Modding Union

[en] Edain Mod => [Edain] Suggestions => [Edain] Rohan Suggestions => Thema gestartet von: Lord of Mordor am 24. Okt 2015, 01:59

Titel: Rohan Balance Discussion
Beitrag von: Lord of Mordor am 24. Okt 2015, 01:59
In this thread, you can discuss balancing issues with the Rohan faction. If you feel a balance topic is so big it deserves its own thread, you're free to create one, but for smaller points this thread might be useful.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 24. Okt 2015, 05:45
Neither is this one about Gondor, right? You should probably check the others too, since they all talk about Gondor :P
Titel: Re: Rohan Balance Discussion
Beitrag von: Walküre am 24. Okt 2015, 07:13
Neither is this one about Gondor, right? You should probably check the others too, since they all talk about Gondor :P


Problem solved, I modified them  ;)

Now, speaking about Gondor, give Lord of Mordor a moment, for pity's sake  :D

Titel: Re: Rohan Balance Discussion
Beitrag von: Lord of Mordor am 24. Okt 2015, 15:37
I could have sworn I had changed the text for all of them already - shouldn't post so late in the night I guess [ugly] Thanks for taking care of it, Walküre :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 24. Okt 2015, 15:42
Just pointing it out there mates :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 7. Nov 2015, 01:28
One of the key issues I can think of right now, besides the obvious weakness in late game, is several rather weak power points.

The 2 weakest ones are the Galadhrim summon and the Ent summon. The galadhrim summon is basically equal in terms of how much damage it can do with the Druedain. To fix this, I would recommend giving the Galadhrim full upgrades, silverthorns etc. This would make it much better

As for the Ents, I don't really know how to fix them without making them OP. The issue is that most people have some form of fire damage or high level heroes by the time ents are summonable, both of which absolutely slaughter ents. I guess maybe you could make a unique Treebeard with a unique leadership for the summon only, that makes them more resistant to damage and makes them deal more damage, and also makes them faster. I would say that the Ents are currently the 2nd weakest 10 pp in the game, behind Gondors Rohan Answers! power.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 10. Nov 2015, 04:07
With the 4.2 patch, I heavily disagree with increasing corrupted Théoden's cost to 600. His whole utility comes from how cheap he is, and how useful he is to kickstart your economy early game. Increasing the cost makes it less efficient to get him rather then getting 4 farms, especially now that Cruel Taxes provides so much less, due to the decrease in amount of resources your farms generate by default.
Titel: Re: Rohan Balance Discussion
Beitrag von: Adrigabbro am 10. Nov 2015, 16:27
He already costed 600 before 4.2.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 10. Nov 2015, 16:36
He already costed 600 before 4.2.

I think he ment to say 800 because that is his cost in 4.2, because as you said, Theoden (before obtaining his spell book power) costed 600 in 4.1.2. 
Titel: Re: Rohan Balance Discussion
Beitrag von: Adrigabbro am 10. Nov 2015, 16:38
Alright I didn't know he was now costing 800. Sorry.  :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 10. Nov 2015, 23:32
Yes I did mean to say 800, my bad, I was tired when I typed that post.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 11. Jan 2016, 17:15
Does any one else find it weird that Rohan is the only faction that isn't able to upgrade their sentry towers?  In my opinion, I don't really see why they shouldn't have it.  In camp battles, Rohan has easily the worst at defending camps, because of the lack of defensive options.  While Theodred's tower can be used defensively, I don't see why a person would make these towers at his base when he is fighting elsewhere, and the cooldown for the tower is too long if it comes to the point where you are trapped in your base.

I see this as less of a problem in Castles because, well, Walls.  But I know the team has said that they want a player being besieged to always have a chance defending itself, and I don't actually know if Rohan has that, but still, this is more of a problem with Camps

So I would really like to see some sort of defensive upgrade for Rohan Camps.  Fire Arrows for the Sentry Towers would be the obvious choice, but it's also not that original, so I would love to here ideas for improving Rohan's camp defense.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 11. Jan 2016, 18:34
I think it would be interesting to give spears a more dominant role. As it stands, spears on the Sentries and in particular spear throwers are quite niche. They do a good amount of damage, but they are mostly meant to be used against cavalry or monsters. However, I think it would be interested to give them additional damage against heavier units or heroes. You are throwing a fricking spear at them for goodness sake lol. They also cost 700, and we never, ever see them. It might even contribute to solving Rohan's late-game issues, who knows.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 11. Jan 2016, 18:39
I would opt to just give Rohan's sentry towers Fire Arrows. As for the late game issues, the solution has been there from the start, the team just doesn't seem to want to implement it. Rohan either needs very expensive cavalry that are extremely strong and resistant to pikes, or they need heavy infantry. That's the only way to solve late game issues without heavily nerfing other factions late games. The updates that have been released so far are nice, but giving the Royal Guard some pike resistance is not enough to defeat a full Isengard army, or a Gondor Tower Guard spam. Additionally, the Rohirrim Archers cost so much CP and are so vulnerable to arrows that they are very easily countered, and their attack strength is once again, not enough to defeat a full Isengard/Gondor army.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 12. Jan 2016, 15:10
I haven't used Spear Throwers too much, but I know enough about them to say Spear Throwers do need some changes.  These guys cost the exact same amount as Galadhrim (700 resources and 120 cp).  And, unsurprisingly, the Galadhrim are easily the better then Spear Throwers (as they should be.  I'm not too knowledgeable with Tolkien lore, but I think that Galadhrim, extremely well trained warriors of Lothlorien, are much better then peasants that throw spears). It also doesn't help the Spear Throwers that Galadhrim can have their cost and the cost of their upgrades lowered.  So if the Team wants to keep Spear-Throwers, I recommend lowering their price and cp to maybe 500 and 90 respectively.

But I'd rather them have some stat increases.  Spear Throwers take a long time to attack because of their animation, which combined with how little of them there are in a group, high cp cost, high price, and being only average in melee combat, these units are mostly replaceable in all areas.  Against cavalry, because of their cp cost, you can get 2 groups of Farmhands at the same cp cost, and they would have 3 times the amount of units.  They are good against monster from what I remember, but monsters are rare, and there are many other units also good against monsters.  I do like their ability that lets them have knockback with their throws.  But the Spear Throwers don't have much use past that ability. 

Maybe I am being harsh, or maybe I'm missing some sort of use for them, but in my opinion, the Spear Throwers are one of the most useless units in the game for their price.  I'm surprised that not many other people have talked about them in the forums.  If people know how to use them effectively, please tell me.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 12. Jan 2016, 15:35
It's mostly because of Rohan's focus on cavalry that the infantry units are largely forgotten or underused. Very few people actually get archers even though they can be a strong combination with peasant spam early on, and even fewer get spear throwers. You figure that Rohirrim archers basically do what Rohan archers do, but then better and they cost less than the Spear Throwers.
It's kind of the same thing with Peasants. Drafted Peasants are only 15% less effective in all areas than Gondor Soldiers, if I recall correctly what ET said, their cost is also lower so they are kind of similar still, yet they are largely forgotten in late-game.
I already suggested something in this thread that could possibly make them more interesting to purchase, having some advantages against heavier units and heroes. What do you think about that?
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 12. Jan 2016, 17:06
Well I do want to test Spear Throwers out, hopefully later today, so I don't want to say what needs a change and what doesn't need a change.  Your suggestion is definitely an option though.
I will make a post on this thread once I test the Spear Throwers. 

I would still like to see Rohan get some defensive upgrades to camps and castles.  Fire Arrows to the sentry towers would be the best option, but again, I would still like to see ideas for other defensive upgrades that would be unique to Rohan.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2016, 19:00
Rohan's biggest flaw defensively right now is that on castles, they have no long range option at all. All the other factions with walls get some kind of mounted catapult, why not Rohan?
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 12. Jan 2016, 19:15
I think that catapults on the walls of Rohan castles would definitely help defensively but...... I don't know, something is making me think they shouldn't have catapults on walls.  Maybe it's just I'm used to them not being there.  Is there any point in the books where it says Rohan has catapults on its walls? 

I remember, while playing The Lord of the Rings Online, there were defensive catapults placed on the deeping wall of Helms Deep you could control.  Idk if that's lore accurate though.
Titel: Re: Rohan Balance Discussion
Beitrag von: Lord of Mordor am 12. Jan 2016, 19:19
Rivendell won't have catapults either, and Lorien lacks both them and proper walls in the first place. It's good for the diversity of the game to have differences between the factions in many areas, including the defensive powers.

I agree that the spearthrowers don't seem to have a very strong place in the faction at the moment. They're one of those units that were originally born mainly because of atmospheric reasons (Peter Jackson throws a spear in the movies!) and not because there was a role we really needed to fill. On paper they're actually quite powerful - a strong ranged unit with knockback that's not afraid of cavalry - but Rohan is not usually played in a way that needs them. The idea was that they're an elite unit to support your peasant spam against excessive enemy cavalry if you decide to go for that strategy. I'm certainly open to giving them a new role if you have any ideas :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Melkor Bauglir am 12. Jan 2016, 19:52
I don't even think they need a new role, just a straight buff. I agree, their role sounds good on paper, eventhough like a niche one. However their main problem is their cost: 120 CP! This is 30 CP more than Tower Guards and double the amount of regular pikes. There is simply no reason to buy them to all, because their cost is just excessive. I personally think that the suggestion for decreasing their costs to 500 (maybe 600, becauseTower Guards cost that much, right?) and 90 CP is a good start.
Also, there is no way this ever backfires into like spamming spear-throwers: This unit is still a worse option against regular infantry, so against them archers would still be more powerful (having 5 additional members). And Rohans LG is so much focussed around cavalry, I would certainly not try to mass this unit just because it is now 90 instead of 120 CP.

Greetings
Melkor Bauglir
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 12. Jan 2016, 19:56
Well, as I suggested, I don't think they need a new role per se, but they could perhaps use some additives that could compensate for Rohan's weaker overall late-game compared to the other factions. It would prevent ET from adding an additional unit to the roster as well, so to me, that seems like a win-win situation.

In late-game, Rohan mostly survives with a combination of upgraded Eastfold Rohirrim and Rohirrim Archers to compliment each other (and Royal Guard with glorious Theoden of course), but some factions, like Isengard, can nearly nullify the presence of these horse archers because of the great shields.

What if, for instance, the spear throwers could fill this gap? They could be more useful against heavily armoured units and heroes( if needed), because well, a massive spear to the face. Surely this would make the unit no longer niche and provide perhaps some really good late-game pushing power by creating holes in heavily armoured defenses? Due to their low ROF, their average range and price, I'd say it's fairly balanced.

Just so you know, this idea makes a lot of sense to me, so I'll probably utter it a couple of times more. Be prepared :P.

PS: Lord of Mordor, did you check your PM? I had sent you something :).
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2016, 20:00
I agree something should definitely be done about spearthrowers. 120 CP is too much, 90 CP 500 resources would be much more balanced. Additionally, I agree with Odysseus, armor piercing would synergize quite well with their knockback ability.

