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Imladris Balance Suggestions

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Big F:
This is the Imladris subsection of my gameplay & balance post over at the general balance discussion thread.

Imladris eco upgrades seem too strong. The cost and buildtime increase could be reversed. Imladris could unlock erestor when building the library. Bringing the library to level 2 could also bring the economy and military structures to level 2 and upgrading the library to level 3 could bring everything else to level 3 as well. Currently the library is never upgraded to level 3. By making this necessary for the economy it might also incentivize using the never used veterans of the last alliance, wind riders, imladris archers or loremasters because you unlock their upgrades now anyway at some point.

Imladris is by no means overpowered however, their battalions are very weak when isolated and trapped making map control for them extremely difficult.

abstraktername:
Suggestion for Windrider spell Ride like the wind:

This spell seems to be a bit underwhelming compared to other spells, e.g. those of the Royal Guard. A suggestion for improving it and making it more impactful could be to add a broader "wind trail" (like a mix between the Helegwen ice trail and a delayed Breeze of Manwe?) behind and to the sides of the riders, where enemies are knocked down for up to e.g. 3 seconds after the riders have passed. This would enhance the disruptive effect the riders have and would fit thematically as well.

An easier alternative which would look similar would be to add a small radius to the crush effect (I guess this could be done with the CrushWeapon radius?). This would make seem it like they are riding so fast the the wind is blowing down enemies at a small distance from the batallion.

An other alternative could be to give them like a mini-Vilya effect around them where they throw enemies up a bit without damage. But only when moving obviously, otherwise you would probably let them stay in one spot.

Halbarad:
I like the first and second idea!

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