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[en] Edain Mod => [Edain] Suggestions => [Edain] Angmar Suggestions => Thema gestartet von: Lord of Mordor am 3. Apr 2016, 01:08

Titel: Brief Angmar Suggestions
Beitrag von: Lord of Mordor am 3. Apr 2016, 01:08
In this thread, you can post small Angmar suggestions. There are no fixed rules for whether a suggestion should be posted as its own thread in the suggestions forums or in this collective thread, you  may decide yourself whether you think your idea needs its own thread. As a general guideline, though, an idea that can be presented in just a couple of sentences may not need its own thread and could be discussed here, preventing the forum from getting too cluttered. On the other hand, if you want to discuss an aspect of the game in great depth or propose something like an entirely new hero with a full new set of abilities, a new thread might be more appropriate.
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 3. Apr 2016, 07:38
Zitat
can post small Gondor suggestions
You did it again  :D
Titel: Re: Brief Angmar Suggestions
Beitrag von: Walküre am 3. Apr 2016, 12:18
You did it again  :D

And, I corrected it again  :D
I suppose our Lord of Mordor was a bit busy yesterday. We understand  ;)
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 3. Apr 2016, 12:48
You did it again  :D

And, I corrected it again  :D
I suppose our Lord of Mordor was a bit busy yesterday. We understand  ;)

Definitely  xD
Titel: Re: Brief Angmar Suggestions
Beitrag von: Lord of Mordor am 3. Apr 2016, 12:49
So I was, thanks for pointing out the error and fixing it :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: FilipMakedonski am 3. Apr 2016, 21:10
Hello to everyone  :D
I would like to say something about the usage of ice munitions for archers and towers:
because I don't see anything too weak or OP with other units, I came up with an idea about this upgrade. As we all know flame arrows and silverthorn arrows are offensive and good for kicking units ( elves) and burning them ( all others except Erebor ). My point is can you make ice arrows have an ability to slow down or freeze units as you did with Helegwen ? Instead of switching, make this as normal upgrade so it can make some sense because right now they do pierce and high damage to almost all units. This way they can be strong supporters for your infantry and cavalry who can chop the enemy while they move slowly or will be freezed ( freeze only for 2-3 seconds )
Titel: Re: Brief Angmar Suggestions
Beitrag von: Lord of Mordor am 3. Apr 2016, 23:09
We actually considered this, but decided against it. We felt it would make Helegwen and her special abilities a lot less appealing if you could just upgrade your normal units with slowing arrows instead.
Titel: Re: Brief Angmar Suggestions
Beitrag von: ringbearer am 3. Apr 2016, 23:29
Lord of Mordor, may i ask : Do ice arrows have some other effect or it grants only more damage for archers in general?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Lord of Mordor am 4. Apr 2016, 00:21
At the moment it's a simple damage upgrade, like fire arrows and forged blades (though frost damage, like fire damage, is effective against a wider variety of targets).
Titel: Re: Brief Angmar Suggestions
Beitrag von: lordoflinks am 4. Apr 2016, 10:41
As a idea for when the Witch-King gets the ring, perhaps he could get the ability to mount his Fellbeast?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 4. Apr 2016, 14:40
As a idea for when the Witch-King gets the ring, perhaps he could get the ability to mount his Fellbeast?

I like this but instead of Fellbeast (yes i know its more lorewise) i prefer ice dragon replaced by trolls in summon  speel this way ice dragons postion can be closet and only avivable for Angmar WitchKing

PS: WitchKing DamageMeele is  only 150 please Edain Team make him equal to Mordor WitchKing its strange Angmar WitchKing With his Mace is weaker than ...

Edit : I had brief idea for Spread Plague being more balanced cast MUCH LOWER damage but lasts much longer and little slow down enemies cooldown 30% longer

Hmm Frozen Ability in general should be reduced to the point to only weaken enemies by slowing them little and be used in battle much less
PS2: oops it;s balance suggestion sorry
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 4. Apr 2016, 14:48
Zitat
PS: WitchKing DamageMeele is  only 150 please Edain Team make him equal to Mordor WitchKing its strange Angmar WitchKing With his Mace is weaker than ...

Angmar WK has a big AOE, I think
Titel: Re: Brief Angmar Suggestions
Beitrag von: FilipMakedonski am 4. Apr 2016, 15:23
About Witch-King's damage and powers with or without the Ring, if you use him wisely,target him head on in massive battles and single targets ( mostly heroes, monsters and siege ) he is quite good, also he have a wide section of hero buff which is quite useful and his last ability may save an entire battle or even himself if he is low on health :D
And about the proposal from The Necromancer about his Ring ability to mount a Fellbeast:
I personaly agree and like it because you will have to change only that option ( let sey  once he has the Ring he couldn't mount he horse anymore instead he recieves flying mount ) and by the way those who still like the dragon summon will have now a Hero that actually has a flying steed and those who prefer troll summon will have access to them even when he has the Ring.
About the Fellbeast you could also use normal one insted of the armored Mordor version for Witch-King.
But if he is able to mount, he should also lose most of his abilities which is quite a tricky choice: will he harass them from above or stay on the ground and cast spells on the enemy troops ?
Those are my pros and cons. I think that this is good idea ( personal opinion ) and that everyone will state their thoughts and opinion about this :D
Have a nice week,
Filip
Titel: Re: Brief Angmar Suggestions
Beitrag von: Leri_weill am 4. Apr 2016, 21:40
But if he is able to mount, he should also lose most of his abilities which is quite a tricky choice: will he harass them from above or stay on the ground and cast spells on the enemy troops ?

