthegame.com/365295) <- NEW- Regulus maiming himself drinking potions (http://forums.demigodthegame.com/356238)- Magical Coin Pouch favor (http://forums.demigodthegame.com/360521)- Torchbearer closeup auto-attack bug (http://forums.demigodthegame.com/356449)- Auto attack related bugs (http://forums.demigodthegame.com/356419)- Erebus can commit suicide drinking his own poisoned potions (http://forums.demigodthegame.com/356363)- Valor flag bug (http://forums.demigodthegame.com/357156, http://forums.demigodthegame.com/357271) [FIXED in 1.19]- Interduce a cap for "slowing effects" to limit massive stacking (http://forums.demigodthegame.com/351504)- Dropping mana giving item when MP are lower than the mana giving item will give you full MP [FIXED in 1.1]- Fix idol resell exploit (http://forums.demigodthegame.com/351951) [FIXED in 1.1] - Introduce a "concede" option to solve the "rage quitting" [FIXED in 1.1] - Fix "priest citadell upgrade" by nerfing the experience and gold a DG gets for killing: 50->33xp, 33->15g (http://forums.demigodthegame.com/353405) [FIXED in 1.1]
Debatable Issues
- Armor rating going into negative (http://forums.demigodthegame.com/351592) (Armor reduction debuffs should not effect buildings (QoT ground spikes current gives like a 250% damage bonus because it puts buildings into negative. Is this intended?)- Cooldown increase bug (http://forums.demigodthegame.com/347124)- Health stealing is uneffected by armor mitigation of target (http://forums.demigodthegame.com/347124)- Plattforming on maps like Crucible (Erebus), is an unfair advantage (http://forums.demigodthegame.com/351416)- Torchbearer should respawn in the mode he died in
Minor Issues
- Unknown team in game report (http://forums.demigodthegame.com/363015)- Pathing Issues with Oak (http://forums.demigodthegame.com/365264)- Fix citadell death, so the game doesn't hang for 5-10 seconds [FIXED]- Hungarling's Crown has a wrong tooltip (35% not 25%) [FIXED]- Fix erebus poison pots giving suicidal gold award (http://forums.demigodthegame.com/356363) [FIXED]
Suggested Mods for integration by GPG- Enables self casting of skills with Ctrl+# (http://trac.dgmod.com:8080/ticket/16) [by gunblob]
Pantheon Stat: custom
Erebus: 55% win (66k games)Sedna: 53% wins (55k games)UB: 53% wins (90k games)Oak: 50% wins (64k games)Regulus: 49% wins (93k games)Rook: 46% wins (54k games)Torch: 45% wins (62k games)QoT: 44% wins (27k games) <-- needs fixing!
Items
- Consumables--- [Hex Scroll] 500->300g--- [Capture Lock] 250g->300g, Cooldown 45->60s
- Artifact Consumable--- [Enhanced Health Potion] 1000->800g [DONE in 1.19]--- [Enhanced Mana Potion] 1000->600g [DONE in 1.19]--- [Revitalization Elixir] 1000->900g [DONE in 1.19]--- [Supreme Health Potion] 1500->1200g [DONE in 1.19]--- [Supreme Mana Potion] 1500->900g [DONE in 1.19]--- [Supreme Revitalization Elixir] 1500->1350g [DONE in 1.19]- Trinkets--- [Forest Band] 200->400 minion armor--- [Bloodstone Ring] 3->4% lifesteal, 400->450 hp--- [Ring of the Ancients] 400->600 armor--- [Parasite Egg] 5000->4000g, 30->20 wep damage, 10%->5% Attack Speed, Damage to Minions 100%--- [Wand of Speed] 1250g->1750g [DONE in 1.19] --- [Warlord's Punisher] 1.5->1s cast [DONE in 1.19] --- [Twig of Life] 33%->50% restore, 100->150 minion life [DONE in 1.19]--- [Heart of Life] cast time 0->3s, cooldown 30->60s (moved to artifact shop) [FIXED in 1.1]
- Armor--- [Duelist's Cuirass] 1.5x->2x crit (with 500 dmg, 5% of 1.5 is only about 12.5 damage)--- [Platemail of the Crusader] 1->3% to heal 300--- [Groffling Warplate] 1->3% to get a shield of 500 if 10 seconds--- [Godplate] 10000g->8500g, 1050->900 hp
