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

Titel: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 24. Okt 2015, 01:59
In this thread, you can discuss balancing issues with the Dwarven 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: Dwarven Balance Discussion
Beitrag von: Odysseus am 24. Okt 2015, 02:54
Are you sure this thread is about Gondor? Must be the fatigue of working on 4.2 :P
Titel: Re: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 24. Okt 2015, 02:56
Errrmmm... who says anything about Gondor? This thread certainly never said anything about Gondor! All lies! :P
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 10. Nov 2015, 04:12
The Ram Riders are a very cool unit, however there are some issues. They seem to die incredibly easily in prolonged melee, and they move ridiculously fast. Additionally, the complete lack of a scout hero means that Iron Hills are much weaker early game, especially against enemies with strong scout heroes like Isengard, Rohan and Gondor. To counteract this, either the single scout rider should be made stronger and cheaper, so that all 3 together are equivalent to a scout hero, or a scout hero should be added alongside the rams.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 10. Nov 2015, 04:34
I myself have no problem with their Speed,they are actually like in the Movie Fast and Agile as we saw them when coming from behirthe Dwarven Infantry and then Charge so I think the speed fine! :-)

I think they are weak on prolonged close quarters fights to represents that Dwarves are not Natural Riders nor Elite Cavalry like Rohan or Gondor,they are fast and have good.charge! :-)

Their price I think they are cheap enough,but I too think thelat the Scouts themselves should be a little bit stronger I mean the Captains that summon the Battalions should be slightly stronger so that all three could rival a Heroes Scouts ! :-)

But I really think 1 more Hero is what IHs needs in term of Heroes !

Greetings and best regards from the Lord of the Iron Hills! :-)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 10. Nov 2015, 05:06
They are faster than cavalry of Rohan, how does that make any sense? No mountain goat is faster than a trained war horse, I'm sorry.

I agree about needing all 3 to counter a scout hero, but if the cost isn't reduced than you would be paying 450, while scout heroes only cost 150. That's why I would advocate reducing the cost to 50 or maybe 100, and increasing the cost to upgrade to a full battalion to balance it.
Titel: Re: Dwarven Balance Discussion
Beitrag von: helloa2134 am 10. Nov 2015, 06:17
They are faster than cavalry of Rohan, how does that make any sense? No mountain goat is faster than a trained war horse, I'm sorry.

I agree about needing all 3 to counter a scout hero, but if the cost isn't reduced than you would be paying 450, while scout heroes only cost 150. That's why I would advocate reducing the cost to 50 or maybe 100, and increasing the cost to upgrade to a full battalion to balance it.

Definitely agree with you about speed of the Rams needing to be nerfed, no way a ram could outrun a horse, especially a trained one.  About the cost, I think buying all three should definitely cost more than a normal scout hero because while a single hero can be in one place at a time, three Rams can be in three places.  Perhaps the cost should be reduced by 50 to 100 a ram, but I think 50 is too low.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 10. Nov 2015, 06:27
Well we have to take into consideration that this Rams are trained for Ride as well and that they are not exactly our ordinary real life Ram/Goats so they can be quite faster than our real Rams,BUT I can agree that they should be slightly Slower a little bit bellow Rohans Horses ! :-)

Heloa I think you mean increased not reduced or I am wrong mate!? :-)
Because Elite meant that the 3 Scouts are more expensive together than.1 Scout from other Kingdoms,and they should be cheaper! :-) But I think currently they are fine!They may be 3 not 1 but they are also more Expensive combined than 1 Scout and plus they I think are weaker to a degree! :-)
Titel: Re: Dwarven Balance Discussion
Beitrag von: helloa2134 am 10. Nov 2015, 06:59
Currently aren't the single Rams 150 a piece?  I could be wrong about that since I've only played IH once since 4.2 came out.  I propose that either the price of the Rams remains 150 or is reduced to 100 but I definitely don't think the cost of the Rams should be 50 a piece as Kryptik suggested, since three Ram scouts are better at scouting than a single hero insofar as they can more quickly cover more territory.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 10. Nov 2015, 07:18
Yes you are right! :-) Their current Price is 150! :-)

But yes I agree with you 100 will be the perfect price ,because as you said they can cover much more territory than 1 Scout Hero and making them too cheap will be not so balanced after all they can even Summon Battalions of Riders so making them too Cheap will be such a good idea! :-)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 10. Nov 2015, 07:45
I think 100 would be the perfect price as well, as long as they also receive a slight increase in strength for when the single rider is summoned at first. That way, when all 3 are together they could match a scout hero in strength.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 10. Nov 2015, 08:05
Exactly what I was thinking :-)

They combined need to match the Strength of other Scouts,but the  price of 100 as I said I too find it ideal for the nob! :-)

Greetings! :-)
Titel: Re: Dwarven Balance Discussion
Beitrag von: helloa2134 am 10. Nov 2015, 09:19
I'm glad you agree that 100 is a good price.  Alongside a reduction in speed for the Rams I think the Rams should not be able to make use of the Dwarven Tunnel Network.  They are already very quick, so it's not a huge loss, and the tunnels are meant to compensate for the Dwarven Infantry's slow speed.  Since the Rams don't really suffer from this issue, I think it would only be fair to prohibit them from using the tunnels.  Another, admittedly weaker point is that it doesn't make a ton of sense that an entire unit of Rams and their riders can fit into the tunnels.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 10. Nov 2015, 10:08
Yeah 100 is perfect price and a small speed reduction,and of course small boost in strength to be able to Match other Scout! :-)

Yeah I too agree thar Ram Riders do not have to use the Tunnels! :-)

But I think they should e able to receive Thorin III Runes since bow thet cant!? :-)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Bogdan Hmel am 11. Nov 2015, 13:30
 The Dragonslayer is too strong, especially when he uses the sword.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 12. Nov 2015, 13:46
In my opinion battlewagons could use some buff. They die extremely fast to pikemen (nothing to say about it; after all it's normal) AND swordsmen. I don't really understand why swordsmen deal so much damage to them.
I don't really know how strong dwarves are at the moment ; probably strong enough. If you think it would make dwarves overpowered, how about just improving Iron Hills battlewagons ? It would compensate a bit their lack of heroes compared to Erebor and Ered Luin.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 12. Nov 2015, 18:54
Well Battlewagons are weak, but you have to remember their also quite cheap, provided you get enough Lumber Camps. You can get them for only 280 a piece, and a group of 10 can do work, I assure you.
Titel: Re: Dwarven Balance Discussion
Beitrag von: CragLord am 12. Nov 2015, 19:26
I agree with you Elite, but it is strange if we take a look on battlewagon as the heavy unit (machine) with trampling ability (which should be primal usage of this unit).
I don't have anything against pike damage on this unit. It is normal and in term of balance that pikes instantly destroy it. But swordsmen damage, that is "lame". xD
I won't have anything against increase of cost if they are buffed a bit in armor for example (against swordsmen etc). For now their usage is mainly support from background of battlefield. And in objective situation on battlefield, you can't use them against good player in trample purpose because of pikes (pikes always defend range units, they are overlapped).
And I never build group of 10, it is waste of money and units in general if we take into consideration their current usage. Maybe I am wrong about this, but that is my opinion.
I hope team will buffed them (that swordsmen armor for example) with those new proposals we are suggesting about WarChariots.
In my opinion you really need crazy micro in game if you want to use them like trample unit against good player. And using battlewagon mainly as support unit because of this situation is a bit strange. It is heavy machine which should be able to destroy formations of enemy battalions. Or this is only my opinion? xD

Regards
Titel: Re: Dwarven Balance Discussion
Beitrag von: Aule the creator am 12. Nov 2015, 23:37
the ram riders are perfect.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 13. Nov 2015, 00:20
I wouldn't mind buffing battlewagons a bit and making them more expensive. I agree they're better as heavier units that don't need to be spammed in large quantities to be effective.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 13. Nov 2015, 06:38
I thought it would be quite nice to maintain their support centered role, instead of your typical cavalry charge-linebreaker unit. The cavalry of the other factions mostly do the same thing, however the BattleWagon is quite unique thanks to that role. Also, it has fantastic trample, so if you catch a group of archers unaware, they are probably done for.

I think they are fine if you use them as support, in that sense, they could even be cheaper, but then they become quite spammable. Truly, Dwarves don't break the line, other factions try to break theirs :P.
Titel: Re: Dwarven Balance Discussion
Beitrag von: CragLord am 13. Nov 2015, 14:19
I support this. There is problem with swordsmen for sure, they get maybe to much damage from these kind of units (melee except pikes). I don't have experience in balance problems, so I don't know what to suggest in this situation (armor against melee units except pikes if this is possible?).
First, you can always play them as support unit, no matter what changes they get in future. Simply upgrade them with supportive upgrades and keep them at side to support units. It is simple and no matter what change they get. Battle wagon was and will be always unique because of its multiple role system, but no one here is discussing about removing supportive upgrades for battle wagon, we are discussing about buffing him a bit and buff its cost which is reasonable. I simply can't imagine heavy machine which is used only for staying in place and heal or buff armor and damage of units. Heavy War Chariots in history (which is some equivalent of battle wagon in game) have always used for mainly one purpose, destroying enemy formation and slaughter of enemies with wheel spikes, not to be supportive unit in general case.
Simply it is out of place to make heavy machine as current battle wagon to be just support unit.
And you can't even use them properly against archers if you are playing against some experience player, because they are always protected with pikes. So mainly you should be able to use them for swordsmen trample and in current game, battle wagons are also weak. Swordsmen deal good amount of damage to them.
Also concerning your suggestion to make them cheaper, I really don't understand why you suggested that. In my opinion it will ruin concept of battle wagon for sure.
Again I must underline it is heavy machine used for offensive purposes, with possibility of supportive usage, not is versa way!
That is maybe your experience from other dwarven games, in this game, dwarves are offensive as hell if you know how to play them. There will be always some defensive concept about dwarves (because of their way of living, place where they live etc), but simply if you call your suggestion of making battle wagons cheaper and more as spamming support unit on this defensive concept, I would say it is totally out of place in my opinion, and it will ruin nature of battle wagon for sure.

Regards
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 13. Nov 2015, 19:27
Careful Crag, just because nobody is discussing it now doesn't mean nobody will. This is the balance discussion thread, and that may come up in the future.

Anyways I personally do not agree with buffing the battlewagon as it is right now, only if the war chariots idea from the other thread is implemented. I believe that if the battlewagons are buffed that people will start using them as a primary unit, which makes no sense for Dwarves, they are not a cavalry faction. I have no problems with their current strength, and I only ever use 1 or 2 of them to give a mobile heal and leadership anyways. The Infantry are, and should be, superior.
Titel: Re: Dwarven Balance Discussion
Beitrag von: CragLord am 13. Nov 2015, 19:57
I know Elite, sometimes my choleric side give me few problems in communication.
In general that was caused with current situation. I really don't like current usage wagonas as primary support unit. I tried to explain best I could above. That's all, and I hope you understand me. If I sound in bad way, believe me it is not my intention.
I also would like to discuss about this matter in more serious way if WarChariot suggestion get implemented. Again I don't have so much experience in solving balance problems, but I would like to see them buffed a bit so I could use them in proper way when we speak about breaking of swordsmen lines or similar melee units except pikes.  And as player I always try to play with infrantry at first place, but wagons and other siege weapon is some kind of backup. Simply if they get buffed, I would still use couple of them for support usage, but difference will be in usage of few of them in offensive purposes, but I presonally won't spam them as "crazy". :) For others I don't know, probably you are right in some way. And as I said, it is so odd, if we just use this siege heavy macine for supporting and not in offence (of course we could, but personally I need much better micro for that). I would like if that is gona change somehow.

Regards
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 13. Nov 2015, 21:54
Basically, what Kryptik said is what I meant.

It's arguably the safest and most effective way to use them at the moment. I don't mind if it is to be changed in the future, however, I was just stating that I actually enjoy it as a mobile support platform instead of your typical trample unit, retreat and repeat. Support is always stronger than straight up offense, especially with the new 20% health reduced patch, but also when in the correct hands, I say. Making it a bit sturdier to trample swordsmen should be okay, but as long as it isn't overdone. That is all.

Technically, they could add war chariots for dwarves, but I feel it would be contradictory to the team's vision and design for the dwarves. The less cavalry, the better. In fact, it might just be so that the Battlewagon was also kept as an icon, like Gandalf's abilities to stay untouched, but I could be wrong here.

I don't really see why they should be added and what they have to offer for the Dwarves playstyle and design. Even if they were to be added, it should be in some exclusive form like a Spellbook power or a hero summon, or perhaps some kind of additional upgrade to the Battlewagon that would transform it into a war chariot, but I see most places to be filled already and it would steer away from the main concept of the Dwarves.

Oh and +1 to KryPtik.

Greetings.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 14. Nov 2015, 08:23
Have you not seen the war chariot thread Odysseus? Its under Dwarven Suggestions, go check it out and post your thoughts there.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 22. Nov 2015, 11:16
I´m actually agree with CragLord, battlewagons should be stronger, keeping in mind that they are instakilled against pikes. The main argument is that if they get buffed they will be spammed, but just using wisely pikemen and ranged units, you can deal with lot of them. The reaction of the player would be make more pikes and caval to counter the enemie ( something like when you have to deal with rohan) The main problem isnt at all their strenght, the problem is that when they trample infantry they actually get dmg as the cavalry get dmg when trampling pikemen. So the bad thing is only this, when stuck the chariot will be also kicked by the infantry, so used well should be able to deal with infantry, but actually because of getting dmg just because of trampling it is completely useless. Heros kill chariots easily, specialy ranged ones.  So eliminating that dmg while trampling infantry should be enough, you will still making pikes, and thats all. In the other hand if you think that is fair that other faction can get the dwarves down only using swordsmen and archers..... Actually lothlorien have lot of advantage upon dwarves cause of their freaking ranged dmg. And if you try to kill some swordsmen with the chariot it just get killed in seconds. So actually this wont change their role or their use. They will still being instakilled by pikemen, but wont be completely useless. Is completely clear that is more worth to make mines instead lumbermills to get reduction cost on upgrades, so spam them is the most useless thing that you can do, specially with dwarves. When i Read the comment of Kryptik where he talk about get 10 of them...... camon thats completely useless, even getting that small buff. We are talking about make a completely useless unit in to a versatil one. And actually there are beornings that can destroy your ass in seconds, so why not good chariots edain team?
Titel: Re: Dwarven Balance Discussion
Beitrag von: CragLord am 23. Nov 2015, 20:28
Yes Draco, I tried to explain exactly that in more comments.
Experienced players know how to counter Battlewagons spam (not only battlewagons, but any spam of any units), but I really don't know why there should be spam anyway if we look on this in objective way.
And yes, I proposed in all comments above increase of battlewagon armor against swordsmen or to be precise against melee basic units, because current situation (as you have confirmed in some way) is really strange, battle wagons shouldn't take any serious damage from trampling melee basic units except pikes.

Regards,
CragLord
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 6. Dez 2015, 01:52
Good day,

Before I start a seperate thread about this, I wanted to gather some opinions here first. I wanted to talk about the Dragon Slayer of the Iron Hills and its current performance and implementation.

