Fire-Ice, Ke5trel... I haven't been around much lately, been busy with life/Dawn Of War 2/Empire total war... I remember my biggest issue with Demigod being that I felt the "skill ceiling" in DG was from a house made for gnomes (This was way back in beta2).
So my question to you two is: Has this changed since beta 2? If so, could you give some examples? I must say that the first post by Fire-Ice made me think that this issue hasn't been resolved...But thought i'd ask explicitly . Maybe the ceiling has gained a few feet in height at least by now ...I guess those gnomes must be having halfling friends visiting maybe?
Hey Drexion, welcome back ^^
Micro has a few twists now but it isn't all that much different from when you left off. The macro is getting more and more interesting, though - you can see the outline of build balance starting to take shape, and you can't win every battle with a cookiecutter...
I think if they keep adding and balancing demigods you will see an interesting game in a "He chose Rook so I'm gonna go Pounce Sedna or Shield Oak or Fury Regulus or Slow QoT or Tower Rook" sort of way..You didn't really have variety in Beta 2, and it's still limited but you can see it taking shape with the skill lines. You start to see signature playstyles on the good players, and they aren't identical across the board. Counters are developing that take it past single pass samurai duels and into interesting fencing matches..
So for example Rook boulders Oak, but in the time it takes him to get close and raise the hammer Oak pops his shield or uses penitence to interrupt and starts whaling, so Rook drops a tower or two and is down to 1/2 health, warps back to edge of Oaks vision, pulls his interruptable-by-any-damage 3000 hp and mana regeneration over 10 seconds item and pops 5 second invulnerable but frozen item. By the time Oak can hit him again he has his health back and his boulderslam is close to ready, so Oak retreats and leaves his Spirits to harrass. You see interactions like that with most of the DGs at this point, and of course it gets more complex when you have teams..
The items, especially favor, as Fire-Ice points out, need some love and could do alot to really differentiate, but that's just about patching, something we can probably count on with these devs. In a year I'm thinking 20 DGs, dynamic LoS, hundreds of completely custom upgradeable items, you know, small potatoes
At this point the game is fun, and it provides a foundation for something deeper. A few subtle tweaks could make all the difference, in either direction.
You should come check it out and tell us what you think could make the difference between halflings and gnomes ^^