- Reduced experience and gold reward from killing priests and angels, to offset the benefit the opposing team sees from a citadel upgrade in those types.
Can't say I agree with this. I understand the thinking... that when one side buys these units, they actually can be harmed by feeding extra XP to the enemy. So its a mixed blessing and may do more harm than good. I get that.
But I disagree with this approach for the following reasons:
1. There is and has always been a strategy to buying reinforcement upgrades. Just as in many great strategies throughout history, it is best to overwhelm your enemy with superior forces and numbers. In Demigod this translates into saving up your cash and buying multiple reinforcement upgrades in one fell swoop. The balance comes in by penalizing those who fail to consider this strategy, and buy preists by themselves... thereby feeding XP to the enemy as this upgrade alone is not significant enough to give you a proper advantage.
2. When either side buys reinforcement upgrades, they are expressing their superiority over the other side. If both sides were upgrading at the same rate, we wouldn't care about the XP these guys are worth, as both sides would be getting it. The balance issue comes in when only one side has enough cash to buy preists / angels while the other side is less successful and can't. Getting good XP from these advanced reinforcements is a good balance, as it will give your underdog side the opportunity to catch up. We often see in games like Demigod and other RTS's, that once a side gets an advantage, it becomes easier and easier to get even more advantages. It's like a snowball effect and hurts the gameplay as a whole when even good players have no hope of pulling out of an early slump. Keeping the advanced reinforcements XP values high can allow a failing team to pull it together again.
As I said above, the XP issue is only a balance concern if one side is too poor to match the reinforcements the other side is making. So all in all I think that getting good XP rewards for killing advanced reinforcements is a good balancing feature of the game.
As a small aside... I feel it isn't very fair that the toughest reinforcements, the general's minions, grand zero XP or gold.
They are over balancing the game because everyone whines like 12 year olds...Sad to see a good game get ruined by 6th graders
1. Now there are two strategies available, you can buy them early, or you can save up and get everything in one swoop. You can continue to play the game exactly the same as you were before if you like, but now you have another option, how is that a bad thing?
2. When you buy reinforcements you are not expressing superiority, you are adding support firepower and possibly healing in order to help you fight. If you are losing badly enough that your opponent has enough for priests/angles and you dont - that's 5400 gold, maybe 6 kills-ish - then you are going to lose whether they put that cash into creeps or items.
The more likely situation is one team gets priests a minute or two before the other due to a cash advantage, or a need for some front line healing more than another item.
The team that is behind on reinforcements still gets more gold and XP from killing waves, its just not a farmable advantage anymore.
You just marked yourself as an inexperienced player. It is painfully obvious that assassins would get more gold/xp if this was changed.
Once again, I have to agree with Woppin.
If an 'upgrade' is, more often than not, a liability when purchased on its own (and the lower level minion upgrades are the only ones in the game fitting that description), then that suggests to me that the 'upgrade' isn't balanced at all. That's exactly why it was changed.
Every competent player was well aware of the strategy you're describing but really... if you're suggesting that that's how priests 'should' be used, then what's the point of having them as a separate upgrade at all? That simply turns them into a newbie trap which, in many games, is exactly what they were.
It was a very good and needed balance change. The fact that the other team drooled and celebrated when your team spent money on a so-called "upgrade" was pretty silly to say the least. I saw one guy type once "Is it possible to get the preist upgrade without the priests comming out"; that's how "Alice in Wonderland" it was.
The problem was not that priests were giving XP gold, they still are - but rather that thay were giving too much compared both to the previous reinforcements and to the timeframe in which they could come into play. Compare this:
Pre 1.1:
1.1:
A priest wave still gives quite a bit more xp and gold, but it it's not a game breaking 4x gold any more. Have in mind that, unlike DotA, you don't have to land the killing blow to get the gold and experience, so it's extremely easy to farm a full wave.
Also don't forget that priest damage was significantly increased in 1.1. They are a force to be reckoned with now and left unattended will easily push towers on their own.
All these changes contributed to a much better game flow IMO.
Changing the Priests was the best thing they did so far regarding the game balance.
Also is it possible that you played 0 games online?
Priest change was a positive change imo. It's not just a skip to cata's anymore, priests can actually be a choice without feeding the shit out of your enemy. It's not a must have omg right now upgrade like currency, you get it when you need it. Seriously, priests were a laughable upgrade at best prior to the change.
copied directly from the database... hmmm
Looked through his stats, he4 asn't played since may 20th. This really seems like a troll post now.
Yeah almost doubling xp and quadrupling gold income was insane. And due to the fact that they only were a small pushing force before only contributing a little to the pushing force of the wave. Sure priests pre 1.1 could push towers back but not after 10 or so waves and a backup of about 20 priests. And easily a torchbearer could zoom over there and get 500+ gold just be laying down a fire nova and a circle of fire. Killing 12 or so priests plus other waves. Now they push a little faster. They are just as easy to kill so it isn't impossible to counterbalance their pushing but it doesn't make it such a game decider. I actually didn't know the REAL stats of a wave until now. And even after the patch i was reflexing DON"T BUY PRIESTS. And when someone did they told me it was actually worth it and it is. I noticed the overall strategy of timing priests to increase dramatically
Before it was one strat. Save and buy up to giants or catas. Now there is more than that. You can get priests early and hope that the extra xp will die against towers and such so you aren't feeding and you push faster. You can wait to get priests and farm their priests for a little xp and then when you start to get pushed back get priests yourself. You can get priests at the same time the other team does. You can actually get angels without NEEDING catapults.
I think the same principle applies. If you get priests too early and let the other team feed you're in trouble. It's just not as extreme as it used to be.
Yes but you do realize that if priests or minotaurs die against towers no xp is given. So if they give enough pushign power that half the wave dies to towers it is actually less feed than if an entire minoaur archer wave gets destroyed by one demigod.
As long as a demigod is around, it doesn't matter what kills reinforcements, they still give xp (and gold too as long as the demigod has dealt at least 25% damage to them). Tower kills give xp and gold too as long as the requirements are met. Seems lots of players still don't understand how different the mechanics of xp/gold in Demigod are compared to DotA. Maybe that is one of the reasons we see so many inexperienced players pushing too hard early.
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