[en] Edain Mod > [Edain] Imladris Suggestions

Elrond - Lord of Imladris

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Walküre:
Yes, I might have exaggerated with bonuses. Then, let us forget about armour.

The point remains quite the same. It should explore the whole preservation theme and should even last very long, at the same time. In short: preservation and duration (Rivendell was kept safe for hundreds of years).

If the Ring influences units, heroes and buildings across the whole map, it would work quite similarly to Nenya (global range) and its effect could not last very long, due to balance. One of the revolutionary aspects of my concept is that the focus is only on one precise place, referencing the status of Imladris as a secluded, merry valley. Furthermore, any negative side-effect on enemy troops should also be avoided, because none of the Three is meant to harm or interfere (directly) with your opponent.

The idea of nullifying enemy spells and heroic abilities I consider the starting point. It is what we have connected to the act of preserving something. Such a smart implementation, I would say. Yet, I wonder if this suffices for an ultimate ability. Surely, the advantage of having a single target available (the citadel) allows for a definitely longer duration.
I would then rephrase it this way, as a sort of skeleton-concept. We can add other effects or raise values in a later moment :)


--- Zitat ---Vilya: Vilya shields Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities for a very long duration.
--- Ende Zitat ---

It means that destructive spells or weather-altering phenomena are going to be rendered useless, for a quite long time, if cast on your fortress. It signifies that, behind your walls, you won't incur grave danger.
I know that it may sound constraining, but global effects cannot last adequately and I'm even making an attempt to differentiate Vilya from Nenya. To distinguish them as it's due.

EDIT: Graphical renditions can stay the same. That is, the aforementioned 'saint-city'.

Tiberius Ogden:

--- Zitat ---Vilya: Ring of air protects Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities for a very long duration.
--- Ende Zitat ---

Much better for now!  ;)


--- Zitat von: Walküre am 22. Jan 2019, 17:57 ---I'm even making an attempt to differentiate Vilya from Nenya. To distinguish them as it's due.

--- Ende Zitat ---

Me too. I forgot to mention that I'm also thinking about Rivendell exclusively.

I can imagine that Nenya affects the whole Woodland realm in Lothlorien faction, cause Lothlorien and Mirkwood elves live in the woods. The same cases are ents and beornings.

But in Imladris we have the whole Eriador, and effects of Vilya on Dunedains or Hobbits would be weird ... and Lindon kin is quite far from Rivendel on Middle-earth map  xD ... So yes - hidden sanctuary resistant to time and decay - solely Rivendell.

I think that Elrond could active Vilya normally from the distance (to avoid necessity to cast it on citadel and to be obliged to stay in one place - in the base - during the late game), cause Vilya after so many years in Rivendell is probably fixed on that place, like Nenya on Lothlorien. You know - hidden sanctuary is protected by powerful magic even when Lord of Imladris isn't present.

Don't forget that we have to rework Elrond's skillset little bit - if we're creating new ultimate ability.

So ...

Level 1: Rage of the Loudwater - Elrond raises the waters of the Bruinen in defense of his people, summoning a powerful flood in the form of a mighty horse to crush enemies in the target area. At levels 3, 5, 7, and 10, an additional flood horse appears (maximum 5). Left click to activate.

Level 3: Mount - Elrond mounts or dismounts his horse.

Level 5: Ancient Equipment - Elrond draws his old sword Hadhafang and puts on his battle armor. Elrond permanently gains +25% armor and inflicts area of effect damage. Units in his vicinity also gain +25% armor. (Passive ability)

Level 7: Manwë's gale - Elrond summons a raging whirlwind around himself which will heavily damage surrounding enemy units, knocking them down and drawing them towards Elrond. Left click to activate.

Level 10: Vilya - we're working on it!  :P.
Levels 1 - 5 are unchanged (I only deleted beginning of sentence of the first ability - "Elrond uses Vilya to raise").
He is supposed to be mass slayer, so I kept his current last ability and moved it on level 7.

Level 7: Restoration - Elrond uses his healing magic to refresh allied heroes, instantly recharging their ability timers. Does not affect Elrond. Left click icon then left click on target area.
Yes, Elrond is known healer, but technically he doesn't heal in game. It's because Imladris already has many healing options, and mainly Arwen is the ultimate healer who stole her father's traits from the lore.  :P
And Restoration now has Galadriel ...


