Currency Rank 1 = awesome! Other upgrades.....not so much

Currency rank 1 doubles the "do nothing" gold income that you get (it's a base of 4, currency 1 adds 4 more).

This is such a massive boost that someone must immediately get currency as soon as you reach War Rank 3.  It pays for itself for the person who bought it in 7.5 minutes.  To everyone else it's free gold and massively adds up through the rest of the match.

Currency Rank 2 and 3 on the other hand are utterly worthless.  Rank 2 only increases your income by 25% (and Rank 3 only 20%) and are quite expensive.  Rank 2 takes 25 minutes to recoup the cost for a single person.  Rank 3 takes 35 more minutes.  Not only is that about the length of most games but you have to wait for war score 5 and 7, which is way too late anyways.  Even dividing the cost among the team (on average 3 people) it's still worthless - you're not gaining enough.

Can we think about these upgrades and work on making them useful?  If Rank 2 and 3 added an *additional* 6 and 8 gold to the income then they'd certainly be worthwhile.  (Then a single person would recoup costs in 8.3 minutes and 8.75 minutes respectively, which is way more in line with currency 1!  And the team would obviously greatly benefit)

This is actually a pattern with most of the citadel upgrades, rank 1 is basically the only good economical thing to buy, aside from creep damage/health upgrades which are only good late game because of how many creeps they are affecting.

Fortified structure - Rank 1 = 10 hp/sec regen for 600 gold.  Rank 2 = 15 hp/sec regen for 1800 gold.  This is both diminishing returns AND more expensive?  Why?

Building firepower - Rank 1 = +10% damage + splash for 500 gold.  Barely anyone gets this because towers ALREADY have splash (something that always confused me, are they supposed to or not)  Rank 2 = +15 damage and larger splash for 1500 gold.  Diminishing again for larger cost.  The damage needs to increase exponentially if you want towers to actually be useful at defending.

Experience, Death Penalty - Both increase linearly but are very expensive.  The experience bonus should be much larger as at the point you can buy them 10% boosts aren't really going to do anything at the higher levels.

Armory and Blacksmith - While these get very expensive they are actually worth it once you have full creeps.  However I think that static increases of damage/hp to the creeps would be more effective than % gains, as the upgrades could then actually help the minotaurs and archers early game, since they are so worthless now.  As it is no one gets these upgrades until they have giants - and why would they?

Trebuchets - The value of this upgrade greatly depends on your map, and it should not.  On Cataract there is exactly ONE fortress.  Getting trebuchets for it is not worth it, at all.

Finger of God - Decently good, I think this is fine.


Creeps - Something has to be done about the repercussions of getting creeps.  Getting them as soon as you can sounds in theory like a good thing - more per wave, you'll push them back.  But if you do this you end up feeding the enemy more exp and gold (especially from priests).  Angels are very lackluster, but priests catapults and especially giants are quite good.  Most games I see people waiting until they can get priests angels and catapults (if not giants also) in one large burst all at once.  This seems most effective to me also.


As you can see most of the citadel upgrades are pretty bad but a few are absolutely crucial.  This should really be looked at by the devs.  The citadel upgrades are one of the key features that sets Demigod apart from Dota - the ability to spend your money to help the team.  It should really be fleshed out and balanced properly.

7,769 views 14 replies
Reply #1 Top

About the creeps, I usually only match what my opponent is doing, if they don't want to feed me xp with additional creeps then i'll upgrade thier HP and damage instead.

Reply #2 Top

Rank 1 in building HP is a pretty useful upgrade. This can make a big difference in the first 10 mins of a game.

Gold is a definate.

For me, the XP bonus at rank 2 is a definate. 1200 gold and 10% xp for the entire team, that gives you almost a level advantage by level 10.

Don't get me started on Priest upgrade :p It is simply an annoying n00b trap.

 

The rest are all a little meh, and situational, you only really see the power in the upgrades when you are losing and your cit is under threat. Unless you are under pressure, cit upgrades are not the way forward. They can however turn the tide, esp if your opponents don't invest in their reinforcement strength.

Reply #3 Top

This all has certainly been my impression.  As has been said before, even the actual added-creep upgrades could stand a good look.  As a light-side player, I shouldn't be smiling when the ominous voice says "Dark Priests have joined the battle!"  That's almost as harmful to my progress as "You have gained a level! (and some cash!)"

Reply #4 Top

Quoting Sinzer, reply 2


Don't get me started on Priest upgrade It is simply an annoying n00b trap.

