[en] Edain Mod > [Edain] General Suggestions
Brief General Ideas
Seleukos I.:
Hello,
I pretty much agree with both of you, Smeargollum and MaxPower :)
I'm fine with how trolls are right now gameplaywise, but I understand those who don't like them because of "lore-reasons". For wargs I like that they will give more exp, that should make them fine.
If they feel too good/easy to creep for you MaxPower, what about adding a third warg? This would underline the more long-term benefit you get from warg creeps (compared to the short term money boost of trolls).
But in general I'm fine with the role of creeps right now, there is no Need for any big changes (apart from the exp-buff for wargs and Maybe a third warg, but that's just an idea).
Best regardes,
Seleukos I.
Gnomi:
--- Zitat ---If they feel too good/easy to creep for you MaxPower, what about adding a third warg
--- Ende Zitat ---
Causes quite often the same problem which I named above for trolls: the third warg just gets stuck in the building and never gets out.
The_Necromancer0:
Is that the same issue as for the wildmen? They often have most of their axe throwers stuck in the middle of the hut.
Max_Power:
I don't think warg creeps are too easy to creep, they annoy me a lot, but with some care and micro it's doable (except with thrallmasters [uglybunti].
2 wargs are fine for me :)
The_Necromancer0:
Units that deal poison damage should have it mentioned in either a tooltip or a fake leadership. Currently most units/heroes that deal poison damage don't mention anything in their description, tooltip, or abilities, usually the best way to tell is to get them to attack, but some of them also don't apply the usual green FX such as Khamul. Most spider units apply poison but none of them mention it, I believe only the Dol Guldur units and Gorbag have it specifically stated.
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