Modding Union

[en] Edain Mod => [Edain] Suggestions => [Edain] Imladris Suggestions => Thema gestartet von: Lord of Mordor am 31. Jul 2016, 20:37

Titel: Brief Imladris Suggestions
Beitrag von: Lord of Mordor am 31. Jul 2016, 20:37
In this thread, you can post small Rivendell 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 Imladris Suggestions
Beitrag von: Amandil7 am 1. Aug 2016, 01:24
I would love to see Lindir/Aegnor be incorporated in Imladris somehow, since we see him throughout the movies, maybe as a ministrel and/or starting unit, he could provide some low level buffs.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 1. Aug 2016, 02:05
Personally, I didn't mind the presence of Lindir at all as a character, in the Hobbit. Nevertheless, gameplay speaking, there aren't really many reasons that could justify him being a regular hero of Imladris.

Erestor already does a splendid work and he's perfectly suitable for his current role as a supportive hero. Another quite pivotal aspect: he is a canonical character of the lore, while Lindir is 100% fictional  :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Leri_weill am 1. Aug 2016, 13:25
Brief suggestion : I absolutely love the Veterans and their abilities. But to suit the Imladris gameplay and the "few but powerful units" style, shouldn't we be able to recruit only one of them ? This would need some balancing but that would fit even more to the faction imo :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: helloa2134 am 2. Aug 2016, 00:29
Hey team, great job on 4.4, I really like Imladris.  My suggestion is to slightly improve the Light of Aman spellbook power in terms of its aesthetic.  Right now it is silver while other cloudbreak spells are gold, which is neat.  However I think there should be a correspondingly powerful audio cue that goes with it, as with Elbereth Gilthoniel.  If this light is the light of Aman, then surely it should be majestic. 
I saw elsewhere that you were  considering adjusting the spell books of several factions, looking to differentiate them.  If that winds up being the case then this suggestion may be a bit redundant. 
Cheers
Titel: Re: Brief Imladris Suggestions
Beitrag von: DrHouse93 am 2. Aug 2016, 03:10
The Light of Aman spell will surely be improved: it was suggested by DieWalkure and, as far as I know, the team liked it, but had no time to implement it properly for the release of the 4.4 :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 2. Aug 2016, 14:18

I saw elsewhere that you were  considering adjusting the spell books of several factions, looking to differentiate them. If that winds up being the case then this suggestion may be a bit redundant.

Yes, a new overhaul of each faction's spellbook and, in particular, weather spells is something very likely to be one of the next plans for future updates. Also, as DrHouse correctly wrote and as I also explained myself in a recent spell topic, a very complete and structured concept of Light of Aman already exists and it's perfectly at hand (as you can see (https://modding-union.com/index.php/topic,33132.msg435292.html#msg435292) yourself in this very section); not only was the conceptual design proposed in details, but I also provided the Edain Team with a great sound for the said spell (ideas of mine that have been made into reality with the fundamental help of CragLord).

The basic core of my suggestion was successfully implemented and replaced the previous and very generic clouds break (graphically and lore speaking, at least). But the complete suggestion ended up being too much daunting to achieve during the Beta development and, especially, before the imminent release. The proposal itself remains nonetheless valid indeed; so, I guess it's not a matter of 'what', but rather a matter of 'when'  :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Draco100000 am 4. Aug 2016, 12:15
Hey people, I have 1 suggestion, about the faction. Specially about Lindon guys, that are overtiered, regarding the needs of Imladris. Imladris dont need dual weapon warrios that come 5 in 5, Imladris needs numbers and lindon dont give this numbers.

Right now what is better? get 4 hobbit farms to reduce Dunedain cost, or waste 1 settlement place with a lindon watch tower ( that would have lonetower use mostly all early to mid game) I think Hobbit-dunedain is far away more usefull.

Because of this, that the settlement barracks use to be a support building for all factions that increase their streght in areas they lack that strenght.

