Ok,5 months passed since i proposed the new angmar spellbook.However now the new one came out,and i have new ideas.Here is my post from Mod DB.
Angmar Spellbook
Blight is a senseless power since 2.01.In 2.02 it has a really great effect,and it's a 25pp.The units in the area get poisoned and the ones posoned in the first 30 seconds become wights after death.This is surely a great power,however i have an other idea.
2 months ago i proposed to make blight reducing 100% rate of production of enemy buildings,to weaken the opponent's economy,rendering the level 3 RB and the industry power useless.But now i think it's not what i wish for angmar.
I propose to make blight a 15 pp power,tier 3,replacing Bande der Gruft(that should definitely be a tier 2 power,as more powerful heroes than karsh only need a tier 2 power,if it shouldn't even be deleted).
It would be a passive power,lowering the production rate of ALL opponent's RB by 25%.It allows angmar to face more powerful economies like mordor's or isengard's,while not changing its own at all.
For the tier 1 place left by blight i would put Terror of Angmar,a 5pp that cancels all enemy modifiers and debuff enemy units in a selected area(slightly bigger than warchant's one).
I think that the Werewolf power should be improved,meaning that also wolfriders should receive spiked collars,not only dire wolves,so people will be more encouraged to use a wolf start strategy.
Tier 3.Well,I already said that i want blight for tier 3,however here is where i sincerely think the team did the worst work.
First,i strongly recommend to add to the freezing rain's modifier a debuff,as it just isn't isn't as good as darkness only with a nullifier.
Ice Dragon.Ah,what can I say.I hated it first time i saw it replaced giants,but i was sure that after 2 version it was gonna be changed.And instead?No,ID is still there.Guys,i seriously can't even conceive how you could create a so stupid power.I mean,it just sucks.It is intended to freeze enemy units and slowdown them,but it's(completely)bugged.You didn't improve the 2.01 dragon locomotor at all,and we know it's bugged in a ridicolous way.Then,most times it freezes nothing,the only way you can be sure to freeze something is with the ice breath.Unfortunately,that works badly as well.In addition of this,the dragon is simply weak.I never take it in a game,as i know freezing rain is a tenh times better choice to reach avalanche.
Here is my suggestion:replace Ice Dragon with a power that has the same purpose,but that will work much better.Frost Core(it's just a name,it can be changed :b).It's just like Soul Freeze,but lasts 30 seconds and has a radius of 300.I think that it will be much more useful than the ice dragon,it's like a Snow Blind for units.
Lastly avalanche should be tweaked(how much siege damage per chunk,450?)as i alway kill all buildings of the enemy plus the fort with it,meaning that with this power i can win the game in one hit.Once i was on a 1v1 and i won this way!
About Udun tor...most people say that it's strenght is in the summon.But as udun tor is as slow as balrog when summoning,it's purpose can't be that.The strenght of the watcher is precisely in the summon,as it is fast and it deals 1000 crush damage.The balrog compensates the speed of his summon with an amazing power,but udun tor does not.Udun tor isn't good at killing armies,as summoned unit just die easily,even being unable to select appropriate targets,and it sucks at killing bases.Now i would think you made a power weak and when you noticed it you improved avalanche to compensate.I call this IMBA.But i want to believe you didn't want this.Then,why don't you finally improve the summons?I have a idea for Udun Tor really,but i think that it could be a good power even if it remains as you made it,if well done.My idea is to realize udun tor as a black icy vortex with radius 300,lasting 15 seconds and dealing 200 magic damge and 50 frost damage per second,it perfectly fits with the tolkien's lore i think.
I definitely think Bande der gruft is a useless power.Heroes like King Elessar,Gandalf the White and Saruman of many colours are much more useful than karsh.They are all the strongest heroes of their factions,while karsh it's not.A 14pp just isn't worth to have him permanently.The secod effect of reviving wights is useless as well.No one creates wights armies,and the wights created by wells of souls are level 1,so they aren't affected by the power.