In terms of the walls, I didn't necessarily mean that they need a catapult, just something long ranged that can hit enemy catapults. Lorien has Caras Galadhon Guardians which have siege level range, and I'm sure that Rivendell will have something similar, so Rohan should have some form of long ranged upgrade for the walls or a unit. Perhaps you could add a Spearthrowers Wall Upgrade, which has catapult level range?
Titel: Re: Rohan Balance Discussion
Beitrag von: Melkor Bauglir am 12. Jan 2016, 20:06
Hmm... I sense a problem around here, mainly because horse archers are supposed to be good against heavily armored units. You are right, even those aren't able to just hit Isengard's LG army straight into the face and win, but I personally would always ask myself: Is Rohan even supposed to do so? Don't get me wrong, this would be a nice role for the spear-throwers, but I don't think that Rohan should have such a "juggernaut" unit in order to engage massive, upgraded infantry blobs this way.
I personally don't think a niche unit is bad per se, but they still have to be viable in some way or another. All I'm saying is, that I don't think spear-throwers need a drastic overhaul, just some care in order to fulfill their part of the game. (Which translates to: Just buff them a bit, e.g. as suggested, and see what happens. No need to break what isn't broken!)

Greetings
Melkor Bauglir
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2016, 20:55
I would argue that spearthrowers ARE broken, brokenly weak. They need something to make them worth buying.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 12. Jan 2016, 21:41
I'm glad there is a lot of interest in this topic. 

I don't know if Spear Throwers need a different role.  I like the idea of them being good at defending peasants against cavalry.  The problem I have is that Farmhand can already do that.  Yes, Farmahand worse then Spearthrowers, but they are also more then half the price AND half of the cp cost, making it more effective just to get 2 groups of Farmhands then a group of Spear Throwers.  Farmhands are also a lot more readily available, and have more soldiers per group, making them overall a better option.  So if there is one thing that Spear Throwers really need, it's making them cost only 90 cp. 

Most of us all agree that Rohan has a lot of trouble dealing with heavy pike defenses.  With that in mind, I think that there are 3 things, besides the cp cost, that will make the spear throwers effective.

1.  Give their range attack some sort of bypass against Armour.  This would make them much more useful late game, especially against the Heavy Armour factions.  I don't think then need to bypass ALL enemy Armour, but maybe 50%?

2.  With their ability, in addition to knocking down enemies, the enemies hit will have an Armour decrease for a limited time.  Now if u want them to be good Peasant Spam support, this is a must because Late in the game, Peasants don't have a chance against Enemies with good Armour.

3.  Make them better in melee combat, helping with protecting your peasants against Cavalry a bit better. 

If you add these 3 suggestions, and leave their cost at 700, making them hard to spam, I think they would be well worth buying. 

I would really like to here some feedback on these suggestions.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2016, 22:16
I just had an interesting idea that might be impossible to implement. What if they were mounted? They could function as an extremely heavy cavalry that has both very strong ranged and melee damage, to serve in Rohan's late game.
Titel: Re: Rohan Balance Discussion
Beitrag von: Adrigabbro am 12. Jan 2016, 22:20
Wow, I love this idea!
Titel: Re: Rohan Balance Discussion
Beitrag von: Melkor Bauglir am 12. Jan 2016, 22:27
Just one technical information, because this idea has been brought up many times recently: It is not possible to really ignore armor.
Every unit which deals armor piercing damage doesn't really ignore armor -they just use a specific damage type, units with heavy armor are vulnerable against. (The heavy armor upgrade of course changes all armor values (it's no flat buff, like +50% armor!!, so they receive simply more damage of this damage type.)
Another option is to use an armor modifier (like -x% armor for y seconds), but this would not just effect the spear-throwers' damage. Eventhough such a modifier doesn't need to effect all armor values, it can e.g. only change a specific one, therefore, if only spear-throwers were using this damage type, only their damage would be increased -however, there aren't exactly free damage types lying around for every unit to access, so this would have the side effect of also weakening the enemies armor against other units who just happen to deal the same damage type).
Hope I could clarify some points a bit. ;)

For the spear-throwers in particular it would therefore be the easiest way of just giving them an armor piercing damage type -however there isn't much more freedom, like "horse archers are this good against heavy armor and spear-throwers this good". (Although there might be more than one armor piercing damage type, namely CAVALRY_RANGED and URUK -if I remember correctly, the first one is used for ranged units, the second one for melee.)

Greetings
Melkor Bauglir
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 13. Jan 2016, 13:55
That's very good to know Melkor Bauglir.  Learn something new everyday :P

Well what I was going for was that Spear Throwers would be able to do good damage to very Heavily Armoured units, and their ability would lower the Armour of the enemies hit as well as knock them back, making Peasants deal at least decent damage against Heavily Armoured units, for a limited time.

I'm still a bit confused on how Armour exactly works, but hopefully you understand my intentions.

Now the difference I was going for between Spear Throwers and Horse Archers is that they both Pierce Armour, but Spear Throwers, as Peasant support, will be stronger at killing ShieldBearers and swordsmen, while Horse Archers would be stronger against pikes.  I don't know if it is possible to be that specific, but if it is then those are the roles they should fill.

I tested out spear throwers yesterday, and my opinion on them has not changed much.  The only thing that concerns me is how little health they have.  Even the Wildmen Lair can deal a lot of damage to them, maybe kill them if they are not careful.  I still thing they need to be more effective in melee combat.

Also, this is optional, but their ability doesn't seem to knockback wargs from a Warg Lair, so adding that would be nice too, but that's not much of a problem to be honest   :D

My last suggestion (for now, I'll be back :) ) would be to give the Rohan Wall Banner to increase the range of archers by a small amount, giving Rohan some sort of defense against catapults with their upgraded archers.  I don't really ever see anyone buy Wall Banners, so making them slightly better would be nice.
Titel: Re: Rohan Balance Discussion
Beitrag von: Mor ho! am 14. Jan 2016, 09:21
Guys dont forget that rohan was made as all army can be mounted. Dont make from Rohan next ground faction. I really like the idea that Spears-throwers would mount. They would be as heavy cav. This kind of cav Rohan really need. He has the weakest cav, elite units are weak. Just devise some thing where enemies pikes will weakened.
Titel: Re: Rohan Balance Discussion
Beitrag von: Melkor Bauglir am 15. Jan 2016, 20:44
Zitat
I'm still a bit confused on how Armour exactly works, but hopefully you understand my intentions.
Then let me explain it, because it's pretty simply once you got the idea:
Armor EdainInfantryArmor
  Armor = DEFAULT             100%
  Armor = SLASH               100%
  Armor = PIERCE              100%       
  Armor = CAVALRY_RANGED      100%
  Armor = SPECIALIST           65%
  Armor = CRUSH               270%
  Armor = CAVALRY             135%
  Armor = SIEGE               100%
  Armor = FLAME               100%
  Armor = FROST               100%
  Armor = MAGIC               100%
  Armor = HERO                100%
  Armor = HERO_RANGED         100%
  Armor = STRUCTURAL          100%
  Armor = CHOP                150%
  Armor = URUK                100%
  Armor = WATER               135%
  FlankedPenalty            =  25%   
End

Armor EdainInfantryHeavyArmor
  Armor = DEFAULT             100%
  Armor = SLASH               100%
  Armor = PIERCE               65%       
  Armor = CAVALRY_RANGED      135%
  Armor = SPECIALIST           65%
  Armor = CRUSH               270%
  Armor = CAVALRY             135%
  Armor = SIEGE               100%
  Armor = FLAME               100%
  Armor = FROST               100%
  Armor = MAGIC               100%
  Armor = HERO                150%
  Armor = HERO_RANGED         150%
  Armor = STRUCTURAL          150%
  Armor = CHOP                100%
  Armor = URUK                150%
  Armor = WATER               135%
  FlankedPenalty            =  25%   
End
These are some pretty basic ArmorSets, I didn't check specifically, who is using them, but I guess normal swordsman (like Gondor-Soldiers) do. Without heavy armor the first ArmorSet is used, with the armor-upgrade only the second one. (Meaning of course only one set is active at the same time!)
The percentage-numbers mean how much damage the health pool actually takes after the unit gets hit with x-damage of one damage type. (E.g. if a unit with the first set takes 100 CRUSH damage (trampling damage), it loses 270 HP.)
You may e.g. see, that the values for URUK, CAVALRY_RANGED and STRUCTURAL are all getting worse, because those are used as armor piercing damage types. Also different units have generally stronger armor against what they are strong against. (E.g. pikes have high CRUSH (tramping) and CAVALRY (melee strikes) armor, meaning they take a low percentage of damage.)

DamageNugget ; A basic Nugget that just does damage
Damage = 40
Radius = 90
DelayTime = 300
DamageType = MAGIC
DeathType = EXPLODED
                DamageScalar    = 5% NONE +STRUCTURE ENEMIES
                DamageScalar    = 50% NONE +HERO ENEMIES
End
DamageNuggets (the entries in Weapons which do the damage) look more or less like that. Most is self explaining, the DamageScalar is now pretty important. In this case it makes buildings only take 5% of the 40 MAGIC damage mentioned above, while heroes take only half and everyone else receiving exactly 40 MAGIC damage (which is then evaluated in their armor, e.g. units with either the first or the second armor would both take 100% of the 40 MAGIC damage as a loss of HP).

Is this a better description? If so, I'm glad I could help. :D


Greetings
Melkor Bauglir
Titel: Re: Rohan Balance Discussion
Beitrag von: Adrigabbro am 12. Apr 2016, 10:01
I think Axe Rohirrims' formation is undoubtedly stronger than regular Rohirrims one. The former get +50% armor and damage, at the expense of being unable to trample -which can also be a good thing if you are fighting pikes- while the latter get +25% damage at the expense of -25% armor. Actually I don't think their formation is even useful at all, I personally don't want to trade damage for armor for my riders. I'd suggest three options:
- Increase the damage gain and decrease the armor loss.
- Add a movement speed buff.
- Make Rohirrims slow down less when trampling (just like in the tournament fix).
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Apr 2016, 10:17
Yes it would probably be good to touch up on the ordinary Rohirrims formation, without making the Rohirrim of the Eastfold weaker. I think a speed buff is a good idea, but I also have a feeling like maybe they should function as a sort of glass cannon styled unit, where their formation makes them deal incredible trample damage at the cost of most of their armor. This way they would be absolutely devastating vs swords and archers, but would die instantly against pikes. This would give the Rohan player options for micro, making a mixed army of Rohirrim and using the normal ones to take down archers in the rear, while eastfold and westfold charged the pike army head on.

EDIT: Also, why does the Exile Camp only generate 10 resources per second? I thought it was supposed to generate 60 to help Rohans poor economy.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 10. Mai 2016, 15:06
Would like to make some suggestions for the Exile camp.

As I said in the Mordor Balance Discussion Thread, I would like to see a price increase on the Exile Camp.  It is too strong of an Building for costing 500, and this would also give factions such as Mordor to stand a chance against it if it is rushed.  It should at least cost the same as a Stables (600), though it might need to cost more then that due to how important it is. 