What are giving Lindons right now that I dont have with my standard Imladris units?
A bit more dmg and health?

My suiggestion is make Lindons be in 12 guys battallion just like Gahladrim, costing like 600 or 500, limited to 4 or with 90 cp cost, allowing imladris to acces good archers and fighters that can eventually support the faction in a very bad map control situatuion where the enemie has the nearest outpost and he is just not allowing you to get your very needed dunedain.

Just make them more Early unit to allow players go for other tactics than outpost rush.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Slawek56703 am 4. Sep 2016, 19:02
Please Edait Team do something with Loremasters of Stone they can attack walls and Gates it's really destroys early game when u play with/vs  AI and second they ALREADY HAVE SIEGE so i think it would be better limit them attack  only normal buildings .
Titel: Re: Brief Imladris Suggestions
Beitrag von: Ealendril der Dunkle am 4. Sep 2016, 19:17
They are intended to damage buildings, walls and gates - so no, there aren't any plans to change this.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Julio229 am 22. Okt 2016, 18:37
Could Lindon Towers get a health boost? They fall so quickly when they are level 1, 1500 health is not enough in my opinion. I don't know if they get a lot of health when they are max level, because I don't use them a lot.
Titel: Re: Brief Imladris Suggestions
Beitrag von: DrHouse93 am 22. Okt 2016, 18:54
Agree with this. Actually, they have very low health, even at level 4. Of course, they shouldn't be bulky like the Border Stronghold, but not even frailer than an ordinary farm
Titel: Re: Brief Imladris Suggestions
Beitrag von: lahe95 am 24. Okt 2016, 16:19
About The Fellowship of the Ring regarding Legolas:
I don't like the fact he doesn't use his bow. He mostly used his bow to kill the bad ones during the War of the Ring and even used it(arrows actually) as a melee weapon. I would like to see Legolas to use his bow to attack enemies at long range and when enemies are close enough to The Fellowship he takes out his knives. IF it's possible!
Titel: Re: Brief Imladris Suggestions
Beitrag von: Ealendril der Dunkle am 24. Okt 2016, 16:52
That's not possible and the reason why he don't use his bow.
Titel: Re: Brief Imladris Suggestions
Beitrag von: lahe95 am 24. Okt 2016, 17:45
That's not possible and the reason why he don't use his bow.

OK, I understand! :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Mogat am 29. Jan 2017, 13:59
cirdan is standing right next to them
Titel: Re: Brief Imladris Suggestions
Beitrag von: Slawek56703 am 29. Jan 2017, 14:03
cirdan is standing right next to them

Okay but what about this ?

They give leadership to each other?

Edit : also when they are solo they have leadership somthing give them free leadership
Titel: Re: Brief Imladris Suggestions
Beitrag von: The_Necromancer0 am 29. Jan 2017, 14:22
Don't they have a leadership effect that applies to them and to nearby archers?
Titel: Re: Brief Imladris Suggestions
Beitrag von: Slawek56703 am 29. Jan 2017, 14:25
Don't they have a leadership effect that applies to them and to nearby archers?

It must beLindon Tower and this is picture of from new game i recruited them and automatically they have leadership


Thier leadership gives boost to nearby Archers and swordsman

Titel: Re: Brief Imladris Suggestions
Beitrag von: FG15 am 29. Jan 2017, 15:04
Please post this bug in the Gondor/Arnor bug thread as you are playing Arnor and not Imladris. For Imladris everything is working.
Titel: Re: Brief Imladris Suggestions
Beitrag von: kreso am 28. Jun 2017, 03:04
Hi Company of Edain :D

After a lot of games with Imladris I am coming here with few technically suggestions, so

1. Could Erestor ability be on left screen side, like spell book powers? It could be a lot of easier to use it and see when it is up. As well we could bring him new portrait from Hobbit 1

2. Elrond lvl1 skill should be usable passively, and it should deal more damage, it is 2500 hero.
Titel: Re: Brief Imladris Suggestions
Beitrag von: AulëTheSmith am 28. Jun 2017, 03:29
1. Could Erestor ability be on left screen side, like spell book powers? It could be a lot of easier to use it and see when it is up. As well we could bring him new portrait from Hobbit 1
2. Elrond lvl1 skill should be usable passively, and it should deal more damage, it is 2500 hero.

