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Lothlórien Faction Plan


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#41 saruman_the_wise

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Posted 19 May 2018 - 11:00 PM

My two-cents for a slight Idrial modification 

 

Idrial - 1500

 

Rank 1 - Lady of the Wood

 

Idrial is stealthed while standing still.

 

Active: For (same amount of time as the pathstalker's ability) seconds Idrial

may move unseen from the eyes of the enemy.

 

Rank 3 - Hand of the Fair Maiden

 

Nearby pathstalkers recieve +10% movement speed and +50% experience gain.

 

Additionally, Lady of the Wood grants +100% damage and +10% speed when

activated.

 

Rank 6: Cleanse Shadow

 

Units within the radius are moderately healed, lose enemy debuffs, and gain

fear resistance for a short time.

 

Rank 8: Sacred Tree

 

Summons a golden tree that is surrounded by Elven mists. Friendly units are

cloaked, enemy units lose leadership.

 

Rank 10: Gift of Galadriel

 

Passively reduces all of Idrial's power cooldowns by 33%.

 

Causes Lady of the Wood to increase the armor of Idrial and nearby pathstalkers

by 50%. Whilst granting Idrial's attacks splash damage for the duration (adds a water splash FX to her attacks).


Edited by saruman_the_wise, 19 May 2018 - 11:48 PM.


#42 OdoProudfoot

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Posted 06 July 2018 - 06:59 PM

Mallorn tree upgrade suggestion:

Mallorn roots: slows nearby enemy units. Does not affect elves.


Edited by OdoProudfoot, 06 July 2018 - 07:01 PM.


#43 Mathijs

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Posted 06 July 2018 - 07:05 PM

Mallorn tree upgrade suggestion:

Mallorn roots: slows nearby enemy units. Does not affect elves.

Yes. Added.


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#44 Dúnedain76

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Posted 06 July 2018 - 07:43 PM

What if we made it an activatable ability?



#45 Mathijs

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Posted 06 July 2018 - 08:56 PM

What if we made it an active ability that is castable? Including on enemy structures across the map, to deal the siege damage Lothlórien lacks right now? Like a siege-damage-dealing Longshot.

 

EDIT: You know, that could also come as part of the Mallorn Roots fortress upgrade... might be better suited there.


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#46 Thranduil_King

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Posted 07 July 2018 - 01:22 AM

How many new changes, improvements or additions  will have Lothlorien in this new release?



#47 Dúnedain76

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Posted 07 July 2018 - 02:07 AM

Celeborn's power and Pathstalkers.



#48 Kaieman

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Posted 07 July 2018 - 12:19 PM

As always great ideas, these new improvements will lift Lorien to the next level.

#49 Dawry

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Posted 31 July 2018 - 11:38 AM

I have a suggestion for You Can Go No Further spell. The sentence it self was told to Fellowship, who aren't an enemy. In book Halidr says to Frodo that orc band tried to cross Nimrodel but elves caused them to go away by faking voices. Maybe aoe fear (like in Aragorn's Elendil shout) to enemy units would be better than stun as it would be more fitting to global Middle-Earth opinions of Golden Wood being scary place and Galadriel a witch and would also give (IMO) more strategic options?


Edited by Dawry, 02 August 2018 - 12:31 PM.


#50 Sir_Stig

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Posted 20 March 2019 - 12:40 AM

Not sure if this is the right place, but I have noticed something weird about the Lothlorién ai, for some reason they have untargetable archers that act as if they are in stealth, and only the fortress or a summoned AOE attack can damage them. I think they might be the building units that the ai can somehow order away from the battle? I notice it nearly everytime I play them.

#51 OdoProudfoot

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Posted 20 March 2019 - 04:00 PM

There's a dedicated bug report thread.
But this bug is known

#52 Sir_Stig

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Posted 25 March 2019 - 06:40 PM

Yeah I found it eventually, couldn't find it at first.



#53 LittleCritter

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Posted 17 June 2019 - 02:14 PM

I suggest some changes for:

 

Orophin
Rank 10: Silvan Cloaks
Activated ability: Makes invisible/untargetable friendly nearby troops in a large area, while they don't move or attack.

