So once again, why is Rohan the ONLY faction who is "not allowed" to have anything strong late game?Mearas, decently strong supporting heroes, troops and spells, the SB-camp, Royal Guard, spear-throwers, etc. I'm not saying those are all the way they are supposed to be right now (*cough*spear-throwers*cough*), but there is no need in just reworking the entire faction and give them such ludicrous buffs to their cavalry, instead of making those things viable. Also: The military camp gives you an entire army of upgraded cavalry -yeah, they might be bugged and not get the armor upgrade, but still: On paper this makes up for a tons of expensive upgrades without discount.
Make Rohan cavalry somewhat stronger, so that they could at least stand a fighting chance against pikes in late game.- Totally disagree with you. I don't see any sense, why normal Riders should be able to have a chance against their counter. You just can't punish people for spaming Pikes, when its the normal counter to Riders. I agree that Rohan should get a better chance to deal with pikes. But I totally disagree, that the solution as you suggested lies in buffing the normal Cav!!! I don't know if you remember it, but in one patch Riders were buffed too much, making them OP against Pikes...
Again therefore you have to possibility to upgrade them with heavy amor.;)
The point is, buffing cavalry is the wrong way to buff Rohan.
I don't know if you've played 3.81 but there Rohan is actually pretty strong because of overpowered Galadhrim. It worked in a way as a balancing factor even though it ruined the gameplay.
And that's what I wanted to say: We need to give Rohan a lot of different units that are strong enough for the late game (like the westfold units or the Galadhrim), each of them limited so you HAVE to use a mix of them in the late game (they can be limited in special ways like the Galadhrim you only get through a spell. If the archers would stay you could gather more of them and actually utilize the healing abilites of Rohan.)
These armies mixed up from different kinds of elite units should be weaker than some late- game armies, but not that much, so you can compensate for your still weaker infantry with your better cavalry (and a few hordes of upgraded Rohirrim with Theoden etc. can and will crush the enemy archers so YOUR infantry amry can deal with their weakened one). That will, of course, require that you hold a firm grip on map control, which you should have gained earlier.
Why? Why is buffing cavalry bad?- Don't get us wrong. Buffing Cav per se ain't bad. But buffing Cav against their NR.1 counter is another thing...
The only suggestions you have posted so far is to increase the strength of Rohirrim Archers and Spear Throwers, both of which I agree with. Additionally, if you look back at my very first post, the only things I was asking for were buffs to their survivability, not their damage, purely so that they don't die instantly like they currently do, and to help them trample for longer periods of time before getting stuck. That's all the idea was, yet everybody seems to think I was calling to make the cavalry unkillable death machines. This is not the case. If the Royal Breeding power gave them more health and defense against pikes, they would then be able to actually deal damage to a mass of pikes, unlike currently where they just die uselessly. You would still take losses, but you could actually inflict casualties too. That was the whole point of my idea.ZitatWhy? Why is buffing cavalry bad?- Don't get us wrong. Buffing Cav per se ain't bad. But buffing Cav against their NR.1 counter is another thing...
I gave you guys many different solutions to this topic (see above). But I just won't understand why you persist on the point, that Buffing Standard Cav against pikes is "such a great solution".
I don't think that Rohan is the only faction, that needs a mix of units to win. It's just a bit blurry, because every faction reacts with counters. So when Rohan goes for Riders, the enemy has to build pikes (forced adaption which weakens the Infantry strengh). Therefore the Rohan player has to do the next counter step and so on and on and on... (I really don't think that you will see a Gondor player doing only Swordsmen (no Mix), while Rohan players goes strong on Riders.
P.S.: Were my suggestions REALLY so useless? Think about it...
I don't really think its fair for any faction to be handicapped at any point of the game, that just makes for boring, "you must win at this point in the game or you lose" matches. All factions should have close to an equal chance at all stages in the game.I completely disagree here. As long as there are differences between the factions, it will always mean that some factions are handicapped in different stages at the game - of course this should not mean that a faction has no chance to win at some point of the game, but it can be weaker.
Well i had diffrent idea i would like to ask what is problem generally Rohan or Rohan Cavalry ?I'm very sorry, but I really can't understand any of that. Please try to clean it up a bit.
