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Mordor Balance Discussion

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Hamanathnath:
So.......  Mordor vs Angmar........

Honestly, there isn't much else to say about this matchup that hasn't been already said.  Wight, Werewolves, and Carn Dum Bowmen are near impossible to kill as Mordor. 

Now I'll be continuing this discussion in the Angmar balance discussion later on today, but as for changes to Mordor to make this slightly more fair, Fellbeats should be able to pick up Wights, or at least deal a lot of damage to them, because right now it takes around 8-10 hits from a Fellbeast to kill 1 Wight, which in my opinion is ridiculous.

And I strongly recommend that Mordor pike have a price reduction to 200.  They cost too much for how weak they are.  Rohan Farmhands cost less and are stronger.  It would also fit Mordor's theme of spamming weak units at a low price (or no price at all). 

Odysseus:
Alright, let's see.

Currently, on my end, the Carn-Dûm Pikemen are still reflecting attacks they should not be reflecting, which has been reported as a bug.

If what you say is true about the Fellbeast, then I completely agree. Flying units are still not up to snuff in the mod, in my opinion. They should be stronger against both siege and monsters. I wonder when the team will be willing to test such changes. Here's hoping haha.
Although one thing, wights are very vulnerable to arrows and heroes, especially arrows. I don't know how often you get Orc achers or Black Uruk archers when you play against Angmar, but when you see someone go extensively on the wights, try that combination. While your orcs are holding the line, have some 2-3 archers among them and have them focus down the barrow wights together, one by one. Each barrow wight should die fairly quickly that way. Barrow wights are slow, so you'll have moments where you can play the micro game against them, which will be in your favour. It might just work for you, it has worked for me a couple of times.

Finally, the Farmhands, were they drafted or in their default state? If they were drafted, they should be stronger than the mordor pikemen, unlike in their default state. At least, if I am not mistaken of course. I suppose I could live with a small cost reduction for the mordor pikes, but keep in mind that the team will probably keep it steady and reduce the costs of the pikemen on the Mordorian outposts as well, in order to keep the design consistent. I am not sure if this is good or not.

Hamanathnath:
Well yes, archers are strong on Wights.  But not only do they require a lot of Mirco, which isn't the easiest thing to do in Competative play, but Werewolves are good against pretty much anything Mordor has besides Cirith Ungol pikes, but they can still kill those pretty easily if you just be careful not to run face first into them. 

And to my knowledge, both Peasants and Farmhands have 250 health per unit when NOT drafted, while the Orcs have 180 per unit.  Yes, the orcs have a slight number advantage, but I also think Farmhand have a slightly high damage as well, though that is just a guess.  I have no problem with Farmhands being stronger then Orc Pikes, I just find it odd that the also cost less.

Elite KryPtik:
Yeah, I would say bringing the pike cost down for Mordor by 100 might be ok. You have to keep the discount Mordor can get on their orcs in mind Haman, that already makes their pikes much cheaper.

Regarding the Angmar vs Mordor balance issue, its still there. If 2 player of equal skill were to butt heads the Angmar would always win. Mordor simply has nothing late game to counter them. Their early game remains quite strong, but once the wights and werewolves start hitting the field, its over. Werewolves are super fast and can slaughter archers wholesale in seconds, while wights can tear through anything else. Even heroes lose to wights once they are level 5, and werewolves make short work of heroes too. The only thing Mordor has t counter Angmar are Mumakil, and even those can be flanked and killed by werewolves. I think with some of the nerfs applied as suggested in the Angmar thread, this problem would become much less prevalent. I also definitely agree that Mordor Fellbeasts should be able to pick up Wights, they are a single unit but that shouldn't make them immune to fellbeasts. At the very least they should deal almost a full lifebar of damage to wights.

d0m0a:
I would suggest to reduce the orcs' cost when recruiting them in the barricades. The Orcs can stay be free, bu the Orc Pikemen could cost only 100 resources and the Orc Archers cost 200 resources. After all, the Mordor game style is spam a huge army of weak units at low cost. Making Orc Pikemen and Arches cost the same or more as other faction units defeats the reason Mordor's strategy of recruit troops with few resources.

The Orcs recruited in Minas Morgul/Dol Guldir/Cirith Ungol barrack can maintain the price, after all, they're updated orcs and are stronger than the basic recruited orcs.

Also you could raise the price for recruit Siege Weapons and Trolls for balance the faction after of reduce the orc's prices.

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