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#441 shadowcreature

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Posted 17 April 2009 - 05:56 PM

It's intersting, but I think that would be too imbalancing or op imo. Considering the Spider Riders are going to the inn eventually, maybe have a summon to which have them with some Goblin Warg Riders with them, name it Beast Riders. :crazed:

#442 Uruk King

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Posted 17 April 2009 - 06:15 PM

I say keep the Warg Riders as the Goblin's core cavalry, but give a power to Shelob at level ten called 'Spawn Spiders' which summons 6 hordes of spiderlings and 4 Spider riders, seeing as the tunnel ability at level ten is kinda lame. Perhaps that would lead to a replacement of the Summon Spider spell.
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#443 shadowcreature

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Posted 17 April 2009 - 06:28 PM

Yea, the tunneling power is kind of boring imo. As far as Warg Riders eventually making their way in either make them either available at level 2 Spider Pit or the Fissure. I know it wouldn't make much sense putting them there in the Spider Pit in some cases, but a rename should suffice there.

#444 Uruk King

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Posted 17 April 2009 - 06:31 PM

Perhaps a separate building that trains warg units, like the idea for a Warg den I posted earlier
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#445 shadowcreature

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Posted 17 April 2009 - 06:39 PM

If it has more than one Warg type unit to train, I'm all for it. :crazed:

#446 Rafv Nin IV

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Posted 18 April 2009 - 06:23 PM

Shelob's level 10 ability is incredibly useful. You can use it to escape from battles or use it offensively to pop up behind an enemy hero and use her Stinger on it. I wouldn't mind getting it at level 8, though, and we could have a level 10 power too.

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#447 shadowcreature

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Posted 18 April 2009 - 07:02 PM

Sounds good, Shelob is a little short power wise anyway imo. :p

#448 Atomic

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Posted 21 April 2009 - 05:38 AM

Durumlug is much cooler than Drogoth IMO. I'd lose Drogoth altogether, and maybe transfer his abilities over to Durumlug in the process.

Shelob's level 10 ability is incredibly useful. You can use it to escape from battles or use it offensively to pop up behind an enemy hero and use her Stinger on it. I wouldn't mind getting it at level 8, though, and we could have a level 10 power too.


I agree with the last part you said there. :p

Edited by Atomic, 21 April 2009 - 05:41 AM.


#449 Uruk King

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Posted 21 April 2009 - 05:51 AM

As the "Dragon Lord", Drogoth should be monumentally more powerfrul than the other dragon, possibly armed with more abilities. At the first sign of archers and he's dead meat. Dramlung alreadly has some pretty decent abilities, his weakness is long-range archers, pike bearers, and powerful heroes, so he's pretty well rounded.
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#450 Rafv Nin IV

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Posted 21 April 2009 - 05:10 PM

Drogoth cannot go for gameplay reasons. He is the single counter that the Goblins have to the Eagle, Radagast, Nazgul, or anything else flying. Goblin archers suck so much that you need about ten battalions to take down an Eagle, and Spider Riders are going to the Inn (not that their bows were worth much for anything except anti-cav in the first place).

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#451 Uruk King

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Posted 22 April 2009 - 06:01 AM

I wonder if there was a way to implement the Dragon Strike power, held by Isengard, into the higher tier spells, and still keeping the Balrog with the Goblins.
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#452 shadowcreature

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Posted 22 April 2009 - 07:03 AM

Do the Goblins have a Summon Dragon Power? I was thinking maybe switch that with said Isengard power.

#453 Wanderer∞

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Posted 22 April 2009 - 10:23 PM

They have the summon dragon power unless you meant replacing it with the fire flying dragon
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#454 Uruk King

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Posted 23 April 2009 - 05:20 AM

Yes, and having the Balrog as the Goblin's ring hero, if possible.
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#455 Uruk King

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Posted 30 April 2009 - 09:06 PM

Pardon the double post, but this thread needed revival, I noticed the goblin pikemen have the Uruk Pikmen anims, they kinda stick out amidst the hordes of squat, bent, bow-legged warriors as stright backed disciplined soldiers, could they have some animations to make them stick out less?
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#456 shadowcreature

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Posted 01 May 2009 - 03:48 AM

The orc pikemen use the same animations too, so I hear you there. Damn thing is, I think that would require animation type work, someone I'm sure the team doesn't have.

#457 Scryer

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Posted 02 May 2009 - 04:22 PM

The orc pikemen use the same animations too, so I hear you there. Damn thing is, I think that would require animation type work, someone I'm sure the team doesn't have.


I don't know about that... Ed has done a couple of animations and if you look at the credits, there are a couple of credits given to people for their animation work.
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#458 shadowcreature

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Posted 02 May 2009 - 07:22 PM

Really? I'll have to refer to that when I get the chance. Also though, I should point out in my last post I was talking about someone who was adept at making new animations from scratch, so yea. ;)

Now, concerning the faction itself. Providing that Half-Trolls stay in, should the Half-Troll Pikes change at all? I know Yoda said at one point they can't get trampled.

#459 Wanderer∞

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Posted 02 May 2009 - 07:53 PM

They're a little big to be trampled ;)
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#460 Uruk King

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Posted 02 May 2009 - 08:05 PM

Yeah, I don't think powerful pikemen really belong in the goblins, at least not ones that can't be tramped
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