After having done a few quick direct tests in WB and in skirmish, I noticed a few things:

1. The single target damage of the Dragon Slayer's sword is gargantuan. I think it can tear down an average resource structure without upgrades in 4-5 hits. This is something no other hero (that I am aware of) can do, not even the dedicated anti-building ones. Do you think the performance of the Dragon Slayer is currently justified? Is he too strong? Too weak? Would love to hear a bit about this.

2. So far, most Dragons in the past BFME renditions have been flying units, apart from that old Isengard dragon PP spell if I recall correctly. How exactly will a full melee Dragon Slayer actually slay a flying dragon in the future? Is there any information about this? This one is a little off-topic perhaps, but I wanted to put it out there anyway.

3. You can build multiple Dragon Slayers which if all equipped with a sword, can take down a camp in a short amount of time. On top of that, he isn't expensive, only 600. The Hunters are more expensive than a conceptually designed hero (unit). Although they are of course weaker than true heroes, but their single sword damage is maybe just as high as the Witch King's Level 10 ability, perhaps even more with Forged Blades. So, a ''hero'' you can get multiple times sounds rather strange. Any thoughts?

4. What if we turned the Dragon Slayer into a real, full-fledged hero, specifically designed to deal with monsters, not just through sheer damage, but also via abilities? He would be similar to a CAH created hero. Would there be any animo for this?

I look forward to hearing your opinions!

Kind regards.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 6. Dez 2015, 10:02
Actually I haven't been able to play much with Ered Mithrin for I mostly choose Erebor but I am gonna try. If what you say is true, I could use such unit. :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 8. Dez 2015, 20:39
I've ran some tests earlier. Damn you are right, those guys do quite a lot of damage! :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 10. Jan 2016, 17:04
Good day,

Before I start a seperate thread about this, I wanted to gather some opinions here first. I wanted to talk about the Dragon Slayer of the Iron Hills and its current performance and implementation.

After having done a few quick direct tests in WB and in skirmish, I noticed a few things:

1. The single target damage of the Dragon Slayer's sword is gargantuan. I think it can tear down an average resource structure without upgrades in 4-5 hits. This is something no other hero (that I am aware of) can do, not even the dedicated anti-building ones. Do you think the performance of the Dragon Slayer is currently justified? Is he too strong? Too weak? Would love to hear a bit about this.

2. So far, most Dragons in the past BFME renditions have been flying units, apart from that old Isengard dragon PP spell if I recall correctly. How exactly will a full melee Dragon Slayer actually slay a flying dragon in the future? Is there any information about this? This one is a little off-topic perhaps, but I wanted to put it out there anyway.

3. You can build multiple Dragon Slayers which if all equipped with a sword, can take down a camp in a short amount of time. On top of that, he isn't expensive, only 600. The Hunters are more expensive than a conceptually designed hero (unit). Although they are of course weaker than true heroes, but their single sword damage is maybe just as high as the Witch King's Level 10 ability, perhaps even more with Forged Blades. So, a ''hero'' you can get multiple times sounds rather strange. Any thoughts?

4. What if we turned the Dragon Slayer into a real, full-fledged hero, specifically designed to deal with monsters, not just through sheer damage, but also via abilities? He would be similar to a CAH created hero. Would there be any animo for this?

I look forward to hearing your opinions!

Kind regards.

Agree with everything except with the fact that in future patches probably every single monster got by Misty mountains will be on terrain and not flying unit ( except lvl 4 small dragons who evolve in flyinig ones). Is suppose that dragonslayer will be able to kill any kind of monster not only dragons but also trolls, wargs, spiders and so on. The problem is that they make insane dmg to everything.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 10. Jan 2016, 21:02
Alright, I think it is time we discuss some Khazad-Dûm veterans. These guys, right here, are the definition of tanky. They can survive the army of the dead when levelled a bit, and if you can do that, you can just about survive anything. I watched a couple of replays and did some 1v1 tests with them in WB, and well, they are quite insane. What's worse is that there is no limit on them. All other factions have a limit on their heroic units, except Dwarves. Dwarves have the best infantry army in the game, so why exactly are these guys not limited? I am genuinely curious.

Also, I believe the veterans are easily the hardest heroic unit to defeat in straight combat. Pair that with the amazing support Dwarves have via their heroes and well, you get an (near) unstoppable juggernaut. I am quite aware that, to let it go that far in a game, is bringing it upon yourself, but as I had explained some months ago, all armies should have equal chances at winning in all stages of a game/match, incorporating their own unique strengths and weaknesses. Furthermore, in team games (Only concerned about 2v2 myself, but also applies to 3v3/4v4), this kind of stage is in my opinion inevitable, especially in higher level play games. The match will take long, and Dwarves will indubitably be able to field Khazad-Dûm veterans, if in the hands of at least a semi-competent player. Harassing becomes really hard after that as well, since you have to manage on multiple fronts.

What are your thoughts about them? Too strong? Too long to field? Too weak? Anything else?

I am writing a suggestion thread at the moment concerning the veterans, and I am looking forward to see your thoughts as well. I am not sure what tweaks will be given to them with their new design being introduced in 4.3, but I believe it is still worth discussing.

Furthermore, I wanted to ask what people think about the Dwarven Last Stand passive, besides the experience bug. Is 5 seconds okay? Too long? Too short?

In my opinion, it is slightly too long. I would make it 3 or 4 seconds. You see this a lot in MOBAs in fact. Fighting after death, especially on all units, is extremely powerful and useful. Especially in these MOBA games, which most have E-sport status mind you, these kind of passives or buffs only last a really short duration: 3-4 seconds on average.
You may ask yourself, ''but Odysseus, only 1-2 seconds? That will barely make a difference.'' At first perhaps, but it is just like the Uruk-hai Steelworks research buffs, which essentially are very small, but apply to each and every uruk-hai, except heroes. The same goes for the Dwarves, except they are naturally tankier. This creates a massive cumulative effect. I believe it could use a really small nerf.

Tell me what you think!

Kind regards.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 10. Jan 2016, 21:42
Interesting points! Before I start I would like to come back on what you said:
Zitat
all armies should have equal chances at winning in all stages of a game/match, incorporating their own unique strengths and weaknesses.
I'm sorry but I don't exactly agree with you. I mean, of course every faction should have a chance of winning in all stages, but the very identity of a faction should be a fair enough argument of why some factions have to be stronger or weaker in some stages. For example Isengard is the "industry" faction: it takes some time to get going but once the wheels are definitely turning, you train Uruks on a production line. Therefore you can't expect to be as strong as Gondor or Rohan early in the game.

Moving on to the veterans: I do agree with you that they are in a very good spot at the moment (a little bit too good probably) but I also agree with Lord of Mordor's comment on moddb: they are already limited by time and I don't think any kind of additional limitation is necessary. However I believe there is a middle ground: in my experience you are able to field the map with veterans only if you get an expedition camp from the start. If not, you don't have (a lot of) ponies when you are able to train elite units and the enemy will often prevent you from getting more. That's why I think the right move is to increase the cost of the expedition camp (say 600?) to make it more economical harmful to build it/save a settlement spot for it.

Also, I'm sorry to be such a pissy but I disagree with your concern on Last Stand ability. This is one of the thing I like the most with dwarves: your units just won't fucking die. :D If you guys really think it is too strong, the team can nerf the duration from 5 to 4 seconds but not below. You can't really compare Edain with a MOBA whose gameplay is far more nervous.

By the way, completely off topic, concerning Mordor, I am waiting to get some more time to watch the second replay before I come back on the topic. Then I myself have two replays to show. :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 11. Jan 2016, 03:36
I think its interesting that you want 1 faction to remain overpowered and want to nerf another :P
In addition, looking at Isengard, they now have an extremely strong early AND late game, because of the Wildmen of Dunland, Bill Ferny and Wulfgar. The only faction that really lacks at any stage in the game right now is Rohan, who are very weak late game.

I agree that something needs to be done about Veterans. On maps where the player has a settlement protected behind or very near their base, its impossible to stop a dwarf player from spamming Veterans. If no limitation is to be put on their numbers, then the time it takes ponies to spawn should be increased by another 50%

I don't see any problem with Last Stand. I always found it to be rather weak personally. I also never understood why the team opted to weaken Beorn so terribly and make him 3 points, and make Last Stand a 7 point. I honestly do not think that its worth 7 points.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 11. Jan 2016, 19:01
Zitat
I think its interesting that you want 1 faction to remain overpowered and want to nerf another

Ok, tell me exactly where did I say that? I'm sorry but you completely misunderstood me. Veterans obviously need a nerf and I never denied the fact.

Concerning Isengard, it is true they can be a force to be reckoned with. However playing with Wildmen (and Wargs if necessary) always delay your late game unstoppable army. So, in all competitive games, there is some time needed for Isengard "industry" (I know, I like saying that) to get going.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 11. Jan 2016, 20:50
Well, considering how cheap Wildmen are, and how effective they can be, it doesn't delay them all that much at all. I was just poking fun because you said you liked how Dwarves would not die, that's why I put :P after my sentence.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 11. Jan 2016, 21:37
Alright, sorry then.  ;)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 2. Mär 2016, 14:07
Got a quick question.  I noticed while testing that the Ered Mirthrin Dwarven Hunters seem to be just a clone of the Rohan Spearthrowers, with a slightly different ability.  Now if this is the case, I would ask for them to be improved just like the Spearthrowers.  But has anyone found any real use for them, or are they just as useless as their Rohan Counterpart? 
Titel: Re: Dwarven Balance Discussion
Beitrag von: ringbearer am 2. Mär 2016, 16:20
Well, i use them mainly for their special ability. Too bad that they suffer the same "bug" as rohan's : no auto attack sometimes, so some improvements would be a good idea. :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 12. Mär 2016, 14:24
Well, i use them mainly for their special ability. Too bad that they suffer the same "bug" as rohan's : no auto attack sometimes, so some improvements would be a good idea. :)

Yes and also a very low dmg to everything, even with forged blades. Is ridicoluos, this guys should be able to kill a Beorning ( monster unit) but they cant. Also thier velocity makes them weaker than the archers, I would prefer 2 battallions of archers than 1 of this hunters. Completely useless, thought, waste of money and time.
Titel: Re: Dwarven Balance Discussion
Beitrag von: FilipMakedonski am 3. Apr 2016, 20:59
Greetings to all, and well done for the new update :D
According to Me all dwarven realms are pretty good balanced, I tried all of them and also mos interesting and fun to play for me is Iron Hills. About this realm i find no bugs or OP units but I think that they still need one of their heroes to have a passive leadership ability. Dain of Murin a good as unit  supporters and for massive battles head on. Maybe they could get as level 2 or 7 some leadership bonus for their troops ( let say 15% because now IH is defensive realm ) the bonus will be immune to knock back or melee damage.
Ered Luin is also good and balanced even though without heavy armor upgrade my units die quickly but that's the point  ;)
Erebor as in the previous patch doesn't need balance changes nor adding/removing abilities to their units.
Finally about the Battlewagons: I find them really strong now for non-spear/pike units ( thanks for taking in mind about their armor buff ) and also I hope that in some patch they will get a visual rework ( I strongly support the Idea from CraigLord and DainIronfoot on the English Forum )
That is what I wanted to say, my opinion, thoughts and some wishes :D
Again, thanks a lot for this and just keep improving this wonderful Mod :D :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 3. Apr 2016, 23:11
Glad you're enjoying the Dwarves xD The Iron Hills do have a passive leadership, namely Narin's. However, it doesn't apply to regular units, so you do have a point. Maybe they will get a normal leadership in the future.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Adrigabbro am 3. Apr 2016, 23:41
If you don't know where to put it, may I suggest to replace Murin War Cry ability at level 8? As RuudDevil rightfully pointed out in his showcase, it feels wrong to have an ability that common at such a high level.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 4. Apr 2016, 05:33
I actually don't think that Iron Hills need any leaderships, the sheer amount of buffs they already get through unit powers can render them almost unkillable if you don't have a debuff available. I think, if anything, that Narins leaderships need to be nerfed a bit.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Maraelion am 4. Apr 2016, 13:43
I completely agree with Elite. Besides, IH got also Thorin's runes which work quite similar to traditional leaderships and are very powerful.
Greetings
Maraelion
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 5. Apr 2016, 07:15
I too believe that IHs doesn't need Passive Leadership since it incredible good Temporary Leadership from different Heroes plus Thorin Runes which are awesome and even better than Passive Leadership.

Greetings from the Lord of the Iron Hills.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 5. Apr 2016, 16:35
I'm surprised that this hasn't been brought up yet, but the Iron Hills Ram Riders are ridiculously strong when paired with Narin, being able to kill pretty much any unit, including Pikes, with ease.  They don't take much trample revenge damage, they do incredible damage in melee combat, and they take so much damage to kill.  I know they are supposed to be strong because there are only allowed to be 3 of them, but they are near impossible to kill for how early you can get them.  In my opinion they need some serious nerfs. 
Titel: Re: Dwarven Balance Discussion
Beitrag von: Leri_weill am 5. Apr 2016, 18:33
I'm surprised that this hasn't been brought up yet, but the Iron Hills Ram Riders are ridiculously strong when paired with Narin, being able to kill pretty much any unit, including Pikes, with ease.  They don't take much trample revenge damage, they do incredible damage in melee combat, and they take so much damage to kill.  I know they are supposed to be strong because there are only allowed to be 3 of them, but they are near impossible to kill for how early you can get them.  In my opinion they need some serious nerfs.

Just kill Narin  [ugly]
Titel: Re: Dwarven Balance Discussion
Beitrag von: ringbearer am 5. Apr 2016, 19:00
I'm surprised that this hasn't been brought up yet, but the Iron Hills Ram Riders are ridiculously strong when paired with Narin, being able to kill pretty much any unit, including Pikes, with ease.  They don't take much trample revenge damage, they do incredible damage in melee combat, and they take so much damage to kill.  I know they are supposed to be strong because there are only allowed to be 3 of them, but they are near impossible to kill for how early you can get them.  In my opinion they need some serious nerfs.

As much as I like ram riders, yeah you are right. You can destroys camps alone just with narin and ram riders.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 5. Apr 2016, 21:08
Well I did bring it up and said Narin needs a nerf in my earlier post, but you are right of course. Just nerfing Narin won't be enough, the ram riders are pretty OP too just on their own.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 7. Apr 2016, 13:49
Im completely agree to nerf this ridicolous ram riders who can kill any unit in the game.

I dont know if this is a bug but Balin stats are really low, just 3500 health and 350 dmg for a hero who cost 1600? I think he should be buffed at least in health to 4500 or 5000.

I know Thorin is strong as well dwalin but other heros like Hwaldar, the nazgul , gamling, beregond etc who cost around 1000 and 1400 have more than 400 dmg and around 4000 -5000 health. I just think that balin should have equal stats at least xD.(Thinking in how outnumbered can be the dwarvfen heros they used to have better stats, but I think they have almost same stats than others), but Balin now is too weak to deal with any hero.

I also know that you can give him mithril but thats something of the mid to late game while balin should be an early to mid game hero.( And in my opinion Mithril shouldnt be necesary to get the same strong as other faction heros, i think it should be an advantage).
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 7. Apr 2016, 15:47
Balin does have a low amount of health, but I think that is balanced out by how strong every other hero is, and how many summon heroes you can get, and also being able to get Mithril.