I like this idea ! But he shouldn't lose too much power so that it's still a choice one would make to make him mount. Or on the contrary all his abilities are disabled and he has heavy damage and large AoE ?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Draco100000 am 9. Apr 2016, 19:10
Are the frost arrows still killing Balrogs? It was really cool kill a late game summon like it would be tom bombadil xD
Titel: Re: Brief Angmar Suggestions
Beitrag von: Sawman am 10. Apr 2016, 03:00
Hey there, I don't know if it's just me but I feel that the stronghold of angmar 10 point power is a little weak, it's good that it makes units inside your base weaker and such but I was thinking that because there is no way to get ice munitions for your fortress defence that this power could provide that seeing how that it is a level 10 power I don't see this being over powered. That or it could increase the armour of your walls or buildings.
Just a thought
Titel: Re: Brief Angmar Suggestions
Beitrag von: Odysseus am 10. Apr 2016, 03:21
It already increases the armour of your walls and buildings by 25%, if I am not mistaken. Read the tooltip to be certain. In addition, you can recruit Mounted Shadow Guard in the Hall of the King's Men, so I would say the Witch-King's Sanctuary provides enough.

However, your suggestion is interesting. Most factions get a way to upgrade their defences. It depends on what the team thinks and were to place it if accepted. Either via the 10pp spell, or a ring power for the Witch-King or something similar.

Greetings!
Titel: Re: Brief Angmar Suggestions
Beitrag von: Adrigabbro am 12. Apr 2016, 20:16
I've got a couple of suggestions:

- Is it possible to give Drauglin, once he gets level 10, a permanent shapeshifting ability so that he may go with your direwolves? My idea was that once he gets level 10, his first ability is a regular shapeshifting one, just like beornings.

- I think "Dark Brand" and "Edict of Carn Dum" should be swapped in Mornamarth's skillset. After all, Dark Brand is only effective as long as you have many Men of Carn Dum of the battlefield, which is only possible with Edict of Carn Dum.


Anyway, 4.3.1 is a blessing. :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Odysseus am 12. Apr 2016, 20:38
+1 to Adrigabbro.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Elendils Cousin 3. Grades am 12. Apr 2016, 21:10
Dislike swapping Dark Brand and Edict of Carn Dum. The latter is such a powerful ability that it's outright ridiculous. If Mornamarth didn't have such a high tech cost (outpost + upgrade), I'd nerf it for being op. Getting a 50% price reduction for your elite infantry is definitely stronger than the leadership (which is still awesome, don't get me wrong), so it deserves to be unlocked at the higher level.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Skeeverboy am 12. Apr 2016, 21:12
+1 to Elendil
Titel: Re: Brief Angmar Suggestions
Beitrag von: Adrigabbro am 12. Apr 2016, 21:29
I know it is extremely strong, but you also have to consider that Angmar regular units, unlike most factions, do not have access to upgrades. That means if you want to get upgrades, you have to pay the full price for elite units then upgrades.
But after all, you are right aswell; if anything, Angmar doesn't need a buff. ^^
Titel: Re: Brief Angmar Suggestions
Beitrag von: -DJANGO- am 13. Apr 2016, 00:48
Angmar HAS the outstanding advantage of getting Spam-Units AND really strong "Normal-Type" Units with Upgrade. Furthermore you dont really need upgrades to deal with enemy elite units, see palantir ability.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Odysseus am 14. Apr 2016, 18:34
Hey lads,

I was thinking, do you think it would be an interesting idea to tie the Men of Carn-Dûm to some kind of Outpost or settlement related option?

Or would that be too much?
Titel: Re: Brief Angmar Suggestions
Beitrag von: hoho96 am 15. Apr 2016, 06:46
Hey lads,

I was thinking, do you think it would be an interesting idea to tie the Men of Carn-Dûm to some kind of Outpost or settlement related option?

Or would that be too much?
sooo what would be the point?? this will leave your main castle without anything but basic units that aren't even supposed to come from there in the first place :/
If Men of Carn Dum are tied to an outpost, you would end up with a building in the castle that does nothing but recruit a single unit (the thralls), and kill one of the most distinct aspects of Angmar (the fact that it was Men who ran the real business in the stronghold of the witch king).
Titel: Re: Brief Angmar Suggestions
Beitrag von: Hamanathnath am 15. Apr 2016, 13:38
I would argue that the outpost upgraded with the Garrison Tower is a good enough tie to the Men of Carn Dum, considering how powerful the increase in recruitment speed is, as well as Mornamarth being tied to it.  But only allowing Men of Carn Dum to be made at an outpost doesn't seem like a good idea to me.  Angmar doesn't have and really reliable cavalry, and not having access to there Elites until you get an outpost means that your only have access to Thralls.

Come to think of it, I'm pretty sure Angmar is the only faction to have access to all their Units from just their Camp/Castle (and some tribute carts).  Every other faction requires a settlement or outpost to get certain units.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Odysseus am 15. Apr 2016, 14:44
Yeah, sorry. It was a pretty stupid proposal, but I was kind of brainstorming and decided to post it for the heck of it anyway haha. Just to see what the reaction would be.

I think it is clear that we should start with their abilities: Fine-tune them a bit, bring them a bit more in line.

See, the faction is not ''so'' different from Gondor. They get the same amount of buildplots to camp with in their base, they have their own way to boost their economy etc. One of the key differences is that Gondor only has access Elite Tower Guards, and has to access their elite archers from a settlement option, and their elite swordsmen through Dol Amroth's stronghold. Angmar has all those units in a single building. That's pretty nifty haha.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Ringgiver am 10. Mai 2016, 04:54
Concerning the Men of Carn-Dum, their models look very nice. However, I believe that it would be nice if the Carn-Dum Swordsmen had the same movement and fighting animation (or slightly modified) as they did in the base game in place of Faramir's fighting animation. I also believe that when they have the armor upgrade, the shoulder armor is missing.

