[en] Edain Mod > [Edain] Angmar Suggestions
Angmar Balance Discussion
Hamanathnath:
--- Zitat von: Adrigabbro am 10. Mai 2016, 16:49 ---Could you change the Orcs of Mount Gram summon so that they can NOT be summoned right on top of enemy units, just like every other summon in the game? Last game I lost three troops of upgraded Lorien Archers because of that ; they were stuck in the middle of Orcs without any way out.
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+1
Though I think the Summon Area should be smaller then it is now. It is pretty big for a Tier 2 Spell Book Summon.
Odysseus:
--- Zitat ---Could you change the Orcs of Mount Gram summon so that they can NOT be summoned right on top of enemy units, just like every other summon in the game? Last game I lost three troops of upgraded Lorien Archers because of that ; they were stuck in the middle of Orcs without any way out.
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So much this. Also, please do it for the Troll Summon as well.
Hamanathnath:
Think it's time we discuss something that really hasn't been talked about much: Wights
These guys are incredibly effective for their price. Once the Wight building gets to level 5, these things become beasts. But here is my main problem with them. Their melee armor is very high, and along with their life steal, they can deal a lot of damage and take a lot of punishment before dieing. Their main counters are Heroes and Archers, but like how Beornings were in the early stages of Lothlorien, for a price of 350, they can massively overperform against certain factions (Mordor), and can also be discounted. And the things that do counter Wights can be ripped to shreds by Werewolves.
Because of the new amount of experience that is required to get a level 3 Recruitment building, Men of Carn Dum are seem to be much less useful. The reason for this is if you go for Men of Carn Dum, buying a Dark Iron Forge is necessary, while going for Just wights and Werewolves requires a lot less tribute Carts. And because of how hard it is too kill wights, against certain factions, you only need Wights and Werewolves.
So I would suggest both Werewolves and Wights cost 100 more each, and the Armor value of Wights go down. In my opinion, Wights should be used within your army or Thralls/Men of Carn Dum, more similarly to Isengard Berserkers, and not as your Front line by themselves.
Elite KryPtik:
Definitely agree, but with some different points.
I will be posting a video to YouTube tomorrow, I will link back to it here when its up. In this video, after one of our teammates crashes me and my other teammate hold off in a 3v2 for almost an hour just by pure virtue of my wight army. Its literally like a tide of death, I clean out 3 bases and destroy multiple huge armies with just my wights alone. They SERIOUSLY need to be looked at. My personal suggestion is a cost increase from 350 to 500 default, and then the discount can be applied from there. Additionally, I think the Wight Lair should take a lot longer to level up than it currently does, a single engagement can take a wight lair from 1 to 3. Finally, I think they should also have a bit of a health nerf, right now they are very tanky just on their own without taking the lifesteal into account.
Regarding werewolves, I think they perform excellently in terms of overall power, but I think they are a bit cheap as well. They only cost 630 if you go for their full discount. So I would argue to increase their price a bit, maybe to something like 800 with the full discount. That's just enough to prevent them from being super spammable, while keeping them a really useful unit.
Finally, we come to Men of Carn Dum. They are, as of now, COMPLETELY USELESS. Paying 500 for elite units that have a hard time against even basic swordsmen, and 600 for pikes and archers, is completely untenable and impossible to maintain, even late game. You also need to upgrade them before they reach their full potential, in addition to their incredible price. I understand the idea is to have them beat elite units of other factions with similar costs, but if your enemy goes for Men of Carn Dum all you have to do is spam your most basic unit and shred them. This is especially true with Isengard and the HUGE discount they can get on their heavy uruks. I think the pikes and swords each need a flat discount of 100 each, and Mornamarth should get his discount for the Men of Carn Dum at level 2. I guarantee that right now, with all the changes he has gotten, he is a super low priority hero for people, but if you change his ability to unlock easier he will become useful again.
Finally, a last point I just came up with. I don't understand why you increased the cost of the basic outpost to 1600. I think that's really unfair, every other factions outpost equivalent costs 1200. I think instead of increasing the cost of the basic outpost, you should increase the cost of the upgrades for it, Garrison Tower and Tower of Sorcery. Taking Garrison Tower from 500 to 1k would be fine in my opinion, and similarly for Tower of Sorcery(I never use sorcerers so I don't know the price :P) The 1600 cost can really hurt Angmar in terms of claiming an outpost quickly, where other factions have access to it for much cheaper. Hell, even the freaking dwarves basic outpost, with its incredible defenses, only costs 1200. I think that this should be reconsidered, I don't understand why it was even changed in the first place.
Thanks for reading :)
Adrigabbro:
+1 for the outpost thing.
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