Anyways, I would like to make a proposal concerning the Mithril Shirts for heroes.  Because of the limit on how many Dwarven Khazad-dum Veterans you can have at one time(which is 3), it is hard to get your heroes Mithril.  To get all your heroes Mithril, you have to kill off some of your Veterans.  Now this isn't much of a problem for Erebor, becuase they only have 4 heroes who can get Mithril (because Nori gets it automatically once he reaches level 10), but for Iron Hills with 5 heroes, and Ered Luin with 7 heroes, this is more of a problem.  I don't think people should be sacrificing their heroic units to improve their heroes. 

So my suggestion is that Veterans have a cooldown on their Mithril Shirt Ability.  The cooldown will be extremely long (say 8 mins or so), but this means that you will not have to kill them to get more Mithril Shirts. 

Now Ered Luin would still have to wait a long time to get all their heroes Mithril Shirts, so I have a suggestion for them.  I think Bilbo should get his Mithril Shirt automatically once Thorin Oakenshield is recruited.  Not only does this make sense in terms of lore (or at leas I'd assume so, it's shown in the Hobbit Movies and Mentioned in the Lord of the Rings movies), but it would make 1 less hero to give Mithril too.  Bilbo is usually the last person you should give mithril too because the other heroes need it more, so this would make it easier for every hero to get Mithril.

I would like to hear opinion on these suggestions.

Greetings, Hamanathnath
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 7. Apr 2016, 16:37
Balin does have a low amount of health, but I think that is balanced out by how strong every other hero is, and how many summon heroes you can get, and also being able to get Mithril.

Anyways, I would like to make a proposal concerning the Mithril Shirts for heroes.  Because of the limit on how many Dwarven Khazad-dum Veterans you can have at one time(which is 3), it is hard to get your heroes Mithril.  To get all your heroes Mithril, you have to kill off some of your Veterans.  Now this isn't much of a problem for Erebor, becuase they only have 4 heroes who can get Mithril (because Nori gets it automatically once he reaches level 10), but for Iron Hills with 5 heroes, and Ered Luin with 7 heroes, this is more of a problem.  I don't think people should be sacrificing their heroic units to improve their heroes. 

So my suggestion is that Veterans have a cooldown on their Mithril Shirt Ability.  The cooldown will be extremely long (say 8 mins or so), but this means that you will not have to kill them to get more Mithril Shirts. 

Now Ered Luin would still have to wait a long time to get all their heroes Mithril Shirts, so I have a suggestion for them.  I think Bilbo should get his Mithril Shirt automatically once Thorin Oakenshield is recruited.  Not only does this make sense in terms of lore (or at leas I'd assume so, it's shown in the Hobbit Movies and Mentioned in the Lord of the Rings movies), but it would make 1 less hero to give Mithril too.  Bilbo is usually the last person you should give mithril too because the other heroes need it more, so this would make it easier for every hero to get Mithril.

I would like to hear opinion on these suggestions.

Greetings, Hamanathnath
So all the heros i have mentioned before shouldnt have reduced health too? I mean Hwaldar is much more usefull than balin, as well Beregond. I think it is unfair Balin being that weak.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sawman am 8. Apr 2016, 05:17
Balin is very useful, probably one of the best supporters in the game if you can get him leveled, he makes your heros able to take on an entire army because of his runes that he can give out. Not to mention he can save your entire army from certain death with a teleport that has no limit to how far it can go plus he has a rebuild so I can understand why he has low stats because it evens out his usefulness
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 8. Apr 2016, 10:51
Balin is very useful, probably one of the best supporters in the game if you can get him leveled, he makes your heros able to take on an entire army because of his runes that he can give out. Not to mention he can save your entire army from certain death with a teleport that has no limit to how far it can go plus he has a rebuild so I can understand why he has low stats because it evens out his usefulness

Camon is 1600 hero how can be this balanced is completely useless in hero vs hero battles cant deal with any enemie hero, is a great disadvantage that have no sense. If all supports of 1000-1400 would have the same stats as him i wouldnt say anything.;( His runes get countdown, a big one so you only can get 1 hero fully runned in lategame, he is very nerfed and he only have 1 usefull abilitie the teleport. I think he just have to get more health, get same stats of a nazgul or as hwaldar/gamling.... He is more expensive than them. He is easily killed and his cost make get him out a trouble if he dies several times because his weakness. This is not fair at all.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 8. Apr 2016, 17:26
Well Draco, what I will say is this, I think both sides raise good points, but I also think you are a tiny bit biased. We all know you really like Balin :P
In any case, what I personally do is just wait to get Balin after I get Thorin and Bofur, Bofur costing the same as Balin, and by this point I usually have Mithril anyways, so it doesn't matter. So for ME, and my playstyle, his stats are fine. That's just me personally.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 8. Apr 2016, 21:38
Well Draco, what I will say is this, I think both sides raise good points, but I also think you are a tiny bit biased.

Biased because i use a lot the dwarves?camon i dont care at all if they dont change it, I have seen something strange: a expensive hero with low stats: i thought it was a bug, if it is not ok. But there is no balance argument that can make me change in opinion.
what I personally do...
Well that is your way to play, Balin is support so I think he should be recruited first to start get expirience and be usefull in later stages of the game.
Im not talking at all about how he should be used with his actual stats, im comparing him with other factions and making a reasonable proposal.
Mithril is not an excuse because it is optional, as well the gifts of galadriel or the buffs of the Witchking.

I would say that comparing him to other dwarven heros his abilitie roster is also the weaker.

But that is my opinion the thing that matter is that his stats dont fit with his price and role and something should change.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 8. Apr 2016, 23:42
Hello folks, I wanted to suggest something. I find that the Dwarven Stronghold summon is kind of underperforming as it is. Especially the catapults are kind of average and overpriced. I wanted to ask to slightly increase the damage of the catapults on the Fortress and as well as reduce the price of the purchasable catapults on the Fortress to the same level as the catapults you can buy on Fortress Defense Plots, so 1800-> 900-1000-1100ish.

Any thoughts?
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 9. Apr 2016, 00:53
Hello folks, I wanted to suggest something. I find that the Dwarven Stronghold summon is kind of underperforming as it is. Especially the catapults are kind of average and overpriced. I wanted to ask to slightly increase the damage of the catapults on the Fortress and as well as reduce the price of the purchasable catapults on the Fortress to the same level as the catapults you can buy on Fortress Defense Plots, so 1800-> 900-1000-1100ish.

Any thoughts?

Agree.
Titel: Re: Dwarven Balance Discussion
Beitrag von: VectorMaximus am 9. Apr 2016, 01:00
I also agree. I rarely use the citadel as it is, and if I do get it I never get the catapults due to their cost.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 9. Apr 2016, 01:01
Hello folks, I wanted to suggest something. I find that the Dwarven Stronghold summon is kind of underperforming as it is. Especially the catapults are kind of average and overpriced. I wanted to ask to slightly increase the damage of the catapults on the Fortress and as well as reduce the price of the purchasable catapults on the Fortress to the same level as the catapults you can buy on Fortress Defense Plots, so 1800-> 900-1000-1100ish.

Any thoughts?
I even would say to reduce it to 500/600 per catapult, it is a lvl 10 summon but its cost is too high to its actual utility. I think catapults should be upgradeable or something like that, increased dmg to be a true siege power. Completely agree with you.
Titel: Re: Dwarven Balance Discussion
Beitrag von: lord_ellessar am 9. Apr 2016, 18:07
I don't know if it has been already said, but I think that it is a big handicap for dwarves that they need to kill their veterans for each heroes, so my proposition is, 5 units in place of three, then erebor can upgrade each heroes same for iron hills and for ered luin they could give their upgrade for Bilbo, thorin, balin, dwalin and bofur... Fili and kili could receive a regal armor as the heirs of the throne when thorin is level 10 it could have the same effect and it could reinforce their difference with summoned heroes... :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 9. Apr 2016, 19:38
Or we could just put a cooldown on the mithril, make it take like 10 mins to recharge.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 9. Apr 2016, 19:40
Or we could just put a cooldown on the mithril, make it take like 10 mins to recharge.

COmpletely agree no more vets xD
Titel: Re: Dwarven Balance Discussion
Beitrag von: lord_ellessar am 10. Apr 2016, 00:03
But it is not logic, they have this mithril after a travel it can reappear from out of nowhere :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 10. Apr 2016, 00:16
It doesn't make sense that some small pilgrimage of dwarves to Moria would ever happen in the first place. They'd be slaughtered at the gates. Sometimes the best ideas have to ignore lore a little bit.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sefie1999AD am 10. Apr 2016, 01:47
But it is not logic, they have this mithril after a travel it can reappear from out of nowhere :)

They brought along a couple of extra Mithril Mails? :D It's definitely more logical than a Dwarven commander sending those veterans to die in battle so that the Dwarves could send more elite units to Khazad-Dum in the middle of the battle to get some more Mithril for their heroes.
Titel: Re: Dwarven Balance Discussion
Beitrag von: ThePrussianMink am 13. Apr 2016, 21:24
Are you guys sure you fixed the Ram Riders in 4.3.1?

They're still crushing everything! :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 14. Apr 2016, 11:53
Are you guys sure you fixed the Ram Riders in 4.3.1?

They're still crushing everything! :D

Well they reduced their less op thing, the dmg. they should reduce armor instead dmg. And this would make sense if narin is near and they have armors they would have good armor but not that insane armor they have right now.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 14. Apr 2016, 12:56
Ram Riders have the same stats as Gondor Knights or Meduseld Knights, only they are limited to three and don't have an ability. They're not actually extraordinarily powerful.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 14. Apr 2016, 13:17
So they are basically like Normal Medium Cavalry!? :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 14. Apr 2016, 16:45
Ram Riders have the same stats as Gondor Knights or Meduseld Knights, only they are limited to three and don't have an ability. They're not actually extraordinarily powerful.
This is another case of stats not reflecting performance. Remember, you can't get the rams until you have Narin, who provides superior leaderships to the rams, with both his level 1 and 3 abilities, which allow you to get heroic-level performance out of the unit. If the rams aren't getting nerfed anymore than Narin definitely should.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 14. Apr 2016, 17:37
Stats are accurate. They cannot reflect something else, they reflect what they are. It's the sum of those stats that is different per faction. The stats absolutely reflect performance, there is no mistake about it. However, it is the same thing with Gondor Knights. In the tournament circles, Gondor Knights are deemed OP and the LPS fix nerfed them a bit, so with identical stats the Ram Riders are OP too and would probably be nerfed as well. Still, I don't think Ram Riders are really the issue, perhaps Narin is indeed too strong with his leadership. Any supposed deviation is either incorrect implementation of stats, like typos and other multiplying bugs, or interpretation, but these are all human errors. Stats never lie. Once you start coding yourself, everything becomes quite clear, I always say ^^.

I for one, would like to see their stats reflect more of a line-breaker unit rather than the heavy Gondor Knight stats approach that they currently have. Gondor Knights are very tanky and should sacrifice some DPS for it, imo.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 14. Apr 2016, 18:47
Sorry, I wrote that when I had just woke up, let me be a bit clearer. What I meant was that due to all the buffs Narin can give the unit, their stats are really better than the base stats should be, due to his passive leadership + Combat Command. Its pretty rare I think that the Ram Riders wouldn't be led by Narin, since they are unlocked by him. So I meant their base stats are really enhanced by Narin, which is the factor that makes them OP. If you were to hit the enemy without Narin leading them, then of course they would basically be Gondor Knights.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 14. Apr 2016, 18:59
Alright, loud and clear.

Narin is a recent addition, so I don't think he is perfectly balanced either at the moment. I suppose he was a little overlooked with all the upheaval each newly released faction is causing.

What do you propose should change about Narin?
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 14. Apr 2016, 19:25
Well, I think that maybe a merge of combat command and the passive would be cool, the passive as it is now, but then when activated the passive gets replaced by the current effect of combat command. That way you could have your passive leadership when trampling, and Combat Command when stuck in, but not have them both stack and be OP. Then the Combat Command slot could be replaced with a new ability.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 14. Apr 2016, 19:32
Even without Narin's support they are stronger than knights because they attack faster if I'm not mistaken. And I agree with Kryptik (for once xD), you can't look at ram riders isolated. Narin will always be around, and his buffs make them pretty much unkillable. I'd be happy with adjusting their performace and cost to put them in line with Rohirrim instead of Knights, making them standard cavalry instead of Elite. Dwarven Infantry is arguably the strongest in the entire game, they don't need crazy good cavalry as well. It doesn't fit them well thematically imho.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 14. Apr 2016, 20:06
I agree with this. Making them mostly good for harassing perhaps, or support on the flanks and the rear, but not the front.
Titel: Re: Dwarven Balance Discussion
Beitrag von: FilipMakedonski am 15. Apr 2016, 13:32
I see that many people still argue about the strength of the Ram Riders. I found these unit pretty useful for flanking and straight on charge on enemy non spear units. Yes, they are strong now with the new update, but, their role is scout unit. So, to make the balance a bit challenging and better, could you make them 5 per unit plus the scout leader ?
This way  they will still be powerful, limited to 3 and you will have to use them more wisely and thus keep their stats as they are.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Leri_weill am 15. Apr 2016, 13:36
I see that many people still argue about the strength of the Ram Riders. I found these unit pretty useful for flanking and straight on charge on enemy non spear units. Yes, they are strong now with the new update, but, their role is scout unit. So, to make the balance a bit challenging and better, could you make them 5 per unit plus the scout leader ?
This way  they will still be powerful, limited to 3 and you will have to use them more wisely and thus keep their stats as they are.

5 is maybe not enough, I'd say 2*4 per unit (or 2*3 ?), so that they would still be powerfull and therefore usefull, but not too much.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 15. Apr 2016, 13:45
I don't think that lowering the number of units in a Ram Rider group is needed.  They just shouldn't be able to charge directly into pikes, not take basically any damage from it, and then win in melee combat.  They are just too strong with Narin around, and because you need Narin to even get them, they are always ridiculously powerful. 
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 3. Mai 2016, 14:49
Got some things to talk about concerning Dwarven Balance :)

General:
-Battlewagons are in a great spot right now, so credit to the team for making them a useful unit.  However, I've always thought that there Command Point cost was a bit low, and because of their improved performance it is a bit more noticeable.  I suggest moving it up from 20 CP to 30 CP. 

-Demolishers seem to take a lot more Damage from standard arrows then pretty much any other Battering Ram.  Their armor seems quite low in general, but I realize this is because they can Deploy extra armor.  But I think that the damage from Not Upgraded Arrows with and without the Armor Deployed seems too much, so I suggest making them taking less damage from Standard Arrows in general.

Ered Luin:
-I always have trouble with the Unburnt Charge Attack.  It does good damage against single groups, but in an Army vs Amy situation,the Unburnt usually just charge in, get some kills from the charge, but they get stuck in the middle of the enemy army and mauled to death.  While thi was always a problem with the Charge Attack in my opinion, even when it was on Iron Hills Guardians before the Dwarven Overhaul, there are a number of reasons why it is more of a problem now.

1.  Unburnt can't be purchased that early in a match as Guardians, meaning that by the time you get them, your enemy should have a sizable force.

2.  The problem with the Charge Attack is somewhat nullified when you have a lot of units using it at once.  However, because of the Unburnt's higher Resource cost and Command Point cost, it is a lot harder to get enough of them to do this.

