[en] Edain Mod > [Edain] Angmar Suggestions

New Angmar Ringhero

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OakenShield224:
Slawek's ideas sound good. The idea of most heroes being unable to be recruited was probably the biggest down side to Necro's plan. All heroes except Witch King are still able to be recruited. I feel like most of them would still not want to fully support Mornamarth so there would be no bonuses to them but maybe those that are most loyal to the Witch King (Gulzar and Zaphragor) should be slightly weakened(increasing ability timers?). In contrast, some of the others like Helegwen and Durmarth would be rewarded for their service in some way.

For the Rhudaur and Orc units, the idea is that they become free but there is another negative effect for them. Maybe they could have a small armour decrease to symbolise how Mornamarth just doesn't care about them and throws them to the enemy.

Mornamarth would try to secure his own kingdom if he did take over to prevent treason and ensure loyalty. Maybe another effect of giving him the ring could be that all buildings are protected by a few Dark Dunedain. Once Mornamarth dies, all of these Dunedain die. Castle defences would have more range and all gates/camp entrances would be protected by more Dark Dunedain.

--- Zitat von: Elite KryPtik am  3. Jan 2017, 23:22 ---Like I said, I'm all for a 2nd Ring Hero, but it should be an even tradeoff, whereas with the concepts so far it just makes more sense to get Witch King.

--- Ende Zitat ---
Would you class Boromir/Arvedui and Gandalf as an even tradeoff? I understand what you are saying with your arguments and you're definitely more experienced than me with Edain. How would you balance these two proposals?

Slawek56703:
I little sorted this idea
Building not usable/player can't build when Mornamarth is ring hero
-Barrow,Tower of Sorcery upgrade for citadel,Barrow Witht Lair,Temple of Twilight,Kennels

Building being changed
Wolf Lair is replaced by battle tower and is guarded by 2 Man of carn Dum guys one Swordsmen one Pikeman those guys get armor boost being near Battle Tower .

Building being improved
Hall of the King Man become instantly level 3

Recruit bigger hordes of Carn Dum units (15 guys in horde) being upgraded on level 5 including Shadow Guards and Black Knights these two no longer cost cp but are limited to 3 

Garrison Tower Citadel upgrade provide 45% faster speed recruitment instead 30% and works on Shadow Guards and Black Knights

Rhudaur Spearman and Axemaster ability Die for the WitchKing is no longer avivable for these units

WitchKing,Gulzar,Zaphragor is no longer avivable to recruit / those three dies if they are on battlefield

Improved abilities of Carn Dum units
Duelist is passive ability
Punish ability reflect back 40% damage (2x more)
Focused Barrage passive is improved and not only provide double speed attack but also damage too

Heroes abilities recharge 30% faster except Zaphragor and Karsh thier abilities recharge 30% longer


After Mornamarth dies effect

Evrything back to normal . Battle Tower in settlement is destroyed and Hall's of King Man become not usable for 5 minutes . Mornamarth can't be recruited in this time too . All heroes abilities in this time except Zaphragor,Gulzar and Karsh recharge 30% longer.WitchKing,Gulzar and Karsh can be recruited again for free if possible otherwise for full prize . When Mornamarth is revived his abilities are in recharge 100% longer

--- Zitat ---For the Rhudaur and Orc units, the idea is that they become free but there is another negative effect for them. Maybe they could have a small armour decrease to symbolise how Mornamarth just doesn't care about them and throws them to the enemy
--- Ende Zitat ---

For now i think about remove thier abilities and maybe they can't respawn becouse of  Thral Master is not avivable or he can be replaced and these units are recruited with shadow guard to checking out if Wildman and Orc dont plan to betray his lord ;). This can work like Overserr for orcs Another think might be they are debuffed by presence of other Man of Carn Dum units and become more vulnurable to fea near Mornamarth

OakenShield224:
If the Rhudaur and Orc units are having a Shadow Guard who is like an overseer instead of a thrall master, would they have any specific abilities? If they do have abilities, they should emphasise how Mornamarth and Dark Dunedain don't care about the Vassals of Angmar and just throw them into battle without thinking about their death. A few ideas:
Axe Throwers - the Guard orders the unit to fire massive volleys of axes at the enemy. The axe throwers gain +30% attack speed but -30% movement speed and armour. Lasts 20 seconds.
Spearmen - the Guard orders the unit to hold ground at all costs. The spearmen gain knockback resistance, fear resistance and +20% armour to melee for 20 seconds, but they can't move for this time and gain -20% armour to arrows.
Orcs - the Guard orders the units to ferociously strike down the enemy. The orcs gain +30% attack and speed for 20 seconds as well as a chance to knockdown the target but -30% armour.
Wolf Riders - the Guard orders the unit to crush the enemy with each charge. The wolf riders gain +40% speed and reduced crush deceleration but once they are slowed down, they have -30% armour.

I like your idea about how the units would have less fear resistance around Mornamarth since it was the Witch King who held them all together in one army. It would probably be a good downside to any new bonuses that they may get.

Elite KryPtik:
Honestly, going back to Necro's proposal, I think that it would be a fairly even tradeoff if you just made all heroes and units recruitable while Mornamarth has the Ring, and got rid of the death timer. Mornamarth doesn't need to have a death timer just because Boromir has one, it suits Boromir's character which is why it's there to begin with. All the extra stuff proposed by Slawek is insane, at least what I could understand. He would be the most OP Ring Hero in the game, even stronger than Saruman and Sauron with all those buffs.

OakenShield224:

--- Zitat von: Elite KryPtik am  5. Jan 2017, 01:07 ---Honestly, going back to Necro's proposal, I think that it would be a fairly even tradeoff if you just made all heroes and units recruitable while Mornamarth has the Ring, and got rid of the death timer. Mornamarth doesn't need to have a death timer just because Boromir has one, it suits Boromir's character which is why it's there to begin with. All the extra stuff proposed by Slawek is insane, at least what I could understand. He would be the most OP Ring Hero in the game, even stronger than Saruman and Sauron with all those buffs.

--- Ende Zitat ---
Makes sense. It does sound OP now that I actually think about it. If you would be able to get all heroes and units with this (I'm assuming Witch King isn't included) would there be any sort of effect for those who aren't Dark Dunedain?
Also would Ring Hero Witch King change to make it more of an even trade-off as well?

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