Got some things to talk about concerning Dwarven Balance
General:
-Battlewagons are in a great spot right now, so credit to the team for making them a useful unit. However, I've always thought that there Command Point cost was a bit low, and because of their improved performance it is a bit more noticeable. I suggest moving it up from 20 CP to 30 CP.
-Demolishers seem to take a lot more Damage from standard arrows then pretty much any other Battering Ram. Their armor seems quite low in general, but I realize this is because they can Deploy extra armor. But I think that the damage from Not Upgraded Arrows with and without the Armor Deployed seems too much, so I suggest making them taking less damage from Standard Arrows in general.
Ered Luin:
-I always have trouble with the Unburnt Charge Attack. It does good damage against single groups, but in an Army vs Amy situation,the Unburnt usually just charge in, get some kills from the charge, but they get stuck in the middle of the enemy army and mauled to death. While thi was always a problem with the Charge Attack in my opinion, even when it was on Iron Hills Guardians before the Dwarven Overhaul, there are a number of reasons why it is more of a problem now.
1. Unburnt can't be purchased that early in a match as Guardians, meaning that by the time you get them, your enemy should have a sizable force.
2. The problem with the Charge Attack is somewhat nullified when you have a lot of units using it at once. However, because of the Unburnt's higher Resource cost and Command Point cost, it is a lot harder to get enough of them to do this.
3. Unburnt, due to their higher cost, are a much more valuable loss then Guardians.
Now I don't exactly know of a way to completely fix this problem, but I think something that would make it not as bad would be to Increase the Armor of the Unburnt after the Charge Attack is preformed, because if I remember correctly, it only increases damage right now. I don't think that this is overpowered because Unburnt are elite units, so them having a stronger buff to the Charge Attack would make more sense.
Erebor:
-Erebor Phalanxes are one of the only units to have a negative effect on their active ability. If it was a stance, then a negative would make more sense, but becuase it already has a time limit, the negative effect doesn't really need to be their in my opinion. It is still a useful ability, it just seems rather odd they get a debuff against cavalry in the process.
-Brand's Falcon is a pretty awful ability for how late you get it. The Dwarves already have the Raven's for scouting, and requiring a lvl 5 Brand to get a worse scouting ability doesn't make much sense in my eyes. This ability needs to be improved significantly, or just outright replaced.
Iron Hills:
-I know that this has been said already, but Murin's level 8 Battle Cry is very underwhelming for how late you get it. Fear abilities are good, but other heroes with them get them much earlier. Some extra benefits to it would be cool, maybe something like Inspiring Nearby Heroes to deal more damage for a short time.
-Scouts of the Iron Hills take way to long to train in my opinion. I understand that the timer was most likely increased because of how fast they run when they are recruited, but I think that this was a bit too much.
That's it for now.