3.  Unburnt, due to their higher cost, are a much more valuable loss then Guardians. 

Now I don't exactly know of a way to completely fix this problem, but I think something that would make it not as bad would be to Increase the Armor of the Unburnt after the Charge Attack is preformed, because if I remember correctly, it only increases damage right now.  I don't think that this is overpowered because Unburnt are elite units, so them having a stronger buff to the Charge Attack would make more sense. 

Erebor:
-Erebor Phalanxes are one of the only units to have a negative effect on their active ability.  If it was a stance, then a negative would make more sense, but becuase it already has a time limit, the negative effect doesn't really need to be their in my opinion.  It is still a useful ability, it just seems rather odd they get a debuff against cavalry in the process. 

-Brand's Falcon is a pretty awful ability for how late you get it.  The Dwarves already have the Raven's for scouting, and requiring a lvl 5 Brand to get a worse scouting ability doesn't make much sense in my eyes.  This ability needs to be improved significantly, or just outright replaced. 

Iron Hills:
-I know that this has been said already, but Murin's level 8 Battle Cry is very underwhelming for how late you get it.  Fear abilities are good, but other heroes with them get them much earlier. Some extra benefits to it would be cool, maybe something like Inspiring Nearby Heroes to deal more damage for a short time. 

-Scouts of the Iron Hills take way to long to train in my opinion.  I understand that the timer was most likely increased because of how fast they run when they are recruited, but I think that this was a bit too much.

That's it for now. :)

Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 3. Mai 2016, 15:18
Pretty much agree to what Haman said. Except the Dwarven Battering Ram though. The thing does bizarre amounts of damage, so I'd rather have it be weaker, even by arrows.

In regards to Bard's and Brand's scouting abilities, I believe they are just an extra bonus. They become more important if you do not get the ravens though.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 3. Mai 2016, 15:29
Murin's Battlecry already debuffs the armor of nearby enemies by 25% iirc.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 3. Mai 2016, 15:49
In regards to Bard's and Brand's scouting abilities, I believe they are just an extra bonus. They become more important if you do not get the ravens though.
I sort of understand, but it really is a waste of an ability.  Ravens are easy to get and just outright better because of the debuff. 

Murin's Battlecry already debuffs the armor of nearby enemies by 25% iirc.
Im pretty sure it doesn't.  I don't remember seeing that last time I used Murin, and the Edain Wikia also says it just applies fear.  But I'm totally for something like an Armor debuff.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 3. Mai 2016, 16:27
Maybe something got lost in translation then. The german description says: "Múrin stößt einen Schlachtruf aus, der feindliche Einheiten für 5 Sekunden lähmt und ihre Verteidigung um -25% reduziert"
-> "Murin utters a battlecry, stunning enemy units for 5 seconds and reducing their defense by -25%"
Admittedly, five seconds isn't all that much, so we could make it eight seconds for a start.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 3. Mai 2016, 16:33
Well that is good to know.  And yes, 5 seconds does seem pretty short, so I support making it longer. 

Maybe it does say that now in the English Version too.  I just don't remember seeing that.  I'll check as soon as I can.
Titel: Re: Dwarven Balance Discussion
Beitrag von: FedeH am 5. Mai 2016, 22:36
Hey guys, i was just playing with dwarves and had an idea to "fix" the problem with the limit of 3 veterans and the mithril mails for the heroes.
Instead of killing a batallion of veterans in order to be able to send another party for a new one, we could use the spare ponies that lies around and combine them with the veterans to give them a new mithril mail, or start a cooldown of the ability of, IDK, 3 minutes, to allow a new mail to be given. This way you get enough mithril mails for your heroes without having to sacrifice a veterans batallion and you still have to keep your travel camp instead of destroying it as soon as you get your 3 veterans (this contrast with the idea of the veterans having a 10 minute straight cooldown for the mail)

what do you think?
Titel: Re: Dwarven Balance Discussion
Beitrag von: The_Necromancer0 am 6. Mai 2016, 08:24
I don't know about how everybody feels about it but I think the Earthquake spell is too strong. The way I see it Tier10 powers should only be used as a massive support for an invasion or as a defensive measure, not as the driving edge for that invasion as displayed by Avalanche, The Vingilot and so many others. However the power of the earthquake is so that it destroys most economics buildings and heavily damages the rest, this leaves the player economically devastated at varying degree depending on map control. As an invasion support this is a great move but the thing is that it's a great move in general considering the cost of resource buildings inside the  base often upgraded with (in my case) pantry upgrades at either 300, 600 or both.

For that I was thinking that a couple minor changes could be made which focus on the effect of the earthquake as the incentive to get it rather than its raw power. This could include things like disabling/reducing defense, recruitment or resource gathering. It could also be stat wise, supporting the idea of an invasion booster where it lowers the armor of the buildings for a couple minutes. But overall I think the power of the earthquake should be lowered a bit so it leaves some health to economy buildings.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 6. Mai 2016, 13:10
Either that, or just make it so that it cannot be used in the FOW. This is my only problem with the spell, personally. All other powers basically need LOS, but Earthquake does not. You basically have a base destroyer at any time, without any form of defense. The Earthquake spell is devastating on 1v1 Camp maps, but loses power in Fortress maps and 2v2 and up scenarios. The other Dwarven Power feels a little underwhelming in comparison, so I would rather give some attention to the Dwarven Fortress.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 6. Mai 2016, 13:33
Well Dwarven Fortress was just recently buffed significantly by lowering the price of Catapults from 1800 to 700, so I don't think it needs to be buffed anymore.  Both Dwarven Fortress and Earthquake have much more usage on camp maps in my opinion.  But I don't think there is really anything that can be done about that.  And I think Dwarven Fortress is in a much better spot due to its recent buff.

Concerning Earthquake, the problem is that if it is nerfed too much, then it becomes pretty much useless.  I completely agree that you should have vision on where you use Earthquake.  And I see the reasoning on why it should be more of an invasion supporter, and support the idea, but I also think that we should over nerf it.

What if it deals less damage then it does now, but completely disables all buildings hit by it for around 30 seconds, similar to when Boromir dies with the One Ring?
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 6. Mai 2016, 16:25
I don't like your idea of nerfing Earthquake, I think it is pretty much fine as it is. The LOS thingy could be added, sure, but reducing its damage and giving it the ability to disable buildings would reduce it's usefulness to pretty much one situation: You are already winning the game and are currently in the process of sieging your enemy. As long as he has an army himself, you wouldn't be able to siege him since his army would stop you from doing so. It could be used on outposts, sure, but a nerf to that scenario would be even more unwarranted.

Earthquake has only one purpose, which is to destroy and/or heavily damage the base of your enemy. It is pretty much useless and not worth its cost in an army vs army battle, unlike the mines of Isengard. That spell has a long windup, but actually does pretty nice damage to units on top of its use against buildings. Earthquake can't do that (it stuns and stuff, I know, but that's not remotely worth 10 spellpoints). It can only destroy the economy buildings in the base of your opponent, military buildings will easily survive. This is just economical damage in the same way that forcing your enemy to rebuild his army by killing said army with the help of Vingilot or an Army of the Dead is economical damage. The added benefit of Earthquake is that your opponent probably has to rebuy pantry upgrades, but the other ultimate spells also have those benefits (AoD gives you mapcontrol, because your opponent lost his army, just as an example).

Remember, this is a 10 point spell, it is supposed to have a great impact on the game. Before you win, you still have to kill the army of your enemy, who in an even game should have access to his first 10 point spell roughly around that time as well, which is most likely to ruin your day. If the earthquake got reduced to something that could only help you when you already are sieging (=winning), I'd consider it more or less useless and never get it in a competitive environment.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 6. Mai 2016, 17:25
I guess I can see your reasoning behind Earthquake staying the same.  I think that LOS is something that should definitely added, but I agree that Earthquake would be a lot less useful without the damage it deals now.
Titel: Re: Dwarven Balance Discussion
Beitrag von: The_Necromancer0 am 6. Mai 2016, 18:11
I like the idea of making it so that it can't be cast on the fog of war.

Going back to what you were saying Elendils I'd like to point out that both the examples you used have a particularity that makes them less powerful than Earthquake. AoD needs vision and considering the size of it's spell always a difficult thing to do so that nerfs it slightly and it can't be spawned into a base (i think). Vingilot is also a great example of a support power, on it's own it's useless but it can be great once paired with an army. Earthquake on the other side can come out of no where and doesn't need to be supported by anything to cause massive damage.

Continuing the argument, I still think the damage should be nerfed but it could get a multiplier effect when used on walls, gates and wall-defenses. This would in term be a great way to break a siege, along with that it would also economically harm the player as they will need to rebuild their stuff to avoid being completely vunerable. In terms I still think that the spell it too powerful, way above the rest (don't even get me started on power of past ages) and should be nerfed like all the other powers into a support power which can only serve it's purpose if paired with something else such as an army. Also, if you compare it to the Avalanche of Angmar which is practically the same thing (a bit more damage to troops and extinguishes fire) but deals overall much less damage to the base it's spawned on.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 6. Mai 2016, 19:14
The problem with a Damage Multiplier on walls is..... Well camp maps.  If you get hit by an Earthquake as Dwarves or Gondor, then suddenly you lost all you walls, making you extremely vulnerable because you can't rebuild them.  That sounds a bit unfair in my opinion.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 6. Mai 2016, 19:36
Zitat
Well Dwarven Fortress was just recently buffed significantly by lowering the price of Catapults from 1800 to 700, so I don't think it needs to be buffed anymore.
Is that so? I totally missed that, my bad! That's a proper buff, so I gotta check that tonight.

Hmm, I suppose rebuilding camp hedges and the like might not sound like such a bad idea!
Titel: Re: Dwarven Balance Discussion
Beitrag von: Mogat am 6. Mai 2016, 21:46
I actually agree completely with what Elendils Cousin said. Earthquake is in my opinion fine as it is now, the reasons for this Elendil pointed out very well.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 6. Mai 2016, 22:04
Oh about the earthquake, I think it is spot on at the moment. Yes it sucks to be hit by it, but that's how 10 PP spells work, they help you turn the engagement or seal the deal in some cases. Just make sure you get the 10 PP spell first :P.

Also, hail Mogat, our lord and saviour, the champion of LPS!
Titel: Re: Dwarven Balance Discussion
Beitrag von: Vodohaka am 6. Mai 2016, 22:59
Oh about the earthquake, I think it is spot on at the moment. Yes it sucks to be hit by it, but that's how 10 PP spells work, they help you turn the engagement or seal the deal in some cases. Just make sure you get the 10 PP spell first :P.

+1 totally agree with your opinion

10 pp spells which are strong enough to turn the game if used correctly are a part of what makes this game so cool.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Saeros am 7. Mai 2016, 10:59
@Necromancer, when I play against dwarves I buy as soon as possible the defense measures (1 and 2) for my economic buildings, that way an earthquake even centered on them does not destroy them completely, so I don't have to reconstruct them.
Build 1 production increase and 2 pantry, or 2 pantries at your buildings outside your castle to raise your cp.
Also Angmar has an ability that makes buildings invulnerable, you can use that too (assuming you play as Angmar) to protect your buildings, without searching for defense measures.
I wrote this cause I saw your post stating
Zitat
However the power of the earthquake is so that it destroys most economics buildings  inside the  base often upgraded with (in my case) pantry upgrades at either 300, 600 or both
Concerning the power and use of the earthquake I think it is very good and useful but I also believe that it shouldn't be applied without vision of the area.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 7. Mai 2016, 11:48
The same should probably apply to the Avalanche of Angmar.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 12. Mai 2016, 14:02
There has been a lack of discussion concerning match ups for the Dwarves in my opinion, especially since they were Overhauled not too long ago.  I'll admit, most of their Match ups seem to be pretty well balanced, which I'll give credit to the Edain team for, especially since the Dwarves are pretty much 3 separate factions that play very differently.  But the Match up I'm about to discuss is one of the cases where it is pretty one sided. 

Dwarves of the Iron Hills vs Lothlorien

Disclaimer: I am not going to bring Ram Riders up as a reason why this match up is one sided, because Ram Riders are currently overpowered against every faction, and are typically banned from competitive play in this patch.

I'm not going to dance around the problem.  Tower Shields are the reason why this match up is one sided in favor of the Iron Hills.   Iron Hills Guardians barely take any damage from Arrows with this upgrade.  Of course, this applies against any faction, but it is very noticeable against Lothlorien because of how reliable their Archers are against any other faction.  Guardians are cheap, and Tower Shields are also cheap, so Iron Hills can pump them out very quickly.  And once this starts, it just turns into an avalanche of Heavily Armoured Dwarves that Lothlorien doesn't have a reliable counter to. 

Now as Lothlorien, their is 1 thing that you can use to your advantage in this matchup, and that is how much faster Elves are then Dwarves.  So if you want to, you can build loads of Archers, and try to very slowly lower the Dwarves health, running once the Dwarves get near, but generally this isn't enough to win Lothlorien the match up.  It is also possible to win If you get map control early enough using Lothlorien Swords and Spears, but if Iron Hills gets any sort of advantage over you, and especially if get an Outpost close to your Camp/Castle with a well and/or statue, then there is pretty much nothing you can do.

Now the obvious nerf to make this a bit more even would be to lower how much Armor against arrows Tower Shields give you to 50% or 60% instead of 75%.  And I think that might be enough to balance it out enough to where the match up isn't too unfair.  I realize that not every match up can be perfectly balanced, and their will be match ups that favor one side.  But this is one of the cases where one side has a bit too much favor to win.  I also don't think Nerfing Tower Shields would make Iron Hills under powered against any other faction. 

Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 12. Mai 2016, 14:29
I said it as well, but I don't recall exactly where. Agree 100% with you, pal. Honestly, I still think that for such a cheap upgrade -50% ranged damage is still ridiculous, Erebor's Warmask does not provide that kind of buff, and Ered Luin's battle axe is much harder to use. Anyway, I would not only suggest to lower the Tower Shields to 50-40% though.
I would also suggest giving Caras Galadhon some armour piercing function, either via passive or an active. Have you seen the abysmal damage that they do against Tower Shielded Guardians, even after having levelled up a bit? They have no way to pierce heavy armour, even though they are a heroic unit.

I hinted to that last replay Draco uploaded, because the elves suffered greatly both from the Battlewagon's infinite trample and Tower Shields even though his opponent was relatively capable, and knew what counters to field.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 12. Mai 2016, 14:56
I also agree that Caras Galadhon Guardians should pierce armour in some way.  Their abilities are a bit underwhelming right now, especially for a Heroic Unit.  And it would also help with Dealing with the Iron Hills later in the game.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Mogat am 12. Mai 2016, 14:57
I would acutally really like to see some replays with this matchup, because I don't see this matchup as onesided as you do.

You said Loriens archers don't do any damage vs. dwarves with shields. So why build archers and fight against the counter-system? Generally Archers are not worth their money in my opinion, even with Lorien (to a certain extent). I personally never build archers as elves. Why? Their damage is not excellent, they are expensive and if I want archers I cannot harass and spread my opponent thin with this. Lothlorines strength is speed, which can excellent be used to pin you opponent in and make him loose quickly.
With archers there is no way to be aggressive (and of course the other aspects I mentioned), and that is what you in edain always have to do.

If you use archers vs. other factions, this doesn't necessarily means, that there is only this one was to play. Sometimes strategy adapts according to enemy faction, which is good.

