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.
fix the attack move that minions do when i am capturing an enemys gold flag on cataract. I AM SICK OF THEM RANDOMLY RUNNING IN TO ATTACK THE TOWERS.
True. Very annoying.
May want to incorporate a change to the Horn favor item, as it is extremely powerful when used on small maps (or Leviathon) with normal towers. Instead of the horn granting +200 health per second for 10 seconds, it should give a flat +2000 or +1500 heal. As it stands, at the start of the game minions cannot be killed in under 30 seconds (the minion refresh rate) when a low level demigod is attacking them (archers will fire out of range of towers and are the first to be used in this strategy; they later become supported by priests). In small maps, having to designate a demigod to kill minions worth no exp or gold will immediately provide an advantage to the opposing team; they are forced to sacrifice a player or sacrifice their towers. This strategy doesn't work as well with maps with a lot of towers, because demigods will eventually level to a point where they can effectively kill off the minions before they do severe damage. Strong towers also have enough hp and damage to deal with healer and tank minions (if used), but are still susceptible to archers. For those questioning how imbalanced this 'tactic' is, I strongly suggest trying it out before commenting otherwise.
How did I miss this being revived?
--- [Blood of the Fallen] 800->600hp
BotF: Hmm. A bit much on the nerf, I think. I think I'd remove the +5 hp/s and maybe take of 50 hp from it.
Cloak: Little bit too much of a buff. Warp is great already.
Oh yeah, HoL was nerfed just a bit too hard, I think. Down to 10K would be fine.
some really annoying bug is this desync window (whats the use of it? i have yet to see a player recover from it). if it pops up while you are targetting an ability it eats up your mouse cursor, rendering you unable to do anything, even clicking it away. i only recently found out that alt+F4 seems to be a way out of this misery. but this still remains a bug and this window popping up a great nuissance. either your code can handle the desync somehow and it doesnt affect the game or you automatically remove the desynced person. andif you really have to have it, then make it a non active icon/window somewhere were it doesnt disturb.
- Fix cooldown increase bug (http://forums.demigodthegame.com/347124)
- Fix plattforming on maps like Crucible (Erebus), it's a unfair advantage (http://forums.demigodthegame.com/351416)
i'm a 100% convinced that those three things are working as intended, but i've yet to see an official statement by the developers
(and yes ground spikes should continue to affect buildings!!!)
i find it funny how you want to change almost every value in the game and yet fail to notice the highpriest/healing-wind-2 bug
or the fact that bulwark doesn't affect minions at all^^
Look this and think...
http://www.youtube.com/watch?v=KULQ0qvwSnc
You can end a slaughter gamemode by destroying the enemy citadel. Though I doubt this will ever occur in a real match, the game-mechanics does allow the citadel to fall, and though that trigger the match to end (declaring the owner of the fallen citadel as defeated).
Just ran a test versus a few bots (lvl20, max income etcetc), and they were able to crack my citadel.I didn't think it was possible, as if some mechanic prevented the citadel to fall in Slaughter mode (besides the dmg-reflect).
What do you guys think?
Destroying the Citadel always makes you win. It has more HP and does damage outside of conquest.
There's a (new in 1.1?) bug with the +Minion Health items. Link.
Yeah this really annoys me, I want to play really long slaughter games like up to 200 kills or more, but when one team gets the upper hand and controls the map, you can't really stop your own team from winning with all the creeps.
I've been trying to think of a way to combat it, if you make the citadel invunerable somehow, what will the creeps do, just keep attacking it in vein forever? Same if you gave the citadels a super high regen rate.
Remove the citadels altogether from slaughter mode? Have creeps just run all the way around the map over and over?
lots of great ideas in this post/thread. hope many are instantiated in 1.2.
i absoutely love this game right now, but i do think that many items are being avoided because they just aren't good enough, or are too expensive. slight balancing would really open to the door to so many more item builds. as is, there are certain items that are good for virtually every build.
I don't necessarily think that reducing the heal percentage of divine justice is a good ideea. It seems ok just as it is. Buffing rally is a good ideea though. As well as all the other ones in the op. Gj.
Not sure if it was mentioned in this thread but I think it would be nice to see spit balanced out a little in the aspect of it only being able to work on players and not structures. It seems unfair that QoT's Uproot only works on structures but UB can Spit a structure and a Demigod. Additionally it makes more sense logically as well as being semetric-ish.