- Helms--- [Theurgist's Cap] 35->50% mana per second, ->10% chance to stop hp/mana regen per second for 7s--- [Vinling Helmet] 3%->5%--- [Hungarling's Crown] 6500->5200g (nobody I know buys this)
- Boots--- [Footman's Sabatons] 600->450g--- [Unbreakable Boots] 800->750 mana, 600->550 health (this item is a bit too good, I always get it!)--- [Ironwalkers] 3750->2250g, 275->200 minion armor--- [Desperate Boots] 5000->3750g--- [Journeyman Treads] 6750->6500g, 400->500 health
- Gloves--- [Gauntlets of Despair] 100->200 mana drain (15%) [FIXED in 1.19]--- [Doomspite Grips] 6750->5000g, 30->40 damage- Artifacts--- [Heart of Life] 12000->8000g [suggested by pacov]--- [Cloak of Flames] 800->1200 damage over 10 seconds, cooldown 30s--- [Bracelet of Rage] 300->200 damage for 10s--- [Unmaker] 15000->10000g, 20->0 damage, 20%->15% chance to increase attack speed, 15->10% minion attack speed--- [Stormbringer] 17500->16000g--- [Bulwark of the Ages] minon health per second 0->5--- [Ashkandor] 18000->20000g, 4x->3x critical hit--- [Deathbringer] 20000->18000g- Favor--- [Charm of Life] 10->40% death penalty time reduced--- [Brilliant Bauble] 10->15% experience--- [Symbol of Purity] 250->500 hp--- [Diamond Pendant] 10%->15% ability cooldown, 250->400 mana [maybe OP]--- [Saam-el's Cloak] can't reduce speed more then 25->15%--- [Wings of the Seraphim] --- [Blood of the Fallen] 800->700 hp (single most used favor item in game!!) [also suggested by Epiphenomenon]- Favor (Assassin only)--- [Blade of the Serpant] 75->40% of your damage in mana (this is too good because it includes spells also)--- [Essence of Magic] 3->5s, cooldown 45->30s--- [Furious Blade] 100->300 hp--- [Heaven's Wrath] 45->60s cooldown
- Favor (Generals only)--- [Tome of Endurance] 400->500 hp--- [Blood Soaked Wand] 2->1s cast [maybe OP]--- [Cloak of Night] 100->200 damage on warp
Demigods
Rook- Structural Transfer: Rook get +500/1000/1500/2000 armor buff for 10sRegulus- Dead Eye: Snipe stuns enemy for 2s OR 3->5% to stun for 0.3->0.5s
Unclean Beast- Foul Grasp I, 800->750 mana, 332->300 over 2s- Foul Grasp II, 1100->1000 mana, - Foul Grasp III, 1400->1250 mana, 664->700 over 2s (nobody skills II and III, mana cost is too high)
Torchbearer- Deep Freeze I, 18->20yd range, 100->200 damage per effect consumed (the combos need alot more rewarding)- Deep Freeze II, 18->20yd range, 175->275 damage per effect consumed- Deep Freeze III, 250->350 damage per effect consumed- Deep Freeze IV, 325->425 damage per effect consumed- Fire and Ice, 100->175 damage to deep freezeOak- Soul Power I, 20->15 dmg- Soul Power III, 60->65 dmg (otherwise only I is ever skilled)- Devine Justice I, 10->5%- Devine Justice II, 15->10%- Devine Justice III, 20->15% (otherwise only I is ever skilled)- Rally, (= no one ever gets it)- Shouln't be able to attack building in "Last Stand" mode (http://forums.demigodthegame.com/349854)QoT- Spike Wave I, 350->400 damage (this is not a stun, so more damage is ok)- Spike Wave II, 500->550 damage- Spike Wave III, 650->700 damage- Compost I: +2 attack damage/+1 range per 3-unit killed (max of +6 damage, +3 range)- Compost II: +5 attack damage/+1 range (max of +15 damage, +3 range)- Compost III: +10 attack damage/+2 range (max of +30 damage, +6 range)- Uproot I: 425 -> 300 mana- Uproot II: 585 --> 500 mana - Uproot III: 745 --> 700 mana - Uproot IV: 905 --> 900 mana (make this Violent Siege, and make Violent Siege damage 100 hp/sec to nearby units).- No LvL 15 Uproot.
