[en] Edain Mod > [Edain] Gondor Suggestions
Gondor Balance Discussion
PythonX35:
Here are my personal ideas for balancing the Gondor hero line-up.
Aragorn - I think Aragorn's stages 1 and 2 are fine at this time, however his stages 3 and 4 need to be adjusted. One of the biggest issues I have with Aragorn at this time is that his leadership ability is one of the worst leadership's in the game (if not the worst). Aragorn is the King of Men and should therefore have a leadership ability that appropriately reflect's his status (especially since you can't get it until he is level 10).
Solution for Stage 3:
* Replace his ability to mount a horse with a his leadership ability (leadership adjustments discussed below)
Solution for Stage 4:
* Replace Aragorn's passive leadership with the following: Passively grants fear resistance, and on activation grants nearby allied units 25% damage, 25% armor, and knock back immunity for 30 seconds
* Revert Aragorn's army of the dead summon back to summoning a single battalion onto the field for a limited duration
Solution for Stage 4 Alternative:
* Allow Aragorn's leadership to increase the armor buff provided by statues by an additional 25% and increase the duration of the buff to one minute and thirty seconds after they have left the radius of the statue
Solution for Stage 4 Alternative - 2:
* Replace Aragorn's leadership with a passive leadership that increase's the armor and damage of nearby hero's by 25%
Beregond - I think Beregond is fine as is, however the only potential adjustment would be to swap his cost with Boromir's cost as he is a far more useful hero than Boromir in their current respective states.
Boromir - The main issue with Boromir is that his cost is not reflective of his usefulness. Here are some different solutions to close the gap on his cost to usefulness ratio.
Solution 1:
* Increase Boromir's base damage to 350 to match that of other tank heros
* Increase the radius of his Horn of Gondor ability by 15%
* Change "Brave Resistance" to the following: Boromir's armor and damage is increased by 100% as well as prevents Boromir from being knocked back
Solution 2:
* Swap Boromir's cost with Beregond's cost, making Boromir 1100 and Beregond 1800.
* Allow Boromir to knock back weak enemies with his standard attack
Denethor - I think Denethor only requires minor adjustments at this time.
Solution:
* Swap Denethor's defensive and aggresive stances so that he summons units faster within a smaller radius on aggressive, and summons units slower with a wider radius on defensive
* Swap the placement of Blinded Attack Order and Emergency Mobilization
* Allow units purchased through Emergency Mobilization to purchase upgrades, but at twice the cost instead of preventing them from purchasing upgrades at all
Faramir - I think Faramir is perfectly fine as is, and does not require any adjustments at this time.
Gandalf - The biggest issue with Gandalf is that he is incredibly expensive and doesn't do enough damage to adequately fill the roll of mass slayer for Gondor. He dies too quickly and his skills do not do enough damage to justify his cost.
Solution:
* Increase the damage of all of Gandalf's abilities
* Allow "Lightning Sword" to deal splash damage
* Increase Gandalf's health to 4500
Imrahil - I think Imrahil only needs minor adjustments at this time.
Solution:
* Allow Imrahil's ability "For Honor" to apply to all nearby cavalry
These are my suggestions on how to better balance the Gondor hero line-up, and I can provide reasons for each solution if requested.
Elite KryPtik:
I agree with all of your points, except on Boromir.
I would say that what Boromir needs is better tank abilities to enhance his role as a tank. Here are my ideas:
Final Stand: Make this ability activate when Boromir is at 5% health, giving him a temporary 999% armor boost, while keeping him in control of the player. In addition, this ability should become stronger incrementally at levels 3, 5, 7 and 10, making the debuff last longer and making the armor boost last longer. If these changes were implemented, Boromir would become incredibly resistant to damage for a short time, while also still being attackable, due to not being invulnerable. This would force enemies to fight him and suffer a nasty debuff, or run. I will also note that Gondor is 1 of only 2 factions who have no means of debuffing their enemies, which hurts them terribly late game against most factions.
Horn of Gondor: This ability is underwhelming to say the least. With the sheer amount of fear resistance in the game, it becomes utterly useless after 10 minutes in the game. My suggestions would be to decrease the cooldown of this and all other stun fear effect abilities to 30 seconds to counteract temporary fear resistance buffs. It also needs an additional effect so that it can be somewhat useful after the enemy gets a fear resistance source, so cause it to also slow enemies down, maybe halve their speed.
Brave Resistance: I'm ok with this being a straight armor buff for Boromir, it should not give any damage. I, however, have a different idea. This could be a passive ability, similar to Celeborn's, where the more surrounded by enemy troops Boromir is, the more armor he gains. Starting at 25 troops he gains 50% armor, and then 25% more for every 25 enemies up to 500, for a total of 525% max if 500 enemy troops or more are nearby. This would represent him fighting against huge amounts of Uruk-hai in defense of the hobbits quite nicely I think.
I have no issue with Boromir's 2 other abilities, but the first 3 definitely need some more oomph to make them better.
Hamanathnath:
A lot of great ideas here. Just a few thoughts:
Completely agree with improving Aragorn's Leadership. Right now, it's one of the worst leaderships in the game. Either making it last much longer or making it a Hero leadership would be great.
I agree with making Boromir's Last Stand better, though my opnion on that ability is the same as before. I also agree with buffing Horn of Gondor in some way, but..... Well, I'll make a seperate post about that later, if I got time anyways.
Everything for Denethor, Imrahil, and Gandalf (besides maybe Lightning Sword having splash damage) I also completely agree with. So +1 for all those ideas.
DrHouse93:
I agree on improving Aragorn's leadership. Maybe adding a secondary active effects which increases damage of nearby units, similar to Glorious Charge?
Agree also about Gandalf's health and damage of his spells
I'm quite fine about Denethor, but mainly because I've never used Emergency Mobilization
I like Elite's ideas about Boromir^^
Isilendil:
Nobody use basic archers. Why? Because the archery building is required for them recruitment making them less practical to use. Such problem can be solved by allowing archers to be recruited in barracks and moving flaming arrows to blacksmith or Faramir's camp.
Denethor can strike from afar by summoning melee guards which is an overwhelming threat to any catapults or archers due to the guards appear instantly near them. OP
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