[en] Edain Mod > [Edain] Angmar Suggestions
Angmar Style - Does it feel right?
Odysseus:
Well, if it was my mod, I would simply remove Gulzar and the sorcerers for lore inconsistencies, but it is not my mod. I'm afraid we'll have to deal with it.
Adrigabbro:
I guess I'm the only one who actually likes sorcerers. :D
Odysseus:
@Adri Well for gameplay, they are fantastic. Very diverse and excellent support abilities. However, lore-wise...they are probably the biggest anomaly in the mod.
d0m0a:
Well, I know that the sorcerers are very tricky and not lore-wise, but I don't use them very often. I don't see them very useful for battle, because forces you to micromanage them while all the army fights. But you want to not delete the sorcerers, turn them as Drummer Trolls, but instead made a general buff, give them the ability of choose what buff give to the units, as 10% attack or 10 & defense by sorcerer, with no ability of self defend themselves.
Radagast der Musikalische:
Magic in Middle-Earth is a very complicated topic, because even Tolkien contradicts himself. On the one hand he said that magic isn't something you learn but a power you are born with. He also said that humans aren't born with magic, but on the other hand there were humans in Tolkien's writings who are capable of using magic. Aragorn can use simple magic for healing, the Mouth of Sauron learned sorcery under Sauron and (Black) Númenóreans are said to be able to use magic in some ways. I think you could spend a lifetime with debating whether the sorcerers would exist like this in Tolkien's Middle-Earth, but you can't find a final solution, because in the end we can only interpret as we can't ask Tolkien anymore.
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