When I read: "It is also possible to win If you get map control early enough using Lothlorien Swords and Spears" I wonder what holds you back to do exacly this. (Leaving aside that this is anyways always the goal of a good player to get map-control.) So if a player stays defensive and builds archers vs. iron-hills a lost game is likely.

And if you let the dwarf build "an Outpost close to your Camp/Castle with a well and/or statue" then I wonder how he could spend 1200+ ress without being punished hard for this. As with every faction, you are fighting continuously on the map. If the dwarf pushes foreward to capture the outpost --> you harass him, or take an favourable engagement on the map with your quick units vs. the slow dwarves.

To put it short, those were my thoughts considering the matchup and the points brought up, but I would be happy if someone would proof me wrong. I am not as familiar with the fine aspects of balance in this new version, so a replay would help a lot. And I am always ready to test difficult matchups myself  :D :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 12. Mai 2016, 15:12
You are right Mogat, if you are the Elves, you need to harass Dwarven Settlements to no end.  The problem is that Iron Hills Gaurdians beat Elven Swordmen because of their Armor Ability.  If the Iron Hills Dwarves are allowed to build up, they are near impossible to stop. 

Also remember that Battle Wagons were significantly improved, so if you are not harassing the Dwarves with Spears, expect to see a few of them.  And Spears cost more money, which lowers your harassing potential, and also have very little chance of winning against the Iron Hills Guardians.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 12. Mai 2016, 15:27
There is, however; one apparent issue with this. It lacks cohesion with the design of Lothlorien. I mean, they are supposed to be an archer superiority faction, so if the archers aren't bringing in the ''superiority'' then something is obviously wrong, no?

Also, Mogat, I wanted to say that your insight is valuable. It makes me question many things about the mod gameplay-wise, so thank you kindly for that!
Titel: Re: Dwarven Balance Discussion
Beitrag von: Lord of Mordor am 12. Mai 2016, 15:55
The thing you have to keep in mind is that the shields only protect against ONE damage type. Heavy Armor doubles a Guardian's health against everything and grants +35% armor against archers as well. In comparison, we felt the shield's bonus had to be more extreme because otherwise it really doesn't do much for the price. Beornings and Galadhrim should be really good against shield guardians though, even with their armor ability. I'm not sure the best solution here is to make it so that Lorien can still "power through" the anti-archer upgrade by simply building more and better archers.

Though I do agree that Galadhon Guardians are pretty lame at the moment, I want to overhaul them sooner or later. With the next patch, we'll also be lowering the cost of all ranged units to the level of Pikemen (300 for regular units, 600 for elite like Galadhrim) to make them more attractive.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 12. Mai 2016, 15:58
I wanted to mention that, but I thought it'd be better if LoM did that. I don't want Ea to cut off my tongue :P.

I suppose you make fair points. The combination of the two gives them near archer immunity though. I don't know if that is really a good thing :/.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 12. Mai 2016, 16:06
Beornings are your friend, they force the dwarven player to at least get some pikes while adding considerable damage in their human form.
Edit: LoM was faster^^

There is, however; one apparent issue with this. It lacks cohesion with the design of Lothlorien. I mean, they are supposed to be an archer superiority faction, so if the archers aren't bringing in the ''superiority'' then something is obviously wrong, no?
Lorien is not just archers. At their core they are a high damage, low health faction with superior mobility and a stronger focus on archers to get the best use out of that. I very much like that in different matchups you need to use different strategies to gain an advantage. It just adds to the game when you need to adapt to the strengths and weaknesses of your opponents.


Btw am I the only one who doesn't like the new battlewagons and doesn't approve of their increased armor against pikes? I felt they were pretty much fine before, maybe an armor buff against swords but that would have been all I changed...
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 12. Mai 2016, 16:32
Well yes, Galadhrim and Beornings are good counters to Guardian Spam.  The problem is not only do they cost a lot more the Guardians, which makes them much more costly losses, but they are both easily countered by a single Battle Wagon, unless those Galadhirm are fully upgraded.  To kill a Battle Wagon, you need Lothlorien Pikes, and Lothlorien Pikes won't win against Iron Hills Guardians. 

I understand why Tower Shields have a more extreme buff, but Tower Shields combined with Heavy Armour makes Guardians pretty much immune to Arrows all together.  That's not even counting their ability. 

I personally like Battle Wagons as they are now.  Pikes still kill them ridiculously quickly, so I wouldn't say they are too strong.  However, I do think they should cost more then 20 Command Points.  You can theoritically have an army of 90 Battle Wagons with a maxed out 1800 command points (Imagine seeing that charge at you :P), So I would suggest to move them up to 45 Command Points at least, but I don't think they should be higher then 60.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 12. Mai 2016, 16:50
Zitat
Btw am I the only one who doesn't like the new battlewagons and doesn't approve of their increased armor against pikes? I felt they were pretty much fine before, maybe an armor buff against swords but that would have been all I changed...

The team said that they wanted to differentiate it from other cavalry/trampling units, in the sense that it serves more like a supportive siege engine, instead of just cavalry. So, unlike cavalry, they are extremely resilient to turrets and arrows, like rams and other siege engines.

What I don't like about the Battlewagon is that it has near infinite trample. It only really slows down on pikes, but then usually dies anyway. The damn thing can take out many more hordes of swordsmen and archers combined than its worth. On top of that, it has the oil barrel too, which does nasty damage overall. All that for what? 400 resources and 25 command points? Lol.

However, the Wagon is going to see quite some changes for the upcoming patch as mentioned by Ea. I think they make sense, but I had hoped that the Battlewagon would just be used more for support rather than frontline combat due to its insane trampling capabilities, since Dwarves should not rely on trampling, which is a cavalry mechanic and I find that unfitting for the Dwarves :/. Just me though.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 12. Mai 2016, 17:17
Battlewagon management is not easy at all, they get slowered easily, just use them by your self insted critic it from the point of view of an elf. Battlewagons are now usefull yeah, same oil barrel than before, same upgrades as before, same dmg. They just are more resilient to all dmg types except pikes that almost instakill them, ( if elite or heroic instakill) So I think it is enough hard to use them now. Increasing their cost you just are sdaying to the dwarven player not to use them. if they cost 600 for example you have to waste 1200 just to get 1 battlewagon while this 1200 can be used for 6 guardian battallions. I see clearly what i would go for in early game in that case. Now the process is 1000 is dangerous do it too early, 1 pikemen can kill them if well combined with archers.... they still being more support unit than caval one thought.

Just dont think you should be able to kill everything with some dumb elvish archers, They key to win in this game is make equilibrated armies with infantry, pikes and swordsmen. Also I would say speed of elves is insane, allowing them to slay dwarves easily.
Titel: Re: Dwarven Balance Discussion
Beitrag von: The_Necromancer0 am 12. Mai 2016, 17:37
I agree with Odysseus, the Battlewagon trample abilities is even more powerful than the one of the Nazgul before nerf and for a much more minor cost. From experience Nazguls will take small amounts of damage by passing once through a single while the Battlewagon can enter a battalion and rampage it from all sides while taking minimal damage.
Titel: Re: Dwarven Balance Discussion
Beitrag von: -DJANGO- am 12. Mai 2016, 17:53
I would not change much regarding the battle wagons. I find them very easily to manage due to their handling. I have too, the impression that they now slow down more than in the previous version (Now they get stuck in Mordor Orcs).
I appreciate a CP increase! If you compare the function of Battlewagons i.e. to Lorien, the wagons fullfill Trampling + Healing/steady Leadership. Lorien needs for that Beornings and Singers (though both units have also other pros which the Wagons dont have). I simply will say with that: Wagons are extremly diverse and are worth all their costs.
Maybe the step to distance them from "onehit" -  trample unit to a more supportive role is a good idea. Still they have their barrel. Though they should deal decent damage trampling, they still are Battlewagons.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 12. Mai 2016, 18:04
It already was more supportive than any other cavalry with its upgrades (while needing to trample two or three times to kill swordsmen btw). Battlewagons have an incredible manoeuvrability and their awesome oil barrel, which made it totally fine to me that they died as soon as they touched three pikes - because they never touch them if microed properly. Unlike with horses, that is actually quite easy to accomplish. They can back off instantly by driving backwards. Now pikes don't instakill them anymore, you can literally drive through an entire batallion of pikes and the battlewagon will survive.
I wouldn't change the trampling of battlewagons, it is what makes them unique. Reduce their armor against pikes again so they need to be used more carefully and increase their cp.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 12. Mai 2016, 18:16
Agree that Battlewagons have been made really strong in general, I think that an increase to cp and trample deceleration would be fine. I have no issues with their current armor values.

Everybody keeps on mentioning the speed of the elves, but if we are talking about the specific matchup vs dwarves you seem to be forgetting something extremely important about the dwarves: the tunnel system.

How can you possibly argue that you can outflank and harass the dwarves when they can teleport troops instantly to whatever you are trying to harass? 1v1 Lorien Swordsmen lose to Iron Hills Guardians, which means that if you split your troops up to harass external settlements you are sentencing them to death against a skilled dwarf player. I think Haman nailed every other point on the head except this one.

This is one of the prime issues in this matchup, besides the fact that Iron Hills can just spam you with guardians with tower shields and win. The protection that dwarves have through the tunnel system is currently unmatched, and makes harassment almost impossible unless you use large groups of troops, in which time the dwarves can easily move forward and harass your own farms, which don't have the ability to have troops teleported to them.

EDIT: I just thought I would draw some correlations for those of you who don't think that the battalewagon trample is too strong. So lets compare, If we look at other factions basic cavalry we have Gondor Knights at 700, 120 command point cost, who get stuck after trampling half a battalion of orcs, and the multitude of different cavalry Rohan has, who cost 400(I think, I always get them fully discounted at 280) and 90 command points, and have the same trampling power as Gondor Knights.

Compare this to the battlewagon, with a default cost of 600 and 20 command points. The resource cost is ok, command points are pretty low. Then we look at the trample, a battlewagon can easily kill a battalion of orcs without slowing down, and can throw powerful explosive casks which by themselves can wipe out clumped infantry. On top of this the battlewagon can be provided with leadership and healing capacities, all for 25 command points. Now, if anybody wants to argue that is not over-performing for 25 command points, you are either biased or a fool, no offence of course ;)

So, to wrap it up, I just think that Battlewagons need a command point cost increase to at least 60, preferably 90, and an increase to trample deceleration, to be just above normal cavalry in their trample strength, say able to trample 1 full battalion of orcs or troop equivalent before slowing down. I think the armor buff was sorely needed, but giving them a straight armor buff without nerfing some other aspects made them a little bit overpowered. Food for thought :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Mogat am 12. Mai 2016, 18:48
1) I think a drastical increase of the damage the battlewagon takes from pikes and a cp increase is a good idea. There is in my opinion no need to slow down their trampling

2) I did not forget about the tunnel system of the Dwarves. It is just so, that harassing dwarves is still really good possible, even if taking the tunnels into consideration. Iron hills can never force an engagement if you got a batallion of pikes in position. Moreover you don't harass one farm. You harass 3 farms. Simultaniously. And if some dwarves come out of the network you get some nice hits with your units clumped beind the building onto it and run away as soon as the dwarves start hitting (in some of my tournament games you can see executed lorien harass vs. dwarves btw.)

My proposition to test this matchup is still active, I would be fine with it if somebody prooves me wrong  ;)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 12. Mai 2016, 18:54
I concur with Elite. The main weakness of the Dwarves SHOULD be their lack of mobility, except Ered Luin. However, the Tunnel system almost completely negates that. I have always thought from the very beginning when the Dwarves were introduced in BFME II that it was ridiculously overpowered, creating these weird games where cavalry have to harass and go back and forth each time to actually take down a single resource building and avoid pikes simultaneously, while requiring godly micro. Since nobody seemed to really care about it, or that it was generally accepted, I said whatever to myself.

Maybe if there was some kind of upgrade in the Stonemaison at level 2, like Military Tunnels or something that enables travelling through the tunnels for the Dwarves, maybe people would actually buy the damn Stonemaison building in the base and it would give the Dwarves proper mobility issues, instead of now, you have to get lucky to take down a settlement.

Yes Draco, I am criticising the Dwarves. That is the point of the discussion. I'm not saying Battlewagons are overpowered, I'm just saying that I do not like how they perform in their role at the moment. It's not impossible to deal with them, but I think the wagon is far more trouble than its actual worth to take down. The thing is almost as expensive as its counter, costs 25 CP, and barely gets stuck on pikes, unlike cavalry.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 12. Mai 2016, 19:22
I have no problem with the Tunnel System personally.  Unlike in BFME2, where you can have Hall of Warriors and Mine any where you want them, the fixed plots from the BFME1 style make it limited to where you can go.  It is useful for sure, but overpowered is pushing it in my opinion.

I also already use Stonemasons in my base because I can get Mines on the outside Build plots.  Generally I have 1 mine for the Tunnel System in my base, and all the other resource buildings are Stonemasons.  Maybe it's just me though.

I think a Command Point increase, and maybe a slight trample deceleration increase would be good for the Battlewagons.  But other then that I still think they are fine the way they are now.

I am willing too test Iron Hills vs Lothlorien out Mogat, considering I brought this up, though I don't think it is fair for the Winner of the LPS cup to be a test subject in this, because even if you do win, that might just be you being better then me rather then Lothlorien and Iron Hills being balanced. 

 

Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 12. Mai 2016, 20:04
I think you guys misunderstood me, I never meant to say the tunnel system is OP, I just meant that in THIS SPECIFIC MATCHUP it is really effective against attempted harassment from elves. To answer your reply Mogat, I can easily have 3 guardians and pull them out at each of the 3 mineshafts you attack, and if my micro is on point I catch your troops before you attack the mineshaft. Combine this with the extra health mines gain from stoneworkers and the damage you can do is minimal.

It all comes down to how good you are at multitasking really, and frankly I don't think most people are good enough to split their armies and harass all over the map, even my attention becomes stretched terribly if I have to manage more than 3 groups of units. I think that when you have to manage a main force along with 3 different single battalions of harassment troops, you are bound to lose some elves to defending dwarves.

So if we are talking standard skill level engagements without incredibly intense harassment, I think its safe to say that the matchup is heavily in favor of the dwarves. If you screw up a single time as elves you'll pay terribly for it. This is kind of similar to the Mordor situation in the previous patch, where you could beat Mordor but a single mistake could kill you. We'll see how it goes, but right now Iron Hills is just a really solid counter to everything Lorien has.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Mogat am 12. Mai 2016, 20:40
Trust me, I do manage to control a lot of different unit-groups at once  ;)

Fact is, that you cannot pull units out of a mineshaft while others are entering somewhere else. There is always about 3-4 sec in which you cannot klick on the units in the mineshafts, which adds a lot of touble with using mines quickly (on competstive niveau those seconds are crucial. )
In addition to that, pulled out dwarves often bug a little and need some time until they can hit the units clumped behind their building.
As I already said, because of the default speed difference the elves never can be forced to fight, so catching an elven unit is very hard.

I am not sure how a direct fight between a medium sized lorien and dwarf force goes, but with an eco advantage through harassing it might be equal.

