[en] Edain Mod > [Edain] Isengard Suggestions

WIldmen with torches

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TiberiusOgden:

--- Zitat von: Sir_Stig am 23. Apr 2015, 21:10 ---There is a limit to the number of poll options, so I tried to cover the main aspects of how I felt they could be adjusted down to their cost level. I think for now changing the damage type, and maybe the range as well would be a good fix, as we don't want to nerf them to the ground. I can try and make a new thread with a poll

--- Ende Zitat ---

I think that results of the current poll are obvious. So you can close current poll (and present results in the form of commentary here) and start new - for better clarity concentrate all thoughts about this topic only in one thread.  :)

By the way - very useful thread I think.  ;)

Sir_Stig:
Haha I made a billion options for this one, I think it should narrow it down a bit.

goat stealer:
It's kind of funny that Mordor's evil men are so limited and are frequently outclassed by orcs and trolls while in Isengard we have the opposite happening.

I like the idea of implementing the torches so they're more dangerous to structures than units, with the exception of ents of course.

Just spitballing an idea here, but what if upon spawning the wildmen are equipped with standard clubs that have mediocre damage against everything and to circumvent this, you can choose one of two upgrades? One would equip them with weapons like axes, knives, ect. and make them more efficient against units (but not so much so to outclass uruks) while the other lights their clubs on fire and makes them more effective against structures and ents? Yes? No? Maybe so?

Sir_Stig:
That could be an interesting comprimise.

Sporf_McGorf:

--- Zitat ---Just spitballing an idea here, but what if upon spawning the wildmen are equipped with standard clubs that have mediocre damage against everything and to circumvent this, you can choose one of two upgrades? One would equip them with weapons like axes, knives, ect. and make them more efficient against units (but not so much so to outclass uruks) while the other lights their clubs on fire and makes them more effective against structures and ents?
--- Ende Zitat ---

A great idea. This would require a nerf of their current damage output with clubs and allow a far more useful unit to be available than the current Wildmen overall. Though, I wonder how often they will be considered a viable melee option unless their improved weapons damage output was comparable or better then that of unimproved Uruk-hai. I can see investing a little something extra in them being enough of a reason to give them an above average damage output with melee weapons. That would make them useful in the game as a supporting unit. If they are always bound to be weaker than Uruks even when upgraded, there's not much point in using them for anything but spam.

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