[en] Edain Mod > [Edain] Dwarven Suggestions

Durin's fate in the Edain Mod

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Garlodur:
Thanks, Aulë. No hard feelings. I like the critical attitude that you exhume in this topic, as fit for the initiator of the idea.


--- Zitat von: AulëTheSmith am  4. Sep 2017, 14:12 ---I cannot say i don’t like your ideas because the rune system could be useful at the start, especially the Adoration one. Also they are more fitting than mine when i faced this issue. Anyhow, i’m gonna ask you the same question i made to myself when i got to the point of double form of Durin: do you think is really necessary to further complicate the concept in name of balance? I mean if you think about the old Durin, it was simply summoned as it is, with the full power. I think we improved this point with our new concept, partially avoiding overpowering at the start (also HP and melee statistics are weaker at the start: less damage,less life and no knockback system).
A change of the first level ability is a a good idea and makes sense: before the travel shorter time of surviving after lifebar is spent, longer when he returns from Moria. But without liking it to any task in my opinon.

--- Ende Zitat ---

I am very glad you ask. I put my mind to making a simple to understand concept that indeed would not cost too much energy to put into gameplay. Whether it is worthwhile is another question, but I think that largely depends on how much of a difference it makes to also have the first form of Durin implemented in the player's strategy. This depends largely on the effects and strengths of the runes, as these will be his only abilities.
Furthermore I believe that I made a fair balance in trade-off between the two forms, making it such that the second form can always be bought if people do not require any special support from the runes.


--- Zitat ---Specifically about runes (which is an argument that has always intrigued me): are you sure your system would not go in conflict with the current rune-set from spellbook? What is the number of runes you can apply to a single building?

--- Ende Zitat ---

Well, that was part of the struggle in creating this concept. In the first place it's well understood that the runes are unique to the Dwarves, which made me conclude that the mightiest ancestor of all Seven Houses must have had great experience in using them. This is obviously a type of magic that is already implicit in some of his former abilities, yet I felt the need to make his knowledge of rune magic more explicit in gameplay. I tried to work around the effects that the current runes (or the future ones) do not yet cover. Indeed most are in the line of buffing buildings and troops, but  this is expected from the epitome of Dwarven existence  ;) Therefore I believe it fair to have similar runes as proposed to further strengthen the Dwarves, and give Durin a little more unique concept in having a roster of runes to support with.

I hope this clears things up a bit. It is simply my reasoning behind the question you posed regarding the trade-off of balance and complexity. I would like to hear the opinion of others whether they would deem this proposed system worthwhile.

AulëTheSmith:
Sorry for the late answer, Garlodur  :)
I think your concept is anyhow a good idea, and i've understand your reasoning on the matter of trade-off/balance. As i just wrote in the previous comment, i've tried to think about a pre-form of Durin during the development of the concept, but without success.
Your concept instead could be a good starting point to discuss the initial form of Durin.


--- Zitat ---Furthermore I believe that I made a fair balance in trade-off between the two forms, making it such that the second form can always be bought if people do not require any special support from the runes.

--- Ende Zitat ---

In fact it is true, in this sense is similar to mine, such that you can undertake the travel whenever you want, only there are some constrains in time and cost.
 As for me, i like very much every element in the mod which can enrich the lore and the play-style of the character, and a rune-system for Durin is a fitting idea.
I'd like to know the thougths of the players and members of the community too, if they deem a more complicated system feasible for the starting form, given that both mine and Garlodur's ideas are meant to improve the balance of the concept.

Besides game-related matters and lore, don't forget that a more complicated system means more work for the team; and it seems not a good moment for extra-work  [ugly].
At least, about this matter, the Garlodur's system doesn't cross graphical (only in a small part) or modelling fields, which are the current most delicate issues for the team as i know.

P.S.: just for curiosity, have we converted some of the "unfaithfuls" who vote against the return of Durin since the beginnig of this thread thanks ot our concept :D :D? JUst asking for joke of course  ;)

dkbluewizard:
I say we take a for and against pole. I for one am for Durin VII (aka Durin) returning to Edain mod. It is time for him to awaken again from his slumber.

Dain@:
I support your proposal AulëTheSmith. :) This probably can be a significant element for dwarves. The only thing that I have a question for the fifth ability of Durin - The ability of mass destruction of enemies, probably not the best idea for gnomes, (this in my opinion). xD

AulëTheSmith:

--- Zitat von: Dain@ am 23. Okt 2017, 12:01 ---I support your proposal AulëTheSmith. :) This probably can be a significant element for dwarves. The only thing that I have a question for the fifth ability of Durin - The ability of mass destruction of enemies, probably not the best idea for gnomes, (this in my opinion). xD

--- Ende Zitat ---

Thank you very much for your support Dain@ Lord of the Iron Hills :)
About the ability: if you rember, it is the same of the old version of Durin The Deathless. I personally find it quite cool and fitting. Its reference to the powerful forge of Mahal the Maker, father of the dwarves, smith of the Valar is very evocative :)

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