Idrial
Rank 8: Gift of Galadriel
Summons Elven mists. Enemy units attack between them in a small area during 20s. At range 9, the spell's area is bigger.

Haldir
Rank 3: Marchwarden of Lothlórien
Summons 5 Marchwarden's battalions
Rank 6: Captain of the Galadhrim
Haldir gains 50% damage increase  (passive)
Nearby friendly troops gain +33% damage (passive)
Rank 10: Last Stand
On the verge of death, Haldir automatically becomes immune to attacks for 30s.

 

 

Powers
Tier 1
Horn of the Nandor: Rallying Call
You Can Go No Further: Stuns enemies caught within the radius
Leithio I Phillin: Arrow volley in a small radius ( 20% increased damage, more effective bc they're silvan elves)
 
Tier 2
Amroth's Knights: Enables the recruitment of Amroth's Knights from the Pasture.
Silvan Allies: Summons 4 battalions of Mirkwood rangers (instead of 3)
Glade of Mellyrn: Elven wood that summons a grove of Mallorn trees.
A Very Great Wizard: Summons Radagast the Brown
 
Tier 3
Eagles of the Mountains: Summon 5 Eagles (instead of 2, silvan elves are caretakers from nature's creatures)
Blessing of Manwë: Cloudbreak.
Mists of Lothlorien: Cloaks friendly units, giving them +300% armor & attack for 15s.
 
Tier 4
Unleashed Nature: Summons a Hurricane causing heavy damage for 30s
The Ring of Adamant: Your units & buildings are 100% restored in a large area, become immune to damage for 20s & negate all bonus to nearby enemy units, until expires the effect.

Edited by LittleCritter, 28 December 2019 - 06:11 AM.


#54 OakenShield224

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Posted 23 December 2019 - 02:51 PM

Fortress Upgrades:
 - Banners 
 - Marchwardens - same as current Marchwardens but would also add a new ability to place a trio of individual Marchwardens at any point in the map to reveal the area, detect stealth and fire on nearby enemies
 - Lanterns - Speed Debuff to nearby enemies that is stronger the closer they get to the fortress (max -33%)
 - Strength of the Trees - any allied units close to a tree spawned by a building will gain fear resistance and a range boost.
 - Enchanted River - armour boost to fortress
 - Light of Eärendil - when activated, will cover the surrounding area in light, continually healing allied units and slowing the cooldowns of enemy forces
 
Spellbook Changes:
Improvement for the Silvan Allies: keep the tree permanent and give it a mist effect around it to stealth allied troops and give it an extra use. 
 
Spell of the Elf Witch - casts a silvery-gold light across the map. Allied heroes and units will have increased resistance to magic/elemental damage for a time after the ability has been cast. Enemy units will be stunned in fear for a couple of seconds, enemy heroes will be slowed for and their powers will cool down slower for a time after the ability has been cast. 
 
Waters of Nimrodel (replacement for Glade of Mellyrn) - summons a permanent statue of Nimrodel with a pool of water (same size as an unupgraded fortress?) at the target area to heal weariness. Allies within the pool will be immune to debuffs and will have a small speed boost that will last for 60s after they leave the pool. The pool can be removed by destroying the statue
 
Ability for the Knights of Amroth.
Glory of the Past - the Knights grant nearby units a boost in experience gain and armour temporarily. This increases with the number of Knights in the area.
 
Ability for Entmoot
Huorn's Anger - summons a Huorn at the target area. Will throw back enemies when it is summoned and will debuff enemies around it.


#55 LittleCritter

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Posted 28 December 2019 - 06:18 AM

 

Fortress Upgrades:

 - Enchanted River - armour boost to fortress

 

I would change that line by:

 

Enchanted River: Units attacking the Fortress at melee, will permanently fall asleep. Exception: Units immunes to mind control spells (examples: Undead, Elves, Ring Heroes or via spells) can attack the Fortress, as usual.

 

 

Btw, new build suggested for Idrial:

 

Spoiler


Edited by LittleCritter, 28 December 2019 - 07:49 AM.