I find having Eomer available to be bought from it makes sense.  However, because he can also be bought from the Citadel, it makes making him for the Exile Camp kinda pointless.  That is like if the Khamul could be bought at the Mordor Citadel and Dol Guldur.  So I would like to see Eomer as an Exile Camp Exclusive.  When the King's Camp is purchased, then Eomer can also be bought at the Citadel. 

Now I actually have a question. I actually wanted to start a thread on this, but I didn't want 2 posts on such a similar topic.

Now that there is an Exile Camp, I think that changing up Corrupted Theoden's Banishment into Exile ability would actually be a good idea.  I think that when a Hero dies while Banished, it would make sense for the Hero to be recruitable at the Exile Camp.

Here is the problem though.  If this happens, the Risk vs Reward system of Banishment into Exile would be severely weakened, and I really like the system that is used now.  And I honestly can't think of a way for there to be a Risk vs Reward system, as well as moving Banished Heros to the Exile Camp.

So I'm going to ask for some help from the community with this one.  If you do agree that Banishment into Exile should move the Hero to the Exile Camp in some way, I would really like to hear suggestions that do that, while keeping the Risk vs Reward system intact.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 10. Mai 2016, 15:42
I disagree with making it cost more. Instead, I would just like to see the leadership not stay on units once they leave the outpost, then it would be worth 500.

I agree with everything else you said, especially about Banishment into Exile. As for risk/reward, its still there, because you have to have the Exile Camp to be able to revive the hero. The enemy can very easily destroy it if you don't defend it.
Titel: Re: Rohan Balance Discussion
Beitrag von: Mogat am 10. Mai 2016, 16:21
I think it would be good to put the exile-camp on at least 600 or even 700 (as haman said it should be definetly more expensive then a stables). If it stays at the current price then the building should have severly less health.
Moreover the 90s it gives the buff is waaaaaaay too long (30s at max are enough).
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 10. Mai 2016, 16:25
Even 30 seconds are too much imho, I'd go down to 20. If the buff itself was weaker, maybe the duration could be longer, but if the buff stays the same it needs to be a short one. Maybe it could be increased to 30 seconds after the camp is upgraded.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 10. Mai 2016, 16:36
Well I don't think we should nerf the buff into the ground if the price of the Exile Camp is increased.  If it does get increased by enough, lowering its duration by too much just doesn't seem needed (though no matter what the price is at, I think it shouldn't be any higher then 60 seconds.  90 seconds is indeed too long)

@Elite KryPtik: I know that you know how strong Banishment into Exile can be.  If they are just moved to the Exile Camp, the Risk is significantly lower than the Reward, and as a result, that ability would be too strong.   
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 10. Mai 2016, 16:41
That adds on to the point Haman, once you use Banishment only idiots actually lose their heroes, because of the strength of the ability. That is why I honestly don't place much faith in there being a risk in the first place, banished heroes just wreck everything.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 10. Mai 2016, 16:47
I don't agree with your logic of "It's already strong, so let's make it incredibly Overpowered while we are at it."

Titel: Re: Rohan Balance Discussion
Beitrag von: Mogat am 10. Mai 2016, 16:55
The point of the banishment-system is: You can only banish a hero ONCE. If the banished hero dies, you cannot revive him until corrumped theoden is on the field. As soon as you could revive a fallen hero, theoden isn't corruped anymore.
This is the point of the ability and not if somebody is idiotic or not to loose his hero (and in lategame even an non-idiotic player loose a hero sometimes^^).

If we would move fallen banished heroes to the exile-camp the whole system would be torn apart. In this case you could banish a hero two, three or more times without being punished for loosing him.

And I agree with elendil, there is no sense in a super long duration of a buff. If it is drastically shortened, maybe there would be some more dynamics/decison-making: do I return to the camp to renew the buff or do I continue fighting?
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 10. Mai 2016, 17:04
The point of the banishment-system is: You can only banish a hero ONCE. If the banished hero dies, you cannot revive him until corrumped theoden is on the field. As soon as you could revive a fallen hero, theoden isn't corruped anymore.
This is the point of the ability and not if somebody is idiotic or not to loose his hero (and in lategame even an non-idiotic player loose a hero sometimes^^).

If we would move fallen banished heroes to the exile-camp the whole system would be torn apart. In this case you could banish a hero two, three or more times without being punished for loosing him.
I agree with this.  But I think it would still make sense if the Hero did move to the Exile Camp after being Exiled.  That is why I asked if there is a way to have the best of both worlds (that is, moving the Hero to the Exile Camp, while also maintaining a penalty that makes the Risk vs Reward system similar to how it is now).



Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 10. Mai 2016, 17:19
The real strength of the camp when initially build should be to quickly churn out those Exiles, and provide a short buff that allows for dynamic decision making. 90 seconds is indeed too long. 20-30 seconds sounds reasonable. Either a longer duration and a weaker buff, or the other way around. As for the price, I want to say that I would not want to see it that much more expensive, since the charm lies in its cheap price. I think 600 is reasonable. That way, you have to consider, Stables or Exile Camp?

I also agree with what Mogat said about the exiled mechanic. If they could be recruited from the outpost, which is cheap and not impossible to defend because troops get a speed buff around it and it has defensive creeps, the risk factor would be drastically diminished.
I mean, yes, it would make sense, but it will screw over the mechanic and its uniqueness, imo. You get the massive 50% damage boost, which allows Rohan's heroes to deal with many of their more expensive counterparts, especially in 1v1 duels, but the downside should remain as substantial as it is now.

Although, Eomer in the Exile Camp sounds like a good idea, because he formed the Exile Camp, based on his well...exile, haha.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 11. Mai 2016, 14:35
Well Eomer is already in the Exile Camp, which makes sense.  I just find it odd that he is also available in the Citadel from the beggining, because it makes his availability at the Exile Camp kinda pointless.

As for Banishment into Exile, I just would like to see a way for there both to be a penalty on the ability, and for it to involve the Exile Camp in some way, because, as Odysseus said, it would make sense to move to the Exile Camp once you're Exiled. 
But if there isn't a way of doing that, then I won't mind keeping the way Banishment into Exile works now.   It is a very unique mechanic that I like.
Titel: Re: Rohan Balance Discussion
Beitrag von: Lord of Mordor am 11. Mai 2016, 15:08
Eomer could certainly be exclusive to the Exile camp. The reason we didn't do this is that he does feel like a core Rohan hero, so we weren't sure if you should need to have an outpost to build him. But if you'd prefer him only in the camp, we could do that.

The buff is longer than usual because we wanted it to be easily usable for fighting and aggressive maneuvers - it shouldn't already be half gone by the time you travel from the camp to the enemy (whereas statues are meant as a more defensive bonus and are also cheaper, hence their shorter duration). Other buffs like the warg howl or activated hero abilities usually last 30 seconds, but those can be used when the fight begins. As the exile camp also must account for travelling time, I think it's reasonable that it's longer than that. Though we could shorten it to 45 seconds perhaps?

The 30 second standard is actually something I've been meaning to get some opinions about. It's the length we currently use for most buffs like the Howl, the Iron Hills Guardian ability, and  so on. Do you feel that is a good length, or do you think the buffs have too much uptime that way?

Banishment to Exile must carry a strong penalty, I think, and I really like its unique drawback, so that is something I think we'll keep.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 11. Mai 2016, 15:31
I think 30 seconds is a solid standard. The game is older and slower compared to more modern games. The larger battalion sizes also make micro less important compared to games that are more about positioning and micro such as League of Legends, Starcraft II or Dawn of War II. Since the game runs at 30 FPS, I think that longer lasting abilities with small buffs is a good way to compensate for the slower pace of the game. The stronger the buff, the shorter the duration I would say. Same applies for the other way around.

I don't think the 90 seconds timer is necessarily the problem, but it's the combination of buffs the camp gives. Increasing the speed of affected units is a very potent buff, and contradicts with a long, drawn out buff design-wise. I am not a mathematical genius, but I can imagine that the 25% speed buff + 90 seconds is enough time to cross the average map twice. Therefore, the reduction of the timer is arguably the easiest solution if the buffs are to remain unchanged.
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 11. Mai 2016, 15:37
Well considering how Rohan starts at the beggining of each match (Theoden Corrupted, and Eomer and his Riders Banished), I think it would make more sense if Eomer Started at the Exile Camp only.  Though once the King's Camp is purchased, then if possible, moving him to the Citadel as well would be a good idea, because I will agree that Eomer is one of Rohan's Core Heroes, considering his role as a character.

I also agree that the Exile Camp Buff should last longer then Statue buffs.  I agree  that traveling time should be taken into account, even with the Speed buff it applies.  But with the 90 second buff it currently has, there is very little chance of ever running out of it, especially for Cavalry (which Rohan has loads of).  So I would argue for 60 seconds for buff, though I might be the minority in that opinion.

I personally like the length of Active abilities currently.  Generally fights last longer then 30 seconds, so it is not like you always have the buff active. 

And I understand why Banishment into Exile must carry a strong penalty.  So I can live with it staying the same.

Thanks for the Feedback, Lord of Mordor :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Mogat am 11. Mai 2016, 16:16
I still think even 45 seconds would be way too long with the current buff it gives .

I don't understand the justification of it lasting longer, because of its agressive design. 30s is already really long, especially in combination with it giving a buff to a cavalry-faction ^^
In my opinion there is no sense/ tactical challenge in tanking up a buff and then having it for a long time. I would rather like to see a strong buff for a short time, than a weaker buff for a longer time (and if the buff should last 45s it should definitely be weakened).

Of course this is whole point is tremendously map depended, which makes it even harder to discuss. A proposition I would consider reasonable, would be to shorten the buff to 30s, but make the speed-buff of normal infantery (cavalry stays as it is now) a little higher, so the gameplay would be a little faster. This would encourage harass and shorten travel-time while leaving the opponent the opportunity to take a fight in which the buff would not last the entire time and overpower everything else.
So I think speed is what differenciates an "agressive" ability from a "defensive" (if you can call it like this) and not an endelss duration of it.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 11. Mai 2016, 16:21
Statues don't recruit cavalry in about five seconds. Statues don't generate resources either. And statues give the (arguably) weaker buff, since both Rohirrim and peasants profit so so much from the added experience. Even 30 seconds is an incredibly long duration for this buff, while 90 is just bonkers. A duration that long is basically permanent, because you can do whatever you want with your units and it won't take as long as the duration of the buff - which means that if they survive whatever you're doing, you can just go back and refresh it. With the speedbuff even your infantry can get to most settlements within 30 seconds (example Fords of Isen: outpost to the safe settlement near the ford, roughly 30s). That is already awesome! You don't need to have another minute of leadership bonus there. And I'm not even talking about cavalry here, because with Rohirrim it just gets ridiculous...



Comparing active abilities given to units to a stationary buff in this context doesn't make a lot of sense imho. Yes, they can be activated exactly when you need them, but then they are on cooldown. The exile camp's buff is permanent, as long as you're in range of it.

