Good day
Now I know it says if the balance topic is big, making a thread is an option, but this post is really about Angmar balance in general, and not one specific unit or ability so I think it should go in this thread.
So in my opinion, Angmar is a bit overpowered in this version of Edain. Now there are a lot of reasons for this, but I'm still fairly new to the faction and how exactly to play it, because of how diverse it is. But my first reason is fairly obvious.
The Heroes: This is the most powerful part of Angmar in my opinion. Credit to the Edain Team here, all of these heroes are very well made, and have very good abilities. But the problem is....... They are ALL very well made, and have very good abilities. And there is 9 of them. It's like the Fellowship of the Iron Crown. This gives Angmar such a huge advantage. The only heroes that die decently easily are Drauglin, being a scout hero, and Helegwen, being a ranged hero. Every other hero starts with 4500 or 5500 health if I remember that correctly. And because of their numbers, they can really gang up on enemy heroes, and don't really have much of a threat of dieing, especially because..... Well read my next topic. So I would suggest right now to lower the stats of the heroes a little bit. Not to much to make them too hard to keep alive, but enough so they aren't so strong when together.
Freezing: Angmar has so many ways of freezing the enemy. Sorcerers can do it, Helegwen can do it, Zafragor can do it to heroes (which doesn't help the Hero problem mentioned earlier), and the biggest problem, Durmarth can do it to everyone with every attack. There just can't be this many in my opinion. Durmarth is the one who I think doesn't need it at all, because he is already a great hero, so removing his ability to freeze with every attack would help a lot. But Angmar has so many Crowd Control methods, especially in the SpellBook, so another might need to be removed.
The Spellbook: I really like how these problem transition into another
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Anyways, back on topic. The Spellbook is SO strong for Angmar. I've seen Angmar kill entire Armies just using freezing and the Spellbook together to kill entire armies. Fellwind work perfectly with the other powers because it clumps everyone together. Frozen Land does pretty much the he same thing, but also doesn't let heroes or units escape. Snowbind makes attacking Angmar such a pain. And the strongest power Angmar has is Spread Plague, Which kills, not weakens, but kills anything that is not heavily Armoured elites or heroes. Spread Plague brought down my army of Fully Upgraded Uruk-Hai down to the point where they almost die. I can't even imagine to factions that rely on weaker units such as Mordor. Now I do realize that balance for a power such as this is very hard to find, because too strong and it will be always used, and too weak and it will be never used, but if you can find it, it would be much appreciated, because right now it is stronger then Avalanche, which is also a very good Power. Also, I would recommend making Frozen Land and SnowBind cost 3 points each. The Orc summon can stay at 2.
The Troll Summon (can't remember the name) has a very weird balance. The Hill Trolls themselves are incredibly easy to kill because they have 1400 health each, but Rogash is extremely strong if used well. So I would recommend giving the Hill Trolls a lot more health. As for Rogash, I'm going to need to test him out a bit more, but right now, he is really what Mollock should be. But maybe I'm a bit biased, so I will test him more before I can say if he needs to change.
Well that is pretty much it in terms of the major things. Just a few other notes.
-Angmar is hard to play defending fortresses like Minas Tirith due to lack of settlements, which means not leveling up your production buildings. So maybe those maps need to allow the carts to spawn from the Citadel.
-Wolf Riders are too hard to get because of the upgrade you need to purchase. I know that it is used to Angmar can't rush them so quickly, but in my opinion, it also makes them not worth getting.
-I think Thralls should be able to use Banner Carriers. Not much else to say about that.
-The Mill's discount just seems inferior to the Smelter's discount, as wolfs cost barely anything already, and upgrading your Men of Carn Dum is pretty key to winning.
-On camp maps, the Angmar base has barely any room in it because of how big some of the buildings, such as the Hall of the King's Men and Dark Iron Forge.
And that's it for now. I would like to hear feedback from everyone, to see if I'm missing everything, or if I'm wrong about something.
Greetings, Hamanathnath
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EDIT: Forgot 2 small things. Stronghold of the Iron Crown also doesn't work on Fortress Maps when defending, which makes it useless there. And also, while this has nothing to do with balance, but can Rogash have his Rise of the Witch King voice back? I won't mind if he keeps the cave troll voice, but I really liked his old (if also a bit corny) lines