The Forums Are Now Closed!

The content will remain as a historical reference, thank you.

A possible way to buff Regulus and TB

By on December 7, 2009 9:49:48 PM from Demigod Forums Demigod Forums

I was thinking that perhaps they need significantly higher health regen. Perhaps a lack of health is fine if their health regen were substantially higher. Monks allow generals to stay on the field longer, and each general can heal up to 2 people every 5-10 seconds for 10%-22%. If a general is at low HP, he can wait for monk healing behind a tower. Regulus and TB cannot do this, and they cannot tank either.


Here is my proposed solution: After 3 seconds of not receiving any sort of damage, both Regulus and TB will receive +65 or +75 HPS. When they start taking damage, the buff is gone. This buff is meant to help keep them out on the field, rather than make them overpowered in direct combat.


Thoughts?

+38 Karma | 49 Replies
December 7, 2009 10:36:46 PM from Demigod Forums Demigod Forums

You can usually HP buff these guys by using Blood of the Fallen. You risk not being as strong as you want, but that's a choice you need to make.

December 8, 2009 2:47:27 AM from Demigod Forums Demigod Forums

First of all though it makes them better, it still does not make them compeditive.

This buff will be really useful at the begining of the game where it is not noticable (does not matter) how weak they are beacue they can use towers better since they are ranged. Late in the game to not be taking damage for a significant time you would have to retreate back to the towers close to you base and wait for your helth to recharge and base crystal does much more than this helth per second.

While it would make them a little better this change is not the idea that will bring them up the good demigods level of power (no one will play a mod with just this in it, its not worth the hassle). They need stat buffs, stuns and a couple of very good abiliteys to make it up to the top. Ice tb is ok though not shure he needs too much. And no major demographic playing the cares about ballancing the deimgods at the moment, i am waiting at least a month before trying another thread.

December 8, 2009 2:49:32 AM from Demigod Forums Demigod Forums

More range or movement speed would do the trick.

December 8, 2009 3:37:01 AM from Demigod Forums Demigod Forums

I dont think this is an easy thing to fix, people who are either new to the game or just are not very good at it think fire TB and reg are compeditive as it is.

Single changes (unless its very large) will not fix either of them, and if changes do bring them up into compeditive level, noob will think that they are now overpowered, short of some really good ideas or a compeditive ballance mod i think making TB and reg competively playerble should be put in the too hard basket and just not play them compeditively. (A good ice tb is already compeditively playerble, just)

December 8, 2009 3:39:23 AM from Demigod Forums Demigod Forums

Remove proc penalties, aka make Nature's Reckoning, Poisoned Dagger, and Wyrmskin Handguards proc at the rates listed on their tooltips.

  • These currently function at I believe 2/3 of their listed proc rates.

Increase base health to be more in line with other demigods.

  • I understand why ranged DGs are more fragile, but not that DA exists and given the popularity of UB, I think it's time.

Make Mark of the Betrayer interrupt instantly when cast on a target.

  • I would like to see this ability mimic Deep Freeze more. Deep Freeze has an interesting dynamic in that if you cast it on a player before they begin casting it's effectively a silence, but if you wait you can interrupt them. For Reg you'd have a choice between using it as a pre-emptive kiting tool or using it for an interrupt.

Make Circle of Fire targetable with a 10 yard range, or reduce its duration to 5 seconds and make it apply and refresh a 5 second DoT to those who enter the circle (meaning someone or something which stays in it for the full duration will take damage for 10 seconds if the DoT is not removed).

Reduce the cast time of fireball to .6'ish seconds.

  • I realize the animation is cool, but currently I just can't see hwo such a long cast time is justified. This will become more important when his autoattack actually works correctly and the AA DPS lost while casting matters more

Make Deep Freeze increase fire damage taken by the target by somewhere around 10%

  • The reason why is that if a fire TB could lead a fight with Deep Freeze he could front-load is initial damage sequence and if an enemy DG tried to stop it with penitence, pounce, foul grasp, etc., then they would suffer the massive cooldown increase on that ability, giving TB a better shot at winning if the fight last long at all.
  • This would also be interesting for a frost TB's attack sequence.

Targets affected by Shrapnel Mines or Mark of the Betrayer should not be able to move faster than 100% of their base speed.

  • You need to realize how the snare cap works in this game. Regulus depends on his snares to survive, and yet a player who has boots of speed and activates a wand of speed can literally charge through a field of shrapnel mines with a MoB speed debuff active at 105% speed. UB with his higher base speed and inner beast can virutally ignore these debuffs late game, especially when items like journeyman's treads enter the equation.