I also feel that Helegwen's model would look overall stronger if she had a normal cape and was without the face mask.

Durmarth's model for the Enforcer and his head, in contrast with the rest of the faction, looks outdated and constantly on low resolution. Also, what is his story? Who is he and where did he come from? (seems like a cool guy.)
Titel: Re: Brief Angmar Suggestions
Beitrag von: dgsgomes am 16. Mai 2016, 15:17
Hello!  :)

I would suggest a small cosmetic change in Angmar.

What if you lessened the size of the dark obelisks? It is strange that, in the midst of struggles, those giant thorns arise from the ground with considerable frequency, clashing and hindering the battle scenarios.

However, I want you to know that I am not criticizing the current design of the obelisks, but ONLY the exaggerated size of them.

Well, the obelisk is composed of thorn with blue scriptures, a stone base and a stone floor on the ground.

So why not change the size of the thorns of the obelisks so they are equal to the thorns that exist in the camp of Angmar?

Importantly, the obelisks from the spellbook will remain bigger than the thorns of the camp - as they have a stone base that increases their size -, remain quite visible on the screen - because they will still have considerable size and blue scriptures that call enough attention - and the reduction of its size does not necessarily imply an increase in brittleness (ie, obelisks' hp does not need to be reduced), because it will still be a solid structure, made of stone, metal and imbued with magic.

It's a small change, but it will make a big improvement in aesthetics - especially in matches with more than one team Angmar, a fact that results in giant obelisks spam.

I hope you enjoyed this small idea. Looking forward your feedback.  :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Garlodur am 9. Jul 2016, 22:25
Hey,
I wanted to make a suggestion regarding the places of certain heroes in the Angmar faction. How would you feel if Helegwen went from the Citadel to the Outpost assigned to the Men of Carn Dûm, and Mornamarth was swapped from that outpost to the Citadel?

 I believe that Mornamarth should be given a more central position in the faction as the Lieutenant of Carn Dum and the strongest of all Men of Carn Dum. Besides, was it not part of the fanfiction that Mornamarth found a place for Helegwen in Angmar's armies? Thus it would make sense that he enters the battlefield before she does.

I understand that Mornamarth and Gulzar were moved to the outposts with good reason, and I completely agree with the redistribution of Angmar's heroes over the citadel and these outposts, but both heroes are pushed to the edge of the faction because some games do not always allow for outposts to be build, because it ends too soon or the other player took it, for example. I also see that it touches on the balance over the course of a single match: Helegwen is, beside Drauglin and Hwaldar, an Early Game heroin, whereas Mornamarth is a Mid or even Late game, and swapping their places would cause Angmar's Early game to be less strong while their Mid game is decent. I do not think this is an issue but more a tactical choice.

Lastly, I personally feel that with Helegwen on the outpost assigned to the Men of Carn Dum instead of Mornamarth gives a better representation of a tactic with Men of Carn Dum as she has strong support functions at range in addition to her final passive ability, which both benefit the Archers of Carn Dum.

That's all. What do you think?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Draco100000 am 10. Jul 2016, 01:00
+1 Garlodur
Titel: Re: Brief Angmar Suggestions
Beitrag von: Dadoone am 29. Jul 2016, 11:08
Hello Edain Team, i'm a fan and a regular french player of your mod.
I play often in random with all factions (no prefer) but i think if not played with unit carn dum, it's difficult to win with Angmar. For me, more units or powers of Angmar are not fun or not powerful. It's a pity ! Angmar is a good concept !

(SORRY FOR MY AWFUL ENGLISH)


Notes
--------------------------------------------------------------------------
Angmar Units

Wolf Tamers Pit: units perfect for me :)

Hall of the King's Men: Carn dûm and Thrall master units perfect :)
I don't use shadow Guard and Black Knights because i dislike helmet but shield of the iron crown and armor is cool
(i think at gladiator, it's not possible ...)
For me, a helmet on the same model to other units with fur on shoulders is great.
         

Wight lair: Very Good concept but i don't use often. Only 1 Wight when i buy it ? the solution is a group of 3 for more fun 
OR keep 1 wight but with 25 command points for have more wight in the same time

Temple of twilight: Never use Socerers because spells are too low and i'm unhappy,i like magic units and it's very representative for Angmar...
OK it's a support units but it's the single who no attack ennemy automatically and Sorcerers do not have enough health
only 5 seconds for Soul Freeze ? not impact .. 30 seconds more strategic
Black ice: area is covered on ice for 60 seconds and -50% speed
Fell Strenght, perfect :)
Well of soul, good but perhaps "hight damage over time"
Corpse rain, good but perhaps more powerful



Tower of sorcery : "sorecers can use spells they did not specialize in" is not a good idea. It's less strategic, 1 tower and all spells ...
I think bonus regenerate faster and Gulzar are sufficient.

