[en] Edain Mod > [Edain] General Suggestions
Balrog in goblin faction
Malhakai:
Good day fellow fans,
I have been reading through the threads from edain about the upcoming goblin faction, as well as through various threads by fans about either for or against the inclusion of a permanent Balrog hero.
Personally I was disappointed to see that the Balrog is not a permanent hero of the goblin faction, especially since moria is the central/main base of the goblins - I felt it was fitting for the Balrog to be their central hero. I understand that the Balrog is extremely strong, which appears to be why most do not favour him as a permanent hero.
I have always disliked how the Balrog expires/dies after a period of time, when in the book he would be sleeping.
I was thinking of a design, that allowed him to be a permanent addition to the goblin faction, without being nerfed or making the goblins extremely over powered. What if the goblins received a power that allowed a dwarven moria hall (or perhaps 4 pillars like in Khazad Dum) to be summoned to a location. This location could only be a certain distance away from the central moria base (like how in bfme 2 walls had a maximum distance they could be built). These pillars would be indestructible, but summoned the Balrog to roam/patrol around the pillars in a medium radius. If the Balrog is killed, then the pillars are also destroyed. The Balrog himself would be hostile to all units, similar to how Sharku's summoned warg is hostile to all. All units in the vicinity of the Balrog would also have their damage and armour reduced, similar to Galadriel's debuff aura when she takes the ring. Only 1 Khazad Dum Pillars could be summoned at a time, like the Dwarven Citadel. I am not sure on how the mechanics of modding function, but I also thought that perhaps the Khazad Dum pillars could have a sort of tunnel/crack/pit in the center that the Balrog would roam into. So at first glance, just the Pillars are visible, but when approaching the Balrog would come out of the pit to attack, roam around the pillars, and return to the pit to slumber. This would also prevent the Balrog from dying to arrow fire out of range of his roaming path - meaning that it would take causalities and effort to slay him.
I have attempted to capture the concept of the Balrog in this power - although he lived in Moria with the goblins, they were not exactly allies - more so just living in the same location. He appeared hostile to all, which is why the goblins retreated when he roamed the halls. He did not venture out into Middle Earth, instead made Moria his home, so it makes sense I feel that he should not be able to venture all over the map. He was a terrifying presence to behold, so debuffing other 'lesser' beings I thought was fitting. The Balrog also slumbered for majority of the third age, so I liked the idea of him 'retreating' to the pit.
I felt that this would allow an immersive play style, allowing players to feel like they truly are in Moria - having to avoid the Balrog as he has a mind of his own in his radius. It could allow the Balrog to be summoned to a narrow location, to prevent all players from utilizing that location easily. This way the Balrog could retain his current stats and abilities, and he could use them randomly too. It would mainly act as an immersive power for the goblins, and an added defensive layer to a target location. It could not be placed too close to any players base, but create a sort of forward advance point, or a way to defend a certain location from all players.
Apologies for this idea not being as well layed out as others. Just wished to share my 2 cents. :-)
FG15:
That sounds quite interesting.
Gandalf7000:
--- Zitat von: Malhakai am 27. Mai 2019, 18:01 ---Good day fellow fans,
I have been reading through the threads from edain about the upcoming goblin faction, as well as through various threads by fans about either for or against the inclusion of a permanent Balrog hero.
Personally I was disappointed to see that the Balrog is not a permanent hero of the goblin faction, especially since moria is the central/main base of the goblins - I felt it was fitting for the Balrog to be their central hero. I understand that the Balrog is extremely strong, which appears to be why most do not favour him as a permanent hero.
I have always disliked how the Balrog expires/dies after a period of time, when in the book he would be sleeping.