#56 MattTheLegoman

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Posted 14 January 2020 - 06:09 PM

This is just a simple and one of my crazy half-baked ideas to hopefully get other ideas happening. I'm not convinced myself that Edhellond should be added to Lothlorien, it doesn't make much sense to me either.
 
The design concept of this sub-faction is to provide unique upgrades and units that are quick to recruit, quick to journey on.
 
Edhellond Council Chamber
Far south of Lothlorien, past the Ered Nimrais, the Sindar of Doriath built a harbour in the Bay of Bel.
Design: Built into a rocky archway, sea-weathered, grey structure, rounded, high peaked roof, golden light. Neuschwanstein Castle tower (but not the same sheer height).
  • Unique upgrades to units
    • Silver Lances to Amroth’s Knights and Sentinels of Cerin Amroth
      • Increased range to melee weapon
    • Gem-studded armour to Nandor Hîr-Hathol and Lorien Elves
      • Hero armour
    • Persistence of Memory, passive bonus to all Lothlorien units
      • Increased vision
  • Summons Grey Elves
    • A battalion with basic elves like the Lorien Archers and Lorien Wardens
    • Quick recruiting time
    • Short timer
  • Summons Marchwardens
    • Quick recruiting time
    • Short timer
  • Summons Sindar Pathstalkers
    • Quick recruiting time
    • Short timer
  • Builds the Seward Tower
Seaward Tower
One slow bell high in the Seaward Tower.
Design: John Howe Edhellond tower. Piercing golden light from windows.
  • Causes fear and light damage
  • When destroyed will spawn a ruin

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#57 Mathijs

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Posted 14 January 2020 - 10:34 PM

Lothlórien 2.0

Age of the Ring

Rough write-up 

 

Synopsis: Lothlórien is heavily centered around defense and preservation of its territory. It’s structures mostly consist of the Mallorn Tree and Lórien Talan, which can both be extensively upgraded to grant various bonuses to nearby Lórien units. Lórien can raise what are essentially walls of trees that excel at holding certain areas and keeping the enemy out. A downside is their limited unit roster, with no little access to the usual early game infantry. No Hobbits for these Elves. They are also limited by a strict build range around their fortress.

 

Heroes

 

Rumil - 1100

Rank 1: Gwedhanar

Haldir and Orophin gain +10% damage and +5% experience gain

Rank 3 - Mallorn Shaft

A powerful shot that deals good damage to heroes

Rank 6: Sentinel of Nimrodel

Increases vision range for friendly units and increases rate of fire for archers. Passive

Rumil gains 50% armor increase. Passive.

 

Orophin - 1100

Rank 1: Gwedhanar

Haldir and Rumil  gain +10% damage and +5% experience gain

Rank 3 - Silvan Rage

Blademaster

Rank 6: Warden of the Celebrant

Reduces knockback chance and increases armor of nearby troops for a short time

Idrial - 1500
Rank 1: Fluid Strike
An area of effect strike that knocks back enemy units. Improves as Idrial gains ranks.

Rank 3: Cleanse Shadow
Units within the radius are moderately healed, lose enemy debuffs, and gain fear resistance for a short time.

Rank 8: Gift of Galadriel

Summons a golden tree that is surrounded by Elven mists. Friendly units are cloaked, enemy units lose leadership.

Rank 10: Haste of the Elves
Passive that reduces all of Idrial's power cooldowns by 25%.

 

Celeglin - 1500, requires a battalion of Amroth’s Knights to be on the battlefield

Rank 1: Knight-captain

Nearby Amroth’s Knights and Scouts of Nimrodel gain +33% damage and armour. Passive

Rank 1: Mount/Dismount

Rank 3: Defender of Cerin Amroth

Target allied structure gains +20% armour along with nearby allied troops. Target enemy structure gains -20% armour along with nearby enemy troops. Left click icon then click on target structure

Rank 6: Memory of Amroth

Celeglin has reduced speed but increased armour. This armour boost increases with the number of Amroth’s Knights in the area. Left click to activate.

