[en] Edain Mod > [Edain] Angmar Suggestions

New Angmar Ringhero

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TheDarkOne:

--- Zitat von: OakenShield224 am 23. Jan 2017, 17:59 --- While Mornamarth may not care about anyone other than his own men, he may try to create doubts in the minds of the others. He'd try and convince them that the WK doesn't care about them. He'd make them think that Mornamarth wouldn't forget about them.

With the one ring combined with the power and influence he already has, Mornamarth would be able to influence the thoughts and decisions of others. Maybe not enough to cause a full division or civil war (like in Numenor) but definitely enough to create doubts and reduce their faith in the Witch King.

--- Ende Zitat ---

He might try to behave like he cares about all thralls under him to a certain extent to become a trustworthy figure and gain their support. The ring could empower his vampire-like abilities, turning him into an unique hero who will be the last standing as he drains life from all troops around him.

We can take a closer look upon another situation: he finds the ring but wants to pass it to the Witch King to gain his favor and ascend to the ruler of Angmar while the Witch King departs (later of course). In this scenario Mornamarth is a temporary ring hero who passes (via some game mechanic) the Ring to the WK. This is cruicial if the Lord of Angmar hasn't been recruited yet. But if he is present, Mornamarth can still keep it and pass the Ring to the WK later.

After passing the Ring Mornamarth loses much of the newfound strength but still retains his upgraded abilities and spells (as a reward for his loyalty and a consequent gift of the WK in the form of teaching him more sorcery).

However, if he possesses the ring for far too long (5-10 min?), the Ring ultimately corrupts Mornamarth and he starts a rebellion with any possible setbacks which results either in his death or in the Witch King taking the ring. This may encourage people to pass the Ring to the WK as soon as possible to avoid such a situation.

OakenShield224:
So the current three ideas are:
 - Mornamarth starts a rebellion to take over Angmar (Necro's idea). This would be temporary as the Witch King would eventually come back.
 - Mornamarth holds onto the Ring to give it to Witch King. When he is holding the Ring, he has the powers from Necro's idea. Once he has given the ring to WK, his power level is between Ring Mornamarth and normal Mornamarth. If he doesn't give the ring to WK, he would be corrupted and start a rebellion similarly to the first idea. In this case, WK can't be recruited.
 - Mornarmarth uses the ring solely to enhance his own vampiric abilities. He doesn't care for his soldiers and uses them to personally become stronger. This effect could extend to enemy troops as he drains their energy for his own purpose.

Melkor Bauglir:
I basically agree with the Witchking on this: Currently the Witchking is too central for Angmar and his system is much more interesting than a theoretical system for Mornamarth. (Eventhough it's sad, his ringsystem got completely crushed in 4.x. But that's basically the story of many features... :()
Actually, Angmar used to have 2 ringheroes, Gulzár being the second. This was changed for basically all the counter arguments mentioned above, primarily that it took the focus away from the WK.
Apart from everything already said, my personal problem is, that there exist already tons of heroes who get overpowered by the Ring while trying to use it (Boromir, Arvedui, Theoden, Gandalf the Grey, Saruman the Cursed). Thus I'd prefer the WK-system where he just murders the entirety of ME by drowning the world in eternal winter. :D

Greetings
Melkor Bauglir

OakenShield224:
Ok there are the current Mornamarth proposals that are being worked on. However, there are also those who believe that WK should be improved as well in his ring state. I’ve tried to bring the different ideas together into one proposal.
The Witch King holds on to the ring for his master, unable to leave Angmar under the command of his treacherous servants while there is a war to win. He casts an eternal winter to cripple enemy infrastructure and moral.
All enemy buildings become covered in ice, training units or producing resources 25% slower. WK debuffs enemy movement and attack speed by:
-   20% in a small radius around him
-   15% in a large radius around him
-   10% map wide
He also debuffs enemy ability cooldowns and heal rates by:
-   10% map wide
-   15% in a medium radius around him
The Witch King is able to use his increased powers to tame one of the Great Frost Drakes of the North and can now use it as his steed.