 

If those changes were applied, I think that both DGs would reasonably competitive, though not necessarily likely to displace UB, Oak, or Erebus, but there's a few things that those three DGs have in common which I actually think are unfair and negative, so I wouldn't be pleased to see them show up elsewhere. Those things are: truly scaling defense/healing (Shield, Divine Justice, Acclimation, Mist, Bat Swarm), abilities which are fully usable with a single rank (Mist, Coven, Foul Grasp, Divine Justice), and significant speed boosts that are no-brainers (Inner Beast, 6.3 speed, Surge of Faith, Bat Swarm), and then highly dependable interrupts.

Of course there's other things that make these DGs good, but those are the ones I could think of which are critically important and which they all have in common.

December 8, 2009 5:28:13 AM from Demigod Forums Demigod Forums

if i new where the code was in regards to demigods base stats are in the dgdata.zip i would change some figures and post my changes in the modding category.

General Changes needed:

- proc penalties need to be evened out (as obscen mentioned).
- more armor or health regen for ranged characters.

TB
- was thinking of increasing cast range to 25. This would allow a TB to fireball without 100% chance of being countered by a spit. i still beileve however that it should be 1 sec cast time so that oak has an opporutnity to interrupt it.
- Increasing the duration of the buffs you recieve from switching between 'states' to 20 secs. Also thinking of adding a +20 health regen to the fire state buff and an armor buff to the ice state buff.
- Need a higher mana regen base stat for TB and other caster dependant demis.

 

December 8, 2009 11:41:35 AM from Demigod Forums Demigod Forums

Oak can interrupt Sedna's heal if he times it correctly. When TB enters into a certain range you know exactly what he's going to do, there's no reason why a good Oak can't interrupt it it pretty reliably even at .6 seconds. There's nothing special about the skill which justifies its long cast time and susceptibility to interrupts.

December 8, 2009 12:41:06 PM from Demigod Forums Demigod Forums

Also, I think we should reduce form-changing time for TB.

December 8, 2009 12:43:45 PM from Demigod Forums Demigod Forums

Another and maybe easier way to boost fire ball would be to increase it's range to maybe 20 or 25. That and some changes to Ring of Fire would make the TB a real pain in area denial fights.

December 8, 2009 1:09:01 PM from Demigod Forums Demigod Forums

Welcome synnworld (Sign Out)
[Search Forum]
My Account | My Posts | My Replies | Private Messages

* Home
*
* Demigod
*

A possible way to buff Regulus and TB
By Epiphenomenon Posted December 7, 2009 9:49:48 PM

I was thinking that perhaps they need significantly higher health regen. Perhaps a lack of health is fine if their health regen were substantially higher. Monks allow generals to stay on the field longer, and each general can heal up to 2 people every 5-10 seconds for 10%-22%. If a general is at low HP, he can wait for monk healing behind a tower. Regulus and TB cannot do this, and they cannot tank either.


Here is my proposed solution: After 3 seconds of not receiving any sort of damage, both Regulus and TB will receive +65 or +75 HPS. When they start taking damage, the buff is gone. This buff is meant to help keep them out on the field, rather than make them overpowered in direct combat.


Thoughts?
+30 Karma [Give Epiphenomenon +1 Karma] 9 Replies
Reply #1
wrastler118

*
* Member No.3,596,728
* Karma+1

December 7, 2009 10:36:46 PM

You can usually HP buff these guys by using Blood of the Fallen. You risk not being as strong as you want, but that's a choice you need to make.
We're looking up the edits for this post...
Reply #2
nzac

*
* Member No.3,638,404
* Karma+1

December 8, 2009 2:47:27 AM

First of all though it makes them better, it still does not make them compeditive.

Exactly when did every demigod need to be competative?

December 8, 2009 1:19:26 PM from Demigod Forums Demigod Forums

Exactly when did every demigod need to be competative?
Good point, I think we should nerf QoT, TB, and DA. I mean why not?

December 8, 2009 1:30:40 PM from Demigod Forums Demigod Forums

Quoting HorseStrangler,

Exactly when did every demigod need to be competative?Good point, I think we should nerf QoT, TB, and DA. I mean why not?
NNa just nerf the top 3. Everyone want to bitch how so and so isn't as good as them, so bring them down a notch.

