Killing a Demigod nets too much gold

Most of the ragequitters are quiting because they feel like once they die, they have basically handed the game over to the opposing team. And to be fair they are partially right. It's a huge advantage to get a big gold infusion at the beginning of the game.

 

Half the amount of gold a Demigod gets from killing another Demigod, and make the 2nd and 3rd mint upgrades worth more. It would stop a lot of rage-quitters bailing out and make for better games in the long run. Skillful players are still gong to win and still going to get better items, but at least the opposing team won't give up after a death or two.

21,635 views 45 replies
Reply #1 Top

I sort of agree.  There is no way to overcome the bonus you (or your crappy allies) give to opponents when you die and they get craploads of gold without killing them back, which is now significantly harder because they have better items because they have more gold because they killed you first. (Not to mention they're probably higher leveled now)

You need to be able to outfarm people.  Creeps need to give significantly more gold than they do.  The only way to get gold should not be to sit there (they're getting the same gold you are) or kill enemy DGs (which is quite difficult as mentioned if they're already up on you)

Reply #2 Top

ive won a game were the other team got the first 6 kills and also with an ai feeding

u can quite easily come back from it if u are not bad, oh wait...

Reply #3 Top

But if you're not bad, and they're not bad....

Reply #4 Top

I've won a game where the opponent got at least 10+ more kills then my team(I'd be willing to bet that it was closer to 20 kills ahead of us). You need to realize that, after a certain point, if you're losing badly enough, it's not about fighting the enemy head on, but about winning through alternative means.

Reply #5 Top

Then you have to change your tactics.

However, I kinda agree with this. If the kill rewards were decreased just a hair and the gold mint returns were increased a bit, it would put less pressure on team with one bad egg of a player.

Reply #6 Top

i agree, it is rare that the side that gets the first couple of kills doesn't win.  reduce the amount of gold from kills, increase the mine income, especially the neutral mines and increase the citadel gold upgrades.

Reply #7 Top

I disagree. The gold you get from a hero kill represents the risk that you took to get it. The minions are not exactly a danger to you, and are thus worth minimal amounts of gold.

Reply #8 Top

I don't think it's a good idea either. The gold reward as now is fine, because it doesn't forgive your error and force you to play well and be careful not to give too much kills and feed the other team. It also give some weight to your choices.

Reply #9 Top

Quoting eek4, reply 8
I don't think it's a good idea either. The gold reward as now is fine, because it doesn't forgive your error and force you to play well and be careful not to give too much kills and feed the other team. It also give some weight to your choices.
End of eek4's quote

Then continue to "enjoy" playing with people who quit when they die two or three times and feel like the 3k gold that they just gave you is an insurmountable advantage.

Sure we all have stories of coming back from the brink but most of the time unless you are a super-skilled player, having 3k gold more than the other guy is going to give you a gigantic advantage.

Also I fail to see how forking over huge sums of money to the enemy team when you die gives more "weight" to your choices. It just makes escape and armor/life items more valuable at the expense of other choices.

Reply #10 Top

Quoting atogguy, reply 9
Also I fail to see how forking over huge sums of money to the enemy team when you die gives more "weight" to your choices. It just makes escape and armor/life items more valuable at the expense of other choices.
End of atogguy's quote

It adds more weight to seeking kills or risking getting killed.  Say I'm chasing down an enemy Demigod who is low on health.  If the gold gain/loss is minimum then it's not going to matter much either way if I risk my life going for a kill.  The way it is now, I have a heavy weighted decision to make.  I can go for the kill and risk getting killed myself in the process.  There's a good chance the outcome of the decision I make will make a fairly big difference on the outcome of the game, and it should.

Reply #11 Top

I'm not a super-pro uber skilled player just to clarify.

I like the competition, but I play for fun.

The fact that ragequitters are legion in the game should not change at any price the gold that you earn when you do a kill or other variables linked to the game.

It's more like a "social" problem. Look at DotA, they have the same problem and they more or less regulated that with some additionnal features like banlist, listchecker & co without even thinking about removing some features or nerf some things in the game to counter that.

If a player got frustated because he found someone better than him shouldn't be an excuse to leave a game. I got owned numerous times in numerous different games, I prolly never leaved for that. I fight untill the end, say GG and then try to understand why he/they played better than me after the game and try to rectify what I did wrong in the next game.

I prefer to add a system that permits to regroup players from the same level in order that they can have fun between equally skilled players and maybe in this way, it will be a little be less ragequits (others ideas are welcome, that's just one of them)

Even if you invest in items that give armor or life, it will never compensate your teamplay/moves errors and you will always die at the end if you're not playing "well".

that's my vision of the matter.

Edit: Thanks meta to help me to express what I think. It's not really easy when you have a poor vocabulary like mine :pout:

Reply #12 Top

t adds more weight to seeking kills or risking getting killed.
End of quote

But I'm not sure this game should be all about killing the enemy Demigods.

Reply #13 Top

How much gold do you get for killing a Demigod at lvl 1-3? I think it's somewhere around 1k but I'm not sure.

