Hello everyone
I might just throw in some thoughts concerning the Witchking.
First of all I’d like to point out that I don’t think he is that bad right now in terms of usefulness in battle. He is overshadowed by Zaphragor, yes, but I don’t think the WK is underpowered.
However, this being said, I really like the idea of improving him on a conceptional level, and I agree that the central spell could be made more interesting.
I like Halbarad’s idea of giving him more than just one “role”. Tbf, he already covers several roles, like mass-slaying, unit and hero supporting as well as hero killing. I think all of this roles fit him quite well, so I’d like him to keep them. However, he shouldn’t be too good at every single on of them: Zaphragor should be the better mass slayer and Durmath should be the better herokiller.
I don’t really have that many ideas for new/reworked abilities partly because I think most of them are kinda well fitting already.
However, I do have an idea concerning the central spell:
It would interact with the WK directly and make his level one debuff passive only (maybe increase the debuff at the same time). This would “free up” one slot in his palantir allowing him to have a second palantir of abilities (after buying the central spell).
This second set of abilities wouldn’t be bound to his levels but to the tech the Angmar player is going for (a bit like the system he used in 3.8.1, I think).
He would have four abilities (because there are four slots left in the second palantir), each of them connected to another part of Angmar.
The first one would be unlocked by having a Hall of the king’s men level three, the second one by having a wolf-den level three, the third one by having a wight-lair (?) level three and the last one by having a temple of twilight (?) level three.
Now unfortunately I’m not very creative, so I don’t really have ideas what this abilities could actually do^^
Maybe the wight ability could make units near the WK heal themselves with every strike, or something similar.
The core of my idea basically that the individual aspects of Angmar (Carn Dum, wolves, wights and sorcerers) each unlock an ability (the WK is the one who united Angmar) that benefits not only them but the whole of Angmar.
Now, as you can see, this idea isn’t really far developed, but since this thread is just to collect ideas I thought I can just post it here and maybe someone has any good ideas to add to my idea. Or maybe it’s just trash and it will be ignored^^
Best regards,
Sekeukos