[en] Edain Mod > [Edain] General Suggestions
A New way to discuss balance: Episode 1 Imladris Vs Isengard
-DJANGO-:
Agree with increasing the general damage of Pikes vs Cav.
The bow damage of scouts should be decreased to standard archer damage.
We have also considered to switch the abilities of Imladris Pikes (porcupine) and Lorien Palace Guard, due to the fact that porupine doesnt make sense with 5 unit bataillon and Imla Pikes have troubles with knockdown and fighting sword spam units.
These changes would help the matchup a lot.
Odysseus:
Oh right, I completely forgot about that Django. That would be a great idea still.
Elendils Cousin 3. Grades:
Scouts already do standard archer damage ;)
Gildor could easily go down to 150.
Setting the warg pit to 800 is something that could work quite nicely as it would hurt your eco quite a bit - rushing wargs would still be possible, but much less effective because you can't build up a vastly superior eco behind a constant warg production. Even less so when you wanna get wildmen on top of that. 700 won't cut it, I think.
Delaying the scout's weapon switch seems necessary to me. I initially favoured just having it unlock at level three, but that would make their banner carrier upgrade pretty much useless. Increasing the exp needed until they reach level two seems to be the better option.
Garlodur:
Good way to tackle balancing Goodfella, the visual cues help understanding the issue at hand.
--- Zitat von: Elendils Cousin 3. Grades am 6. Jun 2017, 20:31 ---
Setting the warg pit to 800 is something that could work quite nicely as it would hurt your eco quite a bit - rushing wargs would still be possible, but much less effective because you can't build up a vastly superior eco behind a constant warg production. Even less so when you wanna get wildmen on top of that. 700 won't cut it, I think.
--- Ende Zitat ---
It seems that the ET has a sort of formula for the cost of buildings and units, however. Most stables cost either 600 or 800, and the second kind clearly house stronger units from the start. Rohan Stables, Dwarven Forge Works, and Warg Pit provide basic cavalry, whereas Gondor Stables, Imladris Green Pasture and Troll Cage provide elite cavalry or monsters.
Based on this reasoning I don't think ET will increase the cost of Warg Pits, as the Warg Riders do not deserve to be so good.
--- Zitat von: Elendils Cousin 3. Grades am 6. Jun 2017, 20:31 ---Delaying the scout's weapon switch seems necessary to me. I initially favoured just having it unlock at level three, but that would make their banner carrier upgrade pretty much useless. Increasing the exp needed until they reach level two seems to be the better option.
--- Ende Zitat ---
Somethin I have noticed often in my own play but even more in Goodfella's replays and commentaries is that Isengard Scouts increase level insanely fast. Maybe he just uses good creeping of the wildmen huts, but compared to other infantry Scouts are the only ones who seem to easily reach level 2 from just one wildmen hut. Perhaps this experience gain should be looked at, rather than looking only at the Hunting Arrows. A different solution I see is to increase the strength of the Hunting Arrows ability over multiple levels rather than unlocking at level 2 its full strength. I don't know how this will affect the Scouts' performance in other match-ups however.
Elendils Cousin 3. Grades:
You can get any other starting unit to level two if you let them deal with a wildmen hut on their own (except Imladris of course), so there's nothing special about that when it comes to scouts. ;)
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