I wonder about the design decision to make deaths spawn potions. I don't understand why it's there, and I can't find a single reason for it to be that way. Can anyone explain to me why the are there (excpet to work with a side-effect of one of EB's skills).
thanks
Because its usually requires a fair chunck of health/mana to kill an enemy DG and its a way of being rewarded for doing so.
There should be conscequences for dieing.
its the most dumbest thing you can do for a competitive game. it should not be in the game imo.
how is this a stupid idea? just saying oh its a competitive game its stupid...... okay well its a game mechanic if its competitive then this should be in your strat and you should be expecting it to drop when you kill a DG
its to reward you for killing a DG and keep going instead of oops i killed him time to teleport back and recover then teleport back to where i was. Its a time saver
The gold/XP for killing is more than enough reward imho. Moreover the enemy loses gold and XP during his down time and the enemy team is at a disadvantage and has to retreat usually.
This potion drop mechanic is just another positive feedback loop (better team gets better faster) that usually makes the game one-sided soon.
A good game should always have several negative feedback loops to keep the game interesting:
Such negative feedbacks should be a bit stronger in Demigod and removing potions would be a step in the right direction. But what happens with Erebus' Poisoned Blood then?
Another useless post....
Can you explain that ? Do you think that drops have so much influence on winning or loosing ?I wouldn't care if there will be an options to turn it on/off but you can'tdo that because of Erebus' Poisoned Blood. Saying that its the dumbest thing, Common guys ...
I think it works very well. It creates a bonus to anyone memorising the locations of said drops and manipulating a fight to ensure that they received them. It's not about removing 'skill' from the game, it provides an element where you're able to fight back or escape from a losing battle - or if played well, provides an even greater margin for winning. The removal of said items seems in line with the whole "steam rolling" mind set of "I'm better, and they shouldn't have something that would make a n00b player be able to beat me in the game!". Not to mention the rebalancing that would need to be done due to Erebus' ability. He'd need an entirely new ability, which the same playes would probably then post about being OP.
in dota you even lose a part of your money if you die, dota snowballs a lot more than Demigod... also the potion can be picked up by everyone, it speeds up the game and also works as balance tool for ranged vs melee demigods as ranged demigods usually don't get the potion as easily as melee demigods.
And upkeep in Warcraft 3 is the single most dumbest concept in the entire history of RTS, especially as it isn't gradually but has threshold at 40/90 (RoC) or 50/100 which limit the viable strategies in Warcraft 3 so much. I am so glad Starcraft 2 won't have such stupid rules.
so if i whipped ur ass in a 1v1 and i killed you 10 times and never went back to my crystal to heal because i fed off your potions, you would still think its a good idea to have random potion drops in the game?
it just makes it too easy, how could you not see why random potion drops are stupid?
I don't think Erebus would need an entirely new ability. I'm fairly certain most people spec that ability for the HPS gain/life steal aura and not the death effect.
well demigod isnt a 1v1 game all those situations dont apply and if you killed me 10 times in a row then that would probably be me sucking more than anything, but no its not that bad since your ally can pick up the potion also so its either going to help the enemy who just got rewarded for killing you, or help you ally finish them off
If you're playing 1v1 and you got 2 kills, game suppose to be overwith or without the drops....
give me a detailed explaination of why random potion drops are good and bad, since you are so much more highly educated than the rest of us.
no shit. its hard to prove a point sometimes isnt it?
I think a lot of good discussions have emerged here. Some people tend to think that it's a bonus for killing, but the matter is that it takes a second of so for the drop to appear. In most fights, waiting around for that time just go grab the potion can get you killed, and at the same time, it gives ranged DG time to close in. So the idea that it is a reward for melee DG is just not valid, and it is not necesarily a bonus for a kill since everyone can grab it, not just in your team but anyone. I would rather concetrate on the fight than trying to be [first!] on clicking.
If it is supposed to be a grab-game, then leave it in, but I agree with StAcK3D_ActR here, I don't understand why it's in at all. That's why I asked in the first place.
If it is supposed to be a bonus for killing a DG, why not then give the bonus to the killer, rather than dropping a pot?
Those who claim that it would break EB skill, I agree with KicknDave87 above. It's a small side-effect.
how are they random? they always drop if you die
@Twinsen while it is true that the potion doesnt spawn immediately, ranged chars still often don't want to be where the potion dropped, because usually thats very near the enemy position and you are more vulnerable there as ranged char than as melee char.
The potion/scroll drop is only one part of the 'death mechanic.' That starts with the unique death animation and associated effect for each demigod that either punishes your opponent or rewards your ally if he in in your immediate vacinity.
Take The Rook. If you kill 'The Rook' you will take about 200 damage up-front from his 'death mechanic' if you don't flee the area. But that won't harm any of his allies. So his potion or scroll is really more likely to go to his allies, making it harder to sustain victories as long as your teammates are around.
Of course you can always just deal with the enemy 'death mechanic' and hope you get the potion or scroll you want. It's a bit of a gamble that depends on which demigod just went down, what your health and mana bars look like, and what enemies are around.
Are people actually trying to make suggestions to make DemiGod more like Dota? Really?
Well, to be fair, you don't always get a health potion.
I don't really have a dog in this fight but since I'm here, I will say that I'm not a big fan of the random element in getting a health or mana drop.
when did i ever say i was more highly educated? hell when did i ever say i was more informed about the game the fact that your saying something thats been in the game since launch (wasnt in beta dont know) kills its competitivness is like the whole killzone 2 and cod4 argument where they patched what made its multiplayer a bit different becasue people were whining it wasnt like cod4
and im not saying your saying to change it becasue you want it to be more like X game im saying its in their for a reason (developers choice), and you should strategize around the fact that a drop will happen regardless when an enemy or ally dies
pros: you get healed for killing a demigod or being with your ally when they died
cons: your enemy gets healed for killing you or being with their ally when they died
theres your pro/con list hope that makes you sleep better
in short its a mechanic thats in the game so deal with it and play/plan around it happening EVERYTIME
Stacked's point is that it is either a potion or a mana drop, and there is therefore in many cases a 50% chance you will, after killing the enemy DG, be able to heal enough to stay at the front. For example, consider a DG chasing another into his own defenses: Player A chases Player B and kills him between two of player B's towers. Player A takes lots of damage and will die from 2 more tower hits.
Potion appears-> Player A survives and takes map control
Scroll appears-> Player A dies and gains only the gold/xp from the kill
This isn't a good mechanic for a competitive game because it adds a luck factor to the game, particularly in 1v1. I don't want to get knocked out of a tournament because the coin came up heads.
But then again, we knew DG wasn't suitable for competitive play a long time ago. Whatever keeps the casuals happy.
Generally speaking, when you're killed, you're retreating. This means that the potion that drops is more likely to drop close to your defenses, and thus a tactical option for your team.
Thats not just luck. There's skill involved in deciding if you want to try to risk chasing the DG into their own defenses and deciding if you have what it takes to make it back out alive. And normally those situations don't occur because towers will do at least enough dmg to negate the potions effects(if its a potion) if not more.
I have reservations about them myself. It becomes luck based whether you get the potion you can benefit the most from, and it contributes to that downward spiral effect for when you start losing.
I'm not calling it unbalanced as it's obviously the same for both sides, but fun and frustration are things to consider as well.
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