I'm personally fine with the 30s duration for abilities, since you need a bit of time to let them do work. If the abilities themselves were stronger, the duration would need to go down, but currently it works out quite well I think. :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Hamanathnath am 11. Mai 2016, 16:46
I think Mogat hit the Nail on the Head with this:
Of course this is whole point is tremendously map depended, which makes it even harder to discuss.
But I will stick with think 60 seconds is a good amount of time on it.  Yes, on smaller maps, you will most likely have the buff more then you won't, but you still have to leave combat in order to get it back.  And remember that most of us have also called for a price increase on the Exile Camp.  If a price increase should occur, then I think Nerfing this buff so much  would be a bad idea.
Statues are very cheap buildings, and have a hero discount, so the Exile Camp having a stronger buff makes sense, even with its other added benefits, and especially if there is a price increase on the Exile Camp.  At least, that is my opinion on the subject.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 11. Mai 2016, 17:20
I would say 60-45 seconds would be a good time limit on the Exile Camp buff, especially if it gets a cost increase, which I personally don't agree with. That's part of the usefulness of the camp, is that its so cheap to build. Remember, to get anything other than the camp itself you still have to pay, at minimum, 280 resources per unit, and to access its more useful features you have to upgrade it for 1k, and then pay even more money for more troops. The 500 cost is just a gateway to unlock units that cost more money.

Its not like its Dale(which generates WAY more resources by the way right out of the gate) with the ability to tank and kill enemies on its own, if its not defended it will fall easily. The defensive slaves around it are not a real threat, even after its upgraded, so if you don't actively defend the outpost then the enemy can easily harass it. I think calling for a price increase is just a bit lazy to be honest, all you have to do is go and harass the enemy to get them to leave the vicinity of the camp, then destroy it. My two cents on the matter  ;)
Titel: Re: Rohan Balance Discussion
Beitrag von: Lord of Mordor am 11. Mai 2016, 18:16
I agree, the Exile Camp is meant to be balanced around the fact that it's a cheap early game option, which makes it unique among outposts. I wouldn't mind raising its cost to 600, but not much higher than that - if it's too strong for that price, I'd rather nerf it.

Bringing the duration down to 45 sounds like a good compromise to me. We could also remove the experience boost from the buff, as that's not really essential for helping with early game aggression.

Thanks for your feedback on ability durations :) We'll be sticking with 30 seconds as a baseline then.
Titel: Re: Rohan Balance Discussion
Beitrag von: Adrigabbro am 11. Mai 2016, 18:28

Great news. :) I agree with removing the experience bonus if you chose to bring the duration down to 45 instead of the standard 30.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 11. Mai 2016, 22:12
Sounds like a good setup to test. Looking forward to that, as well!
Titel: Re: Rohan Balance Discussion
Beitrag von: Tirano am 25. Mai 2016, 02:33
i think Gamling neet to get a high cost, like 1100 so people dont rush him.. in some maps rush gamiling is so op 
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 25. Mai 2016, 04:27
Increase Gamlings cost and you take away one of Rohans biggest advantages. Just because you can Rush Gamling doesn't make him OP, if the enemy plays smart they can slow you down from getting creeps, which can really hurt your economy, or go off and take other creeps to compensate for the loss of the creeps that you steal. Also, Gondor can rush Beregond, which is a perfect counter to Gamling.
Titel: Re: Rohan Balance Discussion
Beitrag von: Tirano am 25. Mai 2016, 04:38
i know taht.. since I saw you do taht i  implemented in my game and i think taht in some maps is extremely op like bukland for example... i really like the Gamling rush but in maps like bukland is unbalence.. your oponent dont have a chance
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 25. Mai 2016, 05:35
Sure he does. Instead of hitting you head on he can go around and harass, or you can get help from a teammate to deal with the Gamling rush.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 17. Aug 2016, 20:02
I wanted to discuss Theodens health points after he is cured. For the longest time I couldn't understand why he always seemed to die so quickly, then I had a look at his health bar, and discovered he only has 3600 health at level 1. This is the same health points that cheap heroes like Wulfgar have, yet Theoden is worth 2800 after he has been cured. So I think something may be off there, and wanted to gather opinions from the community on the subject. I am at my place of work while I post this, so I can't compare health until I get home, but it seems rather strange that the King of Rohan should be so easy to kill, without even taking the cost into account.
Titel: Re: Rohan Balance Discussion
Beitrag von: Julio229 am 17. Aug 2016, 20:05
That's true, Théoden dies so quickly. It doesn't fit for a Hero that costs so much, and his health should be buffed.
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 17. Aug 2016, 20:54
He had a passive called "hero of the Helm's Deep" that used to give him %100 more armor. I wonder if this bonus still affects him since he still gets his battle armor after level 5.

Leveling him up is bigger issue imo, especially if you put him in the same group with other cavalry battalions. It would be nice if he got little experience by nearby unit's kills.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 18. Aug 2016, 01:35
He does still get that bonus to my knowledge, but even late game he dies the first out of all of Rohans heroes. I agree that he seems to take FOREVER to level up.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 18. Aug 2016, 05:17
When it comes down to ''feeling'' Theoden's performance in the mod, you could definetely say that he is underperforming, and that his health in his early levels is under-performing quite heavily. Especially when he is before level 4-5.

Unfortunately, I have trouble seeing a middle ground. The 3 PP spell may seem far away, but it can hit at the same as a Nazgul if you save up for it, and Theoden poops on Nazgul, doesn't he?

I think Theoden's early game, especially for a hero that costs so much to revive (2800 without any real mass slayer abilities!) is lackluster. A health buff might be worth testing, or some armour buff, or better scaling, it's a little tough to say for that matter, unfortunately. Do you guys think a health buff would be sufficient?
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 18. Aug 2016, 05:25
Theoden does not "poop" on Nazgul to my knowledge, as they are hero killers, they defeat him quite easily. He can be beaten by most any hero in the mod in 1v1 right now when cured. I think a health buff would be fair, something in the order of 6000 total health points would match his cost and role nicely I think. As he is meant to lead his forces into battle, its hard for him to do when he dies in seconds against the enemy :P
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 18. Aug 2016, 08:56
He can be beaten by most any hero in the mod in 1v1 right now when cured. I think a health buff would be fair, something in the order of 6000 total health points would match his cost and role nicely I think. As he is meant to lead his forces into battle, its hard for him to do when he dies in seconds against the enemy :P

I agree with health increase. It would also improve his performance when he gets the ring. He loses armor and speed after all  :)

However, he should be vulnerable against hero killers still. Besides, he was 71 years old during WoR so making him very tanky wouldn't be lore wise.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 18. Aug 2016, 12:31
Hmm, okay. Well, I am not sure. Unless I run into a wall of pikes, when I charge down a line with a fully upgraded Rohirrim army and Theoden amongst them, the rest usually gets torn to shreds, so that usually does the trick for me :P. However, don't quote me on this, but I think because of Rohan's ability to unlock Theoden so early into a fighting form, without paying any resources for it, which can be quite a big deal depending on the situation, that Theoden has very different stats and scaling compared to other faction supporters or whatever his role may be. The Sauron of the good guys.

Also, Elite, he can poop on Nazguls, check this out, the last part: https://www.youtube.com/watch?v=p9yzKICujN0
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 18. Aug 2016, 13:53
That video shows the hero batallion, not a single nazgul. Any of the single Nazgul are much stronger individually because of their armor, and I do not believe he wins against them.

Regarding him being 70, have a little read of this:

"But at that same moment there was a flash, as if lightning had sprung from the earth beneath the City. For a searing second it stood dazzling far off in black and white, its topmost tower like a glittering needle: and then as the darkness closed again there came rolling over the fields a great boom.

At that sound the bent shape of the king sprang suddenly erect. Tall and proud he seemed again; and rising in his stirrups he cried in a loud voice, more clear than any there had ever heard a mortal man achieve before:

    Arise, arise, Riders of Théoden!
    Fell deeds awake: fire and slaughter!
    spear shall be shaken, shield be splintered,
    a sword-day, a red day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

With that he seized a great horn from Guthláf his banner-bearer, and he blew such a blast upon it that it burst asunder. And straightway all the horns in the host were lifted up in music, and the blowing of the horns of Rohan in that hour was like a storm upon the plain and a thunder in the mountains.

    Ride now, ride now! Ride to Gondor!

Suddenly the king cried to Snowmane and the horse sprang away. Behind him his banner blew in the wind, white horse upon a field of green, but he outpaced it. After him thundered the knights of his house, but he was ever before them. Éomer rode there, the white horsetail on his helm floating in his speed, and the front of the first éored roared like a breaker foaming to the shore, but Théoden could not be overtaken. Fey he seemed, or the battle-fury of his fathers ran like new fire in his veins, and he was borne up on Snowmane like a god of old, even as Oromë the Great in the battle of the Valar when the world was young. His golden shield was uncovered, and lo! it shone like an image of the Sun, and the grass flamed into green about the white feet of his steed. For morning came, morning and a wind from the sea; and the darkness was removed, and the hosts of Mordor wailed, and terror took them, and they fled, and died, and the hoofs of wrath rode over them. And then all the host of Rohan burst into song, and they sang as they slew, for the joy of battle was on them, and the sound of their singing that was fair and terrible came even to the City.
"

The think the old fellow is pretty spry after all, isn't he? ;)
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 18. Aug 2016, 17:37
It was, of course, a joke, good Sir KryPtik :P.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 18. Aug 2016, 20:25
Well, there isn't anything in your post to indicate it was a joke to me, but no harm done nontheless :)
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 18. Aug 2016, 20:39
I suppose the laughing emoji in the spoiler part was not clear enough. Noted for future reference. :D
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 18. Aug 2016, 21:05
I think a health buff would be fair, something in the order of 6000 total health points would match his cost and role nicely I think.
So you just want to give him more health than any other hero in the game?^^
Assuming you're talking about level one, that is just way over the top. For future reference, here is how much health heroes have in 4.0, without scouts:

Gandalf has less health than other heroes because of his devastating abilities and because he has access to Shadowfax. In the hands of a good player, you'll never be able to kill a lvl 5+ Gandalf without the use of something like Lurtz' crippling shot just because you can't catch him. Same thing goes for Theoden, who is one of the strongest support heroes in the game and also has access to a horse. What you quoted, Elite, is perfectly incorporated with his charge at lvl 10: That one last push where Theoden and all allies around him are unstoppable. Other than that, he is still very much an old man. ;)

Having said that, 2800 (and three spellpoints) is just way too much money for Theoden. As I've stated before I'd reduce his cost to something like 2000, maybe more if his leadership for units gets buffed to 20%/20%. Increasing his health is the wrong way to go imo.
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 19. Aug 2016, 01:01
Also possible. A 800 cost reduction is quite huge though. Could we try a smaller one first? Maybe 2400?
Titel: Re: Rohan Balance Discussion
Beitrag von: -DJANGO- am 19. Aug 2016, 01:17
2400 seems fair. It still has to be painful, regarding that you got a great hero for a cheaper price (800+3spellpoint).

