Two Reguli is a nasty combo, especially if they’re working closely together and can call to each other over Skype or whatever. It definitely is something you have to watch for and be aware of going into a match - if the other team has two of anything, plan accordingly. In this case, buying armor and speed upgrades would be a good idea. Also, playing very conservatively - work in teams, run off if you’re starting to get hurt badly, and pack an extra health potion. If you have any abilities that make you temporarily invulnerable (like Erebus’s mist), try to time them so that they waste their snipes.

So yeah, very nasty, but not unbeatable. From the way you describe the match, it also sounds like you were trying to lone-wolf it against a coordinated team, which is bad news no matter what.

I think the game could use diminishing returns on killing the same DG repeatedly. Or maybe scale the gold received depending on the ratio of the killer’s kills to the loser’s. Something to reduce the benefits from farming the weak link on the other side.

A lot of these frustrations are the same as in DotA, and hard to get around in a small team game. There are some lessons you can take from DotA, though.

One example I hope they add is a reputation system. I am keenly interested in knowing how often a given user disconnects before the end of a game, before I join a game with him.

My other problem is that I swear that half of my mouse clicks are not being picked up by my character, I go to chase someone and my guy stops every few steps or I try to use a skill and I just stand there. Playing L4D has really spoiled me with voice chat, it would at least make it easier for me to say “need help” rather then type it in and be dead by the time it comes up in chat.

Press p.
It will ping where your mouse cursor is on the minimap.

The orders not being accepted thing really is annoying, especially if you are playing Sedna or Queen and your support spell fails 5 times in a row in a dying team mate.

Just played a hilarious game, 4v4, with 4 Tower-focus Rooks on our team. Tower + Shoulders + God Strength/Stats for everyone, and we just tower-leapfrogged right to their citadel after reaching level 3 towers. Our towers of light covered their citadel like cockroaches over a week-old sandwich, and their team (mostly Reguli and Unclean Beasts) was utterly helpless. If they stepped too close to the forest then the screen would flash white and there’d just be a little pile of ash and a scorch mark where they’d been standing. Mmm, delicious cheese.

The only team that I can really imagine beating it would be 4 Torch Bearers, with maybe a QoT thrown in. You’d need enough AOE damage to kill all of the towers at once, and/or enough burst damage to kill a rook in one shot.

I’ve wondered how some of these uber-focused teams might end up unbalanced. Several demigods have an ability that’s downright annoying, but in isolation it just stays annoying because only the one demigod can do it. Regulus comes to mind with his snipe, but obvious Rook is in there too :).

I wondered, as I played Oak, if you had 4 Oaks all with his healing-on-kill power. If they all just trundled along with the grunts, would any of them ever die? Each time any 1 of them killed something, the other 3 would heal up. Add in some minions and you’d have this constantly healed horde.

some maps really show off the strength of some of the demigods too.

Prison, is just brutal for any team facing off against 2 UB. Their speed shines through, as they are always able to travel together to quickly get to one flag or another; easily getting a higher war score then their opponents quickly.

Part of my issue was a AI partner too, but I still see how that map really shows off how strong UB is at the start because of speed.
http://pantheon.demigodthegame.com/game/398546/player/29925/

Just picture four simultaneously cast snipes or fireballs. Glorious!

Oak’s healing on kill ability really isn’t all that great unless you invest heavily in it, and even then it’s just pretty mediocre. There aren’t enough creeps typically to keep Oak alive using that skill alone.

I get 1 level of heal on kill, and its nice passive regeneration (not something to expect to keep you alive while you are taking lots of damage). I don’t understand an army of Oaks with it though – just one oak needs it, and all get healed.

The heal after killing an enemy demigod is pretty nice, but I don’t know if it’s worth the 4 or 5 point investment to get. Now, 4 Oaks with Penitence, the nuke, and Last Stand could probably be very very annoying.

