[en] Edain Mod > [Edain] Discussion and Feedback
Edain 4.5: General Feedback
ZipeviL:
Greetings
Now i will be honest i have no idea how much time i have invested into this mod, i'm sure it is an unhealthy amount of time.
That how much i loved it .
I never used to play with other factions but in edain every faction was so different that it intrigued me enough to try out some of the other ones and i really enjoyed it.
Now after countless hours and anticipation for the next update it finally came
4.5
HOWEVER man i was disappointed .
I have been playing 4.5 since the release day and i've been trying to understand the new changes and "improvements" but so far its going nowhere for me.
The economy update seems decent enough , the power tree is very nice indeed although some powers i feel are underwhelming but man the siege, its atrocious.
One catapult is all it takes to win the game now for the AI opponent, that's it.
Reducing the command points was also devastating ,while increasing the CP cost of most heroes?Why?
So many unnecessary changes in my opinion but the fact is i'm not having fun with it anymore.
And so 4.5 was mediocre at best for me.
Then 4.5.2 came out and Angmar is unplayable now.
Just from a few games in 4.5.2 i came to the conclusion that someone must really dislike angmar and someone else really likes rohan.
And so in angmar :
wights were already nerfed unreasonably in 4.5 and in 4.5.2 are completely useless
they were already super slow and now they don't even damage cavalry? yet i bet beornings STILL destroy whatever they come across be it buildings units or heroes without breaking any sweat.
On the other hand angmars sorcerers stayed the same as did the factions' leader which makes him the most underpowered and uninteresting hero to use.
the only useful skill he has is his horse so he can Run Away from every fight, yeah.
and many many more and lastly rohans new favorite unit is :
C A T A P U L T S
which when they hit angmars towers they hit 2-3 buildings at once(a tower,a resource or unit building and the camps walls).
As i said at the beginning i'm being honest here and while 4.4.1 had a bunch of issues i feel i was having much more fun .
The_Necromancer0:
Hello and welcome to the forums :)
Feedback is always welcome but before anybody responds to yours I would like to point out that Edain is primarily balanced for PvP games, even when it is sometimes at the detriment of PvE games. The changes in 4.5 were aimed at making PvP, specifically 1v1, more balanced, please keep this in mind while providing feedback. As the AI cheats heavily and doesn't possess the skill of a player it can make it harder to play against them, you may have to change the way you played against the AI to adapt to the new 4.5 balance. Also, when providing feedback, make sure to be specific, you mentioned that you felt certain powers were underwhelming, which powers specifically and why did they feel underwhelming?
A final note, the Team has mentioned they are unhappy with the current Witch-King of Angmar and they will be overhauling him at some point alongside the central power of Angmar. If you have any ideas on how to improve him that you feel are in line with Edain's general design philosophy make sure to write them down too.
Elendils Cousin 3. Grades:
First of all, thanks for the honest feedback. I assume you are reffering to the bugged economy of Angmar when you're saying it's unplayable; we released a hotfix that solves this issue. You can read about it here. Simply update your game through the Edain launcher and the bug should be fixed. There are a few points I'd like to point out however:
Wights weren't nerfed. If anything, they are more attractive now due to the changes to their lairs. In fact, several players have been using them to great effect and even suggested a price increase.
Angmar's sorcerers didn't stay the same, their abilities got buffed. Corpse Rain, just to give you an example, does more damage now.
Catapults do half the damage to your fortress compared to 4.4.1 due to the citadel bonus. Defensive wall catapults are now an amazing option to fight them because they deal increased damage to single targets.
AulëTheSmith:
I'm writing here, but the post can be evetually moved in the specific Dain and the One Ring feedback thread as soon as will be created:
Hi ET,
I have no words, of course to describe how happy i am :) Our proposal has finally seen the light and be implemented. Wow. Beside reitroducing an old character which the most of the community is fond of, the theme of the last king of the dwarves and his Khazad-Dûm quest is a wonderful lore addion.
The required tasks are even simpler, in my opinion, with respect to the original suggestion. So in the end the whole mechanic should not be so complicated during game, but i rely to the words of testers on the matter :)
Really like the reintroduction of the old Mithril Workshop by the way :)
Furthermore, i can read a "4.5 - logic" behind the design of Durin VII mechanic:
- if the player want to play in a fast and aggressive way without completing the tasks, still a valuable set of abilities can be exploited, even if with reduced effect. All of this at the cost of let Durin VII gaining experience by his own in the middle of the battle, taking some risk. Also, being careful about powerful enemy heroes that could kill him easely at low levels.
- if the player has a long term tactic and will endure completing the missions, the results will be rewarding brining back all the ancient might of the Forefathers.
So, both short and long term strategies are possible :)
Few questions for you, will Durin lost all his experince once is killed? (i probably forgot to mention this issue in the suggestion). I suppose yes. That would be a point in favor of balance, eving an extra-hero at our side. It was also like this in past versions for Durin I,am i right?
Also, second question, how exactly will work the Mithril Workshop? It unlocks the Mithril Coat avoiding to use the system camp.+Veterans?
Concerning Dain Ironfoot, the new temper is far more interesting than before in my humble opinion, and it was needed after the rework. Scorched Earth ability seems devasting but has to be used carefully, while is great the way you bring back Vendetta, which evokes the slain of Azog in the Battle of Azanulbizar.
To conclude, i'd like to thank everyone in the community who participated in the debate and helped to implement the proposal of Durin VII. And of course you, ET.
This is the umpteenth proof that you always care about fans and their ideas.
It's another beam of light that breaks through the toxic fog that some "fans" have spread along this four years, mostly on moddb.
Looking forward to play 4.5.3.
Keep up the good work for what is to come
Sincerely grateful
Aulë
Elendils Cousin 3. Grades:
I'm glad you like it xD
Durin will start over at level one if he dies in battle, yes.
After building the Mithril Workshop, you'll no longer need to send veterans into your forge to unlock the Mithril Mail for your heroes, exactly. Afterwards, the Workshop can build additional mines to generate lots and lots of money, you can see those in the last picture.
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