How about we balance the damn heroes first before we start removing them
. I mean, it would be a waste of effort to just ditch them now. 4.3 hasn't even been out for like a week, and we already want to remove Angmar's heroes because there are supposedly too many? Is is not way too early to come up with such a conclusion.?
First of all, I gave my feedback on the heroes in the internal forums, so I would like to have some feedback on that. Secondly, I agree that out of all heroes, Helegwen is the most out of place because she has very little support for troops and already has a playstyle that other heroes of the roster provide or the Spellbook provides sufficiently with stuns and AOE spells. That said, it would be quite the stab in the back for the German community to remove her.
My personal concern is mostly Zaphragor at the moment. He seems to outshine the Witch-King with his abilities, and he is cheaper too. His feet are too big and he is taller than the Witch-King. There, I said it
. Oh and Hwaldar and Durmarth stats might need some fine-tuning too imo.
Ultimately, I believe the problem with Angmar to be that heroes have way too many additional aspects. The faction has like 4-5 heroes with the ability to use mass slayer abilities. Even though the old 2015 document does not state it quite so, I believe most of Angmar's heroes have way too many abilities that are extremely good for their costs compared to the other factions' heroes.
If you look at Angmar, the Witch-King is the leader, the pinnacle and ruler. But at the moment, most heroes of Angmar can already fulfill his role with less costs. Zaphragor can blow apart squads with his AOE abilities, Helegwen has a slightly weaker wizard blast with arrows, Gulzar can summon plague bearers, Mornamarth has a large splash attack with Blood and Iron, Karsh has the huge life steal, even Drauglin has the razor crescent ability. Only Hwaldar and Durmarth do not have some kind of mass slayer ability. And as Haman pointed out, mass slaying being a form of crowd control, the faction teems with crowd control. I believe, just like in 3.8.1, the specific heroes should be more supportive to their specific cult in Angmar's society. The Witch King should be the grant leader, the mass slayer with a hero killer and support aspect. As such, you could make him cost 3500, like Mordor's Witch King with armour and improve his abilities a bit.
Hwaldar should mostly support hill-men only, and those Bone Breakers with his abilities. Also, that level 10 ability should not one-shot buildings, no ability should really do that, apart from Isengard mines perhaps.
Karsh should support Barrow Wights more. Durmarth should support on foot Black/Shadow Guard more, while the Witch-King could have some support for mounted Shadow Guard. Mornamarth should exploit his Men of Carn-Dûm less, and support them more instead. Gulzar should be more supportive of sorcerers. Drauglin in wolf form could support dire wolves more etc. Orcs and trolls should remain unsupported because they are at the bottom of the chain of command in Angmar's man-dominated society and serve the role of labour or combat fodder.
You can see where I am going with this. Before all of that, I would sternly advise against removing any heroes at the moment, and balance/sort them out first. Only after that, would I check again if removal would serve as a solution. If you give them less crowd control and more supportive functions with the varied unit roster Angmar has, you can better justify the high amount of heroes Angmar has. In that way, you can tailor your hero selection to the strategy you wish to employ during a game, combining specific troops and heroes. For example, if you go extensive barrow-wights, you would go Karsh to support them and not go Hwaldar for instance. But now, you can easily combine these, having both Karsh performing quite well together with Hill-men or orcs. This is just an example, but I think it applies almost to the entire faction.
Just my two cents.