[en] Edain Mod > [Edain] General Suggestions
General Balance Discussion
Elendils Cousin 3. Grades:
--- Zitat von: Big F am 29. Mär 2020, 18:34 ---I would also like to see siege units being made much more accessible, since attacking someones base is the most natural way to force a fight in most other rts games. I know that some good players like Elendil like to siege early, but i also see it fail very often. Not just the tournament fubuky game comes to mind, but i also hosted a lorien v mordor game against luke and a erebor v isengard game against DSS ,where relatively early sieges failed, in my opinion because investing in siege units while your opponent invests everything into army is too much of a set back to overcome edain's high defenders advantage. Especially now with inflation.
--- Ende Zitat ---
We are planning on making this transition easier for the player by adjusting the buildcost (and cp cost) for siege weapons, siegeworks and outposts.
Big F:
that sounds great. This should give players more options for attack timings and should make the gameplay more dynamic. And the time between winning a game and closing out the game will probably be reduced as well which is great
Specter:
Foreword:
One thing is very important for me to mention in advance. I really like the universe of the RTS
It is very respectful for everyone who is programming and spending their free time in this project
without being compensated for it (by money).
The following points refer to the 1vs1 gameplay.
And I also fully understand that a game with so many different factions is very difficult
to balance. In addition, there is no professional balance team behind it.
I do not ask to see this as descriptive for the people who are currently responsible for balancing.
Part 1: Eco system and its consequences
Introduction (Eco system):
The game is currently very slow. In addition, map control hardly plays a role.
Both are the result of inflation, the increased cost of outside eco.
Another factor is the time it takes to research eco upgrades.
These take so much time AND cause so little extra income that it is not very relevant.
The reason why hardly any players take this upgrade if they are not already in the game well, it is not worth it.
To make matters worse, this does not affect all peoples equally hard, but I would like to go into this later.
Banner bearer / healing and its effects:
I have long considered whether I should call this point at all or if, then not under the aspect of Eco.
Probably even a taboo topic, since nothing has ever been changed in this regard, but I try anyway.
Banners are a mechanism that belongs to HDR, I understand that. however, it prevents "true harm".
Units fight, take damage and if they are not completely destroyed, they will be cured FREE,
no matter where they are as long as they are out of the battle. Above all, this makes KAV much stronger.
(probably many know what I mean and do not have to explain this further). The damage to the units is
So never "real damage" and gives the player an incredible advantage. This effect is intensified for fractions
that have a well that not all factions have.
Alternatively:
You do not automatically get banners with LVL 2, you have to buy them as a normal upgrade. Fountains are completely removed from the game.
Why does this point belong to Eco? Because you don't have to pay for this mechanism!
No other RTS has this mechanism and I believe for a very good reason. RTS and truer should always hurt
belong together.
Suggestion:
Troops with banners can only be healed in their own buildings (outside eco, inbase, outpost)
In addition, you should have to pay gold for each individual unit (as a button on the unit itself or on the
Buildings where they heal. So the chances (in this respect) are the same for all groups.
Economy:
Cost of outside eco: 150
Yield x2 for outside eco OR double tick speed
Research time for Eco 3x! so quickly, maybe even lower costs
Increase the effect of the eco upgrade: (The% number is very likely to be tested in many games)
Eco upgrades should be made equally accessible to all factions.
That means the same cost for the building, the same conditions for researching the upgrade.
Result: dynamic game, map control becomes more relevant
I hope for many contributions, opinions and above all that this proposal will be tested + feedback after the tests.
There is still a lot of room for improvement (in my opinion). Should this amount be taken seriously /
tested and feedback came after the test, I would have noticed even more: Spellbook, hero skills etc.
Kind regards
Specter
Aiphaton:
Hello Together,
I‘d like to add something about the Lindon-Towers and the level three defense.
Basically I would just lower the range of those external archers. The damage is okay, but the range is quite high. Especially on small maps (e.g. Westfold) you often want to help your army with Cav. However if there are Towers (which are a good option to boost defense because of the inflation issue we‘ve heard about) units often die already underway due to the range.
I‘d personally like to see a decrease on range of those towers in order to prevent a loss of cav just by mistake because you came to close to a tower.
Seleukos idea to decrease costs of outside eco is very good in my opinion.
I‘d also like to see an increase of costs for higher level farms.
Generally I’d like to see inflation being a little weakened. Right now it feels a little to strong and often forces long matches (as seen in the Battlezone cup).
Smeargollum:
Hello everyone!
First of all I agree with most of the points made by the other players writing above.
I think everyone of the multiplayer community agrees that the gameplay is a bit too slow due to the strong inflation and other things that reward campy gameplay (as Fabian mentioned a few days past).
Outside farms need to be cheaper at level one, but I would like to see that they cost more when they level up as Seleukos suggested.
Furthermore, is the inflation too strong so that map control is not that relevant as before but it missed it purpose to make comebacks possible, in my opinion.
I also agree that wells are too strong but I don't think that you have to remove them completely from the game; I think it would be enough if they would get an active ability with cooldown or something similar (as suggested by kmogon in the "well-topic"). And I like the suggestion of Specter that units don't get a banner carrier as soon as they get to level two. That way you would have to buy it in order to regenerate your units.
About the towers:
I am not sure if they are a big problem but if they get nerfed, I would like it more to just nerf their range instead of their damage. So, they would be still really good in fights directly next to them but they couldn’t just snipe everything a long way off.
Best regards
Smeargollum
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