Im against a simple health buff - at the beginning theoden should be as vulnerabel as he is now because he gets his armor at Lvl 5 i think...

How about to give his Lvl4 ability (atm only Experience for troops) an extra attack boost (like the Stormattack from bfme1) - nothing big ´because its only lvl 4, but that would emphasize his Leadership Role. With that in mind you would have a near goal to reach (Lvl4) apart from his passive leadership and his Lvl10. What yall thinking about that?
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 19. Aug 2016, 01:30
I think it sounds interesting. Would make sure to give an original buff, something that Theoden's leadership does not already provide. Also, I think it might be worth reducing the amount of experience troops gain if combat stat improvements are to be included. E.g. Instead of only 4X experience, they gain triple or double experience and 15-25% speed. A counter-weight basically, because quadruple exp is phenomenal already.
Titel: Re: Rohan Balance Discussion
Beitrag von: -DJANGO- am 19. Aug 2016, 01:34
Agree  ;)
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 19. Aug 2016, 03:15
I think personally that Theoden has enough support powers already, the issue I have is with the health-cost ratio. Also guys, I was aiming for the high health amount, so 5500 for level 1, I just forgot the exact number, my bad :P

The difference between heroes like Gandalf/Saruman and Theoden is that they can get in, use their powers and get out, having done all they need to. For Theoden to work, he has to be in actual battle along with your army, which means that for the entire fight he will probably end up being on defensive mode in the back instead of fighting up front, as he should be. Yeah, he is hard to catch, but oftentimes he dies so quickly you don't even get a chance to mount him up. You can be off doing something else while he fights in a battle you know is won, and somebody snipes him in about 5 seconds just to make you lose 2800. Its brutal, and really annoying.

Its really unusual that Theoden, who should be leading his armies into battle, has to stay in the very back of the army, lest he be slaughtered by almost any other hero. I think its really foolish to have the literal leader of the faction have health points on the same level as Wulfgar, Gamling or Beregond. At the very least I would push for a health buff to the standard category, so 4500 on level 1, and then a price decrease to 2400 to match it. Also, don't forget, some heroes are Hybrids, who have things like hero killer damage and tank health, such as Thorin Oakenshield, who costs LESS than Theoden.

I really liked your support ideas, and also I'm not sure that the experience power is actually working properly, they have never seemed to gain that much experience even in big army clashes while using the ability. If somebody wants to test over the weekend just let me know :) If I was going to replace any ability though, it would be the King's Herald power he has. By the time you have him leveled high enough to unlock the ability, you have a big army in 1 location that you are rarely if ever going to split apart from him, making the herald essentially useless. So that would be the power I would move to have changed, unless something changed without me knowing and the herald now gives leadership on top of Theoden.

Glad to have the discussion going, lets keep it up :D
Titel: Re: Rohan Balance Discussion
Beitrag von: Odysseus am 19. Aug 2016, 03:44
Hmm, I feel Kryptik makes solid points though. I wonder if we can strike middle ground somewhere. He could have the health pool of a tank, because people talk about his abilities and compare him to the likes of Saruman and especially Gandalf because of the share in horse mechanics, but on the other side of the coin, Elendil did say that the lower HP pool is to justify such destructive abilities. My question is though, does Theoden have these? Is the comparison really even fair?

I agree with Elite that Theoden should be getting into fights, leading his army from the front. Besides, I don't think it will matter too much. Theoden's only option for survivability is his level 10 power and horse, but his primary purpose is of course his unique leadership. He has no real tank powers like Boromir or Hama that reduce incoming damage greatly. We could perhaps also just tweak his health scaling per level, so that remains a bit fragile early, but benefits even more from levelling than other heroes do. At best, he becomes worth his price tag, at worst, he takes 1-2 more hits to kill.

Any thoughts on this?

On a side note, I think the design behind the herald is interesting and on paper greatly promotes the management of leadership on multiple flanks or fronts for that matter. In practice, unfortunately, it is usually not the case. The transition of mid to late game is usually marked by each faction having accumulated enough strength to create their own blobs of death and bounce them against each other to see who comes on top. And at the same time, I feel the ability is a bit awkward in his kit. It feels like he has two leaderships that basically do the same thing. Might just be me though.
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 19. Aug 2016, 10:57
I don't agree with reducing price of him instead, Theoden is the faction leader and ring hero so his price should be similar with other faction leaders.


I agree with Elite that Theoden should be getting into fights, leading his army from the front. Besides, I don't think it will matter too much. Theoden's only option for survivability is his level 10 power and horse, but his primary purpose is of course his unique leadership. He has no real tank powers like Boromir or Hama that reduce incoming damage greatly. We could perhaps also just tweak his health scaling per level, so that remains a bit fragile early, but benefits even more from levelling than other heroes do. At best, he becomes for his price tag, at worst, he takes 1-2 more hits to kill.

Any thoughts on this?

On a side note, I think the design behind the herald is interesting and on paper greatly promotes the management of leadership on multiple flanks or fronts for that matter. In practice, unfortunately, it is usually not the case. The transition of mid to late game is usually marked by each faction having accumulated enough strength to create their own blobs of death and bounce them against each other to see who comes on top. And at the same time, I feel the ability is a bit awkward in his kit. It feels like he has two leaderships that basically do the same thing. Might just be me though.

About Gandalf, he is a mass slayer and has also hero killer abilities. Moreover, Gandalf the Challenge Master is the one of most useful ring hero in the mod. It makes sense Gandalf starts with 3500 hp.

Theoden is only unit and hero (due to his leadership and exp boost) supporter. He loses armor and speed when he uses the ring. He levels up quite slowly. I can't see any reason why he starts with 3500 hp like Gandalf.

It would be fair if Theoden started 4500 hp (at least) like standard heroes. I also suggest making him level up faster. If he gets some experience from other unit's kills and gets hp boost probably he will be worth 2800.

Theoden's Herald is quite situational. I don't see someone uses it in online matches but it can be extremely useful if you split some cavalry with herald and harass enemy. Also it is bugged (at least on me :D) so you can't summon it on horse right now. The problem I see in herald is he is a bit squishy and situational. Mostly people prefer fully pushing other player instead of splitting army and harassing.

Titel: Re: Rohan Balance Discussion
Beitrag von: Julio229 am 20. Aug 2016, 21:08
Playing against Rohan I've noticed their siege weapons should have less health/are too strong. It makes no sense that playing as Imladris I've more difficulties destroying Rohan's siege units than Isengard's siege units (When it should be the opposite, in my opinion). It also doesn't help that Rohan's AI is probably the most difficult to play against, and having fully upgraded Imladris warriors struggling to destroy a single Rohan battering ram doesn't make a lot of sense.
Titel: Re: Rohan Balance Discussion
Beitrag von: Sawman am 21. Aug 2016, 16:28
Rohan has the worst siege in the game if anything they should be buffed, the ram is exactly the same as any other ram in terms of damage and in health, and their catapults have the lowest range compared to everyone else's and I think their damage is lower than the balista from isengard and that's saying something,

Hero's and spears tend to do better against rams try that maybe, and IMO isengard is the hardest ai
Titel: Re: Rohan Balance Discussion
Beitrag von: Julio229 am 21. Aug 2016, 16:52
I'll try with spears!

I don't have a lot of difficulties against Isengard, I tend to struggle more with Rohan and Lothlorien.
Titel: Re: Rohan Balance Discussion
Beitrag von: Sefie1999AD am 5. Sep 2016, 23:44
There's two balance changes I'd like to see for Rohan. In the Ultimate Skill Cup, hardly anyone played as Rohan, which implies to me that the faction is somewhat unpopular among Edain's gaming community. While I do think this is mostly because of Rohan's micromanagement-intensive playstyle rather than being underpowered, I still think some parts of Rohan's faction are lacking, and addressing these issues could make the faction more tempting to play.

First, I'd like Rohan to have a way of reducing the cost of unit upgrades (such as Heavy Armor and Forged Blades). Their upgrades are extremely expensive, and with only 7 build plots, Rohan's economy isn't all that great anyway. They do have Cruel Taxes, which is great, but by the time you begin to upgrade your forces, the chances are that you've already cured Theoden. By the way, this is the reason why I personally like to keep Theoden corrupted for as long as possible, as he's the only way to boost Rohan's economy. As for how to reduce the cost of upgrades, a simple way would be to have each Farm (or Assembly Point) reduce the cost of upgrades, similar to what Gondor Blacksmiths and Dwarven Mine Shafts do. Alternatively, you could add an upgrade to King's Camp: an upgrade that reduces the cost of your unit upgrades by a certain percent (similar to what MotW's Iron Ore does in the vanilla BFME2).

Second, I'd like Rohan to get better offensive siege. The game design with the recent versions seems to promote using siege, as structural arrows tear even through Heavy Armor very quickly. Using Cavalry – which is supposed to be Rohan's trademark – to attack an enemy base will only get you killed (unless you grind until Theoden learns Glorious Charge), as horse battalions are easy targets for arrow towers even with Heavy Armor and Horse Shields. Battering Rams get killed by melee units when they enter the enemy base. They would need meat shields, but heroes are practically the only thing that can survive long enough inside a fully defended enemy base. Onagers are ridiculously weak. I tried having 5 of them attack an Arrow Tower, and they took forever to take it down. Onagers need a major boost (or a purchaseable upgrade) for their attack power. I know Rohan isn't really a siege faction lore-wise, but balance-wise, they don't have any effective ways to deal with a properly defended Castle. It's as if Rohan was meant to be played on Camp maps, not Castle maps.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 6. Sep 2016, 10:17
I agree with most of your points, ESPECIALLY the Upgrade Discount. I think that having it tied to the Assembly Point would be a brilliant idea, and would give the Assembly Point some use beyond just a healing archer tower.

Regarding siege, don't forget that you can summon Ents, which are extremely capable of sieging enemies. Regardless, I definitely agree that Rohan's Onagers need the ability to buy upgrades to get better, Isengards Ballistae also need this. I would suggest the old upgrade of flaming hay bales for Rohan, and Piercing Bolts for the Ballistae.

A couple more points that I have brought up earlier, Theoden needs a health buff terribly, because while he is a unit supporter he needs to be in combat to give units his benefits. This, combined with the passive AI targeting of units in combat ALWAYS hitting him first, in addition to him seemingly being a bit faster than the rest of the army, means he dies super easily and quickly. He also takes FOREVER to level up, some heroes take a ridiculous amount of time to level up, like Theoden, and some are insanely fast, like Arwen. I would like the experience gain for heroes to be normalized based on cost.
Titel: Re: Rohan Balance Discussion
Beitrag von: Sefie1999AD am 8. Sep 2016, 00:42
Having the upgrade discount tied to the Assembly Point would make AP more useful, yes. Currently, the structure is rather expensive for a settlement, and you'll need to pay even more to arm it. It also takes one settlement plot away from a money-producing farm. At the moment, if you wanted a defensive settlement, it might be more cost-effective to just build a farm and upgrade it with Production 1 and Defence 2. At any rate, if the Assembly Point gave an upgrade discount, how would you implement it? Usually you'd need at least 2 structures to get any discount, but I think the bonus would be too weak if you needed to build 2 Assembly Points to even get the smallest discount. I'd propose something like:

1 Assembly Point - 10% discount
2 Points - 15% discount
3 Points - 20% discount
4 Points - 25% discount

These discounts might seem very big, but building 4 Assembly Points is very expensive, and it also means you'll have 4 farms less to produce money.

