[en] Edain Mod > [Edain] Dwarven Suggestions
Brief Dwarven Suggestions
OakenShield224:
Could the visible radius shown when you're selecting an area for Ring Dain's Barrage be increased to the actual area of effect of the ability? Currently, it's quite misleading having such a small circle for a large ability, which can cause issues considering the friendly fire that the ability causes.
OakenShield224:
Two of the biggest issues for IH right now are the lack of a traditional scout hero (with the scouts not being strong enough to replace a scout hero in the early game) and a low unit speed leading to a low harassment potential. The idea of scouts in any army is that they'd pave the way for the rest of the army. I'd like to suggest that the solution for these issues be combined by having the Scouts play a support role for the faction. Give them an ability that can improve the speed of nearby units to allow them to move faster around the map. Either a leadership or a trail that improves the speed of allies on it that works in a similar way to Helegwen's ability (thanks to Necro for this idea). Not only does this help with the Scouts themselves, it makes them more useful than as a simple stepping stone towards Ram Riders, and helps the faction with its weaknesses while still having them play a part (assuming the player is able to use them correctly).
Elendils Cousin 3. Grades:
While the idea is nice and it's a very fitting bonus for the scouts, I don't think this plays very well in practice. Increasing the speed of all of your units is absolutely massive. It negates one of the core principles of Dwarves: You're stronger, but slower. A unit that changes this into just being stronger, permanently, with no downtime or activation would be the best supportive unit in the entire mod. You would never go anywhere without a scout in your army, because why would you give your opponent the opportunity to kill all of your stuff in a retreat?
OakenShield224:
Hmm I see what you mean. It would become a bit of a necessity if it was a passive power. Making it a temporary active ability could potentially work though. If the cooldown was long enough, the player would have to carefully choose when and where they use the power. Maybe giving it a small negative effect after the timer is up as well (like a forced march where they're faster for a short time but tired afterwards?)
The_Necromancer0:
I don't know if this has already been considered, but since pikemen units can no longer be flanked, the upgrade "Sharpened Axes" should probably also give a small buff against pikemen. Doesn't have to be anything insane but something like 10% bonus damage or something so that the player can still get some value out of it when attacking pikemen.
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