[en] Edain Mod > [Edain] General Suggestions
General Balance Discussion
Seleukos I.:
I too agree with Gollum. I think removing the insta repair as well as the leadership would be a good idea for sure.
I also agree with Snens that some outposts aren't that usefull without that leadership. However, the Dunedain outpost already got some nice changes (making it cheaper and allow unit recruitment from the start) that gives the outpost a better role in Imladris' gameplay.
I think if the same would be done to the Dale and Laketown outpost it could offer some nice builds focused on faster units early on.
I also don't think the Dol Amroth outpost is a problem, as far as I know it has no insta repair and it costs far more.
Also, I'd rather have a useless outpost in the game than an op one :D But I don't think Dale and laketown would be totally useless if you can build units from the start (even without the leadership).
Best regards,
Seleukos
Snens:
Hello guys,
lately I have had some really antifun games, when one Player managed to conquer the whole map, while the other one had to hide in base. (4.5.2 flashbacks, I was sweating:D )
At some time "player 1" , who has the map, is building catapults to force the basecamping player 2 out of his base.
Right after he was done removing the annoying tiny walls at the Isengart base, he decides to destroy the furnace in front of him, but then he sees his catas damage, bruh...
One Rohan catapult needs exactly 14 shots to destroy a level 3 inbase eco building (e.g. furnace) and that is imo way to much. ( 5 shots would be fine )
End of the story is that basecamping player 2, with the better late game faction, wins the game, since he just doesn't destroy the catas as they deal minimal damage, so he focuses on upgrading his army/building heroes. At some point, hours later, he reaches the point, that his army is unstoppable and can easily face the enemy, as player 1's current army is aswell weakened in direct fights, since he is blocking some CP with catas.
What I want to say is that all catapults, even Gondor catapults with the fire upgrade and Mordor trollcatas etc. should get a huge damage buff against buildings, as they deal no serious damage to buildings in base and have high costs and block many CP.
It get's even worse when you try to destroy a wall of a good faction's fortress with catapults, as they have even more HP then most of the other buildings and u can't even target them half of the time due to bugs...
Right now catas are way more efficient against soldiers than buildings, change my mind.
PS: Lorien base is pure cancer to siege, as the troops can even hide when they're far from the fortress, so upgraded archer's can take catapults out easily, even though you don't even need to kill the catas, since the bridges and platforms can tank the catas for hours before they reach actual buildings.
The_Necromancer0:
A replay if possible would be of great help in this discussion.
Snens:
Here are some replays, in both games lothlorien was completely out of the game, but managed to win due to the cancer base, that you cannot siege.
Actually i forgot to save the Isen-Rohan gameplay but these replays should show my problem too.
Seleukos I.:
Hi :)
I know what you are talking about and I agree on the general problem.
The most problematic factions are Isengart, Mordor and Lorien, I'd say, because they all have a very strong lg that is close to unbeatable for some factions and they all three can camp very well.
With their much stronger lg these factions force you to finish them early on, but that is very risky, because you invest a lot of money in siegeweapons and they have the defenders advantage (towers, healing, fear effects, (Angmar walls), attacking units hit buildings instead of enemy units, and so on).
Now as far as I know one of the "goals of 4.5" was to make comebacks easier. Changes like the inflation and the central CP-upgrades help with making comebacks easier.
Also, according to this article catapults should not be able to destroy an entire base and rams combined with infantry should storm the enemy base. The problem is, that you often can’t attack a base with rams and melee units, especially not one of the named factions: Lorien for example can build the statues that cause your units to run away all the time. Two or three of these make any ram based attack impossible. Mordor also can build the watcher expansions to make any enemy run away in fear. Unless you have a permanent fear resistance in form of a hero you can’t attack.
Isengart has strong towers and warg expansions (you basically can’t kill the warg, as soon as the first one dies another one spawns) and can produce a lot of units very fast.
I don’t really have an idea how to solve this problem tho.
Nerfing towers would certainly help, but it could lead to other problems (baserushes could be to strong again, like they were in MEGA).
Buffing catapults would kinda undermine the attempt of making sieges more dynamic and fun to play.
Some changes could be:
-nerfing of the warg century by adding a timer before the next warg spawns
-removing the little wall parts of Isengart and Modor bases that make it impossible to shoot over them
-giving reliable fear resistance to all factions and/or removing the fear expansions Lorien and Mordor has
giving all factions a way to permanently reveal stealthed units at range and/or changing/removing the mist upgrade of the Lorien base
Also the walls and bridges of the Lorien base has a lot of hp, maybe that could be reduced as well (or the expansions should be attackable separately).
That are my thoughts on that topic for now :)
Best regards,
Seleukos
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