I really like the idea of burning hay bales for Rohan! Technology-wise, it's simple but effective, and therefore fits Rohan very well.

Definitely agreed on Theoden needing to level up faster. He gains levels so slowly that the best way to get Glorious Charge is to find the One Ring and use it to boost him to level 10.
Titel: Re: Rohan Balance Discussion
Beitrag von: DrHouse93 am 8. Sep 2016, 10:36
I agree with what has been stated above: the Assembly Point discount proposed by Selfie1999AD, and also the health and experience buff for Theoden

Last match I played with Rohan, the minimum level of my heroes was level 7, of course not counting Theoden at level 4
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 8. Sep 2016, 18:56
I'm not really sure what the best way of tying the upgrade discount to Assembly Points would be, maybe a system similar to Lothlorien, where you get a big discount after you get 2 Assembly Points, and max at 3, would be fairest. After all, Loriens buildings are similarly priced, although they also generate resources, so it would still be a hit to the overall economy. I think it would help a lot in the long run though, as I sometimes have 2 Assembly Points in my games anyways after I have crushed my opponent early game and taken map control.
Titel: Re: Rohan Balance Discussion
Beitrag von: Slawek56703 am 18. Sep 2016, 03:55
My idea of improving Rohan and other cavalry . We know that Pikeman and are very strong vs cavalry but doesnt mean pikeman are very much resistant to attacks of cavalry so if cavalry manage to attack pikeman they should deal damage as big as to infantry this is resonable i think an i think many people will agree (in bfme 1 this actually happend but we know this was far from perfect becouse cavalry could destroy pikes if those didnt make thier formation and in front of the cavalry is destroyed or loose like 90% health but depends if they can trample them.)Second i wanted to say that cavalry are very effective on flanks so if u attack enemy from some angle or behind u can destroy them without big loses unless they had many pikes in evry possible place angle to cover other pikes . Rohan charges reealy should be devastating and shouldnt be underestimated by players .
So in short :increase flanking damage like 300% vs pikeman especially , decrease armor for pikeman if cavalry attacks them and doing something with crush revange damage vs diffrent types of units less when attacks archers little bigger when infantry especially heavy and biggest when charging pikes ...(I hope AI get new paths to attacking pikes with cav othervise it get unbalanced and cavalry get destroyed (just thinking) *(whatever).
Well that was my idea hope its possible to read 
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 18. Sep 2016, 12:12
My idea of improving Rohan and other cavalry . We know that Pikeman and are very strong vs cavalry but doesnt mean pikeman are very much resistant to attacks of cavalry so if cavalry manage to attack pikeman they should deal damage as big as to infantry this is resonable i think an i think many people will agree (in bfme 1 this actually happend but we know this was far from perfect becouse cavalry could destroy pikes if those didnt make thier formation and in front of the cavalry is destroyed or loose like 90% health but depends if they can trample them.)Second i wanted to say that cavalry are very effective on flanks so if u attack enemy from some angle or behind u can destroy them without big loses unless they had many pikes in evry possible place angle to cover other pikes . Rohan charges reealy should be devastating and shouldnt be underestimated by players .
So in short :increase flanking damage like 300% vs pikeman especially , decrease armor for pikeman if cavalry attacks them and doing something with crush revange damage vs diffrent types of units less when attacks archers little bigger when infantry especially heavy and biggest when charging pikes ...(I hope AI get new paths to attacking pikes with cav othervise it get unbalanced and cavalry get destroyed (just thinking) *(whatever).
Well that was my idea hope its possible to read

I think Rohan's problem is not cavalry at the moment. Please notice that cavalry is both counter of swordsmen and archers, so there is no way to counter it if you one shot pikemen battalion somehow. Also, Rohirrim of eastfold can hold against basic pikes if you use horseman shield upgrade. With the latest patch, I think the Team made a good job by giving extra trampling to normal Rohirrim that make them quite useful.

So no, cavalry is not an issue here. I think one of the problems is %90 Rohan's late game depends on an outpost. You simply get screwed when opponent spams elite pikes and you don't have an an outpost in late game. Literally, all you can do is spamming peasants.

Other one is economy. I like the assembly point idea. It requires map control that fits with an aggressive faction like Rohan. Getting upgrade discount from outer buildings can be unique.

Edit: fixed some mistakes.
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 14. Okt 2016, 18:23
Greetings! Today I would like to share some ideas for Rohirrim Marshals, mostly about making their passives more various and useful.

Currently, all three marshals give fear resistance to nearby allies. Theoden's leadership gives fear resistance and can be split with herald easily. Also every faction got horn spell to give units fear resistance. At this point, Rohan has too many ways to provide fear resistance unnecessarily. So my idea is giving small but different passives to marshals that can make them more efficient in LG.

Grimbold

Grimbold is a veteran commander. He fought in Battle of the Fords of Isen I and II. Later was in Battle of Helm's Deep, arrived with Gandalf and Erkenbrand. Finally he participated Battle of the Pelennor Fields.
 
I find giving experience bonus of Eomer's passive suitable. He fought in many battles. Units fight alongside of him can get double experience passively. He can even get a weak version of pillage skill but it can be op for a marshal.

The reason why I want to give him Eomer's passive is this ability doesn't fit with Eomer's role. He lacks mass slayer abilities and It would be nice to see one more skill that improves his role. But it's another discussion.

Elfhelm

He arrived Battle of the Fords of Isen I with great haste, charged with his riders. After Battle of the Pelennor Fields, he led the three thousand Rohirrim and destroyed last of Mordor's force that blockaded northern road.

His passive can provide %10-%15 movement speed to nearby cavalry. Numbers or radius of buff can be changed of course. :)

Erkenbrand

He led his men with Gandalf and fought at the end of Battle of Helm's Deep. Although he is old, he described as tall and strong, reminiscent of Helm Hammerhand.

I was thinking that keeping fear resistance passive just for him. So players can use him as well when Theoden is either corrupted or not around.

Or

He can provide some sort of knock back resistance in a small radius, it can improve cavalry against trolls in LG.

I tried to explain my suggestions with using lore. As I said, these numbers or effects can be changed for balance's sake  :D. I would like to hear your ideas as well. I think these changes can improve Rohan's LG a bit. 


Titel: Re: Rohan Balance Discussion
Beitrag von: Julio229 am 14. Okt 2016, 18:29
I really like your ideas! They'd certainly help in Rohan's Lategame and fit with Tolkien's writing of these characters.
Titel: Re: Rohan Balance Discussion
Beitrag von: Slawek56703 am 14. Okt 2016, 21:31
like this this change too i am tired of this fear resist and proably your ideas would be great in game. How about Eomer ability Leader of Exiles instead of give experience would have active effect too ? I describe this
Leader of the Exiles/Guthwine
Eomer grants nearby Rohhirim and Rohhirim Archers resources for every killed enemy (Passive)
Guthwine!Guthwine! Eomer raise his sword and attacks nearby enemies causing temporary aoe damage .This ability make Leader of exiles in this time deactivated .(Click to activate)

PS:Why Rohan needs stables to mount thier heroes? is a useless feature imo for example Mordor dont need any building to do it and this not bring any fun into game please change this .
Titel: Re: Rohan Balance Discussion
Beitrag von: lahe95 am 5. Nov 2016, 08:56
I don't think Rohan is a weak faction. Getting the peasants to level 2 and armed up with forged blades and heavy armor, they are pretty touch units.
Titel: Re: Rohan Balance Discussion
Beitrag von: DaGeggo am 5. Nov 2016, 16:51
Fully armored peasants isn't as easy to get as it seems in your answer. It is really expensive and compared to other factions fully upgraded infantry, the rohan ones are barely useful. But I don't think Rohan is a weak faction at all. It has its powers in riders.
Titel: Re: Rohan Balance Discussion
Beitrag von: Isilendil am 12. Nov 2016, 14:44
Rohan. On the current version of Edain, the most senseless and uninteresting race, unadapted to Late game, not developed in army. Incapable to resist to such fractions as Lothlorien, Dwarves, Angmar.
Decision: Please, dont add the kamikaze cards but change the concept of race completely, having paid her due attention.

Sorry for my english, i has written this with using the translator
Titel: Re: Rohan Balance Discussion
Beitrag von: Julio229 am 12. Nov 2016, 14:55
Rohan. On the current version of Edain, the most senseless and uninteresting race, unadapted to Late game, not developed in army. Incapable to resist to such fractions as Lothlorien, Dwarves, Angmar.
Decision: Please, dont add the kamikaze cards but change the concept of race completely, having paid her due attention.

Sorry for my english, i has written this with using the translator

Rohan's strength lies in the Early and Mid game, their armies are unstoppable if you rush them to harass your enemy's development, helping your economy with Corrupted Theoden's Cruel Taxes. I think Cavalry could be stronger, but right now Rohan isn't as bad as you say, and for me it is the most difficult AI faction to beat because of their rushing capabilities.
Titel: Re: Rohan Balance Discussion
Beitrag von: Isilendil am 12. Nov 2016, 16:22
Rohan. On the current version of Edain, the most senseless and uninteresting race, unadapted to Late game, not developed in army. Incapable to resist to such fractions as Lothlorien, Dwarves, Angmar.
Decision: Please, dont add the kamikaze cards but change the concept of race completely, having paid her due attention.

Sorry for my english, i has written this with using the translator

Rohan's strength lies in the Early and Mid game, their armies are unstoppable if you rush them to harass your enemy's development, helping your economy with Corrupted Theoden's Cruel Taxes. I think Cavalry could be stronger, but right now Rohan isn't as bad as you say, and for me it is the most difficult AI faction to beat because of their rushing capabilities.

My line is based on many multiplayer games and won't change but thanks you for expression yours. It is important for me.
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 12. Nov 2016, 20:50
Personal opinion as always.

AI can cheat and it's strategy generally predictable. Thinking multiplayer-wise is more reasonable I guess.

Changing entire concept of a faction is so much work and can't be done in close future but it is not impossible. It happened for dwarves in 4.3 because fans wanted to see a new concept for Iron Hills especially. However, I doubt that there is a such a thing may happen for Rohan

I do agree, current Rohan early-mid game is peasant spam + creeping + exile camp rush. Late game is weak compared other factions and almost non-existed without outpost. (Personally) I don't see any reason for curing Theoden or building stables because it is not beneficial in short term. I don't know how hay carts and molotovs can help Rohan's late game but it is too early to talk. The Team always find a way to surprise us.  :D
Titel: Re: Rohan Balance Discussion
Beitrag von: Tirano am 8. Dez 2016, 18:01
hello all, i have some balance suggestions for Rohan, I think Rohan 1vs1 early game is weak especially if your enemy know that you pick this faction and know how to counter, because Rohan is extremely weak against a early atack, the main reason of this is that Rohan units are more weak and you take more time to make them (i know that if you make a lot of units in diferent farms you can get a nice army but I refer to the early attack, for example the fight for the troll in ford isen 2).