Rank 9: Noble Charge

When activated, nearby Amroth’s Knights have improved armour and reduced crush deceleration for a time.

 

Haldir - 1600

Rank 1: Gwedhanar

Rumil and Orophin gain +10% damage and +5% experience gain

Rank 1: Sword/Bow toggle

Rank 3: Marchwarden of Lothlórien

Teleports friendly units to another area of the map

Rank 6: Captain of the Galadhrim

Haldir dons his heavy armor and gains 50% armor increase

Nearby friendly troops gain +33% damage and +33% armor

Rank 10: Last Stand

Haldir regains a portion of his health back and gains 30% damage but loses 55% armor for the duration

 

Celeborn - 2500

Rank 1: Lord of the Galadhrim

All nearby friendly units gain Fear Resistance as well as a 10% speed bonus. Celeborn causes fear to nearby enemies. At Rank 3, Celeborn is accompanied by 3 Sentinels of the Silver Tree who follow and guard him. At Rank 7, Celeborn is able to summon Sentinels that will guard a selected friendly hero for a short time.

Rank 2: Words of Healing

Heals nearby heroes and units

Rank 4: Cunning Warrior

Celeborn briefly absorbs all damage towards him and enemies around him lose 25% Damage and 25% Armor.

Rank 5: Armaments of Doriath

Celeborn wields his ancient armaments from Doriath

Celeborn's attacks deal magic damage

Rank 8: Wise beyond measure

Celeborn grants troops within the radius a large bonus to experience

 

Galadriel - 3000

Rank 1: Foresight

Far Sight

Rank 3: The Lady of Lothlorien

Nearby friendly Heroes have decreased recharge times and increased experience gain. Nearby enemy heroes lose damage

Rank 4: Bearer of Nenya

Nearby structures gain +150% armor as well as the Snowbind power

Rank 7: Light of Valinor

For a brief time Galadriel is reveled in white light spreading terror in the hearts of her enemies and becoming invulnerable.

Rank 10: The Storm-Queen

Galadriel takes the form of the storm queen for a short time

Her attacks become ranged attacks and her damage vs buildings increases by 200%

 

Buildings

 

Fortress - 5000

A giant Mallorn tree, with a plethora of telain amongst its branches. A circular staircase leads up around its massive bough.

 

Banners of the Golden Wood - 500

Nearby allies gain +33% damage, armor, and +50% experience gain. Reduces hero cost and recruitment time by 10%. Reduces the cost of Builders by 20%.

 

Mists of the Anduin – 600

Nearby allied units are camouflaged. Enemy units suffer -25% damage and -20% armor.

 

Blessed Lanterns – 800

Enemy units within the fortress’ build radius are slowed more the closer they come to the fortress, with a maximum of -33%.

 

Protection of Nenya - 800

Decreases melee vulnerability of the Fortress.

 

Waters of the Celebrant - 1000

Heals nearby friendly units. Heroes revive +25% faster at this Fortress.

 

Veteran Marchwardens – 1200

Places Marchwardens with upgraded bows onto the fortress. Also unlocks ‘Border Patrol’, which allows the player to placea  trio of individual Marchwardens anywhere on the map to reveal the area, detect stealth, and fire on nearby enemies. Prequisite to Light of Eärendil.

 

Light of Eärendil – 1000

When activated, covers the buildable area of the Fortress in light, continually healing allied units and demoralizing enemy forces.

 

Mallorn Tree - 200

Gathers a small amount of resources. Can be upgraded with Primary Upgrades to fulfill various roles. Can afterwards be upgraded with various stackable Secondary Upgrades.

Provides vision and range to nearby friendly archers.

 

Primary Upgrade: Galadhrim Garrison - 250

Turns the Mallorn Tree into a Galadhrim Garrison. Allows the recruitment of various infantry units.

Visual cue: A fortified flet with draping banners and a permanent sentry archer.

Rank 1: Lorien Elves

Basic sword-elf levies that gain armor when near Lorien structures. May receive Banner upgrades.
Art: use lorien warrior skl and not get the sash sub object. Lorien Archer and Wardens would keep the sashes.

