Nice idea, but Orocarni dwarves should gets gold with this Gold lust ability. Maybe Orocarni dwarves can gets gold if they are attacking the enemy buildings. What do you think about this?
I like you proposal. I say that your proposal is more reasonable if we take into consideration lore facts about nature of those dwarfs. Only those passive ability won't be unique, I mean it already exist in game (Dunland wildmen have this passive).
So I will suggest that you integrate both suggestions into final concept because of that.
As I have said, I like proposal of yours, so you suggest that building "pillage" ability like first choice, and if team don't find it unique than you suggest my proposal about passive increase of attack speed.
About Grimir weapon, I really don't find sword not suitable, I mean from lore aspect swords also could be anti monster weapons, and if I remember well, Turin killed Glaurung with sword.
Two handed mattock or axe is also good choice, I propose this problem to be solved at the end.
Further, I have read some of previous comments from Dain, and there is some nice suggestions (about units Dain suggested some nice active abilities), so I have come to the idea of improving Grimir like anti monster hero.
First, I must also ask, how many palantir ability slots we have for Grimir? Other words, should Grimir have slot for Mithril armor or not? Other Outpost heroes don't have this slot, so I presume Grimir also won't have it. So there are five available slots for abilities and one for stances.
Current suggestion about Grimir's abilites:
Level 1: Defensive positionGrimir gives order to build defensive positions.
He summon two Ered Mithrin soldiers with big crossbow in selected areas for 30 seconds.
Level 3: Toggle Weapon Switching between hammer/spear. Grimir now can use special anti-monster spear. Grimir with spear gets double damage against a monsters and cavalry, but he is more vulnerable against others units.
Level 5: Monster Hunter from Grey Mountains(passive)Grimir inspires dwarves from different kingdom to battle against powerful enemies.
Nearby Ered Mithrin and Orocarni units gets resistance to fear and only half damage from monsters and heroes.
Level 10: Cry of the NorthThis power heals nearby friendly unit a little bit and makes nearby enemy units run away in terror, which includes monsters.
Maybe we could think about Grimir like dps hero, or single target damage dealer?
First we should swithc level requirement for Toggle Weapon and Defensive position (aslo personally I am not found of that spear, simply because I really don't know how it will be included in model... And I had also suggestion of replacing that with some crossbow shot (similar to gimli's axe throw ability)).
So on level 1 Toggle weapon will be available and on level 3 defensive position.
I have suggestion, we have 5 avaliable slots, move cry of the north like level 8 ability and change it, because current description of ability already exist in game, Murin have almost same ability as this current suggested one.
So my suggestion is to move Cry of the North as lvl 8 ability, and it will be activated ability, so when Grimir activate it, he will be in special mod, more hp he lose, more attack speed he gets. This will be in agreement with his level 10 ability.
And for lvl 10 ability we will have for example ability Drake hunt,
I got inspiration from this picture
So this could be activated ability, usable on single target monster of hero, on usage dwarven spearman will be summoned in small circle around targer, so enemy monster or hero can't escape. This ability fits with Defensive position and Cry of the North ability.
So what do you think about this?