[en] Edain Mod > [Edain] Angmar Suggestions

New Angmar Ringhero

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Elite KryPtik:
Well, if you took your proposals for Witch King, which are excellent, and stood them off against Necro's proposals, just changing it to not restrict recruitment of anybody but the Witch King, then it would be fairly close. Maybe slightly leaning towards Witch King being better, but close enough to be worth making a decision at the time.

OakenShield224:
Thanks for the support and arguments for the ideas. I guess we'll just wait for what Necro says about it.

The_Necromancer0:
I must admit now, thinking about it Kryptik has a point. The number of units that one would no longer be able to recruit is too heavy of a cost. It would make sense if we further buffed Mornamarth but the current proposal doesn't do that enough. So, I agree on not having the recruitment of units and heroes restricted apart from WK. However, I'm on the side of the timer, since it makes sense lore wise (in my opinion) and opens up more possibilities for the WK's return. As I see it the WK will either come down from Carn Dum when he hears that Mornamarth has found and stolen the One Ring (previously unrecruited) or he will come back from Mordor furious after having been betrayed (previously recruited). I think this one should definitely stay.

Oakenshield's WK proposal sounds great I definitely agree with a lot of that. Only small change I'd like to see is how the effect is distributed. That's just my personal thoughts on the matter but I feel like all the effects should vary depending on how far units are from the WK. For the movement and attack speed debuff I would propose something like that:

* Small Radius Around WK: 20%
* Large Radius Around WK 15%
* Map Wide: 10%
For the cooldown and healrate speed I was thinking:

* Map Wide: 10%
* Medium Radius around WK: 15%
Those are my thoughts on the matter.

lordoflinks:
Once a formal proposal is drawn up I would be more than happy to support this.
The only thing I wish to add is that my major problem with AKW's mechanic at the moment is when you get the ring there is no feeling of award for getting it (At least it is not a punishment, like Iron Hills Dain) as it does not unlock anything new on the Witch-King himself, yes it has a passive effect but the player does not feel it. My suggestion would be in addition to passive improvements for the Ring to allow the Witch-King to mount a frost drake of the North, to rework a much missed element of Angmar, and to upgrade Harbinger of Winter, if an upgrade to the ability could be balanced.

OakenShield224:
The passive improvements would be a part of Harbinger of Winter. I agree with the range changes that Necro proposed. A couple of active suggestions could be:
 - Mount Frost Drake of the North (thanks to lordoflinks for the idea).
 - Might of the Witch King become permanent.
 - Death Blade is permanently replaced by Life-Drinking Blade (doesn't need level 10). Would deal more damage as well as reducing enemy damage by 40% instead of the current 30%.
 - The Frostbite passive that I suggested previously that would damage nearby enemies with less than 20% health.
I hope at least one of these ideas would be accepted.

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