Hi Kreso ;)
1. Could be interesting and would make the power easier to handle for sure.
2. I agree to buff a bit the ability. I would increase also Vilya because it's not worth a level ten ability currently. I prefer it As active.
Titel: Re: Brief Imladris Suggestions
Beitrag von: kreso am 28. Jun 2017, 03:57
Tnx for answer Aule

I think Elven rings should not be used for destructive stuffs. I think it is good as it is now, that ability pull enemy and Elronds aoe attacks kill them so if combine with Blade masters it is really op skill. Maybe give some small resistance to Elrond while casting it. I think he is bad duelist so some defensive stuff. He dies so fast before lvl5, it is hard to keep him alive. But after lvl5 he is monster. I usually use him and Ciridan (he is geting reworked :( )

I think there most be more passive things in Imladris, I cant use all abilities from 4 heroes, and every type of units, and Loremasters, and spell book, too hard to get perfect fight with Imladris, almost impossible to use everything (there is no time) in other way I like it because u most choose what will be best at that situation, but some thing are not used at all, like loremasters abilities, better use Arwen skill than lore masters to make enemy units flee I think there most be more diversity of skills. There are 3 skills for movements speed, swordman have thier own, Gildors song and Loremasters ability. So i use only advance there is no reason to chase or flank with pikes or with blademasters. So I only use advance no need for Gildors song or Loremasters. And there is 3-4 more things like that, that have same effect i dont like to have.

Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 28. Jun 2017, 14:29
It would be really difficult to have the water horses as a passive ability, because the feature is meant to acquire effectiveness in time, with the progression being shown by the amount of water horses that the hero summons (with a maximum of 5). Apart from this, I agree that damage could be enhanced a little bit. Bear nonetheless in mind that magic now is able to scale according to the level, while this was not possible in the past.

Speaking about Vilya, you can find tons and tons of words written on the matter, within the ample pages of the thread related to Elrond in this board. It is a kind of monograph about the character :D

There, we have extensively discussed the true nature of the Three Rings, which is in fact solely connected with restoration of beauty or healing, alongside providing people with possible suggestions on how to display this factor in game. Well, the compromise, suffered compromise, that we reached was eventually and successfully implemented in the 4.4 patch, together with the AUJ-inspired mount. That is, instead of conjuring a moveable whirl for offensive initiatives, the Lord of Imladris makes now usage of Vilya for his own defence, as a veil or shield of torrential wind. Only in this way could we save both the defensive approach of the Ring and its magical affinity with the air (which makes the player expect a quite impactful magical ability as the ultimate ability). A restoration spell as his last power would not have been very appealing for the leader of the faction, I suppose. A leader who is also the bearer of the mightiest of the Three.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 17. Okt 2017, 16:41
I was quite wary about this minor suggestion; I mean, I was quite doubtful whether I should post it in the internal forum or here. I have elected the latter. The new spellbook is now available and so should this proposal be subjected to the public in equal manner.

Well, the kernel of all is Gil-galad's soon-to-be special ability, related to siege as the prime focus, as for the other noble commanders of such extraordinary host. Personally, gameplay-wise, I don't have anything against it and the logic of the overhaul compels one to revolve around a siege-themed concept. I have nothing to say about it. Only, what makes me unsure of the said ability is its conceptual reference: Vilya. Not only does the mightiest of the Three Rings have little to do with offensive features (I would understand that, in a strict game-oriented context), but there are also some inconsistencies of particular note, referring to the lore which we always deem just judge and solid foundation of the Edain Mod. Vilya had in fact already been entrusted to the trustworthy government of our wise Elrond, prior to the grand battle at the Black Gate or in Mordor itself. Gil-galad knew well what would later befall and that the ultimate clash with Sauron could lead to his own definitive demise.

