[Gameplay] Stuns & AI

I'd just like to point out it's currently possible to stun an opponent almost permanently by coordinating the abilities of just 2 demigods (rook + torch, or 2 torch).

 

It the trend continues of giving every demigod a stun ability or two, this game will turn into a terrible stunlock fest, where you get hit by a long range stun from out of sight and then just keep getting stunned from full to dead. Some sort of diminishing returns or way to break out of stuns that is easily accessible or just shorter stun duration on Demigods is needed.

 

As for AI, why does the AI have to dictate which lane to push? In the current map, the AI goes to the sides, then comes back mid every single time, so there is never any combat around the portals and gold collectors to the side of the enemy stronghold. There needs to be some way to tell the creeps which lane you want them to go into... or smarter creep AI, where they'l support the middle if it's getting pushed hard but keep to the sides otherwise.

4,226 views 6 replies
Reply #1 Top

Yeah, I wouldn't worry I don't think the devs are going to let stunlocks feature in the final game, they tend to be present in most games early on it betas but get ousted soon enough; they're universally regarded as bad gameplay.  Hoping the emphasis of stuns will be mainly on interupts rather than locking people down.  Someone in another thread suggested that the duration of the stun be cut right down (so it's basically just an interupt and possibly panic-inducer) but then have a lingering effect that varies from stun to stun.  This could be a silence, slow, paralysis, or some other debuff.  This'd mean tha certain stuns would still maintain some amount of synergy (such as aoe's frostnova stun being used before the fire aoe, rather than just as a mass-interupt).

 

As for the AI of creeps, I'm guessing generals will be able to influence where the creep attacks, so we'll have to wait for them before we can launch proper attacks on flanks.

Reply #2 Top

The lanes need to stay the same.  Except maybe have flags to capture which changes their path.

 

Stuns.. been gone over a bunch.

Reply #3 Top

What lane the creeps takes is a map thing, if they were intended to just run through the center (which would be the fastest way, so it's obviously specifically not intended) they would. I'm sure we'll see maps with more direct and also more indirect paths, and possibly ways to redirect them (via flag caps or what have you).

Reply #4 Top

Quoting Foogsert, reply 3
What lane the creeps takes is a map thing, if they were intended to just run through the center (which would be the fastest way, so it's obviously specifically not intended) they would. I'm sure we'll see maps with more direct and also more indirect paths, and possibly ways to redirect them (via flag caps or what have you).
End of Foogsert's quote

 

But this specific map would be a lot more fun if it had more variety to it. If you could win a game by taking out the sides first, or by just going down the middle.

 

Right now there's only middle and nothing else.

Reply #5 Top

Um really? I usually go through the sides first.. take the portal.

Reply #6 Top

Quoting innociv, reply 5
Um really? I usually go through the sides first.. take the portal.
End of innociv's quote

 

Yea but the creeps don'T follow you there