EDIT: And no, every Oak would need it, since it only heals everyone if the Oak with the skill gets a kill. If only 1 had it only 1/4 of kills would heal

Only if everyone is killing npcs, other people could be killing towers or harassing heroes, letting the certain one get the last hit…

So after the various patches I was actually able to get into a multiplayer game and start to enjoy myself.

Then I (As regulus) ran into the plant guy, where every time I try attack them it says “absorbed” and they take no damage. Eventually it seemed to go down, but I couldn’t damage them fast enough before they got the absorb up again. How do you kill that bastard? I got mana drain thinking it was a mana shield but even that didn’t really help.

Does that kill-heal skill even heal teammates? I was under the impression it only healed yourself and your army.

The Queen of Thorn’s Bramble Shield has a set number of damage it can take before dropping, and a 4-5 second cooldown, IIRC. You can either interrupt its casting (about 1-2 seconds or so), overpower it with damage, or wear out the QoT’s mana reserves by forcing her to recast it over and over again.

Last night I played a game as QoT and started off doing a creep/tower kill spec with Circle of Thorns and the Tower kill spell, and ended up getting slaughtered repeatedly by a double team of TB and Oak, while my Regulus teammate kept yelling for me to use Bramble Shield (even though I was already 7-levels into my current spec). I switched around level 8 to put points into Bramble shield, and pinned myself to my Sedna teammate, and we proceeded to just soak up enemy attacks between Sedna’s healing and my shielding, while our Regulus teammate sniped from far behind us to take out the enemy Demigods.

I ended up using a hybrid strategy of popping on the shield on all my teammates, then switching forms and using Circle of Thorns to mass creep kill and get xp and weakening towers with the other spell. Any time enemy DGs approached me, I switched forms, popped the shield, and ran to Sedna for mutual defense. With this strategy, we ended up breaking the relative stalemate and easily pushed into the enemy base to wipe them out.

The thing that bothers me about Bramble Shield is that early game, if you’re an assassin, there’s very little you can do about it. Yes, it costs a bunch of mana, but so do your spells to eat through it. It absorbs 700 damage for 400 mana. Fireball does 300 and costs 300. Snipe does 250 and costs 450. Mine does 300 for 440. Venom does 500 for 500. It will take you longer to burn through it than it will for QoT to be able to recast it, and you’re likely going to run out of mana faster than her.

Granted that it doesn’t scale super well, but it’s a real huge headache early on.

The point is every Oak would heal every other Oak. Wouldn’t matter who killed things and it’s only 1 point to get the low level version.

4 Oaks, each with 1 point in that, which is I think 10% healing of enemy damage, maybe 15. 4 Oaks each with the full set of minions. You’d have a wandering army of 4 demigods and 20-30 minions, plus any spirts you get if you get the spirit flag, plus any creeps you’re marching along with. All healing madly every time any Oak kills something.

It’d be a tough nut to crack. Just keep wading into the enemy minions and use them as fodder to heal your group. The only problem would be when the enemy minions run out :)

Okay. Two updates today.

Now, I don’t want to jump the gun or anything, but these patches seemed to have significant effects. The jury is not only still out, but skeptical. However, for the first time tonight, MP connectivity was feeling like other games. IE you click a lobby, you get in, game fills, you play. Done.

Fingers crossed.

edit: okay a few MORE games and… connectivity seems pretty good. I would say more, but I don’t wish to tempt the chaos gods. It does seem Favor is back to flakey as Juffo and I were not able to accrue points, but at least I could re-buy what I had bought before for free. Hey, if it is at least this good going into the weekend, we may have our first DG-athon sans frustration.

yep, connectivity better, but had a game crash hard

Connectivity is just screaming (that’s a good thing) since yesterdays patch. I still wouldn’t recommend 4v4 or 5v5 games though for now unless you have all have A) Awesome systems, B) great connections – Because although you will get connected easily enough, all players need really good PC’s in order to maintain playability for now.