Furthermore, Vilya as a motive doesn't sound like a right choice, even if we solely consider gameplay. The Ring of Air is already represented and perfectly embodied by the leader of the faction, who uses its power to clothe himself with a defensive armour of winds and gusts. Having Vilya be present in another feature and in a totally different system would be too much redundant, as we're talking about a prime element for the faction, given the incredible evocative and magical potential of the artefact in the Elven lore. So, I have myself come up with what I think will be a worthy alternative, dealing with another item/artefact that won its proper place in the old tales of Middle-earth: Aeglos.

Aeglos is the legendary spear of Gil-galad, greatly feared by his enemies and considered nearly invincible. This blade is also mentioned in the very Silmarillion and totally fits in the offensive character of the ability, meant to portray the High King's fury when he tears buildings down. A concept that is thus more appropriate for the case and that is honestly more in tune with the Last Alliance lore; that is the chapter in which Tolkien narrates the weapon's existence. It would also be another bit of the ancient times that has the chance to be explored in the game, and differentiation, combined with the lore, is what the Edain Mod is all about 8-)

(https://i.imgur.com/q9CM6di.gif) Aeglos, Lance of the Firmament: The High King of the Noldor unleashes the fury of his legendary spear in the targeted area, dealing high damage to anything of wood and stone.

Zitat
The host of Gil-galad and Elendil had the victory, for the might of the Elves was still great in those days, and the Númenóreans were strong and tall, and terrible in their wrath. Against Aeglos the spear of Gil-galad none could stand; and the sword of Elendil filled Orcs and Men with fear, for it shone with the light of the sun and of the moon, and it was named Narsil.
J.R.R. Tolkien - The Silmarillion: Of the Rings of Power and the Third Age

In pretty much any medieval lay and epic composition, together with the ancient mythological poems of old literature, a great hero, of whom minstrels sing, is always accompanied by his/her own weapon and the very weapon acquires its own personality/story/connotation in the narration. Especially, in whatever tale that has battle as its main focus. Tolkien is therefore no exception. And Aeglos appears briefly in the prologue of LOTR too.


Hence, what dost thou say, gentle friend of the Edain kindred?

AYE

1. Walküre
2. OakenShield224
3. Julio229
4. AulëTheSmith
5. DrHouse93
6. NoldorSithLordsShipwrigh t
7. lordoflinks
8. Fredius
9. kreso
10. dkbluewizard


NAY
Titel: Re: Brief Imladris Suggestions
Beitrag von: OakenShield224 am 17. Okt 2017, 17:42
I like this idea of using Aeglos, one of the legendary weapons of Middle Earth. All of the Elven Rings had more passive effects (Narya bringing courage to people or Nenya protecting the borders of Lothlorien) so having Vilya be offensive doesn't really work as well.
What would the visual fx of the power be?
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 17. Okt 2017, 18:31
Exactly, none of the Three suits offensive features and Vilya has already been given its proper place in the game. As for graphics, I still need know which effects the ability is to be given, in the next Beta. Nevertheless, I guess it could be a generic rendition that deals damage to structures. If that's the case, it would be fine. The important thing is the conceptual reference.

If the Edain Team is willing to conceive a more specific effect, they could work on the very spear (glowing blade and akin things).
Titel: Re: Brief Imladris Suggestions
Beitrag von: Julio229 am 17. Okt 2017, 19:04
I agree with the implementation of your concept, Walk! Count me in favour!
Titel: Re: Brief Imladris Suggestions
Beitrag von: AulëTheSmith am 17. Okt 2017, 20:43
I actually was thinking about the same thing when I read the news about the new spellbook: why do the team give such a role to Vilya? And, why do they keep two abilities for two different keepers but of the same ring? It could be redundant.
So, I deem the Aeglos alternative valid and interesting. I mean, he faces Sauron using it, it must be a legendary and not common weapon :)
count me in favour Walküre the wise poet :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: DrHouse93 am 17. Okt 2017, 20:51
The unthinkable happened, Walk. We disagree about something. I'm against this proposal for several reasons:

Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 18. Okt 2017, 01:52
So, I deem the Aeglos alternative valid and interesting. I mean, he faces Sauron using it, it must be a legendary and not common weapon :)
count me in favour Walküre the wise poet :)

I shall thank thee and thy words of praise,
Thou, who bearest fatigues and toils, and other fair deeds thou hast contributed to raise,
It is this lively spirit, all warm it maketh and these halls fine shelter from whence none would fain depart,
Never shall I falter or tremble before my task, which is dauntless spirit from which I shall not part.


The unthinkable happened, Walk. We disagree about something. I'm against this proposal for several reasons.


Just kidding [uglybunti]

You can count me on board!

Titel: Re: Brief Imladris Suggestions
Beitrag von: NoldorSithLordsShipwright am 18. Okt 2017, 05:24
You continue to impress, Walküre. I am for this proposal.
Titel: Re: Brief Imladris Suggestions
Beitrag von: lordoflinks am 18. Okt 2017, 12:15
I am in favour of  of Walküre proposal.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Fredius am 18. Okt 2017, 12:40
I agree as well ;).
Titel: Re: Brief Imladris Suggestions
Beitrag von: kreso am 18. Okt 2017, 16:28
I am for your idea Walk, that is nice finesse.

I think there is no one against this idea.  :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: kreso am 18. Okt 2017, 19:55
Hi guys!!


I have another suggestion for summoning hobbits spell. So could we have Frodo and Sam in that spell additionally because in match where we don't use Ring heroes. We cant see two most important characters of LotR in the mod. That thing makes me sad. And this would not make big difference because Lothlorien will have Mirkwood summon, Rohan have their Archers+Hero, Mordor have Shellob. So others have also heroes in that 2nd row summon. This could slove Imladris problem against Dragulin and Gorbag+Shellob, because Gildor is good scout only because his map revelation, his dmg sux. His purpose in early game are only bad harassing enemy creeping and pulling troll.
Those two heroes will really help Imladris fight early against heroes and prevent them to snow ball lead because with 3 points they can summon hobbits, that is not that good because Imladris in the early game creep faster than other factions and they will get lead so early with that summon and they continue to push out enemy and ruin early game in almost every matchup, we saw that scenario in this patch very often. (in patchfix by "someone in gameranger community" we put that summon at 3 cost skill) 

3rd row is really good, Imladris were lack of supporting stuff, only lore masters had it (but rarely used) I think Bombadil get his resistance with debuffng attack of near units/heroes, so I hope he wouldn't die fast as he is dying now. Luthien is really good, only thing that reduce armor in Imladris were Loremasters combined ( Water+ Wind) last spell, so this is good change. 

I think new spell Journey to Valinor is a bit awkward if it is resting camp to summon structure that looks like temple :D . But with Protection of the Bruinen this could be good spell.


Central spell: Omniscience. It is good but is overrated in cost. That is too much points to spend if You really want to know what is in enemy base u have to spend on Gildor 250 gold. That spell cost need to be 5 not more.
It could be spell that provide line of sight and experience gain and passive healing when they are out of combat for every Imladris unit, that cost could be 7 name as I was suggested earlier "Immortal, wisest and fairest of all beings". I know it is hard to make central spell for Imladris but I think Omniscience don't fit that much especially for 7 cost spell. I know they lost Palantir ability of Lindon tower when Ciridan is lvl 10. But Gildor is doing stuff instead. Make him more useful don't make others spell which make Gildors best abilities useless.

