[en] Edain Mod > [Edain] Misty Mountains Suggestions

Misty Mountains Balance Suggestions

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Elendils Cousin 3. Grades:
The big advantage Rohan has in this matchup are the heroes on horseback. Start by getting enough peasants to fight against the spam, get some cavalry to force out pikes from MM, then get Eowyn/Eomer/Theoden/Hama out. Grouped together, they can hunt trolls, heroes and other high priority targets while forcing MM to group up around more and more pikes, making it easier for you to fight with peasants and eventually Rohirrim Archers. With decent micro, you should never lose these heroes, gaining constant value with them. Just look out for the Defiler's knockback.

Le Sournois:
Goblin basic units and above all Gundabad units are too weak in my opinion.

For example, Gundabad Warriors who cost 300 have less health points than Iron Hill Guardians who cost 200.

I think this had sense before when the economy of the Misty Mountains was too strong. Now that the economy is finally quite well balanced, the weaknesses of those units appear more clearly.

Against the AI, I cannot fight battles of the same level with the Misty Mountains that I can with other factions.
I remember at the beggining, there was a change where those units were weakened and dragons were made stronger. Now that the economy is balanced, I guess it is possible to make those units have the value of their cost, and keep the same dragon power.

Also, maybe the defence in the castle start is too weak, I know goblins have short range but I think tower quite more expensive, stronger, more effective and with a longer range would be better.

The_Necromancer0:
Balance is not really my expertise so I won't comment in depth on that part but I do think that Iron Hill Guardians are the wrong unit to use as comparison. The dwarven units have 10% extra health to account for their reduced speed and the Iron Hills unit have an additional 10% health as their realm specific trait. If you wanted to compare a standard 10-man battalion to the Gundabad warriors a better choice would have been the Lorien Warriors:
200 resources
330 health per unit
55 damage per unit

Now when compared to the Gundabad Warriors:
300 resources
380 health per unit
63 damage per unit

For a 50% cost increase, you get a 15% health and damage increase (30% of additional value total). To me, that seems mostly okay, you don't want a 1-to-1 increase in cost and total stats. Which part would you say feels rougher when it comes to the units? Is it more that they can't take a lot of damage or that they don't seem to deal enough?

Le Sournois:
Thanks The Necromancer for this very complete reply. I knew indeed about the Iron Hills health boost but it startled me nonetheless that a unit that cost more did have less hit points.

However :

If I take Arnor Palace Guards that cost 500, they get 570 hit points.

This is 300 more than the Lorien unit, and it get 240 more hit points. 240 hit points for 300 ressources make 80 hit points for 100 ressources, which would make 410 hit points at least for the Gundabad Warriors.

Yes, I think that in the beginning of the game, they are too bad to help against hard opponents (the same for pikes). Misty Mountains have the weakest start of all factions which can make sense because of free build for ressources but nonetheless, you don't get anything really good to defend yourself before getting Bolg at level 5, or Smaug or dragons but that's quite late game also.




 

Le Sournois:
In Edain 4.7.2, the economy was nerfed especially for Goblin Town and I assume those changes are very good.

However, Goblin Town now suffer maybe a problem of attractivity compared to Gundabad which gives 40 every 12 seconds and slightly better units (still not good enough in my opinion) while Goblin Town tunnel gives 10 every 12 seconds and is less effective in the very early game even economically.


I have two little suggestions to make Goblin Town more attractive and also maybe I hope even more fun that it already is.

-the first would be a lot faster construction time, maybe like 3 times more rapidly to build it which in early game would make it more attractive.

-inserting a destroy button in all the segments of scaffoldings. That would allow to put trap on the ennemies who are just below (though it does almost no damage when they get the scaffoldings right on their head, it scatters them, rendering them less dangerous for a while).

By doing that, we would risk for a lot of the structure to fall out, even if it is not always the case.

But it would also allow new construction for the tunnel in the place where a building has been destroyed.
Indeed, sometimes there is a segment of scaffoldings which stays from a previous construction but which has not fallen with the other segments. This segment prevents Goblin Town tunnel from rebuilding the building in the same place as it was before.

Allowing the player to destroy the remnants of the previous construction would allow to build once more in that place.

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