Im completely agree with haman but I would like to add a few things.
1 Mages are way too powerfull and the idea to allow them to use all powers only purchasing 1 ( which is overpowered only paying 100 you get other more expensive powers) but also making much more easier their management. I think they should only be able to use 1 power no more, and dmg of death rain ( dunno the exact name) is too hig can decimate entire armies.
Furthermore, Mornamarth and Gulzar will now require the Men of Carn Dûrm or Sorcerer Outpost respectively so you have access to less heroes in your base.
I think i would use it depending in the situation, if my enemie is a spam-faction I would use gulzgar because his great poison dmg. If my enemie is armoured and lower in troops i wiould choose men of carn dum because sooner or later i will have to use men of carn dum and the reduction cost is really needed.Furthermore, Mornamarth and Gulzar will now require the Men of Carn Dûrm or Sorcerer Outpost respectively so you have access to less heroes in your base.
I don't think it's a good idea, I can't think of anyone who would choose Gulzar insted of Mornamarth. Mornamarth is strongly linked to Man of Carn Dum, makes them cheaper and more powerfull while Gulzar has his own accolytes, he doesn't need sorcerers and they don't need him. Time will tell but I bet it will end up with no Gulzar at all in games.
About Sorcerer's, I did not mention them in my original post because I didn't use them enough to have an opinion on them. The main problem I have with them right now is their Command Point cost, which is dreadfully low. I think it needs to be at least 45 CP per group.
The reasoning behind Mornamarth I see as that you never recruit him without choosing for creating an army of Men of Carn Dûm, just like you want him to support those Men once you start your army to focus on the late game elite units they are.On the contrary, I would argue, at least in 4.3, that getting Mornamarth before you get your Men of Carn Dum is actually a better idea. The reason behind this is Blood and Iron, while it does strengthen from nearby Men of Carn Dum, it also hurts them. But even without Men of Carn Dum nearby, Blood and Iron can kill hordes of Weak units if used properly (again, this was in 4.3, not completely sure if this is still the case in 4.3.1).
Hmm, I have a few points I wanted to bring about.Agree about Obelisk, its a bit strong, needs a slight nerf.
Werewolves at early game? Spiked Collar (400) + wolf breeding (400) + 900= 1700Well actually you can get them earlier if you make an armie based on wolves.
Do you think Werewolves are early game at 1700? I would say it is already mid game by then. Perhaps the view of early and mid game is different for a faction such as Angmar, which get huge resource and level boosts with their cart system.
He's not supposed to just outright win against other heroes though, given his mass slaying capabilities. He is more of a hybrid who can win against most heroes and does some decent aoe, but not both at the same time. And he should never win against Thorin or Aragorn unless they are on low health already.Of course but Im just saying instead of nerf him in both ways just select 1 and see how this affects the gameplay, if the change seems not enough then increase the dmg he gets from abilities, but just do 1 of the 2 things or armor or more health loosing.
Also, if he does deal double damage to himself..... Wouldn't his last ability instantly kill himself?No, he has 8211 HP on Level 10 and his attack would cost 8000 HP so he wouldn't die :D
Well that is good too know, though that is dangerously close to death, and using Fanaticism will make it kill himself. :DZitatAlso, if he does deal double damage to himself..... Wouldn't his last ability instantly kill himself?No, he has 8211 HP on Level 10 and his attack would cost 8000 HP so he wouldn't die :D
Yes it is but this might be a good idea to punish the 'suicide strategy' that many heroes use. Charge into a clump of units and activate your mass destruction abilities (like Gandalfs word of power). If Zaphragor can't escape that easy, I think it would more fit to his concept of powerful but weakening sorcery that must be used extremely careful.Well that is good too know, though that is dangerously close to death, and using Fanaticism will make it kill himself. :DZitatAlso, if he does deal double damage to himself..... Wouldn't his last ability instantly kill himself?No, he has 8211 HP on Level 10 and his attack would cost 8000 HP so he wouldn't die :D
I think people is worried about how good is him as mass slayer and comparing him with other mass slayers ( Saruman, gandalf, Gimli..) and supposed ones ( Murin, Eomer..) he is way better than them and also has a secondary role as heroslayer thx to his great dmg with low health. I think Wizards shopuld be much more tanky, as well Gimli and Murin/Eomer get some abilities to be at his lvl. Increase the usefullness of Mass slayers would be a good way to encourage players to use them.The problem is if we buff Mass Slayers armor, then they will pretty much become better Tanks. Zafragor is incredibly overpowered right now because he can fulfill the Role of Tank, Mass Slayer, and Hero Killer at the same time. There is a serious problem when Zafragor can beat out pretty much any other hero, as well as take forever to kill, even when Hero Killers are attacking him.
Yes, the problem rests sole on the shoulders of Zaphragor and the way he is set up. Honestly, considering how huge the hero roster of Angmar already is, it may be a good idea to just remove him. (BURN THE HERETIC FOR SUGGESTING WE REMOVE ANGMARS COOLEST HERO!) Wait! Think about it, Angmar already has 2 great hero killers, Durmarth and Karsh, a great tank, Karsh/Witch King, and 2 great mass slayers, Helegwen and Witch King. Most of their heroes also have overlapping roles. I think rather than nerfing Zaphragor into oblivion it may just be better and more efficient to remove him.Or his armor could just be lowered to that of normal heroes.....
I think the only way to properly fix the problems centered around Zaphragor while keeping him in the game would be to either completely overhaul his entire ability set, or to make him an optional "leader" type hero, alongside the Witch King. So, you can either make him or the Witch King, but not have both on the field at the same time. This would solve the problem of him (significantly) overshadowing the Witch King as an all round better hero.
Think about it, Angmar already has 2 great hero killers, Durmarth and Karsh[...]Wait, wut? Karsh a great hero killer? Are we still talking about the current Edain version?
Well if you want to be picky, Karsh's Life Steal does generally make him out last heroes that aren't Hero Killers..... So if you want to count that xDThink about it, Angmar already has 2 great hero killers, Durmarth and Karsh[...]Wait, wut? Karsh a great hero killer? Are we still talking about the current Edain version?
Could you change the Orcs of Mount Gram summon so that they can NOT be summoned right on top of enemy units, just like every other summon in the game? Last game I lost three troops of upgraded Lorien Archers because of that ; they were stuck in the middle of Orcs without any way out.+1
Could you change the Orcs of Mount Gram summon so that they can NOT be summoned right on top of enemy units, just like every other summon in the game? Last game I lost three troops of upgraded Lorien Archers because of that ; they were stuck in the middle of Orcs without any way out.So much this. Also, please do it for the Troll Summon as well.
I don't understand why you increased the cost of the basic outpost to 1600.This change was because the outpost spawns instantly a tribute cart, which gives 500 ressources and has the leveling strength of two normal carts.