[en] Edain Mod > [Edain] Imladris Suggestions
Imladris Balance Suggestions
SP19XX:
So having played with / against Imladris quite a few times now I have to say the faction overall seems great in terms of balance baring a few issues here and there. The main one though I believe is Gildor.
The problem I find with Gildor is that as he is the weakest scout hero (in terms of combat) in the entire game right now being as he's the only exclusively ranged scout hero at present (barring Rumil however Orophin makes up for that). I think he should get a damage buff or some form of melee attack (perhaps he uses a melee weapon when he's locked in close combat as opposed to a direct method of melee similar to Denethor).
The main issue he also has when compared to the other scouts is that because he is in fact ranged unlike the others, who can gain access to their abilities quite quickly and become a combat force since they can creep alongside the starter units, and in all honesty, I find his abilities (barring his global reveal) to be well and truly underwhelming.
His Song loses a lot of it's potency because he will always be behind your force, meaning the slow down effect isn't going to do much unless enemies have pushed through to Gildor himself (though it is good for getting him out alive).
His arrow comes far too late (level 7, which as I outlined above is problematic when you take into account that Rivendell needs a lot more work than the other factions to even get it's ranged units out with a total cost of 2000, excluding Gildor's own cost and then a further 600 to even give Gildor some leveling support from the backline unless you manage to rush the dunedain, and even that still requires a minimum investment of 1400).
In comparison to the other scout heroes, Gildor tends to gain 1 level to their 2-4 from personal experience.
There's just one other thing I feel like I should address even though it's not a major issue, nor is it really required, but I personally feel that the cost of Rivendell's Spearmen should be decreased to 500, perhaps at a slight decrease to their health as in this method it's at least viable to get a unit of them out on a 1k start to assist with creeping, while allowing an external farm to be created as well, since while most factions tend to focus their scout heroes in the early game, for the reasons outlined above, 99% of the time I don't find Gildor to even be worth recruiting until you have a level 2 barracks, and at that point his purpose is more or less gone.
Elendils Cousin 3. Grades:
--- Zitat von: SP19XX am 12. Aug 2016, 19:08 ---The problem I find with Gildor is that as he is the weakest scout hero (in terms of combat) in the entire game right now being as he's the only exclusively ranged scout hero at present (barring Rumil however Orophin makes up for that). I think he should get a damage buff or some form of melee attack (perhaps he uses a melee weapon when he's locked in close combat as opposed to a direct method of melee similar to Denethor).
The main issue he also has when compared to the other scouts is that because he is in fact ranged unlike the others, who can gain access to their abilities quite quickly and become a combat force since they can creep alongside the starter units, and in all honesty, I find his abilities (barring his global reveal) to be well and truly underwhelming.
His Song loses a lot of it's potency because he will always be behind your force, meaning the slow down effect isn't going to do much unless enemies have pushed through to Gildor himself (though it is good for getting him out alive).
--- Ende Zitat ---
Him being ranged is awesome for Imladris. He can kill trolls while your starting unit gets free settlements and/or kills an easy creep like orcs before destroying the troll creep.
The other two points I don't quite get tbh... did you ever try to, you know, push him up alongside your units? Because that solves your entire problem^^
He may be the weakest scout hero in terms of fighting, but he has the best scouting ability in the game and is arguably the best at supporting your units, too.
Sawman:
Imladris walls and gate seem to be very weak on their fortress compared to everyone else's walls, it take only 3 Gondor trebuchet shots to take down one segment of the wall where as other factions take a lot more, not only that by the time you take down one segment the other segments around it are already at half health because of the massive splash damage they take.
Rohan walls are harder to take down and they are made of wood :)
please add amour accordingly
Ealendril der Dunkle:
They have the same armor and health points.
Julio229:
I hope Loremasters are nerfed in the next version, because they are too OP right now. I was playing a 4-Factions free for all, and the only factions left were my Imladris and another one. I had an 1000 command point fully upgraded army and I was destroying their castle, when Lore Masters happened, and I lost my whole army, just like that. Both Loremasters and Towers are too powerful right now. It's strange to see your enemy destroy your whole army and kill your Heroes just with Loremasters, catapults and towers.
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