December 8, 2009 1:58:13 PM from Demigod Forums Demigod Forums

Quoting synnworld,



Quoting HorseStrangler,
reply 11

Exactly when did every demigod need to be competative?Good point, I think we should nerf QoT, TB, and DA. I mean why not?NNa just nerf the top 3. Everyone want to bitch how so and so isn't as good as them, so bring them down a notch.

I'd probably prefer this method than boosting the 6 other demigods.

December 8, 2009 3:05:46 PM from Demigod Forums Demigod Forums

Exactly when did every demigod need to be competative?

Well would you not like to be good at this game and playing QoT?

HorseStrangler
.

? any interesting reson for the name change, or are you just smurfing?

December 8, 2009 3:56:12 PM from Demigod Forums Demigod Forums

QoT needs to be included in buffs like this people. She is a ranged caster and I don't care if she has monks 10% healing every 5 seconds may only be 150 damage. Hardly anything.

December 8, 2009 4:01:20 PM from Demigod Forums Demigod Forums

I was thinking to cut the life bonus of all items by 50% and double the regen rates.

eg: Blood of the Fallen = 400 life +10 regen.
Banded = 200 Health + 10 Regen 

The will help all DGs who rely more on powers instead of direct attacks, and perhaps make other items more viable choices since health stacking is the best way to play right now.

I also think DG nerfs are bad at this point, other skills that aren't taken should be raised up to be useful, even the good DGs have skills that need improvement. It's easier to balance this way.

December 8, 2009 4:52:39 PM from Demigod Forums Demigod Forums

This game needs more popularity desperately. Nerfing the most popular DGs is not a good way to get it.

 

If you were going to make some nerfs though, these are the ones I'd do:

 

Foul Grasp: duration reduced to 1.0 seconds at rank 1, 1.5 at rank 3, 2.0 at rank 3. Healing/Damage per second boosted slightly

Divine Justice: 7% rank 1, 13% rank 2, 20% rank 3

Mist: I have no idea, but something should probably be changed to penalize players for using rank 1 of this as short-cooldown, indefinite duration invulnerability.

 

 

December 8, 2009 5:01:21 PM from Demigod Forums Demigod Forums

Quoting HorseStrangler,
This game needs more popularity desperately. Nerfing the most popular DGs is not a good way to get it.

 

If you were going to make some nerfs though, these are the ones I'd do:

 

Foul Grasp: duration reduced to 1.0 seconds at rank 1, 1.5 at rank 3, 2.0 at rank 3. Healing/Damage per second boosted slightly

Divine Justice: 7% rank 1, 13% rank 2, 20% rank 3

Mist: I have no idea, but something should probably be changed to penalize players for using rank 1 of this as short-cooldown, indefinite duration invulnerability.

 

 

I honestly don't think nerfing just Foul Grasp and Mist would bring UB and EB down to TB and Reg's level.

December 8, 2009 5:51:40 PM from Demigod Forums Demigod Forums

Quoting Makeshift-D,
I honestly don't think nerfing just Foul Grasp and Mist would bring UB and EB down to TB and Reg's level.
Definitely not, but here's my main issue with UB/Oak/EB vs. the weaker demigods: The top 3 get a ridiculous amount of mileage out of a few specific skill points (the ones I listed) and the weaker DGs get too little mileage out of some of their skills.

 

When you just heavily nerf the top 3 to make everything fair, I think you're implying that the other DGs have abilities which all make sense and function correctly, and I just don't agree with that. That's not to say that they don't have some great abilities, just that there's so much room for improvment on those characters that there's no real reason to disenfranchise part of our already diminished player pool by making their favorite DG less fun.

 

Also lemme note that I think Angelic Fury should be changed too, it should probably have the same mana cost at all levels, as it already indirectly gets more expensive as your attack speed increases from items and levels.

December 8, 2009 5:54:07 PM from Demigod Forums Demigod Forums

I was thinking to cut the life bonus of all items by 50% and double the regen rates.

eg: Blood of the Fallen = 400 life +10 regen.
Banded = 200 Health + 10 Regen

The will help all DGs who rely more on powers instead of direct attacks, and perhaps make other items more viable choices since health stacking is the best way to play right now.
I disagree. That would make Erebus's bite heal a larger percentage of total health, it would make a spit and run UB more devestating, not to mention a hybrid beast would deal enough damage to pretty much kill you outright by the end of the first stun, and Oak would be able to penitence kite people to death more easily, not to mention the dramatic power increase minion swarms would see.

