[en] Edain Mod > [Edain] Discussion and Feedback
Dwarven Concepts and Feedback
TheMostBurning:
Im only referring to the KD mineshafts.
A lvl3 KDM would produce more than the one of now,but it would need some time to level up(lumber mills generally level up faster than normal RB,so mineshaft would).
Anyway,what do you think about the citadel?
Lord of Arnor:
The idea of upgrades for the citadel is nice. I would like that, especially because I'm a huge fan of this spell. Of course the team had to make sure that the upgraded citadel would not be imbalanced, but it's a quite cool suggestion.
But I don't think that new builders are necessary; Dain already has an ability for getting the other factions units, and I think that's enough, because the decision at the beginning of the game should still be the determing factor for the gameplay.
greetings
Lord of Arnor
TheMostBurning:
I agree about builders,i wasn't really sure about that,but i thought that I could propose it anyway.The citadel is too underpowered and i hate this,cause it has the potential to be one of the most useful power in the game.
However,i thought that only improving it would have been imba,so i nerfed it.
About the moria mineshafts they don't provide more resources than a normal one,and often they provide 25 or less.The building process and placement is also bugged.
TheMostBurning:
Dwarves are a faction based on slow and strong melee units.The edge of their strenght is constitued by its particularly powerful heroes.
Often dwarven heroes were said,because of their power,to be imbalanced.
However,I'm not here to say they should be nerfed,but to propose some changes.
Recruitment
Dwarven heroes will be still recruited from the fortress,but they will need the related buildings to be unlocked.
Gloin is recruitable as long as the player has a SiegeWorks.
Dain and Gimli need a Hall of Warriors.
Thorin can be recruited if Durin's Mausoleum has already been built.
Balin is allowed by Expedition to Khazad-Dûm.
Dwarven Realms
Ered Luin,Iron Hills,Erebor.They are the 3 greatest faction of the Dwarves which fought in the War of the Ring.
Each of them bring to the battlefield their own fighting styles,weapons,armor,enginery and so on.
All Dwarven heroes(but Balin,which anyway used to live in Erebor before the expedition to Khazad-Dûm) used to live in Erebor during the end of the third age.
When we purchase Ered Luin or Iron Hills,it's like they are received in the ranks of that faction,even though they lived in different places.
So,it's simply logical that any dwarven hero(e.g. Gloin) would use Ered Luin weapons,mail and armor when fighting together with dwarves from Ered Luin.
Effectively one could say that in mithology heroes used to wield their own weapons and armors,but nothing can be perfect 8-|
In short,each realm gives its own bonuses to the heroes(Gloin,Dain,Gimli,Thorin,Balin).
Ered Luin give +20% armor,-15% speed and -15% damage.
Iron Hills give +15% damage,+15% speed and -20% armor.
Erebor allows to ignore fortress armor upgrades and gives -15% damage to units and heroes.
This would increase the importance of the choice between realms,which would be more incisive for the gameplay.
Several little changes to heroes.These are intended to increase their uniqueness in the game,and to help balance.
Gloin
Lord from the Lonely Mountain(Level 3)
Gloin uses his engineering skills to better coordinate siege engines.Near Dwarven siege units get +30% attack speed and range.Ered Luin demolisher's Deploy ability cast time is reduced by 100%.
Hammer of Destruction(Level 10)
Recharge time increased to 240 seconds.
Dain
Leadership(Level 1)
+25% damage and armor for near units from level 1.Fear and terror resistance from level 5.
Stubborn Pride(Level 7)
Targeted heroes or units receive permanent double experience rate,until dead.Casted on a single unit.Cooldown 3 minutes.
Gathering of the Dwarven Realms(Level 10)
Iron Hills Rune Masters are now recruitable.
Virssagon:
i think rune masters should still be recruited in the hallof warriors
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