I agree with 4th row spells they are really good. I don't know will they be balanced but I am glad that we don't have flooding there. :D

Regards!!!
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 19. Okt 2017, 00:19
The problem with having Frodo and Sam available via the spellbook is that these heroes are already a special feature of Lothlórien, if we may say so. The player unlocks them after having refused the One Ring; Galadriel thus relinquishes her ambitions and gives way to the Hobbits to continue their perilous quest. Moreover, the two Hobbits are also part of the Fellowship as a hero unit, when Elrond himself picks the One Ring up and appoints those heroes to the utmost mission, aimed at the Ruling Ring's final destruction. As you may understand, that would be too much.

Concerning resting camps, well, that's the very embodiment of Elven art: making everything of stone and marble resemble a holy temple :P
Titel: Re: Brief Imladris Suggestions
Beitrag von: dkbluewizard am 19. Okt 2017, 02:02
I am in FAVOR of this proposal by Walkure, if we look at the timeline as well, Gil-Galad did not have Vilya when he went to War during the Last Alliance. So I am heavily in favor of Aeglos, but then again, someone against me would say: "What is Gil-Galad doing in the third age."

Nonetheless, Vilya was not with Gil-Galad (nor Narya) and it says that the elves took their rings off once Sauron declared himself to be the Lord of the Rings. So either way you look at it, Aeglos is more fitting.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Trapper am 22. Okt 2017, 11:03
I like the addition of Aeglor. :)
Nice, simple and short concept!
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 22. Okt 2017, 23:08
I like the addition of Aeglor. :)
Nice, simple and short concept!

Which concept? It seems that my original comment got deleted by mistake [ugly]

Besides, thank you for the support. It is great to craft concepts that are appreciated by people and by the very developers :)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Dain@ am 23. Okt 2017, 12:02
Your offer is decidedly deserving of implementation! I am for. +1
Titel: Re: Brief Imladris Suggestions
Beitrag von: Trapper am 24. Okt 2017, 00:16
The concept you posted on 17.10

It seems that it has been reinstated, right?
It actually might have been me, who deleted it by mistake, sorry for that. :D
Titel: Re: Brief Imladris Suggestions
Beitrag von: Walküre am 24. Okt 2017, 00:23
I had thought about an accidental mistake, don't worry. It's now been restored for the good ;)
Titel: Re: Brief Imladris Suggestions
Beitrag von: Lord Aytugar am 28. Feb 2018, 16:17
Last Alliance Veterans levels limited to 20. But if they die it starts from 1 and this bothers me. There is two solution for it. One after they die, they reborn from last level or max level can be edited as ten or more suituble level.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Julio229 am 28. Feb 2018, 16:28
I don't know if that would be possible due to them being regular hordes (so I'm not sure if they can keep the level, moreover, being more than one unit), but I do think Veterans need a bit of tweaking on the experience they win. I don't think i've ever seen them past level 6, so maybe winning experience a bit faster would be a middle-ground solution?

That way they'd be easier to get back on track again, and they would reach those levels they usually don't.
Titel: Re: Brief Imladris Suggestions
Beitrag von: Tiberius Ogden am 25. Jan 2019, 21:17
I suggest to remove the ring from Cirdain's finger (visually)


This marine guy just doesn't respect the lore, not only that he wears the ring which shouldn't wear during the War of the ring period, but what's worse ... he wears it openly! xD



Ingame speaking, Elrond and Galadriel don't have such visual effect, although possess rings too.

Move Narya to Gandalf would be the next step, of course ...


... but that step would help me to make lanterns gift visually more unique ... :P




Titel: Re: Brief General Ideas
Beitrag von: dgsgomes am 27. Nov 2019, 16:42
I suggest making Imladris' Dunedain batallions to have 5 units instead of 10, keeping the same price and balancing their strenght as best as possible (considering flanking and other features).

This change would be better in terms of lore, as each single Dunedain would be stronger (and so they should, as they are from lines that survived through many years, most likely because they were very skilled fighters) and as there are not as many Dunedain in Middle-Earth during the War of the Ring as there were in the past.
Titel: Re: Re: Brief General Ideas
Beitrag von: Seleukos I. am 27. Nov 2019, 16:53
In general I agree with you. The only problem I would see is the changed Impact cav would have on them. 10 men can slow down a cav unit double as fast as 5 men. So making them only 5 men would make dunedain weaker against cav.
But I don't think this would be too much of a problem.