--------------------------------------------------------------------------
Angmar Heros

Drauglin: Graphic effect of Razor crescents and blade steps are not great.
Durmarth and Helegwen : Picture in palantir is not best quality, it's a pity ! i don't use often these heros because for me they're power are not fun to play.
Witch King: Soul disturbance is not fun to use. WK is not a ring hero charismatic because is not powerful enough with the ring, it's a pity !!!
Karsh: good :)
Hwaldar: good :)
Gulzar: very good :)))
Mornamarth: very good :)))
Zaphragor: Perfect :))))))))))


--------------------------------------------------------------------------
Angmar Spellbook Powers

Blight: It's not a fun power. I dislike, never use
Horns of angmar: good :)
Dark obelisk: good but if the dark obeslik can attack ennemy with blue lightning is epic (same model of a tower battle)
Fell wind: very very fun power, i like eject ennemy, i love it :) (but more damage)
Frozen land: good power :) but graphic effect with ice covers area can last longer.
Snow Bind: Immune effect on Citadel is most important for me and retire cannot function effect
Hordes of mount Gram: good :)
Summon hill Trolls: good :)
Driving snow: good :)
Outbreak: very good and very fun but more damage :)))
Stronghold on the iron crown: very good :)))
Avalanche: more damage ans it's perfect (too low for now)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 27. Aug 2016, 05:56
i finally found out what makes Angmar WitchKing weaker than his Mordor counterpart it's his armor https://postimg.org/image/piagpa8gd/ ... u see Witchking u recruit in Mordor looks like Nazgul and has his armor but when u give him speel (dedliest servants) hes change into armored WitchKing we know and has this armor "EdainNazgulArmorUpgrade" so i think it would be cool if Edain changed AWK armor into this after fix https://postimg.org/image/mf0qgekv7/ well AWK is more  armored than "normal nazgul"/black raider so i think it be more friendly if he had armor at least like  MWK ... but i think AWK armor should be more suited for battle and MWK more to elemental or somethink like that besides that I think u should check rest armors on his forms they are like those on first picture and not suitable at all . Thanks and big GG  for mod and future updates . ^^
Titel: Re: Brief Angmar Suggestions
Beitrag von: Ringgiver am 27. Aug 2016, 17:37
I agree with Slawek56703 this is the most likely reason,  I also believe that MWK has more health than AWK does. While MWK is tied to the strength of Sauron's level and "deadliest servants", it would make more sense and balance the faction out if it's leader had more health so he could be a more effective hero/ringhero. Even the AI avoids using AWK and when they do, it is often a easy take down.

Aside from Slawek56703's comment, for the most part, the only effective aspect to him is his debuff and "favor of the WK", which even that has limited use. I suggest either reducing the recharge time for "favor of the WK", or making the effects permanent (like "gifts of lothlorien", increasing his viability as a strategy.

In short
-Increase armor or health of AWK to increase utility and effectiveness
-Reduce recharge time on "favor of WK" OR "effects of spell are now permanent to increase utility and effectiveness.

Looking forward to future updates and the new faction!
-

Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 31. Aug 2016, 11:18
I don't know about everyone but the Black Knights and Shadow Guards feel very redundant since they are pretty much the same expect for the horses. Instead wouldn't it be possible to have a mount ability unlock for the Shadow Guards once "Stronghold of the Iron Crown" has been used on a citadel?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Odysseus am 31. Aug 2016, 16:35
I would support that, and I agree with your reasoning. Black Knights not only have the same abilities, they also have the same teching requirements, which I find a little strange. The 10 PP is just a massive additional ''cost'', so to speak. What I would like to see personally is Sorcerers be tied to the power. I made a suggestion some time ago to make Sorcerers a heroic unit, limited to 3, but with powerful spells.

I reformed my concept a bit, and thought it would be cool to implement that idea in the 10 PP spell ''Stronghold of the Iron Crown''. From my perspective, it would solve lore-issues as well as give Sorcerers some more oomph. Make them more unique and reserved/limited, but also more powerful.

Or if there is no support for this, give the Black Guard some unique abilities. Completely open to all of that.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 5. Okt 2016, 13:20
Hey guys i have some idea about angmar sorcerers when they go to tower the tottaly useless it's like the are hiding my propsoal is to make them more useful so i have 2 brief ideas to improve them when they enter to tower (only one will be avivable) :
1) Sorcerers in tower can use thier abilities in mid range (when u click on tower u can use thier abilities
2) When sorcerers are in tower evry 10sec thier current abilities are automatically used on enemies in mid range .
Gulzar get this some system and evry his abilities than can hurt enemies will be used with some of this way altough if first way would be better then he would use some buff on allied hero or somethink else cause activate spell.
Hope u guys like this and im curious about ur answers .
Thanks
Ohh i would forget but this is quesiton if sorcerers use thier powers in tower couldve they still replace one guy ber battalion and use thier abilities correcly ?
Can this hurt balance ?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Hamanathnath am 5. Okt 2016, 13:36
I'm not entirely sure it is possible for Sorcerers to be allowed to use their abilities while in Battle Towers.  And even if it was, balance wise, being able to use abilities without know how many acolytes you have left would be a bad idea in my opinion. 

I don't think that this is a needed change.  While I do agree that the Sorcerers need a bit of a looking at, mainly in their insanely high command point cost, this just doesn't seem like something they need.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Ealendril der Dunkle am 5. Okt 2016, 17:19
I'm not entirely sure it is possible for Sorcerers to be allowed to use their abilities while in Battle Towers.  And even if it was, balance wise, being able to use abilities without know how many acolytes you have left would be a bad idea in my opinion. 

I don't think that this is a needed change.  While I do agree that the Sorcerers need a bit of a looking at, mainly in their insanely high command point cost, this just doesn't seem like something they need.
This.^^

And yes, its not possible to create such a system.
Titel: Re: Brief Angmar Suggestions
Beitrag von: DrHouse93 am 8. Okt 2016, 20:23
Can the Barrow-crypt be linked again to Barrows and Tombs? Right now, you would need a Barrow close to your Crypt  to move Wights on the battlefield, and combining this with their terrible slowness really nerfs them.

To balance this out, the Crypt's cost can be increased to either 700 or 800 resources
Titel: Re: Brief Angmar Suggestions
Beitrag von: Ealendril der Dunkle am 9. Okt 2016, 13:01
No, the problem is the tribut system. The crypt needs a slaughter contain to allow this mechanic, but it's not allowed to have both the slaughter and the tunnel contain. That's why we had to delete this tunnel for the inner crypt. We won't change this.

