[en] Edain Mod > [Edain] General Suggestions
General Balance Discussion
Le Sournois:
Sorry, I have just a little question at last about elemental damage :
As pikes and swordsmen are vulnerable to 100 % to elemental damage,
if an archer do 100 damage, and equip fire arrows against ennemies with heavy armors, does it do :
85+100 = 185 damage against pikemen
65+100=165 against swordsmen
which seems quite negligable a difference, and that's what I thought at the beginning when I wrote my posts.
OR
85*2=170 damage against pikemen
65*2=130 damage against swordsmen
?
Thank you
The_Necromancer0:
Let's take an example using the Edain searcher (great tool btw). We're gonna have a look at the Gondor Archer.
The gondor archer deals 25 PIERCE damage and, when upgraded, an additional 15 FLAME damage.
When that archer fires at a Gondor Soldier they deal:
25*100% + 15*100% = 40 damage
when the soldier has heavy armor it becomes
25*65% + 15*100% = ~31
against gondor pikemen with heavy armor it goes from:
25*135% + 15*100% = ~49 (when they don't have heavy armor)
to
25*85% + 15*100% = ~36 (once upgraded with heavy armor)
Vladimir:
Hi,
could you please buff Imladris on the map "Mission: Sturm auf das Auenland" (the tower defense map)? Compared to other factions, they are way to weak in the early game and are surely the worst faction. I have played them multiple times now in the early game and they are way way harder to play than other factions. It would be great if you make them viable because their late game is cool (I have never actually made it that far with Imladris but I guess the concept is nice lol).
The main reason why they are so weak is quite easy to fix: Dunedain Swordmen are way to overpriced. They cost 40 gold and have 450 hp and 40 damage. Now compare this to a Gondor Swordman that costs 30, has 400hp and 40 damage as well! So you are actually paying 33% more for the Imladris starting unit to get a 12% increase in HP. But this is not the only disadvantage for Imla...
The second problem is that the early game is all about spamming units to avoid getting flanked because if your troops get flanked, they will die instantly. Since the Dunedain cost 10 gold more, you will always have 3-4 less units on the field in the early game compared to Gondor or other factions, meaning you get flanked more easily. I have tried like 15 runs with Imladris in the early game (with different micro, positioning, etc.), and in only 3 or 4 I actually managed to clean-sweep the first ten waves (by sheer luck due to the enemy not clumping on one guy). And in this game mode it is crucial that you don't miss the gold in the early game, as you need to get that unit spam going, otherwise you don't kill the enemy --> no money --> no troops and more flanking damage.
To summarize, Imladris has two main problems here: 1) Their value in terms of HP per gold is bad, and 2) the higher unit costs results in you having less units on the map which means more flanking damage.
Solutions
A) You increase their health to at least 500, then you are getting a 25% increase in health when paying 33% more (Gondor soldiers as the base line).
B) Or you could decrease their cost to 35: Then you would get a 12% hp increase for a cost increase of 16%, making this more fair.
It would be really really nice if you could just fix this in the next patch because it is such a great gamemode! It shouldn't be such a big deal to change the numbers I think (**)
Edit: Compared to Lorien that also has 40 gold melees, Lorien swordmen at least one-hit most of the early enemy units, so you don't have that flanking-damage problem.
Le Sournois:
Archers on the free build walls however do not benefit from the same armor bonus than in castle walls against ennemy archers and trebuchets ?
Maybe that would have been unbalanced I guess ?
Elendils Cousin 3. Grades:
Correct, they do not benefit from the wall bonus so turtling does not become too strong.
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