[en] Edain Mod > [Edain] Imladris Suggestions
Elrond - Lord of Imladris
Tiberius Ogden:
Elrond as a faction leader definitely deserves more importance ...
we've made quite a progress. Of course.
I am glad that my idea for his first ability was implemented ... adding water horses during levelling is the most unique skill in the game for me. xD
Armour bonus which adds also AoE attack - fine and fits.
Horse - we shouldn't forget that we wanted horse for Elrond not only because of horse, but also it was our argument for making rest of his skillset really strong and important.
And it didn't happen. Elrond is the greatest healer in Middle-earth (probably), but his level seven skill only recovers, not heals.
Vilya implementation is better than in the past, without doubt, but we can see that just doesn't correspond with other elven rings.
You're right. Nenya took preservation (healing) over the whole realm, Narya inspires people of Middle-earth in their fight against tyranny (provides armour and attack bonus), so for Vilya we have to find something different. And definitely Vilya is comparable to Nenya, it means level 10 ability. It corresponds with lore - Gandalf used Narya while he travelled, but Galadriel and Elrond used their rings for "static purpose" and that's why were stronger in terms of protection elven realms. Narya just was too "flexible" and din't have time to find place where should stay - exactly like her ringbearer.
But back to Vilya ... we should't be too focused on air element.
So preservation-healing and inspiration are occupied.
What is free is protection. But problem is that protective spell is already implemented in the Imladris spellbook and armour for buildings etc. is included through Cirdan's last ability.
And active protective abilities (like invulnerability) fit more to tanks or Dwarves in general.
But what also remains ... is ... resistance to time and decay ... :)
I am thinking about how to implement it for the whole map, similarly like Nenya's effect ... 8-|
Walküre:
Slowing the inexorable passing of time, decay and wear? Interesting. This could be a very sound start to begin with.
It's true. Despite it being very impactful in combat, it nonetheless remains an offensive ability. That is, a conceptual violation of the canons, according to which the Three Rings were 'only' forged to mend the wounds of Arda, and not to toss units away with a whirlwind or obliterate foes. You're right, lore-wise. So, if we are really intent to craft another concept, we should definitely detach from air-themed powers, as you advised doing.
As narrate all tales of Middle-earth, Vilya ensured that Rivendell stayed preserved and shielded from corruption, maximising those which were the exact properties of Nenya, until the Valley became a mortal, worldly reflection of the Undying Lands (Eressëa).
Therefore, just as casual initial hints, I suppose this new ability should perform a global effect, or something involving the citadel for a long duration (the Ring's blessing on Imladris lasted for more than three millennia). In other words, some protective, long-term effects.
Only with an impressive, large-scale impact can we hope to replace the current state of things. The road seems hard and perilous, yet the topic is absolutely intriguing ;)
Once reached a proper compromise, I guess we ought to open a new Vilya-centred thread, provided that things are finalised for the good. It would be challenging to create a twin-topic for the mightiest of the Three.
I'll too try to think about possible options. Thank you for having revivified this huge mammoth-debate; seldom have wonderful outcomes not arisen from these glorious halls :)
OakenShield224:
While I do love the air themed abilities, I can see why they may be problematic in terms of lore. With the preservation involved with Vilya, maybe a potential idea could be it improving the armour/healing units in a large area, while also reducing production of nearby buildings. Therefore, it would preserve things as they are and not cause a massive change.
Walküre:
That's for sure. If we are to craft a worthy ultimate ability, whose heart is our legendary Ring of Air, preservation and durable supportive effects will be our general compass.
There's more meat on the grill, though. What is going to make the difference we desperately need and crave with a passion, is the own relation with the Ancient West. Those faraway, undying domains that represent a very recurrent theme for anything Rivendell-related. Vilya rendered Imladris an immaculate sanctuary, unscathed by time and decadence. And this the Ring had been doing for several centuries, until the very valley became a paler reflection of Eressëa itself. Hence, here is another fundamental component of the concept: a paradise on earth.
So, taking into account all those arguments of ours, I think I may have conceived what suits our needs. Putting every piece of the puzzle together, I present you an ultimate form of support:
--- Zitat ---VILYA
Level 10 - Vilya: The Ring of Air shields your castle from evil and decay, mirroring for a while the beauty of the Undying Lands.
For a long duration, every building and unit inside the player's base is imbued with a powerful blessing. While the Ring's effect is active, structures gain +100% armour and are immune to fire, units get +50% defence and +30% speed, and the whole castle is invulnerable to enemy spells and hero abilities.
Right click on the icon and then right click on your citadel to activate.
