[en] Edain Mod > [Edain] Angmar Suggestions
Angmar Balance Discussion
Archaon the Ever-Salty:
in my opinion the eco of angmar with the current inflation is a bit OP comparatively to everyone else when they get map control and the reason for this is tribute carts
income values on tribute carts needs to be altered a bit i think
for starters i think a outpost paying 2/3rds of its price in tribute instantly then again every 3 minutes is silly
its cart is worth 800
well 800 to 1015
depends if you send the cart to a fully teched hall of men or to a building not fully leveled
and yes sending tribute carts to halls of men makes more money then sending it anywhere else
i don't know why its just how it is
creeping a troll getting the loot and building the outpost literally pays for the outpost and you get 100 resources on top of that, not to mention being able to make instant men of carn dum
because of how the tribute system works angmar snowballs super hard when they gain map control much like everyone did back a patch ago. this patch made their outside plots make the same as everyone else plus make tribute which is more free money, it was a huge boost to their eco. so i'm bringing this up so other people can help brainstorm ways to rework the tribute system to be less insane economically as currently angmar has a stronger eco than late game isengard.
https://cdn.discordapp.com/attachments/327177778497847296/679510292543045662/unknown.png
Elendils Cousin 3. Grades:
The outpost cart should be worth 500, which building did you use it on? Hall of the King's Men?
Reverting the buff to Angmar's economy seems the easiest course of action here, the income difference you reported is indeed way over the top.
Archaon the Ever-Salty:
tribute cart income is impacted by the structures production speed, so higher level structures make more from tribute carts. level 3 hall of the kings men making the most due to the most production speed, this is the only explanation i could come up for it...... its actually a localized version of the lorian eco bug nobody seemed to notice because it was only for tribute carts. i tested throwing carts into all structures for awhile and thats the only corrolation i could come up with. eco upgrades didn't impact it at all
Edit. looked into it a bit more and its the garrison tower on the outpost that makes it so the tribute carts make more money at the hall of the kings men. because of the +30% production speed boost https://media.discordapp.net/attachments/327177778497847296/681389238314598454/unknown.png?width=911&height=684
FG15:
Thanks for the tests.
Big F:
This is the Angmar subsection of my gameplay & balance post over at the general balance discussion thread.
Karsh is too good for his cost at level 1 getting a life steal, a second life and a debuff at level 1 and starting with a lot of health.
Thrall masters are still way to bad against competent players. Especially scout heroes and even more so ranged scout heroes make them completely unviable.
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