Rank 1: Lorien Wardens

Elves armed with short spears and shields wearing cloth. Able to double as anti-cavalry and base infantry. May receive Heavy armor, Tempered Blades, and Banner upgrades.

Rank 1: Lorien Archers

Elves wielding bows wearing cloth. May receive Heavy armor, Galadhrim Longbows, and Banner upgrades.

Rank 2: Sentinels of Cerin Amroth

Hooded and Cloaked Elite Spearmen armed with glaives and wearing cloth. May receive Heavy armor, Tempered Blades, and Banner upgrades.

Rank 2: Sindar Pathstalkers

Special unit that excels at stealth and dealing high amounts of damage but have very low armor. Are stealthed while standing still.

Rank 2: Shadowstrike

The Pathstalkers become fully stealthed briefly. During that time their damage is increased by +200%
May receive Tempered Blades and Banner upgrades.

Rank 3: Marchwardens

Hooded and Cloaked Marchwardens armed with Sword and Bow wearing cloth armor. May receive Heavy Armor, Tempered Blades, Galadhrim Longbows, and Banner upgrades.

 

Primary Upgrade: Green Pasture - 400

Turns the Mallorn Tree into a Green Pasture. Allows the recruitment of cavalry and Handmaidens.

Visual cue: a circular fence around the tree's base with several white horses grazing.

Rank 1: Scouts of Nimrodel - 600

Horse-Riding Elves armed with bows and light leather armor. May receive Heavy armor, Galadhrim Longbows, and Banner upgrades.

Rank 2: Spear/Bow toggle

On upgrade they receive the silver armor of the Galadhrim.

Rank 2: Handmaiden to Galadriel - 500

Provides healing and buffs to nearby units, recruited from Golden Wood Grove

Cannot normally attack, stealthed near trees, may receive heavy armor

Rank 1: Galadriel's Grace

Allows the Handmaiden to rank up. 

300 to rank 3,

600 to rank 5.

Also provides 50% ranged avoidance, plus 50% damage reflection at rank 3.

Rank 1: Blessed Earth

The selected area of terrain is blessed, creating a temporary place of healing to nearby friendly units.

This power can be cast from afar.

Rank 3: Radiance

Friendly units near the Handmaiden receive +25% armor, can stack

Rank 5: Gleam of Nenya

Wielding a fragment of Nenya's power allows the Handmaiden to undo harm done to the land 

Deals significant damage to structures from afar.

 

Primary Upgrade: Storehouse - 800

Turns the Mallorn Tree into a Storehouse. Allows the purchase of various upgrades.

Visual cue: A flet with foundations reaching the ground, filled with goods and weapons

Rank 1: Banner Carriers

Rank 1: Tempered Blades

Rank 2: Heavy Armor

Rank 3: Galadhrim Longbows

 

Primary Upgrade: Niphredil Bloom - 150

Increases resource production of the Mallorn Tree. 

Visual cue: Niphredil blooms amidst the moss on the base of the trunk and roots, several additional canopy models to bolster the tree's bloom.

Has Fertility bonus, decreasing cost of cavalry units by 5% up to a maximum of 25%.

 

Secondary Upgrade: Waters of Nimrodel - 150

Allows units nearby to heal over time.

Visual cue: several basins filled with clear water around the tree's base.

Secondary Upgrade: Silver Tree Sentries - 600

Changes the patrol into Guardians of the Silver Tree, allows Sentinels to be recruited from the tree.

Visual cue: banners hanging from some of the higher branches.

Secondary Upgrade: Mallorn Roots - 800

Slows down and deals damage to enemy within the radius. Can be cast on enemy structures to deal damage from afar.

Visual cue: Gnarled roots breaching the earth around the tree.

Secondary Upgrade: Silvan Levy - 600

Summons a temporary horde of Lórien Archers or Warriors to defend the Mallorn Tree

Visual cue: Galadhrim weaponry tucked in between the roots on the base.