I dont know if i get to mi point there but what i think is going to help a lot Rohan early game is make more fast the recruitment of the inside fortress farms and also add the option to the exiled camp to make a expansion tower, beacuse when your oponent know that you rush the exiled camp is to dificult to hold the ground and not lose the outpost because despite of the cavalry you have at this point of the game your oponent have a better army.
Titel: Re: Rohan Balance Discussion
Beitrag von: The_Necromancer0 am 8. Dez 2016, 18:55
Sorry come again? Rohan's early game weak? They've got one of the best early games. They can produce units from their resource buildings, unlike most faction, Theoden is the god of all early games boosting heroes, troops and buildings. The early camp is one of the quickest ways to get cavalry and the exiles have exactly the same amount of power as regular Rohirrims. Every resource production upgrade increasing the recruitment speed and Theoden's resource ability speeds that up even further. You can spam peasants quickly, get cavalry quickly and the heroes (once exiled) become quite powerful albeit riskier. What Rohan needs is a stronger late game.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 8. Dez 2016, 22:24
Necro already hit all the points, Rohan has the strongest early game in the mod right now, even stronger than Mordor and Angmar. The amount of troops you can put on the field within 5 minutes is astonishing, and it includes cavalry which will destroy any force that opposes you. 1v1 in any situation Rohan beats every single other faction in the mod right now, because their early game is so powerful.
Titel: Re: Rohan Balance Discussion
Beitrag von: Tirano am 9. Dez 2016, 03:55
i would really like to see how rohan beats the others factions, i don't agree with you on that... In my opinion Rohan and gondor have the worst 1vs1 in ford isen of all the factions

i guess against isengard maybe have a chance in early game
Titel: Re: Rohan Balance Discussion
Beitrag von: Mogat am 9. Dez 2016, 09:03
I agree with Elite on that. Rohan can have an extremely strong early and midgame, and there are aswell possibilities to transition to a strong lategame (given you managed to get an advantage in earlier game stages).
Although I would consider it one of the most difficult factions to play if you want to reach its full potential in early/midgame.
Titel: Re: Rohan Balance Discussion
Beitrag von: kmogon am 9. Dez 2016, 17:13
https://youtu.be/WgjD7GOaYws
https://youtu.be/IwckXeaAlBo
https://youtu.be/Rt0Z0fIxLRI

Here you have some nice rohan duels ;)
If you have any troubles with playing this faction, you can learn sth from Elite KryPtik
Titel: Re: Rohan Balance Discussion
Beitrag von: Tirano am 9. Dez 2016, 18:51
no offense, despite that I play the second game there (I was just starting to play in GR) you are not showing the best lvl.... i would like to see a match with rohan against a fine opponent, for example dmitry, goodfella or firefly or even me

I reapeat... Rohan is a good faction, in some maps maybe the best but for 1vs1 in ford isen i think the faction need to be better.

Mogat if you say it i belive you but i woul like to see some game of you with Roahn... I modify the messeage because i find this game

 https://www.youtube.com/watch?v=9yTU-kSUD9Y

but i think this game does not prove anything because mogat play excellent here and fella makes a lot of mistakes  and even with that on mind was a really difficult game for rohan... also this game proof mi point about the exile camp, it is to dificult to defend it from the first attack.

Nice game from you Mogat!



regards
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 9. Dez 2016, 19:19
I would be happy to play a game with you if you want to test it out some time.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 9. Dez 2016, 21:34
Fords of Isen 2 isn't the only map, and it has it's flaws. That's why it will be getting an overhaul in the next version (you can actually download it already) ;)

Other than that I can only agree with the others. Rohan has an awesome earlygame by design, and as a tradeoff their lategame is weaker. It may not be in a perfect spot right now, but their eg is not the issue.
Titel: Re: Rohan Balance Discussion
Beitrag von: calixoxx am 12. Jan 2017, 03:16
Some things I've noticed about Rohan:

Agree that early game Rohan is strong, but honestly is rendered ineffective as long as 3-4 pikes are on the field, even in early game.

. Uncorrupted Theoden at 3,000 really necessary? His Glorious Charge recharge time is slow enough to not even be OP. Plus, after a few corrupted uses, uncorrupted is so weak it's not funny.

. Does anyone use Rohan's other spell with the tent? I don't think I've ever found it effective. It takes up room on the map, costs additional money to upgrade, and is easily destroyed. I'd honestly prefer another version of Glorious Charge and/or a better trample speed buff to help counter late game Lorien, Gondor, and Angmar. I do use the land ability quite a bit for Rohan which helps, but once Rohan cav slow down in a hoard of Galadhrim, it's over for your army. Especially because they rarely are able to even be trampled late game.

I know everyone keeps saying Rohan is an early game faction, but there is literally no chance competitively late game for it. It really cannot do anything but harass or base rush many different armies. Not very fun.
Titel: Re: Rohan Balance Discussion
Beitrag von: Morwereth am 12. Jan 2017, 18:46
I don't know why you think glorious charge is bad. Ignoring %90 percent of normal damage with cavalry (it also affects ally cavalry) is pretty awesome. Its cooldown is not that long either. If your cavalry units are upgraded, combined with Theoden's leadership you can even eat tower guards. IMHO problem is getting Theoden to level 10. He levels up slowly and he needs health boost a bit. His primary role is only to support so it doesn't make so much sense that he has only 3500 health.

Tent is useful if you are able to protect it. Free upgraded cavalry is always nice. You just need time to upgrade it. I recommend summoning it behind your base so it is easy to protect it.

I agree with you about late game. Currently it is lacking badly. I think Rohan needs a way to get upgrade discount and real mass slayer. Or something that can boost its economy in late game.





Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2017, 20:52
Glorious Charge is excellent, but also very easily countered by many other late game powers.

Military Camp does not cost any money to upgrade, just time. I don't know where you got the idea that the tent upgrades cost resources. It also gives lots of command points and generates money, in addition to all the free, fully upgraded Rohirrim who can switch to bows. Its one of the best tier 4 powers in the game.

Rohan's early game is unstoppable against any faction. Peasant spam from a bunch of farms, combined with Archers and quick cavalry from the exile camp. then move in to ram rush an enemy base. NOBODY can contend with this, not even the incredibly strong Lorien. The only faction that stands a remote chance is Mordor, but even they are countered quite easily by a cavalry focused rush with archers to snipe trolls. Take 2 equally skilled players and have a 1v1, whoever gets Rohan will always win, guaranteed.

Late game is still a serious issue though, mainly due to economy. It costs SO MUCH to get a fully upgraded army as Rohan, its crippling. It's even worse than Lorien. This only really becomes noticable in team games, because in any 1v1 Rohan will dominate. There are some fixes coming for that in the next version, of which I can't share at this time. Be patient :)
Titel: Re: Rohan Balance Discussion
Beitrag von: calixoxx am 15. Jan 2017, 02:31
I never said Glorious Charge is not good. The opposite, I said I would like to see a buffed Glorious Charge that negates trample resistance take the place of the tent in the 10 spell points. Also, if you've even used corrupted Theoden a few times before uncorrupting him, good luck getting him to level 10 nearing late game anyway.

I am pleased that there is work being made for Rohan to be effective late game. 1v1 yes, Rohan dominates and ends your match within 30 mins ^^ but that isn't very fun and frankly most of my friends and I play team games anyway where Rohan can only run around and harass late game, not being able to engage several late game armies head on.

On the tent note, ask yourself how often you use it and if it changed the balance of the late game for you. Personally, I have gotten to use it only a few times and it didn't do much to help defeat my enemy, which Rohan cannot do excluding base rushing, with things like late game Lorien, Isen, and maybe Gondor with the elite units.
Titel: Re: Rohan Balance Discussion
Beitrag von: -DJANGO- am 15. Jan 2017, 03:42
Rohan can be very strong in LG too, but it's far more difficult to get there. Precondition is, that you played EG, MG good. Meaning lvled up your heros and got some Cav on higher levels.
The transition from EG to strong MG can be tough for Rohan. But there will be some changes in 4.5 that make it more fluent.
In LG your Hero abilities help you alot, like Eomer debuff and economy ability or Theoden experience ability. Royal guard is extremly good and in my opinion really underestimated.
Furthermore you have 3 Captains which arrive already at lvl 5.

Otherwise i think it is fair, that only if you played a good EG/MG you will stand a good chance in LG, due to how good Rohan already is in EG.
Titel: Re: Rohan Balance Discussion
Beitrag von: Slawek56703 am 15. Jan 2017, 03:42
I think Rohan Royal guards need some buff . If rohirrim axeman are so good to heavy armored units and pikeman then at least Royal guards could've get weapon change between axe and lance too to being mor effective.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 15. Jan 2017, 04:02
Different factions are designed differently. That's the beauty of having all those factions in Edain; you can actually give them different identities and playstyles. Rohan isn't supposed to just charge head on into a late game Mordor army and come out on top. That's playing to your own disadvantage and to your enemies advantage, what do you expect of that? What you can do though and what Mordor never can do is produce units on the entire map, be everywhere on the entire map with cavalry in an instant. Sure, if you only play 4v4, wait for the lategame and then fight blob vs blob, Rohan will be rather underwhelming. But even in 4v4s a good Rohan player can give his team a huge advantage early on, supporting both sides and creating 3v2 or 2v1 situations. Do you want all the factions to play the same and just get some different heroes to play around with? Because I certainly don't. I love that Rohan actually has a clear focus and a unique character.

Royal Guard already wrecks faces, they don't need buffs.
Titel: Re: Rohan Balance Discussion
Beitrag von: calixoxx am 15. Jan 2017, 07:07
I think the point is that if all you have is cavalry vs an army that cannot be trampled, then there is an issue. If you can't get into an Isengard clump of crossbowmen that are wreaking your crappy peasants because its full of lvl 5 pikes, there is an issue.

Rohan can harass eco and base rush late game, but in late game you cannot use Rohan to defeat specific armies. But I think we can all agree on that. ^^ Destroying my opponents eco while trying to protect my own doesn't make a difference if I can't penetrate his army and kill his units.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elite KryPtik am 16. Jan 2017, 01:14
If you are only using Cavalry as Rohan, you're doing it wrong. The have the King's Camp for a reason. The Soldiers of Meduseld and your 3 Marshals are the key to late game. Unfortunately, the way the game plays, cav get relegated to a supportive role. There is really no point in making more than 6 battalions, your 3 exiles, then the 3 cp free royal vanguard. If you put the rest into Warriors of Meduseld and Archers, and use your heroes on foot after banishing them, you will start destroying late game armies.

