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Pantheon is garbage until Rage Quitting is dealt with.

Pantheon is garbage until Rage Quitting is dealt with.

To the two assholes who left during the first five minutes of my 2 pantheons this morning. Fuck you.

19,530 views 34 replies
Reply #26 Top

lol! Go stack idols. You'll own their entire team by level 7. All you need is 4-5k gold after all to summon every minion in the game :)

Reply #28 Top

Quoting Kalizaar, reply 12
I'm thinking I didn't clarify enough.

I'm suggesting the death timer starts out low and builds longer as the game progresses and/or your level increases. By the time you're beating on a citadel the death timer would be the same as it is now. It's the early game that would have a short timer.

"Underdog" code is fluid, not permanent. It's also comparatively small. It won't make the losing side more powerful than the winning side or even necessarily AS powerful as the winning side. It'll allow them to have a chance at catching up. And the closer they are to catching up the less the "Underdog" code will help them. The "Underdog" code would allow the losing side the chance to feel like they COULD possibly catch up if they play their cards right.

There's no way to exploit it. It wouldn't kick in until your team was trailing behind by lets say (arbitrary numbers here) 2 levels. It would give small boosts in specific variables (possibly gold income, damage increase, armor, HP, regens, whatever) allowing them to survive a bit longer, do a bit more damage, etc. So maybe a level 7 team wouldn't die instantly to a lvl 11 DG. The level 11 DG would have to think more strategically than "Hah, I can spam my attack and they'll just die before even taking a tenth of my HP". As the team catches up (even IF they ever catch up, lets face it some people really are just that horrible) the "Underdog" effect diminishes back to zero. The greater the difference in "power" between the two teams the greather the "Underdog" effect kicks in. The lesser the difference in "power" of the two teams the lesser the effect.

This doesn't keep the winners from winning. It just makes it more challenging for the winners to win. Challenge is good. Challenge is fun. In many games it might not even take effect. This is aimed at the severely outclassed teams. The teams where you spend thinking to yourself from 2 minutes into the game, "Dear god we're going to lose". And 35 minutes into the game you're thinking "Dear god why didn't I just ragequit, this has been the least amount of fun I've had in a long while!"
End of Kalizaar's quote

No matter how minor it is, handicaping someone for winning is flawed.  Besides, as your level increases, the death timer ALREADY increases.  They already have that in there.

Reply #29 Top

Quoting Xaes, reply 23
When was the last time anyone hre saw generals act like generals, and not just spec to be assassins?

 

When was the last time you saw an Erebus Night Walker build, Sedna with Yetis, Oak with Spirits or Queen with Shamblers?

 

I haven't seen them in months. Assassin method of play is overpowered, and needs to be nerfed.
End of Xaes's quote

I see night crawlers, and spirits all the time, plus generals get the idols.

Reply #30 Top

Erebus gets two nightwalkers by default, most Oaks only put a point or maybe two into the Flag. 

 

The Gold from kills should go to the citadel for upgrades, not to players. 

5K gold is a a ton of money, more expensive than almost all the items people commonly purchase in games. The idols need to be cheaper, and the minions need to be better.

Reply #31 Top

Quoting Thrandiul, reply 3


No matter how minor it is, handicaping someone for winning is flawed.  Besides, as your level increases, the death timer ALREADY increases.  They already have that in there.
End of Thrandiul's quote

Sorry, you misunderstood. The idea isn't to handicap the winner. The idea is to boost the loser. The term handicap refers to the idea that the losers are handicapped in their ability and need some help. Handicap is a term sometimes used in games such as bowling where your scores, or abilities are artificially boosted.

I wasn't implying to bring down the winners. ;)

Also, the death timer idea is about having the timer start very small and work its way up. Currently it starts high and gets lower if you use items or citadel upgrades. The idea here is that in the early game missing out on 30 seconds can be detrimental to team development. So starting the death timer at lets say 10 seconds at level 1 and increasing it with level helps out players at lower level and doesn't affect players at higher levels any different than it does now.

I hope that clarified the idea some for you. And please note, it's just an idea tossed around the forums as something that could POSSIBLY add to the fun of the game and alleviate the problem of low level characters dying so easily and missing an important amount of xp and gold from creep farming in the beginning segment of a match.

Reply #32 Top

Can you see how boosting the losers is bringing down the winners? It's a binary system. All that matters is the realative strength.

Reply #33 Top

Can you see how boosting the losers is bringing down the winners? It's a binary system. All that matters is the realative strength.
End of quote

Pretty much true.

Reply #34 Top

Quoting Neilo, reply 2
Whats worse than ragequitters in the Pant, is forum posts such as these.

I can understand your frustration, but cussing and flaming about it here will lead to no good.

And remember, not all players are committed pro's or hardcore enthusiasts. There are many casual gamers out there and to expect everyone to hold to the same gaming morale's as yourself at all times is unreasonable.

With respect, at the end of the day....it's a game, don't take it so seriously.

End of Neilo's quote

 

With all due respect, catering to rage quitters solves nothing. At the end of the day rage quitters do as they do because there is no consequence for thier actions. I don't consider myself "hardcore" for wanting to finish a game.

I'm simply getting fed up with the bullshit. 90% of all the problems I encounter in demigod stem from quitters and droppers.

Desyncs, server splits, matches not counting, and favor not saving all result from people leaving the game, and it's getting old.

Spare me the morality speech, I'm tired of having my DemiGod experience ruined by selfish twats who simply rage quit until they find a game they can win.