[en] Edain Mod > [Edain] Map Suggestions
Huorns as a map feature
Walküre:
Huorns have been a quite hideous nightmare for the internal forum for quite a time. I imagine other Beta Testers will relate to that :D
Yes, the spell had to be adjusted, albeit boasting still an impactful effectiveness in the game, as it should be for a feature of this kind. Fashioned on the Watcher in the Water, the very concept was conceived with the precious contribution of a very great friend of mine, who has unfortunately left the forum some time ago, while other attempts to implement Huorns in the past had sunk. Apart from the insight into the very concept, the spell has indeed some prominence in the faction design, given its particular and uniqueness touch. Yet, I agree with coming up with a lesser version, just to fit in the map-based context (if it's possible).
Halbarad:
--- Zitat von: AulëTheSmith am 22. Jul 2017, 15:05 ---From the day you announced the new spellbook system, in my mind i always placed Hourns in the second row (with 3 points of cost).
Now that i know Hourns are so powerful to worth the third row, then i would go with a nerfed version crafted for the map, as Isildur said xD
--- Ende Zitat ---
I agree with that and your suggestion. I always thought or hoped that Huorns will be second row and stay permanently, they shouldn't be able to destroy whole army's like the watcher by summoning them in enemy's soldier's and be not as strong as the watcher, so they are much weaker and could stay permanently and be in the second row.
Isildurs Fluch:
--- Zitat von: Halbarad am 24. Jul 2017, 10:38 ---I always thought or hoped that Huorns will be second row and stay permanently, they shouldn't be able to destroy whole army's like the watcher by summoning them in enemy's soldier's and be not as strong as the watcher, so they are much weaker and could stay permanently and be in the second row.
--- Ende Zitat ---
I do agree, Huorns should´t be army destroyers, but mainly defenders. As that I would give them very high armour but very slow movement compared to the watcher, the damage could be significant, otherwise the enemy could just ignore them.
Where do you take the idea from, that they aren´t supossed to be permanently?
Either I have missed something or that´s an interpretation of yours...
Walküre:
In no way are Huorns supposed or able to annihilate entire armies, and they do remain on the map for a fair amount of time (whether they are permanent or not, this I can't recall correctly now). Nevertheless, their strength (and utility) lies in the strategic usage of them that one can make, hampering units' movement or creating quite tough barriers around vital elements which should be protected. It's true that the idea was fashioned on the Watcher spell, but that was mainly a matter of animations and implementation; Huorns are naturally nowhere as dynamic as the Watcher in the Water. By the way, I hope the Misty Mountains will retain that spell. It is very much iconic (the motive of the Moria sequence in the first film!), very much impactful in the game (great graphics) and it refers to the obscure lore of Nameless Creatures.
Halbarad:
--- Zitat von: DieWalküre am 24. Jul 2017, 16:22 ---Nevertheless, their strength (and utility) lies in the strategic usage of them that one can make, hampering units' movement or creating quite tough barriers around vital elements which should be protected.
--- Ende Zitat ---
That sounds a bit like spell towers (row 2) or Angmars old wolf lair spell, wich was in the first row.
I don't think that Huorns could be as strong as Radagast or the eagle's, even if they have no time limit. Only a short cooldown could balance them because swordsmen and Spearman should be able to kill them.
--- Zitat von: DieWalküre am 21. Jul 2017, 02:16 ---Yes, this suggestion had better be posted in the Map Suggestions board.
--- Ende Zitat ---
Now it would fit better into the old board xD
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