Suladan the Serpent Lord am 22 Jan, 2024 14:46 in Vorschläge zu Maps
Hi zusammen, Auch ich bin da auch dafür. Ich habe auch einen ergänzenden Vorschlag:Auf Maps wie Anorien oder Andrast ein Creep mit den Drúedain (Wasa).
The_Necromancer0 am 22 Jan, 2024 11:22 in [Edain] General Suggestions
Splitting Smaug's passive sounds like a cool improvement
Singollo am 22 Jan, 2024 11:16 in [Edain] General Suggestions
I really like the idea of splitting Smaug's passive into an active and passive part. As of now you need to use him separately from your army in order not to grill your own goblins, which leaves him quite open to counterattacks. Making the burn the ground part become active gives the player much more control over the drawbacks of his ring form. Increasing the recharge time for Sauron's abilities seems like a good way of nerfing him a bit without diminishing his coolness. And to be honest, his self-heal is not really an ability which I consider necessary for coolness and/or lore compatibility, but which has an immense impact on his durability, so I would definitely be in favor of removing that.
Elendils Cousin 3. Grades am 21 Jan, 2024 23:32 in [Edain] General Suggestions
Sauron is way to cool the way he is. Sorry Maybe Smaug's passive ability can be split up - the constant damage over time to enemies stays as a passive, but setting the ground on fire could become active. He'd still set allies on fire as well with that, but it would be much easier to use him with your army.
Halbarad am 21 Jan, 2024 12:36 in [Edain] General Suggestions
Regarding Sauron: Zitatand due to his slow movement speed, he can quite often be defeatedNot if he reached a higher level. Then he can activate his power form, where he moves and attacks really fast and slays every hero killer that gets to him, he can also heal himself and if you try to shoot him from afar, he can take control over your units or throw multiple slaying abilities on them. I know that he is intended to be the strongest ring hero, but I feel like it wouldn't hurt to put less abilities on him or at least raise the timer for his abilities. Or to make his abilities like Zaphragor abilities, so that he has to put essence of himself into his spells.
dgsgomes am 19 Jan, 2024 14:21 in [Edain] General Suggestions
Really interesting post and suggestions, Le Sournois!I also like playing a lot with Ring Heroes, and even though balancing should not be the biggest concern about them compared, for example, to a fun, original and lore-accurate design, ignoring balancing just make the Ring Heroes boring and unusable.- Boromir: I fully agree with your suggestion- Gandalf the Corrupted: I'd suggest a small movement speed and armor buff to make him more viable; he doesn't perform well compared to other Ring Heroes- Gandalf the Challenge Master: I think he is perfect considering lore and balancing aspects- Theoden and Elrond: agreed- Saruman: for me, he has always been the biggest problem concerning balance of Ring Heroes; an insane leadership, which I feel that is not even that fitting, for a faction that surely doesn't need it (possibly has the strongest army in late game) + strong AOE regular attacks that may even knock back heroes, which are the realible tools that you would need to try killing him; I am not even gonna talk about his powerfull spells I don't know if the nerfs you suggested would be enough or would be the best solution, but surely something has to be done; playing against him is not fun at all, and with him is absolutely broken- Sauron: I feel like making a level requirement would just not fit logically; I would not change him, to be honest; yes, he is definitely very strong, but he is Sauron afterall, and yes, he is an easier hero to purchase, but he is the most canonically accurate Ring Hero, isn't he? Sauron getting the Ring always seem alright and a good challenge to me in a match, and due to his slow movement speed, he can quite often be defeated (differently to Saruman with the Ring)- Smaug: it's design overall isn't that great to me, but I have no suggestion to improve it; I agree that the flames are not that good, and the friendly fire is really bad indeed
FG15 am 16 Jan, 2024 21:04 in [Edain] Diskussion und Feedback
Soweit ich weiß sind das alles Dinge die nur in SuM1 funktionieren. Das Tutorial sagt auch, dass es hauptsächlich für SuM1 ist.Ich habe es allerdings nie selber nachgetestet und versucht.
Elendils Cousin 3. Grades am 16 Jan, 2024 20:47 in Vorschläge zu Angmar
Ist eine Überlegung wert, zu stark sind Grabis zur Zeit sicherlich nicht.
Elendils Cousin 3. Grades am 16 Jan, 2024 20:46 in Vorschläge zu den Nebelbergen
Ich denke, dass eine Senkung der Rohstoffproduktion bei den Orkhorten eher zündet als höhere Baukosten. Und beides zusammen kann schnell zu viel des Guten werden.Den Hordenbonus an sich finde ich auch zu stark, aber das kann auch an den Orks selbst liegen - wenn die schwächer sind, ist automatisch auch der Hordenbonus schwächer. Grundsätzlich fände ich es cooler, wenn einzelne Grüppchen von Orks wirklich mies sind, sie aber mit Hordenbonus zu etwas taugen, als wenn andersherum die Orks selbst schon ganz passabel bleiben und der Hordenbonus dann nur noch ein nettes Extra obendrauf wäre.
Halbarad am 15 Jan, 2024 21:40 in [Edain] Diskussion und Feedback
Beachtet die KI eigentlich taktische Befehlsmarker des Worldbuilders und wenn ja, welche und wie?(Mich interessiert die Antwort und ich würde anbieten, sie ins Wiki einzupflegen da sie bestimmt auch für andere Mapper interessant ist)Um die Antwort zu vereinfachen, in einem generellen SUM2-Mapping-Tutorial ohne Edain-Bezug steht folgendes: ZitatTactical Markers:It’s a really good idea to add AI tactical markers to your map. AI players do function without them, butpretty poorly. Adding markers takes no time at all, and will seriously improve the AI gameplay on yourmap. Markers need to be placed near each base, and can be found in the AI folder.First, you need to place 3 markers each for a Center, Flank, and Backdoor path. Each of these pathshas three different markers (eg Center1, Center2 and Center3). These are all found under TACTICALMARKERS in the AI folder.To set your markers for a Center path, arrange your three markers in a line leading to the base, withCenter1 closest to the base. AI will move from Center3, to Center2 and then to Center1, beforeattacking.Repeat this for your Backdoor and Flank paths, but give them a different direction or route. Make surethese 9 markers are on the same Player_X_Inherit team as the base they’re near.You should also add the 10 “CombatArea” markers to your map. It’s important to add all of thesemarkers to your map, even if they overlap a bit. AI gathers at these areas to fight, so place them inwide open spaces, and away from castles or camps. Add these to the “PlyrCivilian/teamPlyrCivilian”team.Tactical markers for Forests, HighGround and ChokePoints are also placed on the Civilian team, andhelp the AI choose where to move, attack and defend. ChokePoint markers work best when there is amarker on each side of the choke point.Generally, the more markers you put in, the more varied your AI will be.https://www.the3rdage.net/files/17989/Extended%20Guide%20to%20Mapping.pdf