Reply #14 Top

1k is a boots of speed, which then means you can chase them and flee from them with impunity.

Reply #15 Top

Quoting eek4, reply 11


It's more like a "social" problem. Look at DotA, they have the same problem and they more or less regulated that with some additionnal features like banlist, listchecker & co without even thinking about removing some features or nerf some things in the game to counter that.
 
End of eek4's quote

DotA didn't fix anything. It ended up with the worst online community of any game. I don't know anyone who ever played DotA for more than a couple of days because of how bad the community was. They didn't fix the problem at all, they just drove almost everyone out who wasn't able to be a super-elite awesome player.


A banlist will not help Demigod, it will end up fragmenting the community and causing players to quit until we end up with the same community of players: elitist dispshits who play the same 500 people over and over again. A banlist is the antithesis of what a casual-friendly game like Demigod needs.

I am sure that some worthless DotA-head is going to come in here and talk trash about my post. Anyone who takes anything a DotA player says seriously, do yourself a favor: go install DotA and join a game. See if you can stomach the kind of trash who plays DotA. See how they treat new players. Then ask yourselves if you seriously want to listen to these people's inputs on Demigod

Reply #16 Top

How much gold do you get for killing a Demigod at lvl 1-3? I think it's somewhere around 1k but I'm not sure.
End of quote

600 at level 1.  700 at level 2.  800 at level 3.

And so forth up to 2500 at level 20.

Reply #17 Top

It's sad that a few of the people who rebut this argument don't even understand basic concepts of the art of war.

A basic premise "You do not beat intelligent people by folly".  Meaning good players don't make mistakes, they must be tricked.  There aren't many "tricks" in this game. Skill is basically doing an ABC order of things correctly. It's  not skill like poker or RTS.  With that said if you beat someone who has a huge edge on you they are merely an inferior player and not intelligent. It does not make you a quality player.

Reply #18 Top


Most of the ragequitters are quiting because they have an unfortunate lack of sportsmanship and/or maturity.
End of quote

Fixed it for you.

Snark aside, I do agree that more strategic importance being placed on neutral mines could be a positive change.

Reply #19 Top

I think they should cut the reward, and boost the passive income. Or when an ally kills an enemy demigod it infuses everyones passive gold income by a large amount over 30 seconds or so, this would also help teamplay and stop last hitting.

Reply #20 Top

Is there a diminishing returns on gold payout on # deaths?

I haven't paid to much attention but if not then,

You could place diminishing returns on gold gained from number of kills on said god or ammount of time alive or whatever. That would stop someone who had a real advantage (hugle lvl diff, spawn camp, ect.) from farming gold off lesser experianced players or even the AI.

Say player A has been killed 5+ more times then other players in the match then said player would incur only a % of gold normaly gained.

Or if it has been less than 30 sec or a min since respawning.   

Reply #21 Top

the gold from killing a DG themselves isn't even close to the reason why dying puts you so far behind. it has MUCH MUCH more to do with what your opponent gets to do unopposed in a lane while you're dead. its like minimum 30 seconds of free creep farming and usually translates into 1 or 2 levels, about 1000 gold from creep kills, a flag cap turnover, and maybe even one or two towers destroyed. seriously, its that shit that's killing you, not the 900 gold or whatever he got from nailing your ass. 

Reply #22 Top

Actually, Demigod kills give so much gold, you just have to find out who is the worst and farm him/her.  Then, spend your gold upgrading and it's game over.

Yes, the Demigod kills net too much gold.  A decent team can easily gank and become unstoppable.  The only solution is to stick next to your teammates, which then would make the gameplay more restricted, and thus not as fun.  However, you can also argue that they are promoting teamwork as a priority.

Reply #23 Top

level one is 600 two is 800 and three is 1000 I seem to recall :grin:

Reply #24 Top

Quoting Jedmonds24, reply 20
Is there a diminishing returns on gold payout on # deaths?

I haven't paid to much attention but if not then,

You could place diminishing returns on gold gained from number of kills on said god or ammount of time alive or whatever. That would stop someone who had a real advantage (hugle lvl diff, spawn camp, ect.) from farming gold off lesser experianced players or even the AI.

Say player A has been killed 5+ more times then other players in the match then said player would incur only a % of gold normaly gained.

Or if it has been less than 30 sec or a min since respawning.   
End of Jedmonds24's quote

That's a really good idea.

Reply #25 Top

Quoting transitive, reply 21
the gold from killing a DG themselves isn't even close to the reason why dying puts you so far behind. it has MUCH MUCH more to do with what your opponent gets to do unopposed in a lane while you're dead. its like minimum 30 seconds of free creep farming and usually translates into 1 or 2 levels, about 1000 gold from creep kills, a flag cap turnover, and maybe even one or two towers destroyed. seriously, its that shit that's killing you, not the 900 gold or whatever he got from nailing your ass. 
End of transitive's quote

This. If you get killed early on in a game on Cataract, one of your towers is going to die before you get back, which is another 300 gold to the other team, as well as your entire team now being on the back foot and your opponents possibly being a level up on you.