Sedna- Heal IV: Damage nearby targets for 200->400 damage- Yetis: mana cost: 550/750/950/1150->400/600/800/1000- Yetis: AoE damage (chance) + high movement speed- Yetis (Wild Swings) have a 20% chance to do 2x damage!
Feedback welcome...
Comments to the answershot topics are marked in red
#1(ferm1nc)If you face a minion using general you will most likely be annilated before you even have 5000g, because he will constantly harass you with the minions. This will occupy you and the general will out level you and. I've seen this alot. Certain DGs can easily deal with minions, using powerful AoE spell, other however cant. Another possible solution would be that you gain experience for killing minions. Anyway, there has to be a way for every demigod to deal with minion builds, there is no way around it.
#6(Kitkun)Creep strength: Afaik, the strong creeps are more then 2x, I dont know what the weak are. The gap between normal and strong is really huge, hence this suggestion. But you are right, this needs more testing.
Hex Scrolls: 500g is alot of cash, this must be almost a garanteed life saver to be worth the slot and money. I've never used this item, and I have never seen the effect on my DGs.
Artifact Consumables: In my opinion nobody will spend 1000g-1500g for a pot, it's just unrealistic. The Supreme Health Pot has a 3 second cast, so you might as well use a teleport. Also I believe teleport will become quicker (I think I read this in the journals).
Spit: The first level of Spit is fine. The problem is at level 4 (which takes maybe a few minutes) you get a 80% damage boost, which totals at 900 damage for only 30% more mana. I play alot of UB and most spit kills I get at this stage. The higher levels are fine, because you can more easily afford countermeasures by then.
Ice TB: I just realised that "Biting Chill" can also be consumed, which is another 325 damage.
#12(Daikaze)Bramble Shield: I found the Bramble balance is fine mid and late game. The mana costs are quite low also, spit costs more for example. The problem here is merely the first bramble.
#32(Kitkun)Artifacts: The ideas behind the artifacts are as follows: Most games, like 90% wont see these items anyway. Some are redundant, and therefore only the best price/effect item is bought: Unmaker will rarely be gotta because for 3000g more you get Ashkandor and Bracelet of Rage are superior I suppose. So for less effect this item is now available for 10000g already, which makes it more interesting, closing the gap between Mageslayer and Ashkandor (which I nerfed to 3x, because its just crazy). The price of some other rarely used artifacts were also reduced, because nobody will get them otherwise.
Artifact Consumables: I'd be really interested to know. Who uses these? I suppose almost nobody. Might get more useful if HoL gets nerfed.
[Blade of the Serpent] Mana gain only on auto-attacks would make this item almost worthless for example for TB, Erebus and several builds I guess.
I would still like to see charges on HoL. Tired of never having to conserve mana once I have it, same goes for opponent DGs. It really changes the dynamics of the game and imo not in a good way. The game just gets boring when we don't have to consider our resources.
Make suggestions, if I had one, it would be in there.
I'll add one for the spell damage idea I had see what you all think:
New Helmet - Magisters Onx
800 Mana 5 mana per second 10% increased spell damage 2000g
New Gloves - Hands of the Phoenix
5% increased attack speed, 20% increased spell damage 3000g
That means at most, stacking both of these items will get you an extra 300 damage on say a pounce. These items could be much more expensive or the % of increase in spell damage changed to make them more balanced, this is just off the top of my head. Lastly in the future there is also room for spell crit items. These things would go a long way to helping dps builds be more viable so they could compete with hp stackers.
Regarding the Queen of Thorns:
*I'm not calling Uproot or Compost useful, but they tend to be too situational and thus they don't get nearly enough use.
