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Angmar Balance Discussion

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Elite KryPtik:

--- Zitat von: Odysseus am 14. Apr 2016, 14:59 ---Hmm, I have a few points I wanted to bring about.
1: The Obelisk
How much is the debuff, the cooldown reduction and its health/armour?
Spam heavy factions (Mordor in particular) suffer greatly from Obelisks, with only Carc's ravens being a similar ability. However, the ravens are temporary and also serve as scouts. The obelisk being permanent and with a good amount of health, I feel that the obelisk should be made weaker with also a smaller debuff range.
2: I discussed this in the internal forums already, but the Carn-Dûm Pikemen's passive ability is really overpowered. How are you supposed to counter them if all attacks, even ranged, reflect portions back to the aggressors? Not to begin about how heinous the amounts of damage heroes take while trying to deal with them. Either nerf it drastically, or change it. This ability is quite toxic in design.
3: The Slayers from Mount Gram summon is very powerful. I propose it to be toned down, because I had it kill heroes with ease and it summons four hordes instead of the usual 3, for only 2 CP. Either one less horde or 1 extra CP.

We need to take a good look at all those abilities that make Angmar so incredibly powerful, especially with the Men of Carn-Dûm and their amazing abilities and the support they get.

Placing Mornamarth in the Citadel was a good change. I hope we can keep doing these kinds of changes and fine-tune the faction further.

--- Ende Zitat ---
Agree about Obelisk, its a bit strong, needs a slight nerf.
lso totally agree about Pikemen, they should at the very least not reflect damage back on heroes and archers, although I know that Axe and Spear Throwers would still be vulnerable, but this is better than having your entire army torn to pieces.
I don't know about mount gram, I don't think they are too strong, I mean Lorien gets that fucking Mirkwood summon at 3 PP which is quite good, Tauriel can kill heroes.
I think Rogash summon is really strong now, one of the strongest in the game, even more than 3 hunters and Gandalf. Those trolls + Rogash deal insanse amounts of knockback damage.
Dark Rangers need to be made massively more vulnerable to trample, they can stand up to cavalry far too well. They also do incredible damage with ice arrows, a few battalions can tear up several heroes fairly easily if they focus him, something that only Silverthorns have been good at thus far, and I think should only be good at.

Odysseus:
Agree about the Troll Summon. Really powerful as well. Although, I didn't mention it personally because by 7 CP you should have some decent means to counter it, I think.

In addition, what makes the Carn-Dûm Pikemen passive technically problematic is that the engine or ability cannot differentiate between certain types of damage. Only between ranged and melee damage if I recall correctly what Ea told me.

If it would be changed, what kind of ability would replace it? I wonder hmm...

Elite KryPtik:
For an ability suggestion for Pikes, I would like to see something to synergize with Angmar as a whole, so something related to their status as the elite of Angmar, or something related to ice. I don't have any great ideas right now.

Hamanathnath:
I've been reading both the Mordor and Angmar balance threads, just would like to give some thoughts.

Carn Dum Bowmen need to take more trample damage.  They take barely any un upgraded, and are the only Elite Archer in the game, besides Spearthrowers, that are able to get Heavy Armour.   It also is one of the reasons why Mordor has a thought time against Angmar, but I'll go into detail in the Mordor Balance thread.

Carn Dum Pikemen's ability is very strong indeed.  I don't think they should replace it, but I would suggest that make it only reflect damage from melee attacks, so you can kill them with archers without taking damage.

I will also agree that the Troll Summon might be a bit too strong.  I suggest that instead of 3 Hill Trolls and Rogash, make it 2 Trolls and Rogash, but make Rogash as strong as he was in 4.3.

And I also agree that the Dark Obleisk is strong, but the problem I have with it is that it comes back really quickly, so the battlefield will be littered with them.  Maybe a 20% increase on the cooldown would be nice.

Greetings, Hamanathnath


 

Adrigabbro:
I suggest a new topic: werewolves.  :) Any thoughts about them?
I have encountered them for the first time yesterday (I played against once and I used them once) and they are surprisingly very very (very) strong. They deal outrageous damage to single units (heroes, monsters, siege weapons), decent damage to buildings, are extremely fast and effective against cavalry and swordsmen but weak against pikes and archers. For instance, a midlife werewolf of mine successfully traded kills with a full life Haldir while Lorien archers were shooting at him. I am not too sure about their role, but perhaps it could be adjusted because I felt like they were hero killers, mass slayers and building destroyers at once.  :D

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