*Posts deleted. Read my comment guys.
Titel: Re: Brief Angmar Suggestions
Beitrag von: DrHouse93 am 9. Okt 2016, 19:19
Got it, that's a pity, though. Just came with another idea, nonetheless: since as far as I remember the old bone-mechanic caused bug, what if the Crypt leveling system is linked to Karsh, in the same way the Lindon Spire is linked to Cirdan?

This way, it would enable Karsh and Wights as well to enter the Barrows-network, it won't require the tribute carts (which is, in my opinion, an unfitting solution) and it won't cause any bugs (yeah, I know this mechanic is already used for Cirdan, but it wouldn't be the first time there are two similar mechanics: just look at the Dunedain Outpost and Dale/Lake-town Marketplace)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Balrog_of_Morgoth am 11. Okt 2016, 13:59
Hi everyone,

What do you think about model of Gundabad orcs ? They deserve a better model I think if you compare them with other orc models and in Angmar faction they have the worst model :/ Please consider this :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 4. Nov 2016, 01:10
Hey ET can u give Angmar Battle Towers possibility to have Ice Arrows like other evil faction have ? Isengard can buy for thier towers Steel Bolts and Mordor have Sauron to do this .Now how about Angmar ? I have 2 small ideas .
Titel: Re: Brief Angmar Suggestions
Beitrag von: TheDarkOne am 12. Nov 2016, 15:30
(I am not sure if this needs a new topic so I'm posting it here.)

Sorcerers are still present but are not used because they became impractial in game due to them being nerfed. Their insanely high requirements and useless spells force a player to forget about them even when having enough resources. Their only two spells that can affect the tide of a battle are their starting ones: Fell Strength and Black Ice (Corpse rain is avoidable, Well of souls doesnot heal anyone, Soul Freeze, however, can be effective sometimes)

The roles of these elite unit support mages have become extremely low. Players used them before they were weakened because it was not fruitless but really effective. How about bringing them back on the stage with changed spells and attributes?

They can retain their high cost but be worthy of spending all resources and etc. Their roles can be expanded, making they truly supporting evil armies of the Iron Crown.

Directly damaging the enemy forces is risky even when having an army to protect them. So they could support a number of units or structures instead. Empowering barrow wights or turning some of lost enemy units into them permanently. Casting additional defensive spells onto barrows or crypts, even on obelisks, let them emanate an evil aura around, weakening the hostile forces even more.

Even if they do not need any spell changes, their current ones certainly need some rework. 

Titel: Re: Brief Angmar Suggestions
Beitrag von: BoarNago am 27. Nov 2016, 13:00
Hi Edain Team :)

I have a proposal on spellbook power:
how about putting 1 Snow troll together with Rogash and 1 Hill troll? (instead of Rogash + 2 hill trolls)
By this way you can use all kinds of Angmar trolls (1 snow troll + 1 hill troll + Rogash).

Currently Snow trolls are unused in Angmar and I think that's not good.

Thanks for your work, I hope that you will accept my proposal. :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: TheDarkOne am 25. Dez 2016, 12:12
Zaphragor keeps dying after using his Raging Anger ability due to the relatively small (but nevertheless) damage from archers or units left undamaged by the blast (his health is depleted but he is alive but enemies kill him immediately). You could give him a short invincibility or armor buff right after the blast is used to keep him alive.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 2. Jan 2017, 18:49
I have idea to make Fell Wind more useful . This spell is in second row and i think it is not enough good that why i think about improvment .
This ability could not only move enemies more into a centre but it is quite suprise attack. You can be a blind for a moment and you can loose your momentum.
Enemies for 15 seconds loose 20% speed, 100% of thier vision and sight and doing thier attacks 25% slower. This way this spell for breif moment can heavy wound enemy without actually dealing big damage.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Elendils Cousin 3. Grades am 2. Jan 2017, 20:35
Fell Wind is already amazing for setting up aoe combos, saving your retreating units and heroes or just splitting the enemy army. It really doesn't need a buff.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 13. Jan 2017, 05:25
Hey guys i have some idea considering Angmar WitchKing.I really like his current look but there is something that bothers me and i unfitted at the moment and i think about helm . WitchKing in Mordor have  little diffrent helmet making him awesome but imo second this some looking helm lower value of the whole think. I have proposal to little rework his helm and give tribute to the first WitchKing helmet unused and changed but great . Im using this pic as signature so i dont need to post again i think  xD .Imo this fits Angmar style WitchKing much more and look unique in terms of thier helmets.
White color makes this even better.

This some helmet was used in game LOTR ROTK .
Just compare them and u will what i mean



Current one




Titel: Re: Brief Angmar Suggestions
Beitrag von: Gandalf7000 am 13. Jan 2017, 13:03
Hey guys i have some idea considering Angmar WitchKing.I really like his current look but there is someting that bothers me and i unfitted at the moment and i think about helm . WitchKing in Mordor have  littlediffrent helmet making him awesome but imo second this some looking helm lower value of the whole think. I have proposal to little rework his helm and give tribute to the first WitchKing helmet unused and changed but great . Im using this pic as signature so i dont need to post again i think  xD .Imo this fits Angmar style WitchKing much more and look unique in terms of thier helmets.
White color makes this even better.