So I'm in favor of your Suggestion :)

best regardes,
Seleulos I.

PS: Shouldn't this be in the Imladris board instead of te general one? ;)
Titel: Re: Brief Imladris Suggestions
Beitrag von: The_Necromancer0 am 27. Nov 2019, 17:05
Topic moved to Imladris Brief Suggestion Thread
Titel: Re: Brief Imladris Suggestions
Beitrag von: Only True Witchking am 27. Nov 2019, 18:24
The question is, wouldn't changing the Dunedain into battalions of 5 make them very similar to the standard units?
Those are supposed to be extremely elite and small in number, and the Rangers are basically the "Spam" units to contrast them; bringing less strength individually but more numbers.

If we went by the lore, Imla wouldn't have an army at all, so I don't think battalions of 10 are too much for the Dunedain.
Titel: Re: Brief Imladris Suggestions
Beitrag von: dgsgomes am 27. Nov 2019, 20:01
If your concern is about having larger number of units to play, I understand your point. I personally go for Dunedain because they are a cheaper alternative of units, they may be produced faster, the outpost gives many advantages and they are cool.

About the battalion size, it is not supposed to represent an army size; if it were so, there would be no problem with Imladris, as in 4.5 an army of Imladris may have a maximum of 90-100 elves at best [(1500 cp : 90 cp for each battalion) x 5 + a few banner carriers], which is not a huge amount of Rivendell Elves. The battalion size represents the faction/race as a whole; for example, Lothlorien battalions have 10 units, I personally think that the remaining amount of Dunedain in Middle-Earth during the War of the Ring is closer in number to Imladris elves than to Lothlorien elves.
Titel: Re: Brief Imladris Suggestions
Beitrag von: WarOfTheRingVeteran am 31. Jan 2020, 21:04
Shouldn't Rivendell soldiers (Imladris maethor) be called Imladris maethyr? Maethor means a soldier, singular, but maethyr is soldiers, plural. Imladris maethyr makes more sense
Titel: Re: Brief Imladris Suggestions
Beitrag von: Elendils Cousin 3. Grades am 31. Jan 2020, 21:11
I don't know any of the Elven languages except a few words, but online dictionaries agree with you. Good catch, thanks! We'll change that.
Titel: Re: Brief Imladris Suggestions
Beitrag von: OakenShield224 am 29. Jun 2020, 01:25
Couple of small suggestions:
 - Make Gildor's Scouting Ahead ability be able to be cast on all areas of the map instead of just areas that are castable (I'm not sure what the word is). Currently, it causes issues when on a tight map like South Lindon as large areas of the map can't have the ability used on it, heavily restricting the ability.
 - Arwen's heal should say in the description that it only affects allied heroes instead of just saying "allies". Currently it can be a little misleading.
Titel: Re: Brief Imladris Suggestions
Beitrag von: SP19XX am 29. Jun 2020, 11:36
So I've just noticed that Imladris has fallen back into an odd lull in which one if it's enhanced upgrades (Forged Eregion Blades) is  actually available before the base upgrade (Forged Blades) are purchaseble as Imladris requires level 2 Forges to purchase it's upgrades. This also causes them to be redundant until the Library has purchased it's 3 initial studies.

Suggestion:
Have Basic Blacksmithing Studies Enable the Purchase of Forged Blades & Heavy Armour. This allows Imladris to purchase the upgrades corresponding to it's starting unit options and means Forges have a purpose prior to a leveled up Library (similar to Gondor's Marketplace), keeping Gold Tipped Arrows to a level 2 Forge, then having Advanced Studies enable the purchase of Eregion Blades / Arrows.
Titel: Re: Brief Imladris Suggestions
Beitrag von: FG15 am 29. Jun 2020, 12:09
I agree.