 

Lórien Talan

Cost: 500

Main Defensive Structure and able to be built anywhere. Upgradeable and produces a small amount of resources. Has Golden Canopy passive, which increases damage and range of nearby Lórien Telain by 5% up to maximum of 50%. Allows the construction of structures around it.

May be garrisoned

Rank 1: Hidden Volley - 300

Unlocks Hidden Volley, which can be used around the Talan. A volley of arrows deals damage to attacking enemies.

Rank 1: Mists of Lórien - 250

Unlocks Mists of Lórien, which can hide the Talan from sight.

Rank 1: Marchwarden Garrison - 500

Marchwardens will patrol around the Talan.

Rank 1: Niphredil Bloom - 150

The Talan produces more resources.

 

Hidden Sanctum – 800

A stone structure built around a Mallorn Tree. May recruit Lothlórien’s elite and heroic units, as well as grant powerful upgrades.

Rank 1: Long Memory

Targeted unit is permanently upgraded to have additional range and vision.

Rank 1: Armor of Doriath

Targeded unit is permanently upgraded with time-worn armor, granting them additional resistance against magic and elemental damage.

Rank 1: Amroth's Knights - 450

Heavy cavalry. These mounted Sindarin nobles are the remnants of Amroth Amdirion's household guard.

Rank 1: Seasoned Riders

Nearby Scouts of Nimrodel gain additional armor. Passive.

Rank 3: Past Glories

Nearby units temporarily gain increased experience.

Rank 3: Nandor Hîr-Hathol

Rank 1: Toggle Sword/Axe

Rank 5: For Lórinand!

The Nandor temporarily deal additional magic damage, are immune to knockback and will reflect any damage they take onto those that attacked them

Rank 7: Treasures of Ossiriand

Upgrades units within the radius with Tempered Blades and Mallorn Bows.

 

Statue of Amroth Amdirion - 300

Cost: 200
Heroic Statue
 
Entmoot - 1000
Cost: 1000
Rank 1: Ent
Do I need an Ent description?
 
Mirror of Galadriel - 1500
Rank 1: Things That Are
Decreases recruitment time of Archers, Wardens, Sentinels and Marchwardens for a short time.
Rank 2: Things That Were - 600
Decreases cost of Nandor and Knights of Amroth. Player must maintain a Mirror to benefit from this upgrade.
Rank 3: Things That Have Not Yet Come To Pass - 1200
Mallorn Trees and Lórien Telain upgraded with Niphredil Bloom permanently produce +15% resources.

 

Spellbook

 

Tier 1

Horn of the Nandor: Rallying Call

You Can Go No Further: Stuns enemies caught within the radius

Leithio I Phillin: Arrow volley in a small radius

 

Tier 2

TBD: TBD

Silvan Allies: Summons 3 battalions of Silvan Rangers surrounding a Greenwood tree. The Greenwood tree casts a camouflaging mist.

Waters of Nimrodel: Summons a statue of Nimrodel in the center of a great pool of water. Friendly units within the pool are immune to debuffs. Increases resource production of nearby Mallorn Trees and Lórien Telain with Niphredil upgrade.

TBD: TBD

 

Tier 3

Eagles of the Mountains: Summon Eagles

Blessing of Manwë: Cloudbreak

Cast Down Its Walls: Structures in the radius receive heavy damage

 

Tier 4

Mists of Lothlorien: Cloaks friendly units, slows enemy units and deals heavy damage over time. Basically a death trap like Sunflare.

The Ring of Adamant: Strengthens and preserves everything within its radius. Units gain +300% armor, structures are repaired and gain +100% armor. Summons a large forest floor decal with tree props, sunrays, etc.


No fuel left for the pilgrims


#58 Thranduil_King

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Posted 16 January 2020 - 06:40 AM

Awesome, Lothlorien has raised level, now with this will be very epic



#59 Sharkey

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Posted 30 January 2020 - 04:34 PM

I really like the changes listed, with most structures being built around the Mallorn Trees. It seems very faithful to Lorien while making them unique to play as.



