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Thranduil

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Tiberius Ogden:
Just one argument to not static but moveable Thrandul's ultimate ability:


--- Zitat --- Level 10: Royal Counterattack - Thranduil summons a shield wall of two rows of Palace Guards around him who start moving against enemies and attack them. All allied units near to Palace Guards, including Elvenking, get +50% attack.
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Not only that huorns are static:


--- Zitat ---Revenge of the Huorns

Summons a circle of Huorns that entrap and attack enemies within.
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But also this Aragorn's ability is pure copy of Thranduil's shield wall:


--- Zitat --- Level 10: Demand of the King - Aragorn summons a crowd of Oathbreakers in a circle around himself. Enemies can't pass through the Dead without suffering heavy damage.

--- Ende Zitat ---

That's why I want Palace Guards to be more offensive, slowly moving towards enemy troops and attacking masses, and not only staying in one place defending Elvenking. Because current execution fits to tank and not to mass slayer.


Walküre:
Let me present thee, concept-maker, the new level-5 icon pertaining to the Woodland King :)




--- Zitat ---THRANDUIL
Level 1: Noble Wrath - Thranduil unleashes his fury on the battlefield to protect Mirkwood. Attacks much faster and deals splash-type damage for a short period of time. All near allied units learn from Thranduil's formidable fighting skills and get +20% experience while fighting beside the king.

Level 3: Mount/Dismount - Thranduil mounts/dismounts his mighty elk to ride/go on foot.

Level 5: Sindarin Armour - Thranduil puts on his battle armour, which gives him +25% armour. His silver armour inspires nearby units and grants them +35% attack against monsters, heroic, elite and siege units. (Passive ability)

Level 7: Feasts of Mirkwood - Thranduil gives orders to begin a special feast which offers the best vine from Dorwinion. The feast generates resources, raises the command points by 50, reveals stealth units and slowly regenerates units and their abilities. If enemies get very near the feast, Elves will vanish immediately. The feast may only be summoned once at the same time.

Level 10: Royal Counterattack - Thranduil summons a shield wall of two rows of Palace Guards around him, which starts moving against enemies and attacking them. All allied units near Palace Guards, including the Elvenking, get +50% attack.


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Tiberius Ogden:

--- Zitat von: Walküre am  8. Feb 2019, 19:07 ---Let me present thee, concept-maker, the new level-5 icon pertaining to the Woodland King :)



--- Ende Zitat ---

It's wonderful, as usual. :)

I'm really glad, we'll see where the next debates will lead us, but even now I'm very satisfied with proposed Thranduil's concept, because it'll solve at least two issues.

1) Personal feeling - many fans of the best Middle-earth warrior just don't like him, because his skillset is unfocused, his tank role forced, and Thranduil is overall pretty boring and and he can never meet movie expectations.
We all know where is the problem - he was crafted before BOTFA was released.

2) Roles of heroes in Lothlorien - woodland faction has the most heroes in the game (and also many units), but none of them is clear unit supporter. There is only Haldir with one or two clear unit support abilities, as well as current Thranduil, who is primarily tank. That is quite inadequate.
Yes, he is formidable warrior, but also the only elven king during the Third age in the Middle-earth and protector of woodland realm. So make from Thranduil ultimate unit supporter, but still keep mass slayer aspect from the movies, were obvious choices.


Walküre:
It seems we're almost done with the formulation of all positive arguments and with the holistic conception of his in-game design. Now, near the end of the journey, is still an obstacle to surmount: what about his animation?

His current animation is one of the principal reasons why his performance comes off as disappointing and not impactful enough. He's clearly counted among the most skilled swordsmen of Middle-earth. A sensational warrior, and this the Hobbit trilogy shows very clearly. In our case, if we are to make him a lethal mass-slayer, he just needs movements that work accordingly and facilitate his goal: massacring enemy units.

Well, which is the animation set that could avail our purposes, then? We have in the game a plethora of incredibly fitting Elf-styled moves. However, we should not forget that his unique three-weapon stance system requires certain gestures and postures, so he may fight properly. Do you have any idea about alternative replacements? I haven't wrapped my head around the issue yet. I think this passage of the debate has equal priority. As Tiberius wrote, Thranduil's concept is relatively old (and quite dated, at this point); it suffers from both a wrongly appointed role and some sluggish animations. If we long to change him for the better, we must tackle this problematic, too.

AulëTheSmith:
I like the ideas about this concept. One thing only:


--- Zitat --- Level 1: Noble Wrath - Thranduil unleashes his fury on the battlefield to protect Mirkwood. Attacks much faster and deals splash-type damage for a short period of time. All near allied units learn from Thranduil's formidable fighting skills and get +20% experience while fighting beside the king.

--- Ende Zitat ---

Splash damage is it not redundand with the current stance system? i mean, you can just get area-of-effect damage with double blade stance.
Agree with you that the animation it's a problem.

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