As I already said, the chief problem right now is eco. Fielding your Elite Infantry costs 300 more resources per unit than any other faction, and upgrades cannot be discounted, meaning you always pay full price. Finally, you can only get your elite infantry from an outpost, and don't have them available at your base at all. Combine this with Rohan's terrible eco and you have a very tricky situation, which absolutely requires dominance across the entire map to do anything to anybody late game. Certain factions are impossible matchups for Rohan late game, namely Lorien and Isengard. Angmar is pretty tough too, thanks to their incredible spellbook and eco, but manageble. Gondor gets destroyed by Soldiers of Meduseld, Mordor gets trampled into the dirt, since they only get 3 useful pikes, Dwarves get shut down and killed early game, and Imladris gets archer spammed to death. Now, Isengard gets destroyed early game by Rohan regardless, so they don't really need to be on the list of threats. Lorien is Rohans biggest challenge, best pikes and archers in the game is a rough combo against Rohan :S
Titel: Re: Rohan Balance Discussion
Beitrag von: Éomer Éadig am 17. Apr 2017, 10:57
I am wondering whether Eomer's level 10 ability "Ride of the Exiled" isn't underpowered. I have included a screenshot of orc pikemen after being hit by hit and they have only lost about 45% of their health.

Maybe it would be a good idea to increase the damage of this ability?

http://imgur.com/a/Al3L1
Titel: Re: Rohan Balance Discussion
Beitrag von: FG15 am 17. Apr 2017, 11:42
Pikes suffer less damage from Cavalry than other units.
Titel: Re: Rohan Balance Discussion
Beitrag von: kreso am 2. Mai 2017, 04:16
Guys, I think Rohans main problem is to deal with armored units in mid game. That armored units can not be killed by 3-4 times trample of upgraded Rohirrim. They need early armor debuff and I think nice change would be to rework Eomers skills:
1. lvl1 mount/dismount
2. lvl1 Leader of Exiles:Passive "Exiles" get 20% attack damage and gold for killing units
3. lvl3 Memoriam: same effect but nerfed to 25% armor reduction
4. lvl5 Spear: Same skill as now but higher dmg, instant kill troll, longer cooldown.
5. lvl7 Ride of exiles or "For the King": Exiles get buff for 30 sec, recive less dmg from pikes by 70% and 35% from other units and less tremple slowdown.

Reason why this could be good:
Rohan early>mid game is really hard, some sort of mass slay lack of Rohan is so exposed in early to mid game, so this would be nice buff to Rohan early eco and early mass slay. Btw it is lore wise for Eomer fristly to be Leader of Exile and get that passive leadership to be connected with Exiles. Iconic scene when Eomer kill mumakill in RotK so he gets later on his deady spear and onother iconic scene of Exiles charge in the battle of Helms Deep.

Sry about my english
Regards!
Titel: Re: Rohan Balance Discussion
Beitrag von: -DJANGO- am 2. Mai 2017, 11:22
Ever tried out Rohirrim Archers against armored units? Because that is exactly their focus.
Rohan is has the strongest EG so it is quite fair that the MG/LG is harder to play. Though Rohan can easily stay upper hand if you dominated the EG well.
There will be some small changes that will make the transition to MG a bit easier for Rohan.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 2. Mai 2017, 12:16
What mid game units are you trying to trample anyway that don't die after running them over 3-4 times? xD
Especially with forged blades Rohirrim should be doing significant trample damage. Although not as high as Gondor Knights, they can trample much longer and won't get stuck as easily in big clumps of units.

As Django said, Rohirrim archers are superb units. Go get them.

Rohan doesn't really need mass slayers the way that other factions need them because their cavalry can trample so much. Get rohirrim archers or druedain to kill the pikes and your cavalry will melt stuff. Also, Eomers spear can actually do a surprising amount of aoe damage, it just takes a bit of practice. You have to hit a soldier at the other end of the enemy army for maximal effectiveness, so the spear will pierce as many enemies as possible.
Titel: Re: Rohan Balance Discussion
Beitrag von: Trapper am 2. Mai 2017, 13:37
I must agree.
Rohan has in every phase of a game very useful types of cavalry, which serves as their mass slayer.
Dealing with very early armoured units might be tough, but if you specialize on archer rohirrim you won't be defenseless.
Titel: Re: Rohan Balance Discussion
Beitrag von: kreso am 2. Mai 2017, 14:01
Look this scenario, 5 battalions of Erebors pike and 3 of axethrowers(who have upgraded forged axes so early in game thanks to mines). U cant trample pikes with rohirrim (exiles) u dont have enaugh fight power to win them with Peasnts, because axe thorwers will one shot them and your archer are much weaker than axe throwers that they cant win that fight even if u have spearmen battalion(hardly to accsess it due to thier cost+archery+upgrade). Add Rohan bad eco, no chance to win that, they will outharras you if u ignore them. I dont have scenario to win that matchup, and 2 battalions of Eastfold Rohirrim in formation cant kill that phalanx. So you will say use capitains to kill phalanx, but way to capitains is already in MG, and this is early game from erebor. They will rush your outpost every time to prevent that, and you dont have elite units and i match is over. It is possible with otheres faction to get that scenario.
Bad economy for rohan is really big problem and you cant win with peasants spawn that is sure, every swordman unit will win that fight even orc spawn :/

Rohan Archers are low range but, they are carvalry and it is oke to have a bit lower range but they lose fights against lothlorien archers. For diffrence how hard You invest to get that archers, cost  (even if u go 6 stud farms) is high and upgrade for stable + if u want to win archery battle u most give them armor and u pay full price for it every time but that is hard to accsess. But they are not in Rohan to fight enemy archers, they should kill armored units.

So maybe this is could be good. Maybe make Rohan capitans in Exile camp or maybe in in upgraded Assebly point.  And let marshals stay in Royal camp. So what do you think. Btw i hope new spellbook for patch 4.5 will bring adjustments to it but this might help.
Titel: Re: Rohan Balance Discussion
Beitrag von: DreamWar am 10. Nov 2019, 11:47
Eowyn being the best hero killer in the game is quite frankly - bullshit. Killing the Witch King? Okay. Questionable. Killing Gorthaur? What? Killing Sauron? Alright, whatever. Why is she the best? It doesn't make any sense whatsoever.
Titel: Re: Rohan Balance Discussion
Beitrag von: The_Necromancer0 am 10. Nov 2019, 12:03
Hello, in order to start a discussion a little context would be useful such as what were the factions playing, was it against players or AI, what map was it on and if you have one a replay file. If you didn't save the replay but you haven't played any online game since then the replay has been automatically saved to LastReplay.BFME. Also please mention if you're using any fixes.

As for the discussion itself, you should provide a more open ended question under which users can either ask their own question or debate over it. You can also suggest some changes that you think would help, what part of her was too strong, was it the HP, the abilities, is she too cheap?
Titel: Re: Rohan Balance Discussion
Beitrag von: dgsgomes am 10. Nov 2019, 13:41
Eowyn being the best hero killer in the game is quite frankly - bullshit. Killing the Witch King? Okay. Questionable. Killing Gorthaur? What? Killing Sauron? Alright, whatever. Why is she the best? It doesn't make any sense whatsoever.

In this videos, she can't beat Witch-King nor Sauron:
https://www.youtube.com/watch?v=S_QzsvIUoaM&t=48s
https://www.youtube.com/watch?v=J0F0TaW9zUw&t=226s
Titel: Re: Rohan Balance Discussion
Beitrag von: Walküre am 10. Nov 2019, 16:19
Eowyn being the best hero killer in the game is quite frankly - bullshit.

I would also refrain from swearing in comments, if I were you. It does nothing else but cast a negative light on both you and your remarks, especially at the beginning of a conversation.

If you wish to bring people on your side and convince them of the reasons lying in your suggestions, use arguments and logic, instead of cursing. That's the only way allowing for fruitful discussions.
Titel: Re: Rohan Balance Discussion
Beitrag von: Seleukos I. am 10. Nov 2019, 19:59
Zitat
Eowyn being the best hero killer in the game is quite frankly - bullshit. Killing the Witch King? Okay. Questionable. Killing Gorthaur? What? Killing Sauron? Alright, whatever. Why is she the best? It doesn't make any sense whatsoever.
As this is a balance related topic I'd like to share some thoughts.
You say Eowyn is a good herokiller.
Well, we can agree on that, it's her job after all. Every hero in the game has a certain function, like Gandalf beeing a mass-slayer or Dain a unit supporter. And Eowyn is a herokiller. So I think there is nothing wrong with that.
Then you say she is THE BEST herokiller in the game (which she is not, but she is very good), and I think that means you think she is TOO GOOD.
 And here I don't agree.
As I said I think Eowyn is a very good herokiller with very powerfull abilities later on (lvl 5 and lvl 10). But the important point is, she is only good vs heroes. Eowyn has no ability that really helps her against normal units. Other herokillers, like Aragon, are very effective against units as well. Eowny isn't.

In short:
Eowyn is very good vs heroes, but I don't think that's a problem at all as she is rather useless against everything else. And even against heroes she needs some levels to be really deadly (and leveling a hero in a normal game isn't as easy as you might think).


In case you think it is "unrealistic" for Eowyn to kill Gorthaur or the witchking:
Yes, in Terms of lore that would look rather strange, but as long as noone complains about a Hobbit beeing able to kill a Dragon by throwing stones st him I don't think we should talk about realism to much^^

I'm looking forwand to your response :)

best regardes,
Seleukos I.
Titel: Re: Rohan Balance Discussion
Beitrag von: Big F am 26. Mär 2020, 00:50
This is the Rohan subsection of my gameplay & balance post over at the general balance discussion thread.

Assuming that drafted peasants have the same stats as other standard battalions it seems too strong for their cost especially because their passive ability to be buffed near farms is one of the best abilities of any standard sword unit.

Theoden's armor buff when leveled seems too strong.

Rohan's settlement healing (plus tower) is way too strong. Very strong and boring. I elaborated on it more the post in the general balance discussion thread. It should at least be moved to the exile camp as an upgrade like the other faction unique outposts have.
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 26. Mär 2020, 13:30
Drafted peasants have 25% less health than other standard sword units like Gondor soldiers.

Good point about the armor buff, I'll take a look at it.
Titel: Re: Rohan Balance Discussion
Beitrag von: n1ck_liv am 21. Apr 2020, 15:35
Hello guys and fellows of the Edain Community! It is my first time to venture to leave a feedback  about a game mechanic that has completely disturb the balance of the edain mod. It is the 3rd tie spell of the Druedain for Rohan and it has been considered quite strong to a great extent in comparison with the whole spellbook of this faction. So, my proposal is this, since the spell belongs to defensive- long term spells tree and given the fact that is also lore-wise to a good point since druedains aided the rohirrim to pass through the druedan forest safely, I would suggest this spell to be exclusively able to be activated into the woods and forest of the maps so as to display and depict even better their unique essence and offset the inbalance effects that has already caused uptill now into the game.
Thanks in advance, I Hope u read it and take it seriously into cosideration and attempt to implent it somehow into the game!
Titel: Re: Rohan Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 21. Apr 2020, 15:48
Making it only usable in forests isn't very practical because not all maps have enough trees, but don't worry - the druedain spell is getting some adjustments in the next patch.