#60 BorealisValkyrie

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Posted 16 April 2020 - 05:23 PM

Hello! First and foremost, it's great to come back here and marvel at what is in store for the future. I've recently joined the AOTR Discord community, and I couldn't be happier to wade my way through its lively, vibrant dynamics. The imminent release of a new faction and the plans for both Mirkwood and Lothlórien have certainly rekindled my interest into your project, and I would like to congratulate anyone in charge of its development for how far the very mod has gone, and for redefining the actual standards pertaining to BFME-modding. I dare say that the bar has been set so high, that AOTR might easily claim a title akin to that of new, standalone games (which it really is, in a sense), and this I will never stop praising. The manner in which details, even the most trivial minutiae, are curated is a wonder to the eye, and it definitely shows what kind of soul lies behind any concept or work of yours. The soul of a perfectionist, and I adore it.

 

Moving now from greeting and lauding, I seize this precious chance to talk a little bit about Lórien (revamped): let me just say that all the changes I got to read about are sound ones, indeed. The underlying idea of a secluded, defensive, and blessed shrine could not be more fitting; such a founding pillar will do nothing else but endow the faction with an even more unique trait, for the sake of distinction among other factions and accuracy towards the canons that pretty much every feature feeds off. Especially, the central role that's going to be assigned to the main tree-house sounds incredibly promising (alongside its graphical rendition, which I ardently look forward to), as it sort of rewrites the structure of the entire system to resemble what the spirit of the Golden Wood and its dwellers was during the late Third Age. Hats off, again. Yours is most likely to go down in history as the greatest portrayal of Lórien ever attempted in a modification.

 

Nonetheless, I feel like proposing a couple of concepts/minor improvements to bring to your attention.

 

 

 

trennlinie.png

 

 

 

1. The smallest thing I suggest be implemented is to change Galadriel's level-7 ability's name in Maiden of Valinor. Not only would it be less generic, but it would also tell more about her youth in the Blessed Realm, at the time of the Two Trees. From her very birth, she was hailed as the strongest Elf-maid of all; I reckon it would be nice, if the ability itself reminded the player of the fact that she's the last living "maiden" in Middle-earth who walked the shires of the Valar, some millennia ago. In this case, she is "The Maiden" of the situation, the sight of whom the enemy cannot resist.

 

 

 

2. The second suggestion concerns spells, as does the third. If there is one thing I'm not yet fully satisfied with, this is the whole spell-book and its holistic performance: while two of the current spells are still to be agreed upon and a new one strikes a favourable chord with me (Waters of Nimrodel), I believe that both the faction's weather spell (cloud-break) and its ultimate, defensive one (Nenya) lack some flavour in them, somehow, and I'm not completely sure about their overall conceptual well-roundedness.

 

 

 

 

Speaking about the cloud-break, it seems it's not really so dissimilar from what the vanilla used to offer. Maybe, in order to reference the quintessential Valië who presides over all kinds of luminaries, we could turn the present (diurnal) blessing in a nocturnal one, as heavens get darkened by no malicious shadow and the pure radiance of stars is put forth. Such a spin would even bore into the wondrous depiction we witness in the films, at the Fellowship's arrival in a starlit Caras Galadhon. Surely, it would provide an aura of sacredness that a simple sunrise would find it hard to rival with.

 

In brief words: Blessing of Varda.

 

 

 

3. Here comes the real quirky idea, now. What I take issue with, in regards to the Ring of Adamant (final spell), is that it comes off to me as not enough imaginative and 'clever', when compared to other factions' ultimate spells, which I find very much engaging and a veritable tribute to the lore (trademark). There's a degree of unused potential in the folds and rips of Lórien's elder times (and in the common conscience of its people) that we might make use of for the better; in my view, a desirable win-win scenario would be to have an effective feature that also draws from the deepest sources of a given tradition, be it good or evil. Having in mind Rivendell's summoning of the most enigmatic creature in the story, or Mirkwood's future spells (that luck-bearing ethereal stag has caught my utmost attention!), I have to say that Nenya pales a bit before either of the mentioned cases.