Regarding Rook:
Regarding Sedna:
Regarding the Torcher Bearer:
Shamblers / Yetis:
Generals:
Items:
Here is some minion changes:
--Make them run as fast as your demi does, so they can actually pursue and attack enemy demis. Currently when enemy demi runs they stop hitting them.
--Make the melee ones wayyyy better, up damage and health considerably, how bout extra 20-40 damage a hit and 500 health? Currently they are extreme gimps
--More items that actually help them would be nice, lacking in gear for sure
--Give better controls, some very basic controls from other games should have been in already (passive mode where they follow you, aggressive attacks everything around you, defensive only attacks something that attacks you).
--Better display on minions (how many do I have left) so you can see when to resummon
OK her you are. The chance should be 7%, and the stun should last about 2 seconds.
Items, that improve Spell Damages are reall shit. They will need so much balancing and so on. Instead of this, I would suggest to give the Spells a "boost" or something liek this on lvl 20. Anyway, every DG should have 3 lvl 20 Skills, which need other things to be skilled to be used.
for example for TB:
The first lvl 20 should be an ICE-booster (call it like you want...). The Ice nova freezes enemy DGs now for 5 seconds, the Ice rain has a small increased aoe plus deals now instead of 800 1100 damage, the frost aura has a doubled aoe effect and gets still stronger. The iceball (sry im german) has an increased range, and can deal all in all 500 damage with all effects and so on...
The second one shoudl be for fire. Fire nova burns enemies now (Dealing x damage over x time and improves taken damage for x but speeds up their speed for x...), Fire circle has a bigger aoe And doubled damage, it also stays 5 seconds longer. The fire aura is still more improved; the fireball deals x1.5 damage, burn effect is added, range is increased and speed is increased.
The last one could be some kinda "Hybrid" between both ways, or a skill increasing abilities (TB is less Spell depending then...)
Same for all other DGs. Important point is, that you only can skill ONE of those 20s and you have to skill all abilities, which have to do with this (TB: for ICE you have to hacve skilled all Ice abilities, for fire all fire abs and so on.)
I don´t paly wow, but i saw that there it is like this and i think it would be a great addition to gameplay & balance.
Added some more bugs...
AFAIK, Deep Freeze/Muddle work as intended. To quote myself from that thread:
Also:
Coin Pouch is bugged. Cost of items is correct, but you still need the original amount before it will allow you to purchase the item.
This post needs to be cross posted in the general forum - Making sure developers see this.
One other thing. Don't forget in your list being able to
KEY BIND
It double posted.. sorry guys.
Key bind doesn't work? When I tried it, it seemed to work....
Updated. I'm afraid the list didn't get any shorter now that I added another 10 issues.
You can add to that list that they should fix the Sludge Slinger item. Whenever you activate it on a Demigod who you are not facing it gets you stuck (you have to use a skill to get unstuck). I know that practically nobody uses this item, but I really need it to work in 1vs1 matches.
Yers thats right
Why are the terrible items, such as the Plate Visor, totally ignored in your list? You claim that the Vlemish Faceguard needs a nerf, but don't even mention all of the garbage items in this game. Before everyone cries nerf, can we at least make the game more accessible to new players by either removing the terrible items or improving them? Right now, there are too many bad items and it is confusing and somewhat of a money pit.
Suggestions:
1. Change % based mana regen items to flat numbers. It's a needless complacation to have to calculate out when a % item offers more regen than a flat number one. We dont have any % based health regen, so why for mana?
2. Minion/Priest heals:
--a. It appears that there was a consious effort placed into prevent excessive healing by regulating the time between heals received. For example, one can only receive one heal every x seconds from a minion or priest grunt, even though there are two or more nearby. However, one can work around the limitation if there are 2+ generals on a team by getting different levels of the priest idols. Is this intended? To me it is counter intuitive that bishops from one general combined with monks from another offers more healing that 2 sets of bishops.
--b. The current healing based on %total health is one strong contributor to the strength of health stacking since the absolute amount healed by a given minion/priest is much larger with a larger health pool to start. I'd recommend changing to set numbers instead % of max health.