I was thinking of a design, that allowed him to be a permanent addition to the goblin faction, without being nerfed or making the goblins extremely over powered. What if the goblins received a power that allowed a dwarven moria hall (or perhaps 4 pillars like in Khazad Dum) to be summoned to a location. This location could only be a certain distance away from the central moria base (like how in bfme 2 walls had a maximum distance they could be built). These pillars would be indestructible, but summoned the Balrog to roam/patrol around the pillars in a medium radius. If the Balrog is killed, then the pillars are also destroyed. The Balrog himself would be hostile to all units, similar to how Sharku's summoned warg is hostile to all. All units in the vicinity of the Balrog would also have their damage and armour reduced, similar to Galadriel's debuff aura when she takes the ring. Only 1 Khazad Dum Pillars could be summoned at a time, like the Dwarven Citadel. I am not sure on how the mechanics of modding function, but I also thought that perhaps the Khazad Dum pillars could have a sort of tunnel/crack/pit in the center that the Balrog would roam into. So at first glance, just the Pillars are visible, but when approaching the Balrog would come out of the pit to attack, roam around the pillars, and return to the pit to slumber. This would also prevent the Balrog from dying to arrow fire out of range of his roaming path - meaning that it would take causalities and effort to slay him.
I have attempted to capture the concept of the Balrog in this power - although he lived in Moria with the goblins, they were not exactly allies - more so just living in the same location. He appeared hostile to all, which is why the goblins retreated when he roamed the halls. He did not venture out into Middle Earth, instead made Moria his home, so it makes sense I feel that he should not be able to venture all over the map. He was a terrifying presence to behold, so debuffing other 'lesser' beings I thought was fitting. The Balrog also slumbered for majority of the third age, so I liked the idea of him 'retreating' to the pit.
I felt that this would allow an immersive play style, allowing players to feel like they truly are in Moria - having to avoid the Balrog as he has a mind of his own in his radius. It could allow the Balrog to be summoned to a narrow location, to prevent all players from utilizing that location easily. This way the Balrog could retain his current stats and abilities, and he could use them randomly too. It would mainly act as an immersive power for the goblins, and an added defensive layer to a target location. It could not be placed too close to any players base, but create a sort of forward advance point, or a way to defend a certain location from all players.
Apologies for this idea not being as well layed out as others. Just wished to share my 2 cents. :-)
--- Ende Zitat ---
You have my absolute favor on this one! I mentioned a similar way of neutral Balrog on Discord server, but my idea was to summon the balrog as he is now but he'd be neutral. But now reading through your concept i like this one better. Balrog is something that everyone fears, even goblins and it would only be fitting if he'd be neutral to everyone. This would be very nice and the goblin player would need to use different strategy (which this mod is quite good at - different strategies for each faction, heroes and unit types). Good luck with the concept to be included in 4.5. I like it.
Halbarad:
You have my favor too. Sounds pretty nice. The cave would have to be pretty huge, but something as big as mirkwood fortress could probably big enough. He could lay down while sleeping as he does when disappearing normally and have a huge defense bonus, since his wings surround his body. Also he could also be surrounded by smoke that disguises him while sleeping. This way it would be easier to let him disappear from the battlefield than letting him really disappear for a while (which would probably look a bit odd).
Malhakai:
--- Zitat von: )-(albarad am 30. Mai 2019, 23:08 ---The cave would have to be pretty huge, but something as big as mirkwood fortress could probably big enough. He could lay down while sleeping as he does when disappearing normally and have a huge defense bonus, since his wings surround his body. Also he could also be surrounded by smoke that disguises him while sleeping. This way it would be easier to let him disappear from the battlefield than letting him really disappear for a while (which would probably look a bit odd).
--- Ende Zitat ---
I was thinking of a downward slope tunnel that he would walk into, (like the tunnels in LoTR Third Age when the main character fights the first goblin chieftain), opposed to a tall structure like the Mirkwood outpost. I think the Khazad Dum pillars should be the highest point of the structure - however I do love your idea of smoke rising up to hide the Balrog. Perhaps in the middle of the pillars could just be smoke rising, that the Balrog cannot be seen in? The only reason to not have him permanently patrolling is to avoid him easily being killed by arrows0.
I am happy that others are liking this idea :-)
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