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Lothlorien Concepts and Feedback

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TheMostBurning:
Discuss here about your concept to improve this faction,and tell the bugs and the issues you found in your experience of playing.

I've developed two ideas.
First,GrenzWatcher should have more crush armor and crush revenge(about 25% more),and their crush resistance ability should take less to cast(i think 0.5 second would be perfect,or sudden attacks can ruin its strenght effectiveness).
My other idea is to improve the Silverthorn Arrows fort's upgrade.It would cost 2500 and in radius 500 all archers placed into buildings would get the upgrade.I think it is needed as only 4 fort towers can be built,and now the upgrade only upgrades the single arrow fired by the tower themselves,not by the archer on them.

TheMostBurning:
Just forget that pitiful idea :P

So,here I am with a new concept

Caras Galadhon

The Lothlorien fortress,Caras Galadhon,is one of the most particular among all.
It is the only buiding in the whole game that can't be hurt with brutal siege weapons.It forces units to approach,and suddenly confuses them with the enigmatic elvish magic.It is manned by deadly and merciless archers,that kill everything that moves without their consent.
To compensate for this it is significantly weak to fire damage and,being able to be attacked with every kind of weapon but siege,it isn't very suited to withstand to surprise attacks.
I propose two changes to the Caras Galadhon upgrades.

Allies from the Eastern Kingdoms

This upgrade would replace the actual Alliance of ElvishWood(well,this is my translation :P) and Silverthorn Arrows.
The elves of Lothlorien have always maintained a protective attitude,even with their eastern consanguineous.However,the War of the Ring threatens the safety of their realm,so they decide to open their gates and to recall the olds alliances.

The upgrade costs 600.This unlocks a new menu in the fortress,Allies from the East,which brings to the purchase of three mini-factions,Beornians,MirkWood and Dorwinion,all costing 400(30 seconds).Mirkwood and Dorwinion remain the same,while Beornians gain a new unit,the BearScout.

This Bear is trained to track enemies like no other beast in middle-hearth,as the Beornians themselves are his masters.It costs 400,has poor armor,mid-high speed(70),great area of sight(400);its active ability,TrackEnemies,allows it to select an enemy unit that will be visible on the map for 60 seconds and will cancel fog of war near it by 200(recharge time 2 minutes),while its passive one,AnimalSmell,reveals stealthed and invisible units in radius 100.Only 2 BearScouts per time are available.This unit would increase Lothlorien scouting abilities,of which it lacks.

Mirkwood maintains its actual building,Beornians and Dorwinion units are still recruited from the inn,after the purchase of the relative upgrade.


Allies coming from the East bring significant help to lothlorien in open war,but they also join the defenders of the arboreous bastions.

In-game,this leads to a new upgrade for buildings.
Archers manning Lothlorien and Mirkwood Barrack and Caras Galadhon flat-towers leave their places to the newly aquired guardians.
Purchasing the respective upgrades,lothlorien archers are replaced by 1 Thranduil's Archer or 1 Nature Magician or 1 Beorninger(cost 600).Beorningers guard the entrance of the buildings,they can't be ruled by the player but they can be killed(respawn after 1 minute),like units guarding goblin structures.
Only 3 Lothlorien Barracks and 3 Mirkwood Barracks can be upgraded.

After Galadriel takes the ring for herself Thranduil's archers switch to upgraded Galadhrim and the Nature magicians gain the usual bonuses.

Magic Shield of Caras Galadhon

The magic of Nenya disguises and protects the realm of the golden trees.
This is well represented by the magical armor that prevents brutal siege attacks,and by the spell granting invulnerability for a short time.
Yet,the element of concealment is only found in the Support Tree(i don't remember the name,but i think you know what im speaking about).
So,the Shield not only renders the fortress invulnerable to siege damage,but it also prevents scouting effects and halves enemy units' line of sight in radius 500 from the fort.

If Galadriel refuses the ring,the strenght of Nenya increases and she is able to use its power to keep away enemies from Lorien.
Support Trees' camouflage upgrade hides not only units and heroes in mists,but also buildings(the radius in which they are revealed is bigger,maybe 150).Caras Galadhon gains the ability Power of Nenya,that renders buildings in radius 500 invisible for 15 seconds.



TheMostBurning:
If I am right,there is a concept in the concept library referring to the fact that builders should be able to put out the fire burning the ents.
Did anyone ever notice lothlorien builders can't put out fires at all before proposing this?
I propose to give them this ability,or the fire weakness is simply too great.

Lord of Arnor:
Was already proposed in the german area, I think this was the concept you meant :).

It's good to know that the english-speaking world has suggestions, too.

greetings

Lord of Arnor

TheMostBurning:
Lothlorien spellbook was changed several times and never took a steady shape,now it even has 2 powers already present in other factions' spellbooks.

Golden Wood(13pp)


Summons a little forest of Mallorn Trees,which grants several bonuses.
Lothlorien(whole faction) allied units are healed(2%/s),respawn multiple battalions' members and gain +50% damage and immunity to fear and terror,archers gain +33% attack speed.
The forest also grants stealth,the effects are the same as Enshrouding Mists,it allows stealth while standing still,while moving and even while attacking,as long as units are in the forest and enemies don't approach them.
Enemy units suffer -25% armor,-33% movement speed and lose bonuses coming from leaderships.
Visually the Mallorn trees should be different from the RB,as that model is simply too poor to represent the golden trees.Maybe the name of the RB themselves could be Mallorn Shoot,rather than Mallorn Tree.
200 radius.240 seconds duration.300 seconds recharge time.

Golden Wood is ideal to defend strategically important points of the map,but it's also an open battle-winner,as it allows archers to annihilate enemy forces.

Replaces Plea to Gwaihir.

Moose Riders from Mirkwood(17pp)

Permanently summons 3 Mirkwood Moose Riders.Only 3 battalions of MMR can be on the battlefield at a time.The spell will summon the maximum possible battalions.
300 seconds recharge time.

Mirkwood Moose Riders

The riders of Mirkwood change significantly.
They can no longer be upgraded,but they are summoned with Elven Cloak equipped and they can reach level 10.
They are permanently stealthed while standing still,while moving in trees and while attacking from trees.
Moose Riders have high speed(110) and high attack range(400),but they have low armor.

MMR are specifically designed for hit-and-run tactics and ambushes.

The spell perfectly fits with the Lothlorien gameplay,rather than a summon intended to kill masses of enemies as Friends from the Old Forest.

Replaces Friends from the Old Forest.
Bringing Moose Riders from Mirkwood back to tier 3 would leave a missing tier 2 power,so it is switched with Shades of Mirkwood.

Shades of Mirkwood(11pp)


The spell works like the 2.01 Thranduil's ability,Move Unseen.
For 30 seconds units and heroes(including ents) will be stealthed while moving.The effect is canceled by de-stealth effects and by attacking.
Radius 120.240 seconds recharge time.


Every posted picture are suggestions as well.


These changes to the spellbook will increase the stealth element in Lothlorien,which should be the base of every strategy.





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