This some helmet was used in game LOTR ROTK .
Just compare them and u will what i mean


(http://i.imgur.com/jF5gp3P.jpg) (http://file)

Current one
(http://vignette2.wikia.nocookie.net/edain-mod/images/e/e3/Angmarhk_1270945555.jpg/revision/latest?cb=20160330104458) (http://file)

(http://media.moddb.com/images/mods/1/11/10679/witchking_1286727879.jpg) (http://file)
I agree that they shouldn't have too similar helmets as the one WK wears in Lotr he only got when the Siege of Minas tirith was. Angmar is set before the events of Lotr so i agree.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Fredius am 13. Jan 2017, 15:43
Aye seems like a nice change, I agree :).
Titel: Re: Brief Angmar Suggestions
Beitrag von: Dain@ am 25. Jan 2017, 19:46
Hello ! I would like to express my support for the idea Necromant about alternative ring the hero in the face of Angmar Mornomart. It is really interesting and offers an alternative way for the development of Angmar through rebellion. In fact, the idea is good because Mornomart as the person owns all of the disadvantages that all people, namely, lust for power and self-interest, which is why I think the idea is really good Necromant. Yes ! there is still a need to alter the implementation, but the idea is super. Well Regarding the Witch King WK ​​here agree he is very weak !!!. (Not only that, he still loses internal competition Zafragoru, just think he's losing it in all positions !!!) The only thing that is good is his last ability (although it is the ability to copy the Mordor WK). Because there is an objective need to strengthen WK !!!. + This I was always saddened by the fact that the WK wears the same helmet with Mordor WK!. I propose to increase its damage against heroes and change a couple of abilities
1) Dismount
2) Morgulsky blade - like Nazgul
3) King Angmara- he is a leader because of Angmar gives Allied forces 20% of the damage and are twice as fast gaining experience. Enemies also receive - 10% of the damage and armor
4) The gift of the King (left as it is now)
5) Stop the timer capabilities at an enemy hero
After receiving the tenth level:
1) Dismount
2) Morgulsky blade - Witch King at the time of change morgulshteyn and fights with sword and Morgul blade poisoning their enemies. It carries increased damage strong units and heroes.
3) The gift of the King (left as it is now)
4) Stops the timer capabilities at an enemy hero
5) The power of the magician (or folly of Angmar) - it will be a mixture of terror with the management, this ability will work passively and actively! Passively. All enemies - 25% armor and damage. And Allies 20% damage, and twice as fast gaining experience. Active: he makes a terrible screech that causes moderate damage in a small radius of enemy troops and those still receiving - 20% rate. This also applies to the heroes! Thus the ability to show a fifth of its power on the battlefield! as at the Battle of Fornost! When he appeared on the field of battle he almost turned the tide of battle in their favor! from his fear Earnur horse got scared and knocked his master, only the appearance of Glorfindel saved the situation.
It seems to me in this performance he will be truly good hero killer middle aspects of support and a mass murderer.
What do you think!
Titel: Re: Brief Angmar Suggestions
Beitrag von: Dain@ am 5. Feb 2017, 12:03
Slawek56703. I fully support the idea of changing the appearance of!
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 24. Feb 2017, 02:30
Would it be possible to make Sorcerers abilities set to autocast ? This make :

To make this feature less op abilities will be auto casted with little delay .

Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 24. Feb 2017, 09:18
I doubt it because all the abilities require some sort of target area and the game hasn't been coded to automatically pick a target area.
Titel: Re: Brief Angmar Suggestions
Beitrag von: BoarNago am 24. Feb 2017, 10:45
Will we see Snow trolls in Angmar again or they are lost forever?
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 24. Feb 2017, 10:58
From what I saw in the ModDB comments, they are gone forever.
Titel: Re: Brief Angmar Suggestions
Beitrag von: BoarNago am 24. Feb 2017, 13:30
From what I saw in the ModDB comments, they are gone forever.
This is a real shame, their design was very good. I do not understand the reason for this choice :(
Titel: Re: Brief Angmar Suggestions
Beitrag von: Slawek56703 am 24. Feb 2017, 17:55
I doubt it because all the abilities require some sort of target area and the game hasn't been coded to automatically pick a target area.

Sorcerers abilities auto casting would be similar to Legolas Hawk Strike ability where attack is maked from higher range after all sorcerers are in archer category . This could potentialy fix it target problem .
Titel: Re: Brief Angmar Suggestions
Beitrag von: Melkor Bauglir am 24. Feb 2017, 23:26
Zitat
Sorcerers abilities auto casting would be similar to Legolas Hawk Strike ability where attack is maked from higher range after all sorcerers are in archer category . This could potentialy fix it target problem .
I'm having trouble interpreting this. Do you suggest, the sorcerers abilities should be changed into "cursor-target spells" (spells like Fireball, Hawk Strike, etc. where you aim with the cursor instead of targetting an area)? That would work for definitely all spells under a technical aspect except perhaps for Well of Souls and Fell Strength. (On these ones I'm not certain! It could work and actually should work, but both abilities are slightly more complex than the others which just trigger a weapon in the target area.)

Therefore, it should be possible to change the sorcerers' spells into cursor-targetting. HOWEVER, this would severely limit the comfort of targetting them manually, meaning in order to enable autocast, you couldn't really use them by yourself effectively. And this can hardly be the goal, because that's basically saying: "You know what player, we'll take care of this game! Just watch some videos while we annihilate the enemy by ourselves using Corpse Rain. Sincerely, your Computer" ;)
(Though, since the AI uses sorcerers normally, the game doesn't seem to have general problems with area-targetting spells. So don't loose hope! xD)


Greetings
Melkor Bauglir
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 1. Feb 2018, 12:20
To increase Ring Hero WK's battle effectiveness the ability Might of the Witch King could be changed to affect all Angmar heroes in a certain radius. That could prove very deadly once the full roster is recruited.

