[en] Edain Mod > [Edain] Lothlorien Suggestions

Lothlórien Balance Discussion

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Aiphaton:
And adding the effect to the central spell isn't an option?

Right now the benefits of that spell are rather low and I'd see a similar solution like the one I proposed as quite interesting.

Walküre:
I, too, find myself not particularly fond of the faction's central spell, to be honest. It may be that I don't pay much attention to its inherent, strategic value (balance-wise), but I'm quite of the opinion that having two spells work very similarly, and summon enchanted trees which aim to benefit your troops on the ground, might be a conceptual repetition that we can easily do without.

Imbuing the current grand tree with healing properties, along with other bonuses of the case, could solve this sort of doubling of magic-natured vegetation spells. Refuge in the Wood would thereby have to go and be replaced by something else, whereas Elven Wood might be given more prominence as a result, being said feature supposed to embody the real soul/incantation seething across the realm of the Golden Wood.

As a necessary trade-off, a so beneficial tool will no longer be exempted from the risk of facing destruction by enemy hands, which makes it far closer in fashion to buildings than otherwise. Just my loose thoughts, anyway. I would be very glad to go through the matter a little bit deeper, if someone were down to it, of course.

Smeargollum:
Hello everyone!
I agree with you, Aiphaton, that the "refuge in the woods" spell is too strong atm. (I know that Elendil worte that it is nerfed for the next version, but anyways) I would't like it to put the healing in the central spell, but instead I would like it if the "refuge in the woods" spell doesn't give you any buff and just heals you units when they are out of combat and you can only place it near your own buildings.
Furthermore I would like it when the central spell would give you a slight buff, like the one AIphaton suggested for the other tree spell (+20% armor) so you have an "easier usage of this spell.
About the arrow volles I am realy unsure what to think about it and I don't want to say anything about it before I haven't tested it more.
Putting the heroes in the sancutry sounds intresting to me, but I don't know if it is realy nessesary, as you can build units and heroes at the same time, when you have enough money. Still I can't see a reason not to do it so I like it  :D

Walküre, I would be intrested in any kind of concept of your that might improve the uniqueness of the spells in the Lorien spell book.  :)

Max_Power:
Hi Everyone! While it is a bit early to really discuss balance, but I agree with Aiphaton's post. Lets go through it in order:
1. Refugee in the woods (as Elendil said, it is going to be rebalanced, NOICE  (**)). I would emphasize that it should be destroyable for all factions (although there was a very strong reason for it being different, which I cannot think of right now).

2. The arrowvolley: I actually like the spell as it is now, but due to our beloved engine, the cast time overlaps with the off-host delay, resulting in almost impossible dodge timing. A very slight delay (less than a second) should suffice to reward a quick-reaction player that presses "x" or "r" in due time. That, or maybe reduce a bit the radius.

3. Right now, some buildings are packed with functions (upgrades, troop production, eco upgrades, pantries, etc etc). While it is interesting and certainly adds to each faction uniqueness, I wonder if it would be possible to allow Lorien to produce units while heros are being produced, either by moving hero or unit production to other building, or tweaking the citadel to avoid blocking. Mostly, because it is the only faction subject to this limits, and I don't see any reason why lorien, balancewise, should be blocked from troop production when producing (and specially reviving) a hero. It is not like their heros are stronger, and unlike other factions, Lorien is not capable of having more than one barracks (other than using an outpost, which is another topic).

4. Agreed.

MaxPower :D

Éomer Éadig:
Hi all,

I concur that it would be good to be able to recruit units and heroes simultaneously from the citadel. This is possible if you click the unit first, and the hero second, but not the other way around. It would be nice if this were possible.

Furthermore, I would like to suggest two small changes.

1. One would be that beornings in bear form do not trample trees, as it removes cover for the Lothlórien and Mirkwood units, and hampers them in using their abilities.

2. The other that ents are able to knock down trolls, as they were in the first game. Right now, a single, unarmored troll can take out any ent (that includesTreebeard) in a one v one, simply due to their higher attack speed. Since ents are slower, more expensive, and ought to be stronger (lore-wise), I would like it if they could knock down trolls.

I hope you will take my thought into consideration,
Éomer Éadig

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