~rock
--- [Platemail of the Crusader] 100->300 Armor, 1%->7% on hit to heal 300
I dont know if it just me but when i buy this armor i dont get 100 armor but 1000. I just tested it with oak and i start with 400 armor and with the Plate of the crusader im at 1400. Maybe it just a bug from me but i always saw 1000 armor.
primz, looking at the other armors at this price class I think it's most likely just a wrong description ("+100") and +1000 armor is the actually intended value.
Worth fixing (the description) nevertheless.
Updated.As you can see here, GPG does look at THIS THREAD and they do take stuff from here, some of it will be in 1.19. So bring on some new (and reasonable) suggestions, and they might find their way into 1.20 if we are lucky (or bribe the right people.)
Important: QoT, Rook and TB need some love. Erebus might need a slight nerv, he still is almost untouchable.
Items: I'll add them, if they aren't completly off. Some Artifacts are rarely ever used, so ideas would be great. My suggestion is weaken them a bit, but make them more affordable. Upgrades on damage related item would help aswell (this will tell you why).
ntropy
i think this should stay as is. on certain maps u can get spells near 50% cooldown reduction (sedna buff,diamond pendant, cooldown flag). buffing it would make it alittle OP imo.
this should stay as is aswell. 1 sec cast for a 1000 aoe heal early game is abit much.
My suggestion for Rook (which may have been mentioned already):
Increase initial armor from 240 -> 500. IMO, he should have the highest initial armor rating of all the DG's. Oak's is 400 and UB has 475. Along with his high initial HP (nearly 2000), this would help his survivability on the early levels a little - and enhance his tower-destruction abilities, which are thematically important.
Also: I like the idea of Sedna's Yeti's having a slight % chance to do crit damage (20% for 2x seems reasonable). Sedna is already a well-balanced character so this may not be necessary, but it would possibly encourage people to try different builds with her.
I don't see mention here of buffing Queen's Uproot. As far as I can tell, no one uses this skill because Spikes works better. I definitely think that if Uproot was a defense (closed) skill, people would use it more - but that means there would be 5 closed and 3 open skills. So... just make its mana cost cheaper...
Uproot 1: 425 -> 300 mana
Uproot 2: 585 --> 500 mana
Uproot 3: 745 --> 700 mana
Uproot 4: 905 --> 900 mana (BUT make this Violent Siege, and make Violent Siege damage 100 hp/sec to nearby units).
No LvL 15 Uproot.
Maybe this would encourage players to pursue the Uproot line, since getting Violent Siege at Lvl 10 could be damn useful.
Finally, buffing Queen's Compost (another skill which people ignore). I like the idea of Compost being an open/attack skill that enhances Queen's offensive abilities - but feeding it into Uproot is silly. Also, feeding it into Shamblers makes it too much like Entourage. So... maybe just a buff to Queen's weapon damage and range (to stay in theme)?
Compost 1: +2 attack damage/+1 range per 3-unit killed (max of +6 damage, +3 range)
Compost 2: +5 attack damage/+1 range (max of +15 damage, +3 range)
Compost 3: +10 attack damage/+2 range (max of +30 damage, +6 range)
I don't know what the timer on Compost is right now, so I can't comment on how long these buffs are supposed to last. Increasing range may make it easier for an "offensive"-minded Queen to stay in the back of battle and still be effective. A good player can switch forms rapidly to provide Shields to allies, and then Spikes + auto-attacks to ware enemies down.
I tried this item, and the 2s just ruin it. First of all you have to be close to heal allies and it takes you out of battle for 2 sec, and can easily be interrupted. The 1000 hp is strong early game, but it's very little late game. I believe this would make it more usable.
The basic idea of these changes is to shift from BotF to other favor items.
good ideas... i'll add those
did i already say the forum lags like hell...
The minor issue u list isnt anything that important (http://forums.demigodthegame.com/363015)
Rook
Structural Transfer
1.Add ability to heal allied structures. Scales the same as drain
2.Rook gains 2k armor when using structural transfer lasts 10 secounds. Gains this at level 2 of structural transfer, This would help with the interrupt problem.
That's why it is a "minor" issue.
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