 

SO TRUE!!!  5*

Reply #5 Top

Currency 2 is always worth it in a 4v4, and 3 is usually worth it too. A match between good players will easily last 40 minutes to an hour. The person who's been getting the most kill gold should be the one buying currency upgrades.

Reply #6 Top

what the F@#$ you expect everything to be game ending? 

Reply #7 Top

Currency 2 is always worth it in a 4v4, and 3 is usually worth it too. A match between good players will easily last 40 minutes to an hour.

In a 4v4 you need 6.25 minutes just to recoup costs and that's after you get the upgrade which is only at war rank 5.  It's adding a benefit, but not that much.  Your do nothing gold would only be ticking 25% higher than the opponent's, and that's assuming there are no gold mines on the map (there always are).

It's not that big of a gain, at least not compared to the massive gold increase rank 1 gives.

Overall worth it, but not impactful.  It should be impactful.

Reply #8 Top

And also why aren't upgrade costs scaled to the number of people in the game?  Currency upgrade or exp or death penalty for 2 people should not cost the same as for 5!

Reply #9 Top

Lets say I play queen of thorns in a 4v4. I have bought my HoL and I have enough hp to survive any encounters with other players. Wouldnt it be worth "wasting" my gold on the higher currency upgrades so that the more item-dependant demigods on my team can get bigger at this point?

Reply #10 Top

The rate is just not worth it though.  They get bigger incomes, but it's only slightly.  The first currency upgrade is 100% gold increase for 1800. (massive!)  The second is 25% for 3000. (crap!)  You'd probably be better off getting angels right around that point, or waiting to get all the creeps at once (better)

Reply #11 Top

I usually find that most upgrades are useless. Games are pretty predictable - one team will go priests if they're stupid allowing the other team to farm them for extra Xp and gold. The priest upgrade will mean that that team will have an advantage as far as how far forward their minions are pushing and that can really hurt the other team on bigger maps as they're penned into their side of the map..

however

What normally happens is the other team is farming the minions and enemy demigods and usually doesnt upgrade anything until....they push the team who took the early priests back to their side of the map, cap their sides portals etc then instant upgrade to giants all in one hit and finish the game. That's essentially how me and my friends finish most games, buying all minion upgrades to giants just for lols to finish off a dominanted game.

 

The +attack and +hp/armour etc upgrades for both minions and towers need to be totally reworked. Adding armor or attack power to minions for MOST of the game doesnt do squat. Most players with aoe can still 1 shot most big groups easily.

 

When it comes to tower upgrades and the like, your average rook player will still be able to totally smash them without issue regardless making any money spent on say tower hp/dmg a total waste.

 

If you buy these upgrades they should play more of a part, have a bigger impact. Right now it's too subtle and there's no way i'd skimp on upgrading myself at the expense of upgrades that arent going to actually make much of an overall change to the way my side plays.

Reply #12 Top

Quoting AngryGorilla, reply 9
Lets say I play queen of thorns in a 4v4. I have bought my HoL and I have enough hp to survive any encounters with other players. Wouldnt it be worth "wasting" my gold on the higher currency upgrades so that the more item-dependant demigods on my team can get bigger at this point?

You could also buy the UB in your team a Mageslayer, you know.

All in all, money earlier is more valuable than the same amount of money later. A lot more valuable. Better gear right now means better farming, better flag control (more warscore) and perhaps even a kill or two more. That adds up and gets you more benefit than starting to get a trickling return on your investment after seven minutes.

Deepjay and InfiniteVengeance speak with wisdom.

Reply #13 Top

What if Currency 2 gave a discount to consumable items and a decrease in gold the other team gets from kills(creeps).  Currency 3 could give a discount to all items, and a further drop in kill gold.  This way, a team could focus on early preists and currency because feeding the other team wouldnt be so drastic, and late game you could still catch up on items because their cost was lowered.  It could also encourage team work, since a team could focus on army/cit upgrades instead of personal items.

I'd also like to see a tree that focused on more creeps, something that added +1 of each type per wave, and made creeps more frequent.  Once again, so a team could focus on creep support, instead of every game being about the demigods, with creeps just being for levels until giants.

 

 

 

Reply #14 Top

What if Currency 2 gave a discount to consumable items and a decrease in gold the other team gets from kills(creeps).

Any of these ideas could work.  Personally I think currency 2 and 3 should just do what they say and increase your gold income by 6 and 8 (not 2 and 2) which as I've calculated puts them about equal to currency 1.

But all I know is they can't stay the same as they are now, because right now they are crap.