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Putting the Rook in the Rook (Here me out!)

By on September 15, 2008 1:48:59 PM from Demigod Forums Demigod Forums

First off, this has nothing to do with "OMG! this game suxs" or "you didn't balance this game". This is something along the lines of "Hey, maybe we could do this..."

Right now, the Rook definetly feels like he can do the wallop, but he's kind of like a 10 story castle with the finesse of a 5 foot character. When I am playing him, it's often like I'm playing a skyscraper on warp drive rather then a walking citadel. He can retreat promtply and strikes out of nowhere with fast attacks.

 

Bottom line: He is missing the "Holy shit it's a walking Castle" feeling

My solutions:

1) Give all players LOS to him regardless of where he is on the map. That would give the feeling of, "gee, he's coming, I better get out of the way." and it would also provide balance in that players could know where this super warrior is on the map. Allows players to plan their attack against a fortress.

2) Reduce his speed so that he is very slow and increase his hitpoints by 50%. This would make him nearly unstoppable one on one but would make him vulnerable to hit and run, something a walking castle would have trouble against. It would also mean that he could deploy himself on a flank but he couldn't move himself around to other flank attacks. ALSO! His rolling boulder attack could be the stun he needs to finish off other players. By keeping the good stun he has, he would have the chance of finishing off players and getting kills.

If you did this, then you would have a Walking Castle that you could see a mile away that slowly lumbers at you, crushing everything in his path. It would be balanced a super warrior that sacrifices all finesse for power, and it would be FUN, being a super warrior that sacrifices all finesse for power! With these changes, YOU ARE THE CASTLE THAT'S COMING DOWN. But then again, you know where he is, what he's doing, and can plan accordingly

Ultimately, it's up to you guys and not me, but I have faith you will deliver a good game, Stardock has yet to let me down.


Regards

0 Karma | 17 Replies
September 15, 2008 2:10:37 PM from Demigod Forums Demigod Forums

When I read the title all I thought of is one rook jumping on top of another and being some sort of unstoppable monstrosity

Usually I would argue function over form but the creaters of demigod decided to advertize with the "huge" Rook SO MUCH that it do the game justice to make the Rook a slower, bigger creature that you must defeat via kiting. Mind you, we have not seen any other melee Demigods and there needs to be balance on a 1v1 fight between the two.

September 15, 2008 2:37:31 PM from Demigod Forums Demigod Forums

i really like the idea of making rook more dramatic. it would only make sense youd be able to see him wayy down the battlefield.

September 15, 2008 3:50:01 PM from Demigod Forums Demigod Forums

I think he's scary enough when he starts winding up his hammer. =]

 

If he was slower he'd just be easy to kite, and probably too have for other melee Demigods to fight him.

Keep in mind 3 more melee Demigods are going to get added..

September 15, 2008 4:13:47 PM from Demigod Forums Demigod Forums

Can't let everyone see him, unless he can see everyone.  As LOS is shared among allies, then that pretty much negates Fog of war guaranteeing that every team would need minimum 1 rook.

 

September 15, 2008 4:43:14 PM from Demigod Forums Demigod Forums

I am agree, Rook seem more powerfull than other demi gods, but it should stay as powerfull and have other drawbacks.

I am a fan of "everybody can see him everywhere"

September 15, 2008 6:05:18 PM from Demigod Forums Demigod Forums

I kind of like the option of making the rook slower and visible everywhere it would add more strategic elements to the way you play him. If he where slower yes he probabaly would be easier to quite but then again it would mean you would have to place him somwhere more intelligentlly knowing you have very little possibility of retreat. It would give him a more "unstoppable castle" feel and would balance him compared to the other two demigods available. Otherwise in the same line of thought it would nice if the rock had some defence skills available right now you can specialize the rook to hit hard or specialize in buildings but you can't really specialize him in a moving castle (skills with more defense even better archers) Right now what the rook lacks imo (aside from all balancing) is a "it's slow, it's comming and its going to hurt" feel or rather this fealing is kind of existent but not enough present imo and should be pushed even further to make him more fun.

September 15, 2008 6:10:54 PM from Demigod Forums Demigod Forums

great making a monster more monstrous that makes perfect sense

September 15, 2008 6:48:13 PM from Demigod Forums Demigod Forums

I like the idea of making him bigger and slower with more hit points or higher defence value.  I like the idea of seeing him sooner than other demigods but I am not sure no matter where he is on the map.  I am also not sure about what he should be able to see...perhaps he could just be near sited so as to not ruin the fog of war.

September 15, 2008 8:42:33 PM from Demigod Forums Demigod Forums

I love this idea. It's well put. THE ROOK MUST BE MORE EPIC!

September 15, 2008 9:02:50 PM from Demigod Forums Demigod Forums

I think it's a really bad idea..

 

I think the devs would know that already though..

September 15, 2008 11:42:14 PM from Demigod Forums Demigod Forums

I'd like Rook to be more Godzilla-ish. You can see it coming, and you have to prepare for it.

 

September 16, 2008 9:21:05 AM from Demigod Forums Demigod Forums

Rook really is fine just the way it/he is

 

MS reduction wouldn't matter much as a change anyway when you can tele/stun/hammer/tele out rather easily.

September 16, 2008 10:15:11 AM from Demigod Forums Demigod Forums

The rook already seems to be the favored child of the developers.  He was likely the first Demigod produced.  He's featured in most of the screen shots and takes a good chunk of the trailer.  Based on the other Demigods we know of and the role the Rook fills, he already is the largest model, has the most base hit points, highest base damage, and of the 3 in Beta 1 has arguably the most diverse skill set (long range stun, aoe heavy nuke, drop towers, eat structures, and mounted artillery). 

Do you really think he needs to be more epic? 

I think the other demigods should be just as fun and just as cool to play first before lifting the Rook on a higher pedestal.

September 16, 2008 2:51:42 PM from Demigod Forums Demigod Forums

Thank you Odit.  More clear headedness from you.

 

Rook is the only one that has a half decent skill set with some synergy between skills, and the least vanilla functions of skills.

September 19, 2008 1:02:02 PM from Demigod Forums Demigod Forums

Anyone think Rook is still too speedy, especially its turn rate. It needs to feel much heavier and possibly mini camera shake effect when he walks.

September 19, 2008 1:54:11 PM from Demigod Forums Demigod Forums

His turn rate is a bit fast, possibly.  But movement speed is fine.

September 19, 2008 2:25:38 PM from Demigod Forums Demigod Forums

Without adding armor and subtracting speed... Yea, his movement speed is fine and balanced right now, but i just don't like his animation speeds, both turn rate and the walking animation speed. The reason why I want him bigger is so that his body lumbers around slower. I'm not talkin' 2x bigger more like 10% like some people are saying.

Maybe what's bothering me is that the other demigods and creeps are pretty huge standing next to buildings as well. They're changing buildings up so this might not bother me come Beta2.

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