Second maybe give Rohhirims and eastfold rohhirims formations instead of stances Like:
Anti Pike Formation ; horde changes thier formation buff type : +% to armor vs pike damage -% vs cavalry
Anti Sword Formation ; +% to armor vs swordsman - vs archers
Anti Archer formation ; +% to armor vs archers - vs pike
This are only examples you can develop and give values as you want this is only idea to buff CAVALRY in certain situoations . What more with diffrent type they can be slower / faster receive even maybe some upgrade like shield but this is little unlikly
whats more level 5 can grant boost like royal banner but harder to archive
LG is no matter what harder since rohan need not only defend himself but to attack with strategy Rohhirim Archers + Rohhirim/eastfold one using formations vs certian enemies like i mentioned above could be useful but this is little more work especialy when we ugprade them with armor/shields so edain proably need to make many neu armor I mean (attributes for certain stance no textures ;p)
I aggre with buff Archer Rohhirims vs Pike well this is all sorry for eng and i hope formations no matter what will be useful thanks and good lock with LG
PS : Minor changes to rest of factions would be good too somethink is to op make lees values
PS2 Rohan eco upgrade mentioned pages before is good for rohan to imo
Again, why is Rohan the only faction that should require a diverse mix of units, heavy micromanagement and harassment? You have given no good reasons to convince me so far. No other faction in the game has to deal with this, they can all get away with just building big armies and winning. So why should Rohan have to be the odd man out?
Good I hope that this time it will be possible to read.I don't think this is a good idea. People can switch between stances very quickly, and if a player knows what he is doing it will turn the Cavalry into the Unkillable Death Machines we don't want them to turn into. Cavalry still need a counter.
My idea is based to remove the formation of the Rohirrim and the Rohirrim of Eastfold.
It was discussed to improve the cavalry against the enemy, not an option no new entity or any amendment in the armor, so I thought of a special formation against such entities as Gondor Tower Guards / Dwarf Veterans / Isengard Shieldbearers
Instead of the previous stances Aggressive / Defensive / and Battle. How does it work ? Already I translate
Aggressive Stance converted into formation against archers - Unit receives 30% armor against arrows and buildings. However, it receives a negative effect and receives 30% weaker armor against pikemen or soldiers or cawalerii
Battle Stance turns on the formation against the troops
Unit receives 30% damage against the troops also the heavy battalions, but have weaker armor against buildings and archers.
Defensive Stance turns on the formation against pikemen. The unit receives 30% or more armor against pikemen but they can not be crushed. In addition, as a negative efect may have weaker armor against the troops. Of course, all formations who against whom and how inflicts damage or armor gets what may be converted and changed by Edain Team or anyone. Just the idea of formations came into my mind, because it seems to me that the cavalry could be effective in a given situation against a foe. But at the same time less effective if the enemy will select the appropriate units. But we know that the cavalry is based on speed so it should make it run away to camp or better castle unless you enemy surrounds you every Rohan player should not under any circumstances afford. And in the camp or to escape the Rohirrim Rohirrim may be accompanied by archers who can focus on each other enemy units or shoot while moving. If the idea sucks just put away I do not have nothing to lose but I wanted to be understandable and possible to read. Thanks and sorry for my first post.
Morwereth, Welcome to the forums! I'm glad you agree, if more guests would join in on the conversation and reveal their thoughts we might get a better idea of how many people want a better Rohan late game. Thanks for the post!
but because I see no point in explaining my point if the response is getting told precisely why my opinion (better: my arguments) is (are) wrong. This is not meant as an offense, but I seriously do not enjoy this way of discussing. ;)
You did well, I don't know how to do it myself..
I hope my ideas would give a small solution in this topic.
You did well, I don't know how to do it myself..
I don't think that you, normal users, have the possibility of doing it yourselves.
Regardless of that, don't worry, I'm here exactly to help :)
This idea might be changing the way Rohan stands in the game, but I think it might solve the late game thing..
Consider removing the 3 captains from the Assembly Point,but allowing the recruitment of the wastfold infantry units with no limitations since they are more powerfull and far nicer than the peasants, in a cost of about 500- 600 gp.
Place the 10 point power as an outpost but the upgrades researched in it should affect all Rohhirim on the map (this idea is not mine so I pay my dues to the people behind this)
And finally place Gandalf the white along with Erkembrand and 3 battalions of the Westfold cavalry in the 10 point power to follow the lore in the Two Towers and the decisive turn in the Battle of Helm's Deep.
I have another idea of improving Rohan Late Game.I don't see how this would improve Rohan's late game. If anything, it seems to limits to limit them earlier on, and limiting the captains to only have 1 option on what to summon.
Now, Assembly Point could provide Rohan resources and the building itself could gain level 3. At level 2, the building provides Elfhelm and Grimbold. Elfhelm provides warriors with swords, Grimbold provides pikemen. That would be the Mid game.
And level 3 Assembly Point gives you access to Erkenbrand which provides Cavalry. What do you think it would be even a partial solution to the outpost for Rohan.