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Erebor Faction Plan


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#61 OdoProudfoot

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Posted 02 March 2018 - 12:05 PM

Perhaps at level 3 Iron Hills Dwarves could get the ability to switch to war mattocks, increasing their damage against units with heavy armor, but lowering their defense and preventing them to enter shield wall formation.
But then again, the faction is already very rich and diverse as it is

#62 The_Nazgul

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Posted 05 March 2018 - 08:21 AM

Few suggestions for stonehelm! :)

 

For his lvl 1 power i also added resistance to knock back for him! as a prince who has a "stonehelm" nickname and hold erebor during war of the ring he deserves that imo.
 
Rank 1: Prince of Erebor
Whenever Thorin attacks, nearby troops gain a small attack boost(15%). Stonehelm is resistance to knock back!
 
Rank 3 : "Stand Strong" 
Stonehelm gets 200% armor for 30 seconds.
 
Rank 5 : "Warrior Prince"  
Permanently(passive) gets and area of effect for his attack.
 
Rank 7 : "Iron breaker"
[Creates something similar to a golden buff around him, gets damage bonus and nerf enemies around him]
Stonehelm causes fear in the hearts of his enemies for 30 seconds he gets 100% damage, reduce 25% of enemy armors and cover them with fear)
 
Rank 10 : "Stonehelm"
[A short radius area of effect which deals a great damage to enemies in his front vision like the vanilla Gloin's lvl 1 ability but much stronger]
Stonehelm use anything to save his people, even use his helmet to smash his enemies! dealing a superior damage to the enemy.

Edited by The_Nazgul, 05 March 2018 - 11:10 AM.


#63 Thranduil_King

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Posted 03 April 2018 - 06:17 AM

Hello there
I have some suggestions and questions for this faction...
 
1) This faction will have its dwarven cavalry only with powers?, i know, in the books the dwarfs did not ride anything, never. But that i see, this faction will have no cavalry to buy, only with powers? It would be a disadvantage, more than anything because they're so slow.
 
2) What about ballistas or catapults, it will be also like dwarven cavalry?, only with powers?.
 
How an advice, i think like others, it could be better if you divide this faction, erebor and iron hills, or well, i don't know, just want to see Thrain and Thror also, and buy many many dwarven cavalry in goats like the movie.
 
This faction will be good!
(Sorry for my English)


#64 saruman_the_wise

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Posted 13 April 2018 - 10:21 PM

For Stonehelm's Rank 3 why not use the old TDH Tier 1 spell for inspiration? i.e

 

Rank 3: Dwarven Grudge 

 Target hero temporarily receives +50% damage from all Dwarves. 

 

For Hadhod's Rank 6:

 

Rank 6: Barrage (same as vanilla)

 Hadhod orders a bombardment of flaming rocks in a medium sized area (does extra damage to structures)

 

 

Just my two cents since I see Stonehelm as an expert duelist and Hadhod as the commander of mighty siege-machines   



#65 SnonJow

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Posted 04 May 2018 - 01:17 PM

Why don't you name Balin "Balin, son of Fundin"? It has a nice ring to it. (You might as well call Dwalin the same.) By the same token, I think it's better to call Gloin "Gloin, son of Groin". If these patronyms are too repetitive, you can use the Dwarvish suffix -ul, as seen on Balin's tomb, where he's called "Balin Fundinul".

 

Speaking of Balin, surely his ultimate power should be "Lord of Moria", given that the retaking of Moria was his ultimate solo achievement. Maybe it could summon his Moria company (some dwarves including Ori and Oin) and equip him with Durin's axe (which he found in Moria) or something like that.


Edited by SnonJow, 04 May 2018 - 01:19 PM.


#66 The_Nazgul

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Posted 20 August 2018 - 03:57 AM

King Dain is one of the most evil resistance dwarves as we know! 
Rejecting the dwarven rings (thorin and balin couldn't resist about such thing!)
Sending messengers to Elrond for warning to his allies and of course, splitting his enemies heads! 
 
I realize how important thorin's "Du Bekar" power in late game is, when you make your final push!
Not to mention he already has a passive leadership just like his nephiew!
And again, Dain Iroonfoot also has the same leadership which only effects iron hills troops!
So Basically right now if you play as dwarves and you have an army of iron hills warriors, your troops would gain 99% armor and 99% damage passively!
 
Therefore i suggest some changes to your future WOTR Era' King Dain!
===========================================================================
King Dain Ironfoot - 2500
 
Rank 1: King Under the Mountain (passive)
Nearby ally infantry gain 50% more armor
 
Rank 3: The Red Axe [Same]
 
Rank 6: No Desire for Power!
King dain is resistance against the desire of power and offering of his enemies, Passively nerf 20% armor of nearby enemies!
 
Rank 9: Final Stand 
When King Dain looses half his health, he gains 50% more armor! it becomes 100% more armor when he only has 25% or lesser health! (Passive)
All nearby allies around him gain 100% more armor and become immune to knock back for 30 seconds. (Active)
============================================================================================
And for current heroes, my recommendation is to buff young Dain's basic attack damage, regardless of his non-working rank 3 ability his main attack is not really any good :(  as well as reduce fili's passive leadership from 33% to 25% for more balance.
This way in future we are going to have 2 almost equal but unique rosters for both era's.
 
 
Love you guys, stay awesome! 


#67 Dragon_Sword250

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Posted 11 October 2018 - 02:09 PM

The rings around the fortress (Where you build the extension) on some maps are kinda hard to see, I know that most people know where they are just by playing the game, but it would be nice to be able to see them a bit better.

 

Erebors close ranged units attacks seem a little sparatic, Ive seen the units in the back of a squad just walk back and forth until half the squad is wiped out, Then they decide to do something.

 

I feel like the Erebors melee units attack WAY to slow. It feels like enemy units get like 2 or 3 hits in before they can even get one. I don't know if thats the way its just supposed to be or not.

 

I remember that in BFME 2, Erebors fortress Hall Expansion used to be able to hold units, That way you could be able to move them faster through the mines and other fortresses Hall Expansion's. But why doesn't this mod include that?

 

Some of the selector buttons (in game) don't really have any "brightness" to them. So for example I upgraded my Hall of Warriors all the way, but some of the unit selectors still look like they are "not enabled". I can still select them and everything but it throws me off every once and a while.

 

Thats just what ive found. Thanks a ton for making this mod!!



#68 tituspullo

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Posted 24 December 2018 - 03:22 PM

since you already got berethor idreal in the game and got pland to get hadhod in the game and elegost as a summon, do you think you would place elegost as a hero to gondor and place eoaden and morwen in rohan?

just so that you got all the heroes from that game in this game






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