I acually would really like to see a replay/ test it out myself.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 12. Mai 2016, 21:22
Fact is, that you cannot pull units out of a mineshaft while others are entering somewhere else. There is always about 3-4 sec in which you cannot klick on the units in the mineshafts, which adds a lot of touble with using mines quickly (on competstive niveau those seconds are crucial. )
The key word here being ENTERING. I can quickly exit 3 guardians to stop you harassing without entering units in the mineshaft, so that has no relevance as far as I am concerned. Sure, you can run, but if your running then your not killing my mineshaft, which is what those guardians were there to prevent in the first place.

Again, I know that you can manage lots of troops at once, I can too with some difficulty, but not all players are as good as you or I. So we should also consider that you should stand a decent chance of winning without epic intense harassment, which is what your argument centers around. Yes, it is important, but if it is a requirement to win then there is a problem in my view. Plus, there is absolutely nothing stopping me from harassing your Mallorn Trees as well, combined with the fact that my guardians beat your swords in 1v1, and are cheaper than them unless you have 3 different border guardhouses. The advantages stacked for the dwarves are pretty obvious in this case.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Mogat am 12. Mai 2016, 21:34
there is no sense in discussing this here how we would could etc.
If I wanted I could argue, that if you got 3 batalions in the mineshaft to not "enter" it I would win every engagement. Or that I am not attacking all mines at exact the same time so you couldn't pull out guardians without having enterd somewhere else before, or just the fact that you need a lot of time till your dwarves get around the building to attack the elves.
And I just run as far, that I see when you reenter the mine.
I think it is pointless to discuss this, because we could exchange arguments endlessly, I will stop now. If you want we can test it and improove the mod this way. But if so, then the shields are no reason at all for imbalance.
Titel: Re: Dwarven Balance Discussion
Beitrag von: -DJANGO- am 13. Mai 2016, 00:59
able to trample 1 full battalion of orcs or troop equivalent before slowing down.
- totally disagree with that. As I said above, Battle Wagons already slow down a bit. Even retreating they get stucked a bit with enemy units.

I think we all agree that they should cost more CP.

In my opinion Battle Wagons should rather die quicker against pikes, like in previous versions. As Elendil stated they can rush through a hole Batallion of Pikes without dying  :o. It should not be like this, that you need to upgrade your pikes so that they can onehit Wagons. Keep in mind their Handling.

Rather then a Trample Slow Down I would just reduce their Trample Damage (Reason for the Change we all agree i think: The Low Cost < Great Performance especially their Healing/Leadership abilities). So they should still be able to onehit normal orcs or similar units. Other units, archers should get good damage but no onehit. Always keep in mind the Barrel.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 13. Mai 2016, 03:05
Apologies, I got a little irked and typed something I should probably not have.
I was just thinking of the olden BFME II days, where Dwarves dominated the competitive scene simply by rushing Battlewagons and ''abusing'' the tunnel system.

Anyway, Haman, as you said, I use the same setup with the Dwarves. One mine in the Base, the rest Stonemaisons, incredibly useful.

Thusfar, as Django has mentioned, a CP increase is something we have reached a consensus on. That is good. Otherwise, I think that we should first wait for the next patch to hit, since it is going to introduce another batch of changes to the Battlewagons. From there, we could again discuss the necessary tweaks to the Battlewagon.

How does that sound, gentlemen?
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 15. Mai 2016, 22:05
Dude, the patch has been out for like what, a couple of hours? Calm down. I reported the Carn-Dûm pikemen issue, which is obviously a bug.

About the Battlewagon, it can now completely kill a Carn-Dûm Ranger squad in two trampling strafes, which nets it an instant level 3-4. Its trample damage has been increased by 50%, which is a massive buff, giving your opponent less time to react with pikes. Also, its role has changed a bit, and I think the changes are good for a non-cavalry faction. The Battlewagon is tanky and slower, and the oil cask now does more damage too, if I am not mistaken. Instead of trolling your opponent with near infinite trample, you actually have to be more selective with your trample. It's similar to a Mordor Troll at the moment, which is interesting.
It's not like they received only nerfs, you are overreacting. I think adapting to the changes is the most important thing here.

The powerful support functions are now tied to the Forge, which I think is appropriate. The only thing I am not certain of is the pricing of all the upgrades and the Battlewagon itself. This needs to be narrowed down more perhaps.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Walküre am 15. Mai 2016, 23:01
Draco, it's against the rules posting three consecutive comments within 24 hours. If you want to add something, you should simply use the edit function.

Deleted the posts and edited your main one.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 15. Mai 2016, 23:03
I...umm..what? Draco, are you okay? Are you still mad or not? I can't tell.

Furthermore, you know that you are breaking the forum rules by triple posting in short sequence. It is not allowed, and I'm afraid Walk will have to be decisive here.

We'll see what the others think about the changes.

Edit: See, Walk ninja'ed me.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 15. Mai 2016, 23:11
Just removed my messages i have to test this out a lot before make a proper post sorry to everyone. I just like too much dwarves and that nerf made me mad i have to play with them many times and then make a fair and well wrote post. Again so sry.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 15. Mai 2016, 23:20
We know that you are very passionate about the Dwarves, Draco. You are hereby forgiven, no bad blood is there between us! Just think clearly before you post your approval or disapproval, and when you do, your chances to convince the team of your plight are the highest with a well-written post, bereft of clouded judgement. It will also help you prevent this little burst of ''negative emotion'' from happening in the future :).

That said, your opinion is important. The Battlewagon changes are likely not set in stone yet. With these changes, extensive testing is quite obviously required. Get as many games as you can, and post the replays of notable ones, if you will.

For now, however, I think it is important that we also have the opinion of the community and the other testers.

I hope you can live with my answer.

Yours truly,

Odysseus.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 16. Mai 2016, 13:54
The Flood Gates are opening.  :) Expect multiple posts about balance.

Battlewagons, in my opinion, are in a much better spot.  I really like the changes made to them. Though there are some problems I have with them. 

1.  The Archer Upgrade is really bad.  The cost of it makes it pretty much pointless to ever buy, because the Archers themselves damage is patheticly low, especially for Ered Luin.  The damage of Erebor and Iron Hills archer upgrade is slightly better, but still not enough to really do anything.   I would suggest that the upgrade price be halved, so 200 instead of 400, and the archers deal slightly more damage. 

2.  The standing attack does a lot of damage to units, but it is really pathetic on buildings.  Now I realize most cavalry is weak against buildings until upgraded, but they still do more damage then Battlewagons do for a lower price, so I think they should do more damage to buildings. 

Other then that, they really seem to be in a very good spot, though I will admit more testing should be done for them. 

Also, Ram Riders seem to be in a much better spot, so maybe people will start allowing them in Competative matches :P

Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 16. Mai 2016, 15:24
1. I did some fiddling with this myself and I will have to agree. I think bringing the other upgrades into line was good, but the ranged upgrade was probably overnerfed. The Battlewagon is more expensive, and it is not always to opt for the Dwarven Lumbermill, since the majority of people prefer cheaper upgrades for their Dwarves. If you opt to not use the lumbermill, you'll always be paying that 600 +400 for the ranged upgrade, which is a whopping 1000.
Honestly, in its current state, the ranged upgrade probably needs a ROF increase, or could go even lower than 200, to 100 maybe.

Edit: Strange, it seems I was mistaken. The changelog says the cost was reduced to 200 and would require Elite Equipment, for the ranged upgrade. I am confused now. I have to verify.

2. Furthermore, I want to divert your attention to this topic:
https://modding-union.com/index.php/topic,32074.0.html
I think the Battlewagon is in a perfect state now, to actually go through with what Dain suggested in this very elaborate thread some time ago. It only needs to be adjusted to the current gameplay of the Dwarven Realms, and I think we're all set and good to go!
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 16. Mai 2016, 18:30
Yes, it does seem the Ranged Upgrade cost decrease was not applied.  I will report it.

Though I would still like an increase in damage to the Archers on the Battlewagon.  Considering how weak they are, 200 might still be too much.

I think perfecting the Battlewagon should be in one of the bigger updates, because obviously if we go with the designs given by Dain, it would take a lot of work.  But I really like those designs.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 16. Mai 2016, 18:56
I think perfecting the Battlewagon should be in one of the bigger updates, because obviously if we go with the designs given by Dain, it would take a lot of work.  But I really like those designs.
^This. I want to see new factions as a priority, although obviously I also participated with my own ideas for the reworked battlewagon, so naturally I want to see those too. Factions should take priority I think though.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Walküre am 16. Mai 2016, 19:27
I think perfecting the Battlewagon should be in one of the bigger updates, because obviously if we go with the designs given by Dain, it would take a lot of work.  But I really like those designs.

You are right and I agree with you. Dáin's proposal is currently one of the most consistent and solid suggestions that were ever proposed in the English Community. It basically has anything one could wish for a concept: an incredible conceptual base, a lot of significant details (thanks to other skilled contributors), a vast support from the Community (more than 50 positive votes in its poll) and the fact that the Edain Team appreciated it.

It's thus undoubtedly likely that we will see something of it in the future. But, as Elite and the Edain Team too stated, that concept would be too daunting to be dealt with, at the moment. There are two remaining factions that still are longing to be completed  :P

I know that many people rely on this promising battlewagon overhaul. I will thus assure everyone that I will make everything I can to keep that flame alive. There is another demanding work that needs to be done though (and it's finalising the factions).
Titel: Re: Dwarven Balance Discussion
Beitrag von: FilipMakedonski am 16. Mai 2016, 19:36
Concerning the Battlewagon improvements in the latest patch plus the idea that was proposed by Dain and CragLord, I must say that I too want to see that in future times. Also I'm glad that the Team liked the concept and that you Walk support it as we all fans do :))
Keep in mind that best ideas come after some period of time, so there is no need for hurry, I know that everything can be achieved and for that normally it takes some time :D
Have a nice day and thanks for the update, now it's more challenging to play with my favorite Iron Hills faction :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: Hamanathnath am 17. Mai 2016, 13:35
After some more testing, I can say that Ram Riders are just a bit too strong right now.  Because of the nerf to them and the added upgrade needed to buy them, they are much easier to deal with because you don't see them till decently late into the game.  But they can still run head first into Upgraded Elite Pikes without taking enough damage.  They generally won't win in melee combat against Elite Pikes, but still I think should take a bit more trample revenge damage.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 17. Mai 2016, 19:54
I disagree. I saw the damage that they take and it was, in some cases, half a lifebar of damage. I think they are fine as they are.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 17. Mai 2016, 20:21
The Ram Rider/Gondor Knight/Meduseld Rider nerf was, if I recall correctly, inspired by the LPS-Cup fix patch. I also think that the Elite Cavalry units are easier to deal with now. I personally don't know if it is perfect at the moment, too soon to tell surely, but certainly a step in the right direction.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 11. Jun 2016, 04:24
Pardon the double post, but in a 1v1 fight, Celeborn actually loses to reworked Iron Hills Thorin III in a direct fight.

Here is the link: https://www.youtube.com/watch?v=zdb-_0gs_XA

I doubt this is a good thing. Especially since Celeborn is a hero killer and has a higher cost. I trust the team will see to it :).
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 11. Jun 2016, 14:05
Thorin is the Iron Hills hero killer. Since Dwarves have so few heroes, it doesn't surprise me he wins, because dwarves have extra stats since they have less heroes than most factions, especially Iron Hills.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 11. Jun 2016, 14:32
I know he is, but Celeborn costs more, and should be better than him.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 11. Jun 2016, 20:52
There are a lot of heroes that cost more that lose to other heroes. Gandalf, Saruman, etc. I know its a role based thing but once again, Lothlorien has more heroes than Iron Hills, and in addition Celeborn gets STRONGER the more enemy heroes are nearby. He can absolutely nuke people if 4 heroes crowd on him. Also, Celeborn gets much MUCH stronger as he levels up, to the point he can literally wipe entire rosters of enemy heroes. I have no problem with Thorin beating him early on in 1v1.
Titel: Re: Dwarven Balance Discussion
Beitrag von: -Mandos- am 11. Jun 2016, 21:01
The first fight between Celeborn and Thorin was just a misplay from the Celeborn player, Celeborn would have won this if he played properly and in the second fight against Thorin with Mithril he loses only by one hit, so its really close. And as Elite already said, Celeborn gets stronger the more enemy heroes there are so this is fine for me
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 11. Jun 2016, 21:05
Hmm, good points. Although, I was talking about a 1v1 experiment where both where level 10. I agree with unit counters and different pricing depending on army composition, but when it comes to units with the same role, the one that has a higher price should simply win, in my opinion. I didn't claim Thorin III needs a nerf, just that his new ability set is perhaps not finalised yet, and could still use some fine-tuning.
Titel: Re: Dwarven Balance Discussion
Beitrag von: FG15 am 11. Jun 2016, 21:11
Thorin hasn't exactly the same role as Celeborn, because he is also a tank, while Celeborn is a pure Hero killer.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 11. Jun 2016, 21:28
Which makes him even stronger, especially for his cost. I'll rest my case, just that I find the price disparity of 1800 versus 2300 for a pure hero killer to a tank/hero killer hybrid a bit unfair. Lothlorien already have trouble dealing with the Iron Hills match-up as it is.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 11. Jun 2016, 22:41
When looking at balancing you cannot simplify to 1v1 hero battles....

You have to keep in mind every single way of playing with both factions and then analice if 1 thing make too strong 1 faction vs all others or in 1 special matchup. So in a 1v1 Elves vs dwarves, elves have better start while dwarves better midgame and Elves better Lategame. Celeborn will kill dwarven Heros if well combined with your troops. He is great hero killer and his cost is fine cause the entire roster of Lothlorien is incredibly strong, at that point I think there is no better faction than them.

Greetings
Titel: Re: Dwarven Balance Discussion
Beitrag von: Tirano am 18. Jun 2016, 00:44
is normal that thorin give 1600 per hero kill.... i think is to much at leas when i kill galadrien that give me

Titel: Re: Dwarven Balance Discussion
Beitrag von: Draco100000 am 19. Jun 2016, 01:39
Its normal since it gaves money depending on how powerfull the enemie is. orcs give 1 while structures and other stuff give much more, and heros depending on their power and cost. I dont think it is that op, since he gets this passive at lvl 5.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Julio229 am 16. Aug 2016, 16:08
Am I the only one who thinks Erebor units die too fast? I mean, they are attack-centered, but even fully upgraded, they die so fast. I don't play Erebor much because of this, I believe they are too weak.

EDIT: Specially the Axe-Throwers, a Battlewagon trampling a fully-upgraded Erebor Axe-Throwers battalion brings them to half-health.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 16. Aug 2016, 16:48
See this is why they need the old King Dain back, to give them some survivability.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Julio229 am 16. Aug 2016, 16:58
Yes, that's right. The change in Dain's abilities took away both the defensive bonuses that you could get with Erebor to help troops survive, and the attack bonuses that really helped Iron Hills. I almost always used Dáin before the update, but now I don't use him that much, because more attack for my troops isn't going to mean they will not die, and Erebor troops die so fast without Dain supporting their defenses.

I like the three Dwarven Realms, but in this update I mostly use Ered Luin because of this. I can play Iron Hills as well as before (With more difficulties because of the change), but Erebor has been hindered a lot with the change.
Titel: Re: Dwarven Balance Discussion
Beitrag von: LordDainIronfoot am 16. Aug 2016, 20:05
I think the same too,about erebro Soldiers dying fast!

