[en] Edain Mod > [Edain] Imladris Suggestions
Elrond - Lord of Imladris
AulëTheSmith:
Ok guys, you can finally count me on board about the proposal. I generally agree with the overhaul, even though we still have to solve some main points.
I'll start leaving my idea for Vilya
--- Zitat --- Level 10: Vilya, Mightiest of The Three :
Vilya's protection: The Ring of Air shields Rivendell from any evil menace. Units,heroes,walls, gates and buildings inside your base will sustain -75% damage.
Vilya's preservation: Vilya's influece ensures a minimum amount of good and order in Middle Earth. For the entire duration of the effect the Ring of Air restores the spirit of all the heroes (also allied) on the entire map. The cooldown of their abilities is reduced.
--- Ende Zitat ---
I'd take into account also the other (less known) aspect of Vilya you quoted somewhere here. I deem it important as well, since probably had much influence on the events of MIddle Earth. A cool way would be connecting his influence (of "good" and "order") to the heroes. My idea is that the Ring could have relieved the Burdens/tasks of good heroes all across middle Earth. In a slighter and more casual/spread way with respect to Narya (which is instead really focused on amplifing Gandalf's magic and improving the courage of people around him, so a local but more intense effect with respect to Vilya, in this sense).
Oh i forgot to mention one thing, just in case: in the future this effect wouldn't be redundant with Angmar central spell. If i remember well the willing of Edain team is to change it in the future. There are some suggestions on the forum about it.
Another thing: saying that units can receive -100% damage as proposed by our dear moderator Walkure, could solve the problem (tecnically speaking) of invulnerability that stuck on units even if you go outside the base. I.e if you count the effect as leadership it should be possible to confine it inside certain borders. It's the only real difference between invincibility and -100% damage. I call up some expert in coding to find out if what i guessed is correct :D.
By the way, in the description you can call it as you want it makes no difference xD
Walküre:
My problem with Vilya is that we have to incorporate restoring effects in its concept and make sure that the said Ring equals Nenya, at the same time. I understand that we shouldn't necessarily think about something greater than the Ring of Water, but equalising their in-game powers is much arduous already.
With the coming of the next patch, Nenya will heal all allied units and buildings continuously, in every corner of the map, for 30 seconds. How can we match something of such magnitude? I guess the influence of Vilya should therefore be multiple, ranging from restoration/refreshment (Rivendell as a place of solace and equilibrium in the world) to considerable protection (shielding the lands in which the Ring is kept from decay and harm). If balance seems to concern you, note that Elrond will cost 3000 resources and what we're discussing is an ultimate feature. It just has to be meaningful and efficacious enough :)
* If we talk about protection, we can't exclude buildings. In this sense, I think that blessing all allied bases is really sound as a premise. Invincibility, although magnificently suitable, entails serious issues: balance-breaking effects, binding the own ability's timer, and invulnerability is also inexorably tied to units/heroes only; that is, it cannot be confined in a single place. That's why I suggest -75% received damage for structures (values may go down, if you find them too high). It's the only way in which we can create a decent shield.
* Reducing the cooldown of heroic abilities and spellbook spells globally, sounds really good. A very nice of an expedient to incorporate refreshment in the Ring.
* Thirdly, what is Vilya supposed to do in regards to units? I believe that, as a third effect, all units in Elrond's vicinity should be immune to magic. Another way via which the Ring of Air preserves from evil.
Vilya would wherefore bless the main bodies/components of the faction, exploring different themes as its nature compels.
Tiberius Ogden:
Problem is that we're now locked by wishes of some users to keep restoration. If we remove it, the world ends.
Two things Aule:
1) You're proposing two separate effects (as a result of the sentence above), which I can't image to be implemented in Edain. We should focus on one logical description.
2) I think you're right that difference between invincilibity and -100% attack means that second option you can counter by bonuses. My problem with -100% attack is viusal ... units and heroes will stupidly fight with you units but without effect. It's illogical for me, why you should keep attacking where there is no effect. Invincibility solves the logic - he can't be attacked that's why you can't him attack. 8-| ... it really is never ending thread ... xD
I still think that we overlooked something ... some other effects, even concepts from the previous versions ... because we're locked either in siege aspect, or resistance aspect (plus we're trying to implement restoration as well, somehow). We completely ruled out healing, because Nenya will heal, but thanks to Aule I realized that there can be also other options how to heal than slow permanent healing across the map.
Walküre,
just two elven weather spell which will be gone in the upcoming. Maybe they help us a little.
--- Zitat ---The holy light of Aman rises at the firmament. Cancels out ice rain, snow flurry and darkness. Temporarily paralyses enemy units.
--- Ende Zitat ---
--- Zitat ---The elves can see the stars of Elbereth and gain hope. This cancels the Darkness power and the Freezing Rain power. In addition, all friendly heroes and buildings gain +75% armor for a short time.
--- Ende Zitat ---
And by the way - if Nenya affects only units and buildings (and not heroes), then we're on the right track that Elrond will focus Vilya's power primarily on heroes (and then on the rest of hidden refugee).
Walküre:
Your arguments about invincibility are more than reasonable. So, I feel like proposing a final version:
--- Zitat --- Level 10: Vilya's Blessing - Vilya shields Middle-earth from evil and restores the forces of the Good. All buildings within allied bases are invincible (walls included) for a duration. Furthermore, the Ring reduces the cooldown of all heroic abilities and spells.
Lasts 30 seconds.
--- Ende Zitat ---
- Invincibility is saved, together with the whole magical feeling. Uniqueness is too preserved, since the effect involves all your allies.
- It lasts no longer than Nenya, thereby maintaining a clear limit for balance.
- Restoration/Refreshment is equally kept, for the jubilation of this thread's attendees :)
- I think there is no need for some influence on units. Elrond has already a decent leadership and Arwen provides healing. The faction itself consists of the most resilient type of troops ever.
Sorry for the 'suggestion war', but I sense we're close to a definitive solution ;)
EDIT: Your suggestion addresses the right themes, but I consider an armour boost as quite underwhelming for the Ring's magic. Also, heroes would be greatly benefited already, thanks to refreshment; isn't the increasing of their armour quite redundant, especially if Arwen can also heal them?
Tiberius Ogden:
They will cry that invincibility isn't balance wise. You know this. You have foreseen it. It is the risk we all took.
So something like this? I excluded units, cause Nenya affects primarily units.
--- Zitat ---Level 10: Vilya's Preservation - Magic of the mightiest elven ring preserves Imladris from evil influences. All friendly heroes and buildings on the map gain +75% armor and are resistant to magic. Heroic abilities are continuously restored for a long period.
Left click to activate.
--- Ende Zitat ---
Because we want long effect and 30 seconds definitely are.
And it would mean that Cirdan's level 10 ability must be slightly modified. ;)
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