--- Zitat ---- Rank 5: Radiant Aid. Any hero with Gifts of Lorien on the map is immediately fully healed and all his abilities are ready to be used again.
--- Ende Zitat ---

... so for Elrond it isn't unique ability. And it quite fits for her - when we look at the movies, it was she who completely and immediately restored Frodo and Gandalf, not Elrond.

Walküre:
I presume we are in for a great overhaul of his skill set. Wonderful development! This thread is a literal workshop of wonders ;)


--- Zitat von: Tiberius Ogden am 22. Jan 2019, 19:05 ---But in Imladris we have the whole Eriador, and effects of Vilya on Dunedains or Hobbits would be weird ... and Lindon kin is quite far from Rivendel on Middle-earth map  xD ... So yes - hidden sanctuary resistant to time and decay - solely Rivendell.

--- Ende Zitat ---

Correct. It makes sense on a territorial basis. Lore-wise, it's even more accurate. Rivendell stands out from the crowd as a real exception. Our implementation respects this general motif.

Great intuition about the restoration ability! I had not thought about that. It's more than reasonable to keep such feature unique, in the fair hands of the Lady. Entrusting her with said power, while retaining Elrond's whirlwind, is definitely the best solution. We save both uniqueness and the needed mass-slayer feeling in the Elven Lord's power set. Very good.
As a lesser hint, I think that Wind Armour could work better as title; we already have 'Breeze of Manwë' as spell. This would avoid possible duplications. Just a minor suggestion from me.

I'm very glad that my skeleton-concept for the Ring of Air interests you. I feel we have addressed the right thematic field to elaborate on. In order to complete the whole portrait, I guess that adding the other bonuses on troops/heroes might do. It was the other side of my initial idea. As explained above, units will be reinvigorated and able to fend off approaching assaults, very quickly. Otherwise, it would not be enough for a level-10 ability, and your adversaries could simply remain outside and bombard your base with siege weapons.


--- Zitat ---Vilya: Vilya shields Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities for a very long duration. Units and heroes also get +50% armour and +30% speed.
--- Ende Zitat ---

You're right. It's far easier to activate the Ring's power instantly, without wasting time with a selection.


It's amazing to work on the Three Rings. Narya, Nenya, and now Vilya. In the wake of the forthcoming patch, we shall (hopefully) have new Three Rings, which finally relate to the pure lore. If all goes well, of course :)

Tiberius Ogden:

--- Zitat von: Walküre am 22. Jan 2019, 22:48 ---I think that Wind Armour could work better as title; we already have 'Breeze of Manwë' as spell. This would avoid possible duplications. Just a minor suggestion from me.

--- Ende Zitat ---

I used it intentionally - to connect spellbook and faction hero.  :P ... But it can be Wind shield, wind armor, whatever.


--- Zitat von: Walküre am 22. Jan 2019, 22:48 ---Vilya: Vilya shields Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities for a very long duration. Units and heroes also get +50% armour and +30% speed.
--- Ende Zitat ---

Problem is that Elrond already has armour bonus for units. And concerning speed - it should work contrary ... Vilya works against time and decay - Rivendell is like bubble where time doesn't matter ... I thank that is the most important Vilya's trait. But how to get into the game is quite challenge ...


--- Zitat ---Vilya: Vilya shields Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities, as well as to fire, frost and poison, for a very long duration.
--- Ende Zitat ---

After all - resistance to fire and frost munitions, and to poison, quite fit, cause Misty Mountains and Angmar represent the greatest enemies for hidden sanctuary.

Walküre:
Fine! Fair enough. We might thus be very close to the completion of these 'preparatory works' of ours, before submitting the concept in the professional, definitive manner that the case requires (it's a quite holistic overhaul, and it's going to affect his role, too). Moreover, I kind of sense how the success enjoyed by the Narya proposal and the recent (extraordinary) change regarding Nenya seem to bode well. I mean, quite a compelling argument for a fresh upgrade of the Three Rings ;)

I like the eventual fashion of all the effects. In fact, what is decay exactly? Mostly, I view it as the pitiless passing of time and the consequent deterioration brought about by bad weather and malevolent entities, be it fell ice, poison or other corroding adversities. A magical defence against the merciless action of these negative factors therefore strings the right chords. Marvellous solution.
I would just include magic in the list. Magic-type damage, if some enemy heroes are able to deal it via their basic attack.


--- Zitat ---Vilya: Vilya shields Rivendell from decay and evil. All buildings, units and heroes within the castle are immune to enemy spells and heroic abilities, as well as to fire, ice, magic and poison, for a very long duration.
--- Ende Zitat ---

As said, the overall graphical display should stay the same as that suggested earlier.

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