--c. Fix it so that break on hit regen, such as the HoL or Wings of Seraphim, don't break on heal.
3. Attach a "Send Error Report" button to the "Unhandled Exception" game crashing errors for easy reporting to SD/GPG of crashes.
4. Please disable sounds after character selection in skirmish. I dont need to hear UCB roar 30 times before getting into a game.
5. Fix teleporting into areas where the demigod cant escape. I've experienced it once on Brothers where I teleported between a wall by towers and a gap in the map.
6. Regulus's mines *might* be a little bit too good, particularily at lvl 3. A potential 1200 AOE damage per cast on a 10 sec cooldown is very very powerful at lvl 7. I'd say that two potential fixes would be to increase cast time to 1.5 secs (making it harder to use them as grenades), or increase cooldown to 15 seconds.
7. Consider reducing mana cost on several abilities including summon yetis, summon shamblers, spike wave, and bestial wrath for example.
8. Just how usefull is +minion health regen? I'd much prefer if +minion regen stats were changed to either +minion armor, health, damage, attack speed, or movespeed.
9. Remove Assasin/General distinction on favor items. Make them all available to all characters. Also, I would personally say make all favor items free and have the end-of-game stats reward experience rather than favor. In my opinion it makes it more difficult to switch easily between maps and demigods because one might not have a certain favor item yet.
10. Show damage done by minions in small popups over their head.
*edit*
11. Fix Sedna bug http://forums.demigodthegame.com/351703
Make a good suggestions and I'll put it in. I probably just didn't know how to fix this item. I know its bad.
The numbers i mark i have some info to add, everything else i agree on.
1.or better yet, show your current mana regen under demigod stats, that way the % could stay, but the info would be more easily accessible, rather than to just calculate it by yourself
2.a)agree b)agree c)agree, but i think this is with all heals (potions, sedna heal, oak shield 4, erebus bite etc.)
4.could possibly be made selectable under options or smth or if it annoys u that much, turn off sounds
6.the cooldown is fine, but how about making them deal most of their damage in physical damage so that armor reduction applies to some extent? it would still be good against units and structures, but enemy players with stacked armor get less damage, making it less plausible to get a mines-mass-planted-in-one-spot kill
8.would be cool if they'd change it to +minion magic resistance or smth
9.they are distinct for a reason. there would be "some" issues if for example assassins could use CotN or generals could use BotS, thus its fine the way it is right now.
- Artifacts--- [Cloak of Flames] 800->1200 damage over 10 seconds, cooldown 30s--- [Bracelet of Rage] 300->200 damage for 10s--- [Unmaker] 15000->10000g, 20->0 damage, 20%->15% chance to increase attack speed, 15->10% minion attack speed--- [Stormbringer] 17500->16000g--- [Bulwark of the Ages] minon health per second 0->5--- [Ashkandor] 18000->20000g, 4x->3x critical hit--- [Deathbringer] 20000->18000g- Favor--- [Blood of the Fallen] 800->600hp
--------------------------------------------------------------------
man you are out off your mind, most off all players need to think new strategy for game, if most off thins will be in update patch
Really? What kind of player really relies on artifacts that much? A decent strategy doesn't even consider artifacts, as you would only ever get them if you were already so far ahead.
Bug
-Picking up a trinket/consumable when all the slots are full will cause the item to simply vanish.
Tweak
-Make it impossible to caplock a flag that has been caplocked within 5 seconds. As of now if you both cast it at once one will be wasted.
Suggestion
-Change the UI to be useful for calling certain situations for players. Such as "Low Mana!" "Low Health!" "Our _______ Flag is being captured."
Sedna's healing wind with High Priests
FIX IT NAO
Ground Spikes have scaling issues: http://forums.demigodthegame.com/358835/#2296482
Basically, as the game progresses people get more armor, thus the static effect of armor reduction makes the game less useful as the game progresses. Should the ability be changed to a percentage in armor reduction it would be less effective early on, but more effective late game... so, to be effective at all times it would probably need both a static and percentile effect.
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