[en] Edain Mod > [Edain] Discussion and Feedback

Edain Demo 4.3: General Feedback

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Lord of Mordor:
What do you like about the new Edain version 4.3? What could we improve? Let us know here!

The_Necromancer0:
Other then that the Mordor nerf is looking quite good, I haven't played it yet but it feels as though that'll help  xD

Adrigabbro:
Time for me to write down my feedback!

At first, I'd just like to make two general comments:
- As I haven't played enough yet, I'll just write everything I want to say in this thread, even though it also deals with Angmar and the new dwarves. It's much clearer and easier for me to do so.
- Congratulations for this new update, it is wonderful! The new shellmap, the new musics, the atmoshpere ... 4.3 was definitely worth the waiting, you guys did an awesome job. :) I won't repeat a thousand times that Edain mod is a blessing (otherwise it would be boring to read, gotta admit it ^^) but I definitely think so.

I'm gonna start with Angmar. The faction is great, really fun to play and blends very well in the atmosphere and in Tolkien lore. There are so many things to do with them (perhaps too much? I'm thinking about Helegwen, was she really necessary?).
However, I haven't played competitively yet, but they look brutally overpowered. I've read Haman's post in the Angmar balance topic, and I 300% agree with him. Also, just a side note, Angmar is supposed to have a poor economy but remains strong by crippling the enemy one. I feel like their economy is a little bit too good ; for instance tribute carts give a bit too much money. Still, Angmar is very well done and much better than in 3.8.

Moving on to the Dwarves overhaul. That's near to flawless! I'm amazed by the quality of your work. Gotta appreciate the differences between 4.1 and 4.3. :D I hope that you guys are still willing to improve Thorin Stonehelm, but don't worry I'm ready to wait. Side note: I beg you, get rid of Greed! Or consider improving it. Right now it is useless or, at the very best, anticlimactic. Congratulations and thank you, once again, for this outstanding dwarven rework.

Now, let's talk about balance changes! (which is the main point of my comment, and why I'm writing it in this topic)

* General Very cool changes, they are all very welcome. Special mention to the reduced attack range of summoned towers: that's a change I've never thought of but I definitely appreciate it.
One comment: ~> Making siege weapons more vulnerable is nice, but it won't stop rams from taking isolated outposts or camps. I don't know if this is possible, but have you considered making rams a lot weaker to arrows when there are no troops nearby?

* Gondor I think that's not the most appropriate nerf to Gondor cavalry. I believe the problem is not that they come out too soon, but rather that their harrassment potential, and their potential in general, is too strong, especially with upgrades. I'm a little disappointed that you didn't weaken their damage and armor. Right now pretty much all Gondor players choose cavalry over archers to support their infantry, and I'm not sure how this change is gonna help.

* Rohan I won't comment on Rohan since I haven't played with them yet because of the Muster Camp bug.

* Dwarves Glad you finally improved battlewagons! Other than that, as I've said previously, the three new dwarven realms seem pretty balanced (Iron Hills might be a little too strong though, especially Rams and Narin) and SO cool! Also, new "Final stand" is great and much more balanced than the previous one. Last but not least, limiting the veterans to 3 was the very right move to do.

* Lorien Great changes on Beornings, Ents, Tauriel, Haldir, Quarters and the chanters. However the nerf to Rumil and Orophin seems a little too harsh in my opinion. I would have either increased their cost or reduced their damage, but not both.
Concerning Mirkwood, I love the new abilities for Palace Guards and especially Elkriders (they now have their own purpose inside the faction as anti cavalry and that is GREAT). I'm a little disappointed though by the Caras-Galadhon Guardians who still have only one real ability and no "big ability" available at higher levels. Also, I really liked the former passive ability for Mirkwood regular archers. I know that this ability is now available with Angmar Carn Dum archers, but I see it more fiiting in Mirkwood. I'd, personnally, like to swap both abilities and give Crn Dum archers the slow.

* Mordor Great great great great changes! The best one is undoubtedly the price reduction that no longer applies to Black Uruk. To wrap things up, I'm hoping that you guys will change a bit Annatar, as many players have rightfully complained about him.

* Isengard Nice changes, but I'm a little bit disappointed to see no buff for wargs. I'm not a great Isengard player, but I have yet to see a Isengard play where wargs make an actual difference.
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I'm done nitpicking! (although I believe some of my points are not nitpicks ^^) Once again, thanks and bravo for this update. It's truely amazing. I'm now looking forward to 4.3.1 to have the few bugs fixed, just as usual of course. Read my comment as positive criticism and balance concerns, and not as something negative. :)

Andras:
Dear Edain Mod Team,

Firstly, I would like to thank you for the great work you have put into the mod and for the attention you have paid to detail all the way. I am writing this message to provide some feedback on the mod version 4.3 and on the balance issues of some of the races and features.

1) Create-a-Heroes

The changes in the statistics are welcome and it offers a new experience for testing the new heroes out and to consider new builds, seeing as they can die really quick to other heroes.

2) Gameplay

So far, the gameplay has been really great. Angmar is providing a good challenge and has strong units to fight against. However, I am not sure if it is just me playing bad or not, but I am finding it difficult to keep pace against them with the dwarves of Ered Luin (I had a multiplayer against a Mordr + Angmar with my brother, and we simply got rushed down as I kept loosing the battles and heroes against Angmar). I think this may have also been reported already, but Rohan's changes are absolutely great (finally I can fight with more than just drafted peasants), but the Exile Camp/King's camp is bugged and it produces resources at a ridiculously fast rate (you may have missed a 0 somewhere in its code I think).

I thank you for your time and for the work you carry out.

Hamanathnath:
I'm guessing this is the place to post this, but I noticed that the Mission: Defend the Shire is now properly working.  Would just like to give some feedback on that.

I really enjoy the map.  It has such a unique setup that, while it takes some time to get used to, is very enjoyable and well thought out.  I've only used the Dwarves so far, but the way the different realms are used in this map is pretty much perfect. 

Now for some suggestions :) (Well, like 1 suggestion):

- I find it very hard to deal with Archer waves as the Dwarves, due to them not having any cavalry (at least I haven't seen any yet, maybe they are really late game).  If they haven't been added yet, I would like to see Ram Riders included so the Dwarves have at least some cavalry, because both Gondor and Rohan have access to very powerful cavalry. 

Other then that, I am really enjoying this map, and hope Lothlorien is also playable eventually as well. :)

-



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