--- Ende Zitat ---
Graphical rendition: The very display of the ability will have to signal that your castle (Rivendell on smaller scale) has indeed been sanctified, alongside the visual similarity to the stainless harbour of the Lonely Island.
For all the duration, every building (walls included) and unit/hero will shine of a bright, heavenly light, while another radiant beam will be on the main citadel, as a miracle from heaven. Perhaps, we might even add some ethereal, fitting sounds in the background (smooth and mesmerising).
Your castle shall temporarily assume the appearance of a saint-city, as every shire lying on the deathless shore, across the western seas.
There is an old effect from Edain 3.8.1 that is absolutely worth recycling. It's not so different from Nenya's FX (the past Elbereth Gilthoniel), apart from the fact that will recreate a sort of perennial enchanted day upon your base, while the power is active.
(from 6:55)
https://www.youtube.com/watch?v=TsrbJHQkxa0
Some noteworthy considerations:
--- Zitat ---
* The ability's selection icon (what indicates the area affected) will not be the usual light-blue star/indicator (like that of Wizard's Blast). Even though the only target allowed is the citadel, there will be a proper selection figure. The bluish star appears to be bugged, when involving buildings.
* You might wonder: "Why on earth do units inside the base need a speed boost?" Well, the answer is that increased rapidity symbolises renewed vigour and restored forces. Plus, your army will be able to sally out of the fortress very quickly and make a sortie!
* The concept I'm proposing goes in a totally different direction from the current tornado-armour. A U-turn. I'm conscious of that. Therefore, in order to make up for the loss of a mass-slaying power, I guess that Elrond's splash-type attack needs to deal even more damage (I'm talking about his area-of-effect attack, once he's clothed with his new armour).
* Probably, this is the most preponderant aspect out of all the others. The difference between Vilya and Nenya will be twofold:
1. Nenya heals continuously and its magic is diffused throughout every corner of the map. On the other hand, Vilya's blessing will be far more effective (it's the highest Ring in rank) and longer, albeit concentrated solely within the perimeter of your castle. A quite remarkable parallelism.
2. Another visual parallelism, which is very dear to me, is that the Ring of Water's effects boast a nocturnal characterisation, as a starred, hallowed night. Conversely, the Ring of Air blesses your fortress with a lasting holy day, as the sun rises above and sacred beams hit the citadel, reminding the player of the lost eternal noon of Valinor. Day and night. Perfect differentiation!
--- Ende Zitat ---
I hope all of this will please you and spark interest. It's a quite bold change to advocate, I know, but it's the only means via which we can truly rectify what goes wrong with the mentioned Ring of Power. The Three Rings would then be highly specialised in support and preservation, whether it be slowing decay or relieving a certain Grey Wizard from fatigue and toil ;)
Make yourselves be heard! I'm looking forward to feedback and possible polishing of the concept.
Tiberius Ogden:
--- Zitat von: Walküre am 22. Jan 2019, 16:20 ---Level 10 - Vilya: The Ring of Air shields your castle from evil and decay, mirroring for a while the beauty of the Undying Lands.
For a long duration, every building and unit inside the player's base is imbued with a powerful blessing. While the Ring's effect is active, structures gain +100% armour and are immune to fire, units get +50% defence and +30% speed, and the whole castle is invulnerable to enemy spells and hero abilities.
Right click on the icon and then right click on your citadel to activate.
--- Ende Zitat ---
Quite OP ... especially for multiplayer matches ... xD
Well ...
I would remove armor bonus for structures:
--- Zitat ----Lvl 10: Ulmo's Aid - With the help of Ulmo, Cirdan strengthens all allied ships, buildings and siege engines on the map granting them +50% armor for 30 seconds.
--- Ende Zitat ---
And fire resistance:
--- Zitat ---Rank 10: Nenya's Cleansing. All allied units and buildings on the map are continously healed for a long duration. Units in the vicinity of heroes with Gifts of Lorien additionally become fearless and can't be knocked to the ground. Buildings in the vicinity of heroes with Gifts are immune to fire.
--- Ende Zitat ---
And also that you have to switch on by clicking on the citadel is quite redundant.
What about something more simple?
Level 10 - Vilya: The Ring of Air shields Imladris from evil and decay. All Rivendell units, heroes, and structures are immune to enemy spells, hero and unit abilities, for a long period time. Enemies near to Imladris structures are slowed down and lose -25% of speed.
So it means that Imladris can fall if enemy will use regular weapons and siege machines, but what slows decay is that all enemies spells and skills will be redundant.
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