[en] Edain Mod > [Edain] Angmar Suggestions
Angmar Balance Discussion
Elite KryPtik:
They are useless now because of how long it takes the barracks to level up, and because of how much more cost effective it is now to go for wolves immediately, due to wolf breeding being at level 1 on the pit. The problem is their cost, as I said, its impossible to build a reliable army of them now. The reason they were usable before is cus of the tribute cart bug, where people were getting a lot more money, and the other things that made Angmar OP. Now that they have been balanced properly, things that worked before aren't working enarly as well now. Even going full double resources on all of your inner resource buildings, you struggle to field an army of carn dum and keep them fielded, while also upgrading them. They are just too damn expensive.
In regards to the outpost, having the cart spawn for 500 would still be covered if you increased the costs of the outpost upgrades. Its really unfair for Angmar to have to save up an extra 400 just to get the outpost to begin with.
Hamanathnath:
I agree with leaving the Outpost at 1200. Because Buildings require more cart to level up, and you need to pay for its upgrades, the price increase seems unnecessary.
Don't underestimate Wights. In groups they can do some serious damage without taking many losses. I don't think they should be able to last as long as they do by themselves. Their melee armour is just too much. They aren't uncounted able, but they are certainly over performing for their price.
Draco100000:
After playing some matches with Angmar and against Angmar I only see 1 thing which is a bit annoying ( at least for me).
Well Orcs of Mount gram still being the best summon of tier 2 in the game. Just because the high stats that this orcs have. They are in health like Dwarven Warriors, which I think is not fair if we compare them to grishnak boys, Tauriel or Beorn. They can be dangerous but not suppose an entire armie by themselves. Mount gram orcs have enough numbers and resistance to be a real thread in early stages, I think their spell should cost 3 points and should spawn only 3 hordes instead 4. Or reduce their stats a bit....
I use them in early to just destroy the entire enemie armie, and if my enemie have heros much better, they have no scape. In late they are a great meat wall, way better than standard free orcs. Their dmg is not low at all, they destroy siege andf kill lot of enemie archers easily, and can even flank in later stages being able to kill upgraded troops.
About Werewolves, I think their cost should be increased from 900 to 1200 Just because they are hero killers, building destroyers and mass slayers at a time.
I dont know their cp cost but if it is no 120 cp it should be.
Great changes overall in Angmar, I find too much the increased price for the outpost and the nerf on Monamarth ( I have no reasons to buy him more than third hero killer in lategame behind Durmath and Zaphragor). But the nerf on rogash is a great move, he still being really dangerous but 1 trol less makes easier to run from him at least.
Odysseus:
I agree mostly with what Draco said.
Hamanathnath:
Zafragor's Raging Anger kills himself when at Full Health. This makes Raging Anger not worth using at all unless you are under 25% health and need to blast everyone away to run away.
I know Zafragor needed the Armor Nerf, but the amount of damage these Abilities deal to himself should be modified to compensate for this nerf. Even Devastating Strike deals a lot of damage to himself, while Raging Anger, for fairly obvious reasons, deals way too much damage to himself now.
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