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.
1. not such a good idea, because alot of rooks use their own towers to heal themselves
2. good, I'll add it
i guess 10% is ok for diamond pendant because of the abuse of erebus bite.
and yetis need attack speed instead of aoe damage. like 50% faster than right now. and mana cost for summoning yetis should be:
300/450/600/750
It just needs something a little more jazzy besides drain, I was going to suggest 2 power paths but that would require UI changes and we all know thats not going to happen...
same..
Give it a time limit. Like I said 10 sec buff, this would give it diversity. If you just want the armor buff, activate drain than cancel it and start slapping away.
Cough.
Fixed + added some new bugs.
Some further suggestions on Mana-drain items: http://forums.demigodthegame.com/365714
The biggest issue, as I see it, is that the Guantlets of Despair DO NOT actually drain mana (as in life-steal). They simply cause the enemy DG to lose mana. I suspect this is the intended effect, but it's just not good enough to justify the cost of the item. Here are the gritty details:
Guantlet's of Despair (Gloves)
Cost: 1750 (increase to 2000)
+350 mana (increase to 500)
15% chance to drain 200 mana (increase to 20% chance and make this an actual drain)
The Guantlets would be a good item, if they actually drained mana. From what I've seen, they cause an enemy DG to lose mana, but you don't actually get any mana yourself. These should provide the equivalent of life-steal, but in mana
I'm no expert in reading lua files, but this is what I see for the G of Despair:
---------------------------------------------
Name = 'Item_Glove_030_Drain', BuffType = 'ITEM_GLOVE_030_DRAIN', Debuff = true, CanBeDispelled = true, Stacks = 'REPLACE', Duration = 0, Affects = { Energy = {Add = -200}, }, Effects = 'Manadrain01', EffectsBone = -2,
Nothing about the using player gaining any mana, I don't think. Anyone know how you'd fix the code to address this?
ALL GENERALS BUG:
generals do not allywas follow the command to attack a target. instead they attack anythingelse next to them. hapens while chasing (moving) and while standing next to the targeted enemy dg.
ALL DEMIGODS:
sometimes they got stuck in the middle of the way.
I agree that Deep Freeze deserves a buff, but isn´t that a little too much??? I mean 1800dmg from 3x shatter is a little bit OP, add Rain of Ice + Fireball and you have like 4K of burst damage, few demigods will be able handle that even at level 15.
Well, maybe this is a good thing, since TB is a little squishy.
It already got "buffed" in 1.19 patch because Sorian fixed that the increased cooldowns of the skills stay after Deep Freeze wears off. It's quite useful now! Sedna's Heal for example has up to 22.4 second cooldown after being used while affected by Deep Freeze.
Didn't know that, it's really much more usefull now. But I still think a damage buff is in order, just not as much as stated by OP. Maybe something like 150/225/300/375 and 125 for Fire and Ice.
You may want to add these: http://forums.demigodthegame.com/369584 ; http://forums.demigodthegame.com/369558 to the wierd sounds/sounds looping problem.
i still think its should be 50% chance to stun target for 1 sec. CMON its a lvl 15 skill for crying out loud
Agreed.
Sedna's burst is poor if you actually use the word burst correctly.
The way the majority of demigods in this game are built is they have one primary attack on about a 7 second cooldown and then a second, weaker but generally AoE or otherwise unique attack on a 10-15 second cooldown. The max burst damage a character can do is when you combine those two, and obviously Sedna's burst is quite weak when viewed in the correct context.
So everyone's been talking about Oak, but when oak unleashes his burst damage he chains Penitence and Surge of Faith. So Oak does 1340 burst damage, a good 34% more than Sedna, and that's ignoring the fact that with a cooldown flag Oak's Penitence can be enhanced by its own debuff.
Let's just make a quick list of level 10 burst totals:
Torchbearer, Fireball+Nova: 1600
Erebus, Bite+Bat Swarm: 1150
Rook: Boulder Roll+Hammer Slam: 1900-2000
Regulus, Mark+Minesx3: 1800
Demon Assassin, Spines+single target warp strike (I don't have the names memorized yet): 2600
When it comes to burst damage Sedna is at the bottom of the pile with QoT and UB (of course UB's raw DPS is so high it doesn't matter for him). Even Oculus, whose primary attack is a full blown AoE, has as much burst damage as Sedna.
So yes, Sedna's burst is mediocre at best, and actually quite poor depending on your perspective. Combined with her overall poor DPS I don't find her to be a very intimidating character in general, although I usually play the DGs who mop the floor with her (rook, UB, Oak).
Lastly, I read the post where someone brought up her listed DPS on demigoddb, and that's not what I'm talking about when I say her DPS is poor. What I mean is the rest of her skillset adds no offensive utility. Rook's Independent Weapons, Ooze, Surge of Faith buffing and healing half a dozen creeps who all do 10-15 DPS to a DG while exterminating the opposing creep wave, etc. are major reasons why her DPS is so poor.
As for Regulus, you know what I would do? I would make Mark of the Betrayer interrupt when cast initially (in addition to its other effects) and just have Dead Eye make Snipe always do damage as though it were fired at max range.
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