The currently weak DGs are not necessarily the highest damage ones. Granted getting hit by 6 mines is a lot of damage, but I don't think a net HP loss will favor the weaker DGs, it'd be a wash at best.

December 8, 2009 8:13:02 PM from Demigod Forums Demigod Forums

Quoting HorseStrangler,

Quoting Makeshift-D, reply 18I honestly don't think nerfing just Foul Grasp and Mist would bring UB and EB down to TB and Reg's level.Definitely not, but here's my main issue with UB/Oak/EB vs. the weaker demigods: The top 3 get a ridiculous amount of mileage out of a few specific skill points (the ones I listed) and the weaker DGs get too little mileage out of some of their skills.
 

When you just heavily nerf the top 3 to make everything fair, I think you're implying that the other DGs have abilities which all make sense and function correctly, and I just don't agree with that. That's not to say that they don't have some great abilities, just that there's so much room for improvment on those characters that there's no real reason to disenfranchise part of our already diminished player pool by making their favorite DG less fun.

 

Also lemme note that I think Angelic Fury should be changed too, it should probably have the same mana cost at all levels, as it already indirectly gets more expensive as your attack speed increases from items and levels.

Ok you do realize I was being sarcastic right?

 

Secondly I say if everyone wants to bitch especially about QoT than make her the way she was in beta....I'm kind dying to see how she was so over powered in beta.

December 8, 2009 8:41:25 PM from Demigod Forums Demigod Forums

Quoting HorseStrangler,
Oak can interrupt Sedna's heal if he times it correctly. When TB enters into a certain range you know exactly what he's going to do, there's no reason why a good Oak can't interrupt it it pretty reliably even at .6 seconds. There's nothing special about the skill which justifies its long cast time and susceptibility to interrupts.

what if uve been in range for a while its a little hard to predict then and .6 secs makes it almost impossible to interrupt. cater for some net lag too dude. im fine with the cast time on it just increase the range..

December 8, 2009 10:27:30 PM from Demigod Forums Demigod Forums

What other DG's DPS is shut down so completely by interrupts? What about TB and fireball makes it so imperative that his DPS be stopped by interrupts so consistenly? If you're in melee range then you take more damage from CoF anyway, so you can still just interrupt that, no to mention you're likely to interrupt something on accident anyway between CoF, Fireball, and Fire Nova.

December 8, 2009 10:37:20 PM from Demigod Forums Demigod Forums

Quoting HorseStrangler,
What other DG's DPS is shut down so completely by interrupts? What about TB and fireball makes it so imperative that his DPS be stopped by interrupts so consistenly? If you're in melee range then you take more damage from CoF anyway, so you can still just interrupt that, no to mention you're likely to interrupt something on accident anyway between CoF, Fireball, and Fire Nova.

The thing with that is not all TB players get circle of fire, and even if they did it is easier to avoid than UB's spit. LEts say they didn't avoid it and stayed right their attacking you. Than you'd be eaten alive by ?UB spit = AA, Pentence + surge of faith + AA, Bite + mist/bats+ AA, and if you let rook get a direct hit with hammer than you are just a plain idiot.

December 8, 2009 11:06:46 PM from Demigod Forums Demigod Forums

This in nature is an interesting concept, but also in nature, is a lost cause. To many it may appear these two are in need of a definitive buff, but consider this: They are so weak and fragile for a purpose. If their health even began to scale with others, then they could easily take them down. And yes Reg's mines can be overcome easily, but if does slow them down. Both tb and reg have amazing damage, and are in no need of a buff. Both of the two can easily take down Rook or an HP stacking UB. Reg can make mine feilds, and easily pick off targets. TB has great damage and can very well control a battle field. He can keep enemies from gaining access to their primary damage skill so often, and he can slow their attacks down. So, while many of you will aurgue against my point, i have said what I needed to. Disagree or agree, that is my opinion.

Stardock Forums v1.0.0.0    #108435  walnut2   Server Load Time: 00:00:00.0000172   Page Render Time:

Stardock Magazine | Register | Online Privacy Policy | Terms of Use

Copyright ?? 2012 Stardock Entertainment and Gas Powered Games. Demigod is a trademark of Gas Powered Games. All rights reserved. All other trademarks and copyrights are the properties of their respective owners. Windows, the Windows Vista Start button and Xbox 360 are trademarks of the Microsoft group of companies, and 'Games for Windows' and the Windows Vista Start button logo are used under license from Microsoft. ?? 2012 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices, Inc.