Dain neeeds his Old Skill set! :)
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 21. Aug 2016, 17:17
Another thing I noticed: Drar's Barrage ability does very little damage. I think a buff is in order. I only took about 20%~ health from a full-health level 1 Mordor Orc Pikemen.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sawman am 25. Aug 2016, 13:23
I think it's meant for buildings if I'm not mistaken. He is the building destroyer (not sure why) of the faction.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 25. Aug 2016, 14:46
Well, the ability states that it is powerful against both infantry and buildings. I will test it again, hopefully later tonight.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Ealendril der Dunkle am 25. Aug 2016, 16:00
No, the ability is strong against buildings. It does siege damage.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 25. Aug 2016, 23:26
Okay, then the description should be updated. It says that it does good damage against both buildings and infantry.

Edit: So I tested it again, and it just does lackluster damage overall. It can't even take down an economy building, nor heavily damage it. I'd like the damage to be upped a bit.
Titel: Re: Dwarven Balance Discussion
Beitrag von: DrHouse93 am 24. Sep 2016, 01:33
Hi everyone^^

In your opinion, which Dwarven Realm is better against which faction?
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sawman am 24. Sep 2016, 05:03
Erid Luin beats everything very well #op

Erebor seems to struggle against most factions but they seem to do good against Gondor

Iron hills is good against everything late game but isn't very good until then against most factions
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 24. Sep 2016, 05:51
Ered Luins speed and heroes with multiple stacking leaderships are impossible to counter.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Julio229 am 24. Sep 2016, 14:06
Ered Luin is the best Dwarven faction, they can beat everyone. Iron Hills come close, but fail to be as great because of the Dáin switch and his Ring Hero aura, but they are really strong in late-game anyways. Erebor are the worst, their units die really fast even when upgraded and the Dáin switch hurts them too, and are overall the weakest of them.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Dain@ am 19. Dez 2016, 15:03

Hello ! Sorry for my English !. I wanted to share with you a few observations and suggestions. The first is the imbalance in fractions! I have repeatedly said that the Ered Luin the strongest fraction of all troh gnomes! And it's not because the Ered Luin so strong, but because of the Iron Hills and Erebor no worthy leader!. With the advent of the Iron Hills in Narin developers have strengthened the position of the Iron Hills in terms of the characters and their applications! However, the only weak point of the Iron Hills in my opinion it Dain! since it does not reflect its character as a warrior and leader. A Erebor yield on two fronts: the first weak Dain, (sometimes it seems to me that is stronger than either Thorin together Dain) and Erebor only 4 hero. What is most interesting Dain internal competition loses his son Thorin! (I do think he is stronger and cheaper, as the Witch-king of Angmar weaker Zafragor). Confirmation of my words can probably be something that most players play for Ered Luin and the Iron Hills, and for Erebor not really. I propose to add a fifth character Erebor Balin and Thorin to replace him fourth on the ability of the defense. (As long as he has not yet decided what it should be), and as Dain then maybe you will be interested (). What do you think?

And yes, I totally agree with Julio229. Dain is the only character playing for which I totally do not want to get the ring! On the contrary ring leads him to fully unfit for action and makes keeping Dain inside the base as a sacred calf!

I sincerely hope that these facts will help to start a new discussion on the further development of the Dwarves faction. Thank you for attention.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Dain@ am 19. Dez 2016, 15:04
And I almost forgot if anyone is interested https://modding-union.com/index.php/topic,34206.0.html
Titel: Re: Dwarven Balance Discussion
Beitrag von: WarOfTheRingVeteran am 31. Dez 2016, 07:07
I think the fire arrows upgrade should be somewhat cheaper for Erebor. IH and EL have archers that are normally recruited in the camp/castle, but Erebor gets access to archers only via its outpost, yet they pay the same price for them.

Also forged blades could be more expensive for Erebor since ranged units benefit from it as well as melee units. Or cheaper for the other two. Or both.
Titel: Re: Dwarven Balance Discussion
Beitrag von: calixoxx am 12. Jan 2017, 03:36
Some thoughts on the Dwarves: it seems each of the three sub-factions have specific OP issues with them which makes each subfaction extremely OP when exploited.

For example:

Ered Luin's Thorin is very OP and he either needs an armor reduction or a health reduction. Also I think it is a little silly that the speed buff allows the Dwarves to move as fast as Elves ^^

Erebor: Is a little odd because it's units are so weak but the axe thrower power is so crazy strong vs EVERYTHING that when it gets going its very OP. I don't know if these need a debuff vs structures or a debuff vs other units. Also, Thorin 3rd is way too strong a hero.

Iron Hills: Yes, they are slow but the armor on these and resistance to knockback is so strong that I've seen a spam of basic unupgraded infantry wreck an entire base. Upgraded, you just cant kill these units. I think they need a minor armor debuff.

A few other things:

Are battle wagons too expensive or is it just me? The armor vs pikes is also a little too weak imo

I would like to see the elite veterans given a slight speed buff. I feel as if, yes they are strong, but especially if you're ered luin, you can do what you need to do without them before they even are able to get there ^^

Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 12. Jan 2017, 21:15
Ditto, he's called Thorin Brokenshield for a reason. Although, his real strength comes from other heroes giving him leaderships, by himself he is managable. I agree their speed is a bit insane, should probably be as fast as Men, not Elves.

Overall Erebor actually sucks pretty bad right now, the only redeeming quality is the Axe Throwers, who can dominate early game, and obviously Thorin the 3rd who is insanely strong. Once ite gets to late game they fail against most other factions though. so overall they need buffs more than anything.

This really comes from all the armor leaderships, plus tower shields. Ditto nontheless, they are too tanky.

I think battlewagons are in a good spot, bordering on being too strong actually. They have practically no trample deceleration at all, and the barrels deal good damage too.

Well, since this only comes up with Ered Luin, I don't think they should get a speed buff, if anything Ered Luin should be a bit slower.
Titel: Re: Dwarven Balance Discussion
Beitrag von: calixoxx am 15. Jan 2017, 02:40
Ditto, he's called Thorin Brokenshield for a reason. Although, his real strength comes from other heroes giving him leaderships, by himself he is managable. I agree their speed is a bit insane, should probably be as fast as Men, not Elves.

Overall Erebor actually sucks pretty bad right now, the only redeeming quality is the Axe Throwers, who can dominate early game, and obviously Thorin the 3rd who is insanely strong. Once ite gets to late game they fail against most other factions though. so overall they need buffs more than anything.

This really comes from all the armor leaderships, plus tower shields. Ditto nontheless, they are too tanky.

I think battlewagons are in a good spot, bordering on being too strong actually. They have practically no trample deceleration at all, and the barrels deal good damage too.

Well, since this only comes up with Ered Luin, I don't think they should get a speed buff, if anything Ered Luin should be a bit slower.

Get just 3 battalions of upgraded axethrowers and there is little to stop them from ripping buildings right down. The only disruption you could give is from cav generally, and a few camped out pikes will solve that issue. I simply argue that axethrowers should not do such universal damage. It's insane to watch upgraded axethrowers rip down an outpost so easily. Especially so few.

My overall point of Dwarves as a whole: They each have a single gameplay that is incredibly OP. You cannot kill even unupgraded Iron Hills. Yes, this even compensates for their slowness. Erebor RIPS through BOTH units AND buildings even when there are few of them. If your teams cav is on the other side of the map and just a few of these upgraded slip by, say goodbye to your buildings in literally seconds. Ered Luin are just a bit too fast as well.
Titel: Re: Dwarven Balance Discussion
Beitrag von: -DJANGO- am 15. Jan 2017, 03:22
Zitat
My overall point of Dwarves as a whole: They each have a single gameplay that is incredibly OP.
- Agree with you.

Erebor definitely does not "suck pretty bad". If you look at all the agressive Buffs... just for example King Dain: +50 , +50 Attack! Insane for Edain. Axe Throwers and Ered Luin will most likely get a little nerf in 4.5.

Otherwise there has been long a long discussion in engl. forum about the role of the Dains: The Dain Dilemma (https://modding-union.com/index.php/topic,33734.0.html)
We have to see, if changes will be made. I really hope because right now these extreme conditions are the overkill for dwarven gameplay.
Titel: Re: Dwarven Balance Discussion
Beitrag von: calixoxx am 15. Jan 2017, 07:15
Zitat
My overall point of Dwarves as a whole: They each have a single gameplay that is incredibly OP.
- Agree with you.

Erebor definitely does not "suck pretty bad". If you look at all the agressive Buffs... just for example King Dain: +50 , +50 Attack! Insane for Edain. Axe Throwers and Ered Luin will most likely get a little nerf in 4.5.

Otherwise there has been long a long discussion in engl. forum about the role of the Dains: The Dain Dilemma (https://modding-union.com/index.php/topic,33734.0.html)
We have to see, if changes will be made. I really hope because right now these extreme conditions are the overkill for dwarven gameplay.

I agree totally. Erebor does not 'suck' its just more easily played against than Iron Hills or Ered Luin currently. My point with Erebor is that each individual axe thrower battalion is so strong, they can actually take out incoming cavalry too! With forged blades, forget it. Glad to hear the axe thrower will get nerfed, I just hope its to both buildings and units.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elite KryPtik am 16. Jan 2017, 00:58
Archers and cavalry destroy Erebor. It's not even close. Cav can even beat upgraded Erebor pikes because they suck so bad. The redeeming qualities of Erebor, as I mentioned, are Axe Throwers, Thorin III, and of course Gimli, but other factions get buffs which let them decimate Erebor. Erebor just doesn't have any survivability, its all damage. They are almost like glass cannons, but other factions who have more broad range buffs for both armor AND damage destroy them. A good player can always pull it out, but comparing them to the other factions, Erebor are garbage right now.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sawman am 25. Jan 2017, 03:06
I am with Elite here Erebor in comparison to the other dwarf faction does in fact 'suck' they get wrecked by most other factions, with Ered Luin aside because everyone can agree they are stupidly broken because of their ridiculous speed and hero roster, the problem the Edain team did to Erebor and Iron Hills is that they made Erebor all damage and Iron Hills all armor and that just doesn't work in a game like this

Erebor is all about damage which in theory sounds really good but in a game like this if you have no armor you get destroyed by anything and everything, axe throwers and a few hero's do not make up for how easily Erebor units die and should be addressed

Iron Hills on the other hand are supposed to be more defensive and that they are but when a defensive dwarf army becomes this unstoppable steam roller there is nothing any faction aside from Ered Luin and maybe Mordor can do against it. With tower shields, heavy armor, Dain, Guardians armor buff, just creates this unstoppable force and if you even manage to stop it and it is so easy to get it back if you lose it, and I know what you will say, Erebor beats Iron Hills in the building destruction department which might be true but Iron Hills Guardians do really good damage anyway and they can tank base defenses like no other       
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 25. Jan 2017, 18:32
Yep, I still think the leadership switch was detrimental to both realms, besides Ered Luin outshining both drastically. The Leadership was pivotal for giving some versatility to the faction's roster, but now both realms are niche and too situational.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Sawman am 25. Jan 2017, 18:58
The thing is in my group of friends we ban Ered Luin because its basically a free win and its not much fun for anyone, but in the current patch there is zero reason to pick Erebor ever, if you ban Ered Luin just because they are that bad.

 I'd say Iron Hills is border line broken right now, if they had better hero's they would be about just as bad as Ered Luin because right now all they have for useful hero's are Dain(it'd be nice if he had a full ability roster) Thorin the III which is arguably the best hero killer right now( the only better one is Erebor's Thorin) and Narin to some extent the rest are pretty bad but that's it. On the other hand all of Ered Luin's hero's are good, Dwalin not so much but that's it and they both have good units to back up these hero's. Erebor does have good hero's don't get me wrong but they don't have the unit support the others do

Just a little side note Dwarves rely on Guardians for most of the game and they all have a unique upgrade, but here's my problem with it Erebor's is pretty bad compared to the others and also considering that there is no point to getting it on more than one group of units. If this could be changed to just give a straight armor buff 20-25% it might then reach the level of the other two 
Titel: Re: Dwarven Balance Discussion
Beitrag von: calixoxx am 26. Jan 2017, 00:50
The focus should be on nerfing Ered Luin's speed slightly, nerfing Thorin Oakenshield's armor OR health. Erebor needs an axethrower debuff to unupgraded units AND structures with a Thorin III debuff on most stats. Erebor also needs a slight armor buff on basic infantry. Iron Hills need an armor debuff. It doesn't matter how slow or weak the units are to structures if nothing can kill them. If you get 3-4 fully upgraded guardian units into someones base, it's over for you most of the time.

Like I said before, each faction has a broken element to them that make them OP in the right circumstances. Erebor just has a bigger weakness than the rest. It doesn't change the fact that their axethrowers are too strong on practically everything.
Titel: Re: Dwarven Balance Discussion
Beitrag von: ChocoboKnight88 am 8. Apr 2017, 19:06
I feel that the Iron Hills Infantry need a MILD speed buff. Last game I played, I had a battalion of Iron Hills Guardians closely chasing a Mordor Catapult to the other side of the map. They couldn't even stand to do damage to it until the catapult stopped moving.

They really need to be SLIGHTLY faster than the catapult because it was a rather frustrating thing to watch. By no means should their speed completely match the Mordor Catapult.

For example, Let's say the catapult had a speed of... 2.00. I would suggest making the Iron Hills Guardians 2.10. Enough to giving them a chance of maybe catching Scrawny Orcs pushing a big catapult.
Titel: Re: Dwarven Balance Discussion
Beitrag von: kreso am 2. Mai 2017, 03:20
Hi few things who are, in my opinion, op:
1. Axe throwers in Erebor, no need to deal more dmg to structures, there are 2 units to do it so. Pikes and guardians are good structures destroyer. Reason why they are op is why they have too big range and focused attacks(I mean every single units of battalion can attack at once) and there is armor reduced by Guardians it is to op.
2. Erebors battle wagon equiped with axe thrower can kite. So one battle wagon against 3 battalions of pikes who should counter them, wagon still can win. So hard to counter it, only way is to have faster carvalry but that is the case buff from exile camp and Imladris cav bonus movement speed by thier skill.
3.Ered Luin movements passive of units is too big. (no need explanation, it is obvious)
4. Thorin 3 is too op. (hope u dont need explanation)

All of this things in global are balanced, because Erebor have weak defensive and mobile stats, but have offensive stuff. Better make Erebor Guardians, 10% armor reduction instead od 15%, but give them more base damage or something like that. Axe throwers, you could make them lower range but add them bonus dmg to monster(they need too much for killing one troll). Make battle wagons more slower but less tremple slowdown. Nerf stats of Thorin III or make him cost more.
Regards!
Titel: Re: Dwarven Balance Discussion
Beitrag von: -DJANGO- am 2. Mai 2017, 11:13
I agree with most of the points you make and can garantee you, that some points will get changes with 4.5.
Axtthrowers deal so huge building damage because their damage type is melee. They benefit from the forged blade upgrade directly, therefore it is out of question that they are OP atm.
I agree with you, that all the attack bonus erebor gets are balanced through weak defense and mobile stats. However that is in my opinion only the case for the EG and MG. In LG Erebor becomes unstoppable in melee fights, which are hard to avoid. Why? Because Erebor has so many attack buffs that get even greater when combined with each other: Horn, Guardien Debuff, Masks, Dain (+50/+50 attack), Default high dwarven stats with upgrades, Axthrower melee damage. And dont forget Gimli, Arkenguard or even Veterans.