 

Don't get me wrong, I know what the Ring of Water means for the entirety of the faction, but I guess it's already well explored through the marvellous abilities of its bearer: Galadriel. I've been roaming around forums for quite some time, stressing the importance of Nenya being inextricably tied to the defence of the place where it is kept (ergo: buildings); it is thanks to its particular nature that wear and decay do not sully the Golden Wood and frustrate who lives there, while Elves are presented with the opportunity to give birth to durable art (without having to worry about the passing of time). AOTR has rightly chosen to concentrate upon this special property of the Three Rings (connected with another major theme of Elven-lore: preservation) and give Nenya the most ingenious power possible (with a passive leadership on nearby structures); furthermore, it's all bound to Galadriel's own design, and it makes everything a great deal more enjoyable to play with! However, at the end of the day, the relative final spell is nothing more than a terrain-based feature, though efficacious it might be (as Glade of Mellyrn used to work). It really lacks a distinctive character, in my personal opinion, and that's why I would rather keep Nenya exclusive to the Lady's skills.

 

THE CONCEPT:

 

Without further ado, my concept would reference the lost lore of the ancient woodland kingdom of Doriath, whose vestiges still live on through the rule of Celeborn (who was a prince at the court of the Silver King) and the magic which Galadriel embalms her realm with, as she was taught by Melian herself and therefore had the privilege to benefit from the tutelage of a powerful Maia. The very story of Lothlórien is profoundly intertwined with that of Doriath, which we may consider as the Golden Wood's counterpart in the more eventful First Age: Melian had conjured a belt or girdle of quasi-impenetrable spells all around the boundaries of her domain, to halt the advance of the spreading shadows of the North (and even the fury and discord brought to Middle-earth by the exiled Noldor); in the meantime, her kinsfolk could dwell content in the serenity of those woods, until ruin and the inevitable plots of fate led to their sad end.

 

In one of her solitary journeys to bring relief to a wounded Middle-earth, she had stumbled into Elwë, and the two had lost themselves in each other's gaze, as though bound by bewilderment and immersed in an eternal dream. No one knows how long they remained motionless, but it is told that many lightless years had gone by under the stars, before the couple left that fey forest and assumed kingship over the stranded Teleri who had lingered on, thus delaying departure to Aman. A magnificent passage of ancient lore.

 

 

 

 

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Reminiscence of MelyannaThe spell will summon in the targeted location a living image/holy phantom of Melian, surrounded by a flock of nightingales and a lush spring, while a magic barrier will be raised at the edges of this hallowed ground, encasing allied troops and heroes within its consecrating radius.
 
(The preserving effects of the current spell will be kept, with the addition of granting extra defence against enemy magic, if possible)
 
As you may see, it is more of a repurposing of the present rendition, but it adds more in terms of visual, lore, and general feeling. It has to do with one of the most relevant tales of the Elder Days, and with the ancestor-kingdom of Woodland Elves by definition. On another note, we may notice a common thread running across Elven-based factions: the recollection of the past in the form of spirits or live images of dead characters. This is at the heart of the Hall of Fire in Rivendell, and it's also present in Thranduil's mournful memories of his bloody battles (his future last ability). I suppose it would be a great pattern to delve into, considering that the Firstborns are the most prone to looking back to what it once was. The very realm of Lothlórien is often referred to by the lesser folk as a forest of walking ghosts; a place of 'dwimmer' and fairytale-like enchantment.
 
Disclaimer: Of course, I know very well that AOTR is a serious and consistent project, and nobody really wants Maiar or Valar to just pop up in the middle of a game that is primarily based on the second half of the Third Age. The trick, here, is that Melian's influence would be solely channelled via her vivid memory (embodied by her phantom), and, why not, nothing rules out Nenya from the equation, because the Lady of Light's protection depends largely on her Ring. If anything, the spell would be given a more imaginative essence, following the long course of the faction's arc (from its origins in Beleriand, to the present).
 
The concept itself would perhaps require the use of advanced special effects, and a new model (probably). Nonetheless, AOTR has proved a forge of wonders and I'm certain that, should the team agree on it, these ideas could not be in better hands.
 
 
 
Thank you in advance, and I wish everyone a pleasant read.





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