It's not a major change, but it would help differentiate Ring WK from regular WK.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Walküre am 1. Feb 2018, 12:32
I share the same view of yours and I second your thoughts on Discord: it would differentiate the ability from Gifts of Lórien. If you think about it, the effect you proposed gives concretely the idea of a disruptive/festering influence, as such is often the case for the Evil, whereas a selective effect conveys more the idea of a personal blessing (Galadriel and her gifts). Regardless of technical feasibility, I think it is a sound reasoning.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Garlodur am 4. Feb 2018, 20:25
I would support that change if it can be implemented technically. Indeed, the Witch-King would be a more menacing presence, boosting many heroes at once. This would reinforce his mass-slayer aspect.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Julio229 am 27. Feb 2018, 19:46
I agree too, it would make Ring Hero WK better!
Titel: Re: Brief Angmar Suggestions
Beitrag von: OakenShield224 am 28. Feb 2018, 18:00
While I do believe that Ring Hero WK is already an effective hero due to his passive skills, he should have some sort of bonus with his active skills and the change that Necro proposed would be a good way to do that.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Julio229 am 20. Jun 2018, 20:44
After a discussion involving Markus of the unofficial Edain Discord server, Oakenshield224, Necro and I, I'd want to make a suggestion regarding Might of the Witch-King (and sort of expanding on Necro's suggestion of Ring Hero WK and that power).

The Might of the Witch-King power is defined as a counterpart to the Gifts of Lórien ability of Galadriel, giving temporary buffs to a particular Angmar hero, whereas the Galadriel version gives permanent buffs. To help equate both abilities in usefulness, I think this could be done to improve Might of the Witch-King (considered underwhelming by some):

At level 5, WK would get the ability with the temporary buffs, plus, the ability would grant a cooldown reduce to the abilities of the hero who has gotten the Witch-King's favor. This was an idea by Oakenshield224 that would allow to get a better buff for the heroes affected by the Witch-King's power, and not to be too OP for a level 5 ability.

Meanwhile, at level 10, the ability would be improve to actually have the effect of reseting ability cooldowns. This would keep the theme of WK's abilities being improved at level 10 (like Death Blade and Life-Drinking Blade). The reset effect would only be at level 10 to avoid making it too OP in the early game.

It would be comparable to Prince Aranarth's level 10 ability, which includes a buff apart from a cooldown reset for every nearby hero, while this power would be only for a hero, setting it apart from Aranarth, but the additional and original effect would help setting it apart from Elrond's level 7 too, warranting the level 10 unlock for this improvement over the power.


As an aside, and building of Necro's suggestion to make Ring Hero WK's Might of the Witch King effect all nearby heroes, I believe the cooldown reset could have this change aswell when the Lord of the Nazgûl gets the One Ring.

I hope you like this suggestion, feel free to express your thoughts!  :P

Titel: Re: Brief Angmar Suggestions
Beitrag von: Secret Keeper am 21. Jun 2018, 20:49
I have to say "The Might of the Witch-King" feels underwhelming, everytime I play with Angmar. Reducing cooldowns seems like a good idea, definitely helps to equate the power of this ability to Gifts of Lorien.

Maybe it is my personal preference, but I feel that some bonuses "Might of the Which-King" grants is not good as the others. I almost never use it on Durmarth, Hwaldar, Mornamarth or Helegwen.
Titel: Re: Brief Angmar Suggestions
Beitrag von: DenialR am 24. Jun 2019, 21:37
I have a suggestion for 4.5. Would it be possible to give an icon for thrall master with no thralls ? similar to what the lothlorien singers get and tribute carts ? that way I can more easily click on those thrall masters and summon units, rather then forget about them or having a hard time clicking on them since they are surrounded by other units

When thrall master dies, can the thralls get stunned or flee in terror ?
Rather then die ?
Feels extra bad when human players snipe your thrall masters and your entire unit just dies.
Titel: Re: Brief Angmar Suggestions
Beitrag von: FG15 am 25. Jun 2019, 12:38
Not possible. That mechanic can be used only once per faction. And the tribute cards are already using it for Angmar.
Titel: Re: Brief Angmar Suggestions
Beitrag von: WarOfTheRingVeteran am 28. Jan 2020, 19:51
Does anybody else find it really annoying when "builders" (forgot what they're called) keep spawning from your settlements but you've already upgraded all the buildings and have no need for them at the moment?

Is it possible to enable the building to keep spawning them when you need them and then disable the building from spawning them when you don't need them? Similar to how you can enable and disable the production of resources with the Beorning hut
Titel: Re: Brief Angmar Suggestions
Beitrag von: kmogon am 28. Jan 2020, 20:04
They are providing a good pile of money , once they are headed to a building so that would be waste of resources to turning them off purpousely.
Titel: Re: Brief Angmar Suggestions
Beitrag von: WarOfTheRingVeteran am 28. Jan 2020, 20:15
Zitat
They are providing a good pile of money , once they are headed to a building so that would be waste of resources to turning them off purpousely.

