I think Gandalf's "Prepare for Battle" ability is not really proper as we usually get Old Wizard in late game, when you have prepared armies and rather than getting new units faster you would like to get some buffs for existing ones. Gandalf motivated Gondor soldiers to fight after they flee from the walls. Maybe some speed bonus in radius to get units to fighting place faster or (more fitting to Gondor) armor bonus and knockback resistance?
Gondor Faction Plan
Posted 06 August 2018 - 04:56 AM
Posted 08 August 2018 - 02:09 AM
Personally I think Gandalf the gray seems more powerful than the White, however, the last power that I do not know if it has the same impact or is different. But gandalf the gray has 1 more useful power than gandalf the white, i don't have much problem with this. A good power for gandalf would be...that he could generate a sphere of energy, that when gandalf walks it throws / pushes / crushes the enemies, like the one that can be seen in the combat of Gandalf vs The Necromancer
Posted 24 August 2018 - 07:05 AM
I have a suggestion to change Gondor's spellbook.
Remove Cloudbreak spell and move Eagles to Tier 3, perhaps Gwahir and 3 eagles instead of 4 eagles to balance it out. Add a new 25pt spell along the lines of something like this:
(Aragorn's black gate speech soundbite)
Temporary status effect
All Heroes and units gain +200% armour and +200% damage. Additionally all heroes and units are immune to fear, knockback, and trample.
Depending on balance this can be either global or area radius.
Posted 28 September 2018 - 04:08 PM
Ideas for Imrahil's abilities:
Inspiration - all nearby allied troops earn double experience for 60 seconds.
Unscathed - for 30 seconds, Imrahil is immune to ranged damage. During this time, 50% of any melee damage dealt to Imrahil is reflected back at the attacker.
Preparations for War - target unit production building recruits fiefdoms troops with Heavy Armour and Forged Blades/Fire Arrows for 3 minutes.
Amroth for Gondor can stay.
Ideas for an ability for Forlong:
Splintering Axes - with each strike, Forlong reduces the armour of a target building by 10% for 10 seconds. Passive. The debuff can stack.
Posted 16 October 2018 - 08:33 AM
Edited by The_Nazgul, 16 October 2018 - 08:35 AM.
Posted 01 November 2018 - 09:40 PM
- The_Nazgul likes this
Posted 03 November 2018 - 11:45 AM
Hands of the King - heals nearby allied heroes
Flame of the West – Aragorn temporarily gains additional damage and armour. Allied units in a small radius get increased damage and speed while enemy heroes lose armour (must stay in radius to keep the effect like a buff version of Elendil)
Days of the King – fiefdoms and Dol Amroth troops are permanently 10% cheaper. Nearby buildings have +10% armour while nearby farms have +10% production. Passive.
Activate to mount a horse.
Oaths Fulfilled – target unit is upgraded to its maximum level (will not work on heroic units). Can only be used on one unit at a time. Longish cooldown
Spirits of the Dead – sends an army of Oathbreakers at the target area, dealing damage to any enemies in its path and terrifying any survivors of the charge.
Posted 05 March 2019 - 10:22 PM
Hello Age of the Ring Team,
First off all i want to say thank you for doing a great job with this mod. I really like the gameplay,
your plans for the different factions and your models are by far the best i´ve seen in any
mod for this game.
I have one suggestion about the Lossanarch axeman. I´m a fan of versatility and therefore i
would find it boring to have a second Grim Hammer unit in Gondor.
I played the Games Workshop Tabletop game in the past and i remeber, that the axeman had
spikes on their axes and got the abillity to count as pikeman for one round, if the player wanted that.
That leads to my main question. Would it be possible to give them an active abillity which allows
them to count as pikeman for a short time (and maybe add spikes to the top of their axes)?
Keep up the nice work!
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