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Garlodur:

--- Zitat von: Walküre am 15. Mai 2017, 19:23 ---

--- Zitat ---Nonetheless Ulmo loves both Elves and Men, and never abandoned them, not even when they lay under the wrath of the Valar. At times he win come unseen to the shores of Middle-earth, or pass far inland up firths of the sea, and there make music upon his great horns, the Ulumúri, that are wrought of white shell; and those to whom that music comes hear it ever after in their hearts, and longing for the sea never leaves them again. But mostly Ulmo speaks to those who dwell in Middle-earth with voices that are heard only as the music of water. For all seas, lakes, rivers, fountains and springs are in his government; so that the Elves say that the spirit of Ulmo runs in all the veins of the world. Thus news comes to Ulmo, even in the deeps, of all the needs and griefs of Arda, which otherwise would be hidden from Manwë.
--- Ende Zitat ---
J.R.R. Tolkien - The Silmarillion: Valaquenta

Ulumúri (Level 1): The Horns of Ylmir resound in battle, in times of struggle and strife. For 15 seconds all allied units on the map are fearless. Surrounding units gain +10% attack.

Sound: Horns of Ylmir.


--- Ende Zitat ---

Dear everyone and particularly DieWalküre whom I know to be excited about this,

With the reveal of the new Imladris Spell Book I immediately thought of this concept, attempting to revamp Círdan even before the new version is released. It seems to me this discussion needs to be reopened to address the issue at hand: the fearlessness boost this ability provides being already very present in the new Spell Book.

I am reffering to the Journey to Valinor spell that provides continuous yet stationary fear resistance to nearby troops, and the Summon Hobbits spell having a leadership providing fear resistance for nearby troops. It seems a global momentary fear resistance becomes redundant in Imladris gameplay however, which will not accord the high standards of the Edain Team regarding uniqueness and diverse mechanics.

I will explain myself:

The first thing we can do is to leave this concept as is, hoping it will see daylight in a later update after 4.5. We therefore accept that Imladris becomes an extremely fear resistant faction, making it one of its themes. Many lore arguments could be found to support this, yet in gameplay this might result in Imladris being overpowered against certain factions, or worse making Fear and Stun abilities absolutely useless against Imladris (which is a sign of poor game design).

The second thing we can do (which seems more the way of the Edain Community) is to adapt this concept to the recent unforeseen changes. This will become a tough discussion because I really like the deep lore value behind the Ulumúri ability, which is perfectly represented in-game with a temporary fear resistance. So far I do not have an idea what different effect to choose for this ability, and I honestly do not know what Imladris lacks in terms of gameplay.

Let's exchange ideas!

Walküre:
I'm well willing to discuss these matters further, whatever the reason may be :)

You have a point in stating that the new overhauled spellbook would perhaps make fear-cancelling features too prominent in the holistic design of the faction. It is a probable risk we have to be aware of. We could not know how things would unfold, obviously, due to the very proposal being forwarded even before the Beta which presented the new version of Rivendell's spells. In order to aim at the kernel of the topic: I'm not against rethinking how the ability should fare in the game. I guess that the enormous iconic value of such feature will nonetheless remain ever-present. The reference to Ulmo is too apparent to be overshadowed by some readjustments of the case.

As I hitherto envisaged what we could be up to, I think we may simply replace fear-related effects with a boost of the units' armour. Not only does the Vala of the Oceans incite to fight against the Evil (enhanced attack), but the protective influence of the water makes also troops more resilient in general. An addition of 10% armour (or maybe 15%). Since we're dealing with a level-1 ability, there is not much we can come up with anyway. I'm open to different ideas, of course.

AulëTheSmith:
Hey Guys :)
I just come back on this thread because i had an idea. Beside inscresing attack to fight wickest creatures, Ulmo could give the water protection mentioned by Walküre, which would give a significant armor to ranged damage. With significant i mean something porperly balanced for a level one ability, but at the same time enough effective such to protect the small battalions of Rivendell, especially in early game. This is by far one of the most raised issue about the faction. I would define as a sort of "water shield" which slows down enemy salvo :)

Walküre:
I do lean towards this option. It sounds like the most appropriate one for a level-1 defensive ability. An armour boost seems really the simplest choice; we nonetheless have to make sure that the very feature is properly balanced, as you said. Imladris already disposes of the finest armoured troops in the game. Values need therefore to be adjusted for the good. Other than that, I have no problem with your proposal.

AulëTheSmith:

--- Zitat von: Walküre am  4. Feb 2018, 22:57 ---I do lean towards this option. It sounds like the most appropriate one for a level-1 defensive ability. An armour boost seems really the simplest choice; we nonetheless have to make sure that the very feature is properly balanced, as you said. Imladris already disposes of the finest armoured troops in the game. Values need therefore to be adjusted for the good. Other than that, I have no problem with your proposal.

--- Ende Zitat ---

Indeed, Walküre :) They just have the finest armor in game. That's why i would like to adress the protection not as a total armor boost, but specifically and only against arrows. It should be technically feasible given that we have just other example in game. Tower Shields upgrade in Iron Hills for instance :)

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