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#601 Wanderer∞

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Posted 01 April 2009 - 04:11 AM

Just something as a possibility but perhaps summon Grond could be used?
Gate Breaker: Summons 2 attack trolls and Grond
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#602 shadowcreature

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Posted 01 April 2009 - 07:54 AM

Possibly. Or perhaps a summon Olog-hai power, summoning maybe 2 mountain and attack trolls or something along those lines.

#603 Uruk King

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Posted 01 April 2009 - 11:49 AM

What's the point of summoning something you can produce in excess?

The Summon Grond power sounds like a good idea, mabye with a couple of attack trolls to guard it. :p
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#604 Wanderer∞

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Posted 01 April 2009 - 05:22 PM

And if anything make some of those trolls wield hammers instead of clubs so its more of a siege power than siege and attack.
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#605 Canadyan

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Posted 01 April 2009 - 06:20 PM

Summon Grond? That sounds awesome. I always forget that Grond is already in the game, just never put to use.

#606 Scryer

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Posted 01 April 2009 - 08:04 PM

Summoning Grond is a cool concept and all, but where would you need him :unsure: ? The only kind of skirmish maps that I see Grond getting used is in "Castle" maps like Minas Tirith. In normal maps and in RJ maps, you really don't need Grond to pull off a successful siege.

Then again. it's not like you're going out of your way to create Grond. Or spending resources to have him.

Can you guys tell that I'm on the fence for this suggestion? :p

Edited by Scryer, 01 April 2009 - 11:42 PM.

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#607 Uruk King

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Posted 01 April 2009 - 09:26 PM

You can use Grond to batter an enemy fortress to bits, as well as any other structure in it's path :unsure:
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#608 Scryer

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Posted 01 April 2009 - 11:41 PM

Yeah, but you can do that effectively with catapults and rams as well.
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#609 {IRS}Athos

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Posted 01 April 2009 - 11:57 PM

But Grond is uber-cool-looking... :unsure:
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#610 Wanderer∞

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Posted 02 April 2009 - 05:08 AM

What about the troll concept? Any thoughts on that?
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#611 shadowcreature

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Posted 02 April 2009 - 05:24 AM

After reading Uruks post, I'm rather neutral on troll summoning. Maybe a power summoning some kind of Black Uruk?

#612 Anri1

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Posted 02 April 2009 - 05:22 PM

Let Grond be a ful-time weapon(I personaly don"t forget about it:) )
"Sons of Gondor, of Rohan, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of Men fails…. When we forsake our friends and break all bonds of fellowship. But it is not this day! An hour of wolves and shattered shields when the age of Men comes crashing down. But it is not this day! This day we fight! By all that you hold dear on this good earth I bid you stand, Men of the West!"-King Ellessar

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#613 Canadyan

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Posted 02 April 2009 - 08:40 PM

It's a bit of a stretch but maybe have Grond essentially act like a giant moving unit-squisher. Think Mumakil but much more resilient. Give it extreme defenses, with a few weaknesses and maybe some kind of defensive mechanism - burning oil against melee units on its sides or something of the sort. Also give it a charge ability, making the trolls push it harder. Basically, make it something that will force the enemy to scramble units and powers to stop it. I'm always a yes on incorporating units that scare the hell out of you when you see them coming. :p

#614 Scryer

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Posted 02 April 2009 - 09:23 PM

That would be overpowering Grond too much.

Edit: It's not the fact that I think that having Grond included somewhere is a bad idea; it's that I believe that having him as a 15pp ring power is limiting. You honestly can't do much with him unless you're in a stale-mate in a huge siege battle. Or if you're sieging a castle map like Minas Tirith.

Personally, I think that Grond should be restricted to the campaign and to castle maps.

I would rather see a 15pp power that replaces the wyrm, but it isn't so limiting.

Edited by Scryer, 02 April 2009 - 09:29 PM.

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#615 Dalf32

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Posted 02 April 2009 - 11:47 PM

agreed with scryer, it would either be op or useless on non-castle maps (which do not make up the majority of maps).

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#616 Anri1

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Posted 03 April 2009 - 07:45 AM

Men. Grond is a siege weapon. Why must it be removed from full-time weapons/units? Then you could remove all other siege weapons as siege ledders, towers. This are also useless in non-castle maps :p I used Grond even in online plays aganst main building of gondor. Its a very useful thing. A few strikes with Grond are needed to destroy any castle.

I disagree with arguments against letting Grond stay as a full-time weapon.

Edited by Anri1, 03 April 2009 - 07:48 AM.

"Sons of Gondor, of Rohan, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of Men fails…. When we forsake our friends and break all bonds of fellowship. But it is not this day! An hour of wolves and shattered shields when the age of Men comes crashing down. But it is not this day! This day we fight! By all that you hold dear on this good earth I bid you stand, Men of the West!"-King Ellessar

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#617 Devon

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Posted 03 April 2009 - 08:08 PM

Siege ladders and towers are only available on castle maps anyway ;)


The problem with grond is that to make it realistic, it would be super op. It would probably be one of the strongest units on the battle, aside from the witch king and gandalf. And that sucks for gameplay.

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#618 shadowcreature

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Posted 03 April 2009 - 08:29 PM

Agreed, iirc it has an insane amount of HP and can wipe out a building in one hit. As fun as it may sound to fight with and against it, I agree with Yoda that it would be a gameplay interferer.

#619 Wanderer∞

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Posted 03 April 2009 - 10:29 PM

So to solve that give it a huge cost amount (20000?) and very long build time (like that of a ring hero).
And lets face it... If you have enough resources to spend a very large sum of coin at once (i.e ;) up) without suffering consequenses, then you've probably already got the game in a bag and could at least have some fun with victory :)
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#620 Dalf32

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Posted 03 April 2009 - 11:58 PM

or, we could solve it by not putting it in at all ;)

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