Wait WHAT. I never realized they provided resources... Yeah.. I don't play much as Angmar lol

But still, I find them kinda annoying to use. I'm curious how do others feel about this? I mean, I get that if they were made passive Angmar's upgrade system would be pretty boring... but I just really don't like using them.. but that may be just me
Titel: Re: Brief Angmar Suggestions
Beitrag von: Halbarad am 31. Jan 2020, 22:16
Klick on one of them, press "e" two times and you do have selected all of them all over the map. Then you can send them at once into a building of your choice. That makes it much less stressful to handle them.
Would probably be good if there was a small info/ ability that does explain/ does the same thing.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Bogdan Hmel am 23. Feb 2020, 15:03
My little suggestion. Add another ability after upgrading your castle with the Stronghold of the iron crown. I am talking about the existing witch-king skill “Might of witch-king”. This will improve your heroes without even hiring a faction leader.
Such an update will underline the global power of the witch-king - his ability to bestow strength on servants without even being present on the battlefield.
An alternative would be to add this ability through the central spell Might of the iron crown. So that it was have both a passive and an active effect.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Halbarad am 23. Feb 2020, 22:42
First of all I really like the witch-king skill “Might of witch-king”.
It had once been an ability of the fortress after the player used the spell. But that had been before this spell got so many extra abilities. I do think that it wouldn't be good to move it back in there, since the fortress already is really good and has so many abilities, that this really complex one would be too much in my opinion. On the other hand, I think that it could be really nice as a central spell, since the central spell right now isn't that good at the beginning of the game, when you have one or 2 heroes, but gets really strong when you got all of your heroes out and leveled them up. Although I think that the central spell should be good at any time of the game.
I really like the idea that the Witchking doesn't have to be on the battlefield to give power to one of his servants. In fact, all the heroes of Angmar who are not connected by friendship but only by their lust for power, I think it fits more that the Witchking declares one of the heroes as the leader of them all while he is not present at the battlefield. Positive side effect: Angmar players would focus more on the heroes he got instead of just spamming all of them out.
I'm not quite sure if it could be a bit too strong for a central spell, since you could get a really fast Drauglin-Werewolf. I'm not sure if that would be so balanced but since it costs nearly as much as the turncoats it also can be fine or could be fixed by raising Drauglins revive price after he was a Werewolf.

So I'm against putting the spell into the Fortress of the Iron Crown but
FOR  using it as a central spell.

Here is my suggestion of how this new central spell could work:
Might of the iron crown: The Witchking declares one of Angmars heroes as his deputy. When used on a hero, the chosen hero gets a strong bonus effect (as usual), while other heroes of Angmar get -10% armor for that time.
As the Witchking reaches the battlefield, all heroes abilities recharge X% faster.

Hope I described my thoughts in a comprehensible way  :)
Titel: Re: Brief Angmar Suggestions
Beitrag von: Only True Witchking am 24. Feb 2020, 01:41
Here is my suggestion of how this new central spell could work:
Might of the iron crown: The Witchking declares one of Angmars heroes as his deputy. When used on a hero, the chosen hero gets a strong bonus effect (as usual), while other heroes of Angmar get -10% armor for that time.
As the Witchking reaches the battlefield, all heroes abilities recharge X% faster."

That's an awesome idea! The only thing I would change is the armour reduction, but I guess that's more of a balance thing.
I'm definitely in favour of this suggestion, but I am also aware that the ET wanted to make an entirely new central spell.

And one last question remains - what to do with Witch-king's now empty ability slot?

Signed,
The Only True Witchking
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 29. Feb 2020, 11:49
I've cut a couple images from the Angmar campaign and promotional material that I think could be a suitable replacement for the current Sortie Icon:

Admittedly, the last one looks one level under the rest in terms of quality, it was rather small on the original screenshot but I really liked the posture so I added it anyways.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Elendils Cousin 3. Grades am 29. Feb 2020, 12:45
The first one is neat.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Gnomi am 29. Feb 2020, 13:03
The problem with the second and third one is that the  important part of the pictures (head and sword) is close to the border. Hence it will probably be overlapped by the palantir and won't be seen in the game.
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 1. Mär 2020, 17:11
I can't do much about the second one because of the ratio of the original picture but I've replaced the link to the third one with a previous version which was more zoomed out.

Original Second:
Titel: Re: Brief Angmar Suggestions
Beitrag von: Edhelharn am 29. Mär 2020, 13:26
Hello, just wondering if it would be possible to edit the Angmar Orc Camp's size. Currently there is an invisible extension all the way around each camp which can make it quite problematic in game. For example, unit path finding during a fight or due to the settlement plots map position. I have included an example of this on Fords of the Isen 1 map. In the pic below there is no way to pass between the Orc camp and the mountain.

Titel: Re: Brief Angmar Suggestions
Beitrag von: FG15 am 29. Mär 2020, 13:29
If the geometry (blocking/interaction area) of the building doesn't match the visuals in such a big way you can report it as a bug.
Titel: Re: Brief Angmar Suggestions
Beitrag von: Edhelharn am 29. Mär 2020, 13:36
Ok, I'll do that
Titel: Re: Brief Angmar Suggestions
Beitrag von: Bogdan Hmel am 14. Apr 2020, 20:45
Gulzár skills Spread Plague and Deadly Ritual kill all the acolytes on the map at once. This is rather inconvenient, since you want to use from at different times. Is it possible to use the mechanics of the “Dark Brand” Mornamarth skill so that each acolytes detachment can either explode with a plague bomb or turn into wights through its palantir?
Titel: Re: Brief Angmar Suggestions
Beitrag von: Halbarad am 14. Apr 2020, 22:11
I agree, especially the Spread Plague would be better if not all acolytes on the map would be killed at once. Although a way of picking single battaillons, like mornamath does, would be pretty micro intense, since you would have to click on them every time you wanna let them explode - which mostly happens in battle.
For that reason, it would probably be for the best if Spread plage would become an active ability for all acolytes after Gulzar used it. Maybe with a timer.
Deadly Ritual is the most powerful spell, so it is okay in my opinion that it kills all acolytes on the map.
Titel: Re: Brief Angmar Suggestions
Beitrag von: The_Necromancer0 am 15. Sep 2021, 23:20
Just a minor change, I think the Banner Carriers of the Turncoats should stand behind them and not in front, kinda like the Thrall Masters. It doesn't change anything to the way they work but I think it would fit more nicely from a thematic perspective.