[en] Edain Mod > [Edain] Dwarven Suggestions

Battlewagons Improvements

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Gandalf The Gray:
well dwarves have no cavalry anyway so the chariots can be a lil bit more powerful than horses to balance it

Elite KryPtik:
Totally disagree with that, Dwarves are NOT a cavalry faction and shouldn't be, the chariots are a minor exception but that doesn't mean they should be stronger than cavalry.

LordDainIronfoot:
Iron Hills now have some Cavalry ;)

Chariots are never meant to.fight Cavalry is what I mean,but they are strong against Infantry so it is pretty balanced! :-)
To me at least! :-) Just as Chariots are supposed I think that is.good!? :-)

P.S.Should I.add the Small Area DMG of the Wheel Blades to the Main Suggestion!? :-)

CragLord:
I got some thoughts about passive spikes ability.
As you have suggested, it is reasonable that we suggest some area damage on nearby (on sides of chariot) units and for now that should be primary suggestion about that passive ability.
Also if chariot has those spikes then it is dangerous for nearby melee units, so units are trying not to be on chariot way or on it side. So we could suggest that chariot have smaller trample refresh time when we compare it to standard cavalry? Something similar Morgul riders (special unit) have.
Also I got some idea about that Oil Cask in Erebor version. Elite suggested that ability should have stun on units if it is implemented like "Flash fire". If in some case this stays as Oil Cask ability then we could also suggest that on units this ability have area effect in term of slowing movement those units in area for great %.
So damage dealing ability + area movement slow on units (just suggesting :) )

What do you think about this?  :)
Regards

LordDainIronfoot:
Can't seem to properly understand what you mean on the Trample refresh my friend,sorry fo that! :)

I have added the Small Area DMG Effect to the Main Post on First page,if you do not agree please let me know so that I can remove it! :)

Greetings and best regards to all! :)

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