-   Mount - WK can mount a horse and a Cold Drake of the North. This would be a similar system to Mordor WK's horse and fellbeast.
-   Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. This can be activated to double the effect for a short time. Passive and Active ability
-   Level 3: Life-Drinking Blade - The Witch-King wields his terrible Life Drinking Blade. The blade draws all nearby units and heroes toward the Witch-King with dark magic and heavily poisons any enemy it strikes, reducing their damage by 30%. Any enemies that are killed while poisoned have a 20% chance to be turned into barrow wights. This ability would just replace death blade as soon as WK gets the ring and deals higher damage than it currently does. When WK is level 10, the ability deals moderate damage to units that are sucked in.
-   Level 5: Might of the Witch King - as it is. Selected hero also deals additional magic damage with each strike for that time (represents how WK taught his greatest servants magic).
-   Level 7: Soul Disturbance - as it is
Horse abilities are the same as on foot

-   Mount - WK can mount a horse and a Cold Drake of the North. This would be a similar system to Mordor WK's horse and fellbeast.
-   Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. This can be activated to double the effect for a short time. Passive and Active ability
-   Level 5: Might of the Witch King – as it is. Selected hero also deals additional magic damage with each strike for that time (represents how WK taught his greatest servants magic).
-   Level 7: Madness – the WK induces madness in enemy forces, shaming their strongest warriors. Enemy units flee in fear. Enemy heroes gain +10% damage but -20% armour and experience for 10 seconds. This is meant to represent the WK’s appearance at the Battle of Fornost and how he enraged Earnur into later attacking Minas Morgul alone.
-   Level 10: Blizzard - WK casts a blizzard across an area, freezing any enemy units or heroes caught in the storm. Frozen units are passively damaged (think frostbite) for that time. They also have -30% armour against ice damage. Lasts 20 seconds.

I've tried to make it reasonably balanced while sticking to the main theme of winter and fear. Any numbers can obviously be changed at a later date but this is just a general idea. What do you all think?

Dain@:
I fully share your opinion (OakenShield 224, The DarkOne)!  I would like to express my support for the idea Necromant about alternative ring the hero in the face of Angmar Mornomart. It is really interesting and offers an alternative way for the development of Angmar through rebellion. In fact, the idea is good because Mornomart as the person owns all of the disadvantages that all people, namely, lust for power and self-interest, which is why I think the idea is really good Necromant.

And maybe you will be interesting
Yes ! there is still a need to alter the implementation, but the idea is super. Well Regarding the Witch King WK ​​here agree he is very weak !!!. (Not only that, he still loses internal competition Zafragor, just think he's losing it in all positions !!!) The only thing that is good is his last ability (although it is the ability to copy the Mordor WK). Because there is an objective need to strengthen WK !!!. + This I was always saddened by the fact that the WK wears the same helmet with Mordor WK!. I propose to increase its damage against heroes and change a couple of abilities
1) Dismount
2) Morgulsky blade - like Nazgul
3) King Angmara- he is a leader because of Angmar gives Allied forces 20% of the damage and are twice as fast gaining experience. Enemies also receive - 10% of the damage and armor
4) The gift of the King (left as it is now)
5) Stop the timer capabilities at an enemy hero
After receiving the tenth level:
1) Dismount
2) Morgulsky blade - Witch King at the time of change morgulshteyn and fights with sword and Morgul blade poisoning their enemies. It carries increased damage strong units and heroes.
3) The gift of the King (left as it is now)
4) Stops the timer capabilities at an enemy hero
5) The power of the magician (or folly of Angmar) - it will be a mixture of terror with the management, this ability will work passively and actively! Passively. All enemies - 25% armor and damage. And Allies 20% damage, and twice as fast gaining experience. Active: he makes a terrible screech that causes moderate damage in a small radius of enemy troops and those still receiving - 20% rate. This also applies to the heroes! Thus the ability to show a fifth of its power on the battlefield! as at the Battle of Fornost! When he appeared on the field of battle he almost turned the tide of battle in their favor! from his fear Earnur horse got scared and knocked his master, only the appearance of Glorfindel saved the situation.
It seems to me in this performance he will be truly good hero killer middle aspects of support and a mass murderer.
What do you think!

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