In (sorry) Dota there were items that granted magic resist %, which reduced the damage of "nuke" abilities used by many heroes. This was a logical counter to many hero builds.
In Demigod there is no such way to reduce damage from nukes. Sedna pounce will always do 1000, Oak Penitence 800, snipe whatever-it's-doing.
You can reduce physical damage with armor, but no way to reduce "magic" damage?
I don't know if the bulwark reduces this but that's certainly not the solution. This seems like something crucial that's missing from the game. It's another reason why most generals don't get minions, because ability damage can't be stopped.
Because it is to easy to stack health, and health regen. Late game you should have no problems with this, 1k isn't that much.
I think they should add a resistance stat when they add +spell power items.
The only ways to affect spell damage is Oak's Penitence adding a percent of all damage, capturing a debilitating flag for 10% extra, or getting Bulwark to reduce 25% of all damage.
Dota also had ways to increase magic damage which Demigod does not really. So it all balances out
Why add resistance when you can just charge head first into thier attacks and laugh at them? Well like people said health stacking and regen help. Besides dont skills just ignore armor anyways?
I think these forums should have a +resist to DotA comparisons. DEVS PLZ FIX NAOKTHX
Agreed. Anyone who has played this game online more than once knows it's not DoTA nor should it be DoTA. So stop trying to make it DoTA.
Agreed...but the 't' in DotA is lower case, Defense of the Ancients.
That was my first thought. Once we have a way to improve abilities, then we can talk about gimping them.
Oh, I thought he was joking about how everyone wants it to be like WoW/DotA. I don't think we need items for +magic damage as much as we need more items that deal magic damage.
I don't get the people who claim this game isn't Dota. Yes, it is. It's basically Dota. Nearly everthing can be traced back to something in Dota. You do the same stuff as in Dota. Because it's so much like Dota is why I like the game.
Anyways...
In Dota you could also stack health and regen too. But magic resist is a specific counter. "Get more health" is a generic (and less effective) counter to not just magic damage, but physical damage as well. So it's less effective. A hard counter is more strategic and more risky (burn the gold to get greater protection from magic attacks but that won't help you vs physical stuff). I don't see what the problem would be in adding something like this. More options = better game.
The scepter only boosted certain ults (they add more and more nowadays though). Normal abilities you just got more mana regen to spam them more (same as in Demigod).
i dont see the point off dmg resist if u are low on health u just wack a pot or run and use hol
Um, what?
i ment magic dmg resist
pot is one of those +750 hp consumable items or the +2250 hp
He reckons that he's never used a piece of armour and that every time his health gets low he either runs and uses HoL or uses a pot randomly...
Err, this game isn't DotA. CoD is not Halo. Age of Empires is not Starcraft. And the Sims is not Spore. While they all have respective similarities and share genres with their partner, the games are as different as night and day.
By "Magic resist" i take it you mean "skill resist" since not all skills are magic based. Only a few are, like TB:S. For example rooks hammerslam for 1700 dmg wouldnt be considered "magic dmg" would it? not by logic anyway. Also if there was magic resists, direct-dmg skills would become even weaker then they are right now, and they are already pretty weak lategame, especially TB:s, since most dgs have so much health and auto-attack dmg lategame that they dwarf most skills dmg:s lategame. So NO. A big fat NO. This would destroy the little viability they still have lategame.
Yes, there's no reason to make TB an even more pathetic character.
those kinds of items are not needed at this point in time.
well a pot is simpler and cheaper then having to buy armor just to lower the dmg by a small bit like maybe 100 dmg so it is not much off a deal
pots are 275 and 1000 so the armor will cost how much 25-46 hundred not much off a good deal
and if u get armor that does more then half then it would be op so this doesn't even seem to be a good topic because it isn't needed
My thoughts exactly.
Coming from a 3+ year DotA background you might be surprised that I state that I am against having magic resistence items. Magic resistence items DO have their place in dota but not in demi. the reason is because in dota, int heroes are overwhelmgly strong early game and you need a counter - this is magic resistence. in demi its different: heroes are more or less balanced throughout the entire duration of the game.
When I played demi I was surprised to see no many major balance issues in this game. Part of it I believe, is precisely BECAUSE there are no magic resistence items AND nukers are not overwhelmgly strong in early game as they are in DotA. In DotA you had some heroes who were too overwhelmingly "early gamers" and within 30 minutes turned out to be virtually COMPLETELY useless "late gamers" (think zues). I don't like that concept and demi does not seem to suffer from this. Demi feels more balanced from the beggining till the end. Dota does not feel like that. Agi / Str heroes in dota have way too much advantage late game and int heroes too much advantage early game too little late game.The thing behind magic damage is that its static - ie it does not increase beyond a certain point; hence it is still counterable by purchasing more health items. If the devs of demi introduced magic resistence items it would open a can of worms. Certain heroes would almost become useless (especially late game) and they would have to do a shitload of rebalancing because of it.
Kudo's to the developers for leaving magic resistence out - it belongs in dota with the early / late game hero concept, not in demi where heroes are more or less balanced throughout the whole game. I am sure the dev's thought of this through and through and am glad they made the decision to leave magic resistence out. They know that if magic damage is a problem, you simply need to increase your health.
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