Battle wagons are only great if you outnumber your enemy cav due to their low speed. I'd like to see them more valnurable against pikes than against archer clumps. That causes in my opinion the dilemma of them being op and useless at the same time.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 2. Mai 2017, 20:41
Honestly, I think some of the buffs for both Erebor and Iron Hills should be revisited. I feel like, even though the team intends both realms to be very much one trick ponies in the offense and defense playstyle respectively, there are simply too many powerful buffs of the same type to them. I just wish the faction would get back some of the older versatility, with Erebor Dain the only giving armour, and the Iron Hill Dain battlecrying. It made complete sense lore-wise and it also wasn't bad gameplay-wise. I also think the horn spell could be made more interesting for the Dwarves. Maybe increase defense instead of offense for example, a little twist for once on the classic offensive horn spell.

Titel: Re: Dwarven Balance Discussion
Beitrag von: Secret Keeper am 26. Mai 2017, 17:40
Hi everyone,

ET stated, that they want for every unit in a game to have a purpose and usefulness. I've never really thought about it but, what is a purpose of Lake-town units and Dale units in dwarven faction?



Let's be honest here, when was the last time you played Ered Luin and thought that you need to buy lake-town units to get an advantage over your enemy? I cannot think of such time.

Maybe I am wrong about everything. I would like to hear your opinions.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 26. Mai 2017, 18:20
That's a good point. There are a couple of factors that tie into this together, I think. First of all, Ered Luin being too strong with their default units, which diminishes the value of other units. Second of all, Lake-Town and Dale are usually rather bought for their economic strength, not really the military one. Thirdly Dale and Lake-Town do provide mostly utility and meatshielding, since Dwarves are low on number and quite slow in general. If you want to make them more combat-effective you have to invest upgrades into them.

In short, you get the Outpost for moneyz and meatshielding units since they have higher model count. And I suppose also for harass.

Titel: Re: Dwarven Balance Discussion
Beitrag von: Secret Keeper am 26. Mai 2017, 19:05
Before dwarven overhaul in 4.3, Lake-town was a perfect addition to slow and defense orientated Ered Luin and when the big change came, Lake-town stayed sadly the same.

Something does not feel right about having them as meat-shield. They are too costly for letting them just die. Free orcs are meat-shield units, but 200/300 units hardly. I know that team is changing Ered Luin for 4.5 patch. I hope that something will be done about this also.

I know that this issue probably does not belong to Balance thread, but I did not want to post it in suggestion one as I have no suggestion on how to solve it. I've just wanted to point out a problem.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Odysseus am 26. Mai 2017, 19:55
Well, meatshield is a term that can be employed in a broad sense. You have the traditional meatshield, the Mordor Orcs, but you can also have more durable damage soakers, which would typically called damage sponges, like tanks. I am pretty sure the idea was initially to have a frontline, the same way peasants work for Rohan.

I may be wrong though.
Titel: Dwarven Balance Discussion in 4.5
Beitrag von: Aiphaton am 3. Feb 2020, 13:43
Hello together,

since there is no official balance thread for 4.5 yet, I'd like to introduce one.

Ofc 4.5 hasn't been out for a long time and it's too early to talk about everything in detail yet. Lots of testing and playing in PVP is still needed to get a generic overview over every single issue, with all the counterbalance going on and the new changes to the gameplay.

At this point thumbs up to the ET for doing such an amazing job!

However here's a first issue that I find likely to have a great negative influence on Multiplayer in general.
It's the tier 1 Ravenspell of the Dwarves.
Although I do like the new implementation of this spell as a defense-mechanism which is summoned static on a building, I don't quite like the benefits it brings to the Dwarven player.

The issue I am having with it is basically that it has a huge impact for such a cheap spell. There are:
- 50% Armor Buff for surrounding buildings
- 25% Debuff for hostile units
- 200% extra sight
- The spell stays permanent unless you don't recast it on another building

While the debuff is really strong, the real problem I see is the 50% armor buff for surrounding building. This ability stacks with other abilities like the Runes (+20%), the quarries (+30% max) and the citadel bonus in bases and outposts (+50%), which earns the concerning buildings 150% more armor.

This rewards a clumpy and campy playstyle and makes it nearly impossible to take down a base or even an outpost (especially since both, casting runes AND ravens on the citadel, brings the armor buff to all buildings inside the base/outpost).

The experience that I had with it is, that basically rushing an outpost and casting the ravens on it to debuff hostile units and buff the own buildings is a viable strategy to win matches. I also witnessed that mines have become so tanky, that harassment became nearly impossible, especially since the dwarven reinforcements benefit from the debuff of hostile units.

Also it is an option for the dwarven player to cast the ravens as a last resort on his base and force the enemy to siege him, while he can build up a strong dwarven force once again and come back.
I know that a comeback system in 4.5 is wanted up to some extent, however doing this over and over, not being able to end a match simply because the buildings in a base are too tanky, is not a way I imagine this was thought of.


Perhaps there is a way to deactivate the 50% building buff in a new balance patch, since I also don't see quite the connection between ravens buffing a building, while the other effects are understandable.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Seleukos I. am 3. Feb 2020, 14:02
Hi,
in general I agree with you: The ravens are too strong right now. But I don't think the armor buff for a building is that much of a problem, at least not in 1v1. Even if your opponent rushes an outpost you can play arround it (I think, I haven't been in this kind of situation in 4.5 yet^^).

The in my opinion bigger problem is the fact, that the ravens stay where they are even if the building is destroyed. I think they should fly home (to the dwarven players base) after the building is gone.

But if the building armor buff is in fact too strong, I'd rather decrease it to like 30% instead of removing it completely. The defensive path of the spellbook should still be a good choice as well.

best regardes
Seleukos I.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Valarauko am 3. Feb 2020, 14:27
I agree with Aiphaton to 100%. First of all it doesn't make sny sense that raven can strength a building. And second point is, it is way to strong. Especially with the other buffs as Aiphaton said. I friend of us plays Ered Luin all the time and he also agree on this problem. I think totally delete the armor buff would be the right solution. Especially because a tier 1 spell with 200% more sight and a debufge is strong enough. But also seleukos is right. It looks kinda strange when the ravens stay there even after the building got destroyed.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Smeargollum am 3. Feb 2020, 20:22
Hello,
I can understand all your points perfectly!
The ravens feel very strong atm as they stay forever and have a great Debuff. But as Seleukos already said it would be better when they return to their base after their building is destroyed.
So far I didn't have any bad experience with the armor buff but when I think about it, it would be good to get rid of it. When you are in a game you want to try to get the other player out of position and then go in to quickly destroy the raven-building and in that situation it doesn't make that much sense to have that buff gameplaywise.
If you feel like dwarves need some kind of stronger building armor buff we could discuss about buffing the runs, but I think that is not nessesary.
So I agree with you, Aiphaton ;)

Sorry for my bad english  :P

Best regards Smeargollum
Titel: Re: Dwarven Balance Discussion
Beitrag von: Big F am 26. Mär 2020, 00:57
This is the Dwarven subsection of my gameplay & balance post over at the general balance discussion thread.

Iron hills and Erebor are too weak. IH swords should insta activate their ability like imla swords do. Raven’s are too weak. Dwarves also suffer from having the slowest upgrade system next to isengard.

Battlewagons are too weak for their cost, they seem to decelerate extremely quickly.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Geethopapa am 1. Apr 2020, 11:19
Currently does the Ravens even boost the sight range? I have tested but couldn't verify. It seems kinda underwhelming spell, even for 1 PP.

And regarding Iron Hills, I personally don't think they are a bad faction as many say, just might not be one of the exciting one to play for many players. It rewards a patient gameplay I think. I personally like playing them.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Seleukos I. am 1. Apr 2020, 12:18
The ravens don't do anythng right now, I think.

Othere than that I totally agree with Big F. Erebor and Ironhills are the weakest factions in 1v1 multiplayer. His suggestion concerning the IH sword sounds good to me, but I'm not sure if that will be enough to fix the faction.

I also think that battlewagons suffer a little too much damage from sword (e.g. Imlaswords), against weaker units like orcs or peasents they seem to be fine, but I haven't tested them that much so far.

best regardes,
Seleukos I.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Geethopapa am 1. Apr 2020, 15:54
The ravens don't do anythng right now, I think.

Othere than that I totally agree with Big F. Erebor and Ironhills are the weakest factions in 1v1 multiplayer. His suggestion concerning the IH sword sounds good to me, but I'm not sure if that will be enough to fix the faction.

I also think that battlewagons suffer a little too much damage from sword (e.g. Imlaswords), against weaker units like orcs or peasents they seem to be fine, but I haven't tested them that much so far.

best regardes,
Seleukos I.

Can you elaborate on why do you think Erebor and IH are the weakest? Want to understand your perspective. Maybe I'm missing something here.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Only True Witchking am 1. Apr 2020, 16:08
As far as I know, the problem of Iron Hills and Erebor is mainly their speed. All dwarves are generally slow, but Ered Luin has faster units, and the swords also get a pretty strong Speedbuff.

This allows them to fight for mapcontrol very efficiently, and their units, eventhough they are (supposed to be) a bit weaker than IH and Erebor units, are still strong enough.
IH guardians also have a problem with their ability right now, that makes it mostly useless.

Iron Hills is definitely good for campy gameplay, which is strong against the AI, and they aren't bad in blobfights, which works versus players with poor micro, but isn't useful when it comes to fighting on multiple fronts, harassing and defending quickly, etc.

They also can't really retreat from fights, which often leads to the loss of high level battalions or entire armies, where Ered Luin would've gotten away.

Erebor seems similar, but with weaker defense, which makes them easy prey for Archers.

Signed,
The Only True Witch-king
Titel: Re: Dwarven Balance Discussion
Beitrag von: Seleukos I. am 1. Apr 2020, 16:18
Sure :)

The main problem of IH and Erebor is their slow movement speed. It has been the same in 4.4.1 as well, but back then you could use the ravens everywhere, so you could win every fight (more or less), since the debuff from the ravens was really stong.
Right now their normal sword units are not bad, but they aren't really better than for example Gondor Sword. But they are much slower.
Because of that (slow, but only average standart units) both factions (IH and Erebor) strggle to mantain mapcontrol in the eg-mg. And even in head on fights you can beat them quite well, depending on you faction.
And since they can't hold controll of the map early on they have less money available (mapcontrol isn't as important as it was in 4.4.1, but it's still important).

On top of that their slow speed makes them vulnerable to ranged Units, since you can kite them quite well. And when you combine some ranged units with cav it is even worse, since your pikes will get shot down and once they are dead, well, then you will loose everything, most likely^^
And because of your speed you can't retreat from a "bad fight", unless you stay near your mines all the time.


Of couse IH and Erebor are stong in the later game, with a stong army of heroes and upgraded elite units, but getting there isn't easy against a good player.

I hope this was the kind of answer you were looking for, if you have any further questions feel free to ask :)

best regardes,
Seleukos I.

ps.
http://edainranked.com/Statistics%20_Factions.html This is a Website designed by MaxPower and there are some nice statistic about Edain, based on 1v1. There isn't that much data yet (especially since IH and Erebor aren't played really often), but you can get a first Impression.


Edit: Looks like only true WK was quicker :D
Titel: Re: Dwarven Balance Discussion
Beitrag von: kmogon am 1. Apr 2020, 16:21
As far as I know, the problem of Iron Hills and Erebor is mainly their speed. All dwarves are generally slow, but Ered Luin has faster units, and the swords also get a pretty strong Speedbuff.

I would just like to add here that in the topic of Mithril mail mechanic we are discussing if it wouldn't be a good idea to give some sort of ability to traveling camp which would provide dwarves with some sort of speed buff. It could be combined with decreasing the overall speed of Ered Luin dwarves and giving them active ability with a speed buff instead , as they are right now leading in terms of win ratio , over other dwarven realms even if their units have worse stats. As we can see then , speed is realy important factor and could be solved by above mentioned solutions
Titel: Re: Dwarven Balance Discussion
Beitrag von: Geethopapa am 1. Apr 2020, 20:43
Sure :)

The main problem of IH and Erebor is their slow movement speed. It has been the same in 4.4.1 as well, but back then you could use the ravens everywhere, so you could win every fight (more or less), since the debuff from the ravens was really stong.
Right now their normal sword units are not bad, but they aren't really better than for example Gondor Sword. But they are much slower.
Because of that (slow, but only average standart units) both factions (IH and Erebor) strggle to mantain mapcontrol in the eg-mg. And even in head on fights you can beat them quite well, depending on you faction.
And since they can't hold controll of the map early on they have less money available (mapcontrol isn't as important as it was in 4.4.1, but it's still important).

On top of that their slow speed makes them vulnerable to ranged Units, since you can kite them quite well. And when you combine some ranged units with cav it is even worse, since your pikes will get shot down and once they are dead, well, then you will loose everything, most likely^^
And because of your speed you can't retreat from a "bad fight", unless you stay near your mines all the time.


Of couse IH and Erebor are stong in the later game, with a stong army of heroes and upgraded elite units, but getting there isn't easy against a good player.

I hope this was the kind of answer you were looking for, if you have any further questions feel free to ask :)

best regardes,
Seleukos I.

ps.
http://edainranked.com/Statistics%20_Factions.html This is a Website designed by MaxPower and there are some nice statistic about Edain, based on 1v1. There isn't that much data yet (especially since IH and Erebor aren't played really often), but you can get a first Impression.


Edit: Looks like only true WK was quicker :D

Thank you for clarification. That was exactly the kind of answer I was looking for. Btw, is there a place where individual units stats can be viewed? How updated are the stats in the Edain Wikia? Thanks in advance.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Seleukos I. am 1. Apr 2020, 21:59
You're wolcome :)
And yes, I think most stats in the wiki should be updated to 4.5, so I guess you can use it (I use it, so...^^)
Titel: Re: Dwarven Balance Discussion
Beitrag von: The_Necromancer0 am 16. Jul 2020, 11:12
Earthquake’s damage values need to be adjusted so that it can take out economy buildings regardless of their level. In the late game it is not very impactful as it cannot even destroy economy buildings.
Titel: Re: Dwarven Balance Discussion
Beitrag von: Elendils Cousin 3. Grades am 16. Jul 2020, 13:01
The damage it does is adjusted to the building it hits - military buildings take more damage than economy buildings, for example. All buildings should fall below 50% health as long as the citadel stands, meaning that taking out the citadel (and removing the citadel bonus) can result in the total destruction of a fortress. I don't think increasing the damage to a point where you can oneshot economy buildings regardless of circumstance is a good change:
Zitat von: Elendil
Instantly destroying resource structures is actually not that great in 4.5 because you they are going to be rebuilt at their old level anyway. Even against an Angmar player with seven Mills, that's only an investment for 2800, which really isn't much for a 10 pp spell, especially considering it can be rebuild within 30 seconds or so. Army killers like the AotD, Huorns or even the avalance can do much more damage than that. Against Dwarves or Rohan you might even catch only four resource buildings for 1600, which really isn't worth it.

If anything, I could see increasing the utility of the Earthquake by stunning units with each quake or reducing their movement speed for a while as options.