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#181 Scryer

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Posted 04 March 2008 - 03:06 AM

I also disagree with Rhun having dragons.

Instead I suggest that they should focus on magic and their sorcerers for that fire power. I know that Rhun kind of needs that extra 'umph' to them but I don't think that you guys should get that extra firepower from dragons.

One last suggestion regarding the Wainrider unit:

I think that it should be like the Yeomen units in Rohan where you can upgrade the Chariot riders with either Bowmen, Swordsmen, or Spearmen. All of which would have the correct attack bonuses. I have always viewed these wainrider units like the Dwarves' wagons. This is just a thought though...

Edited by Scryer, 04 March 2008 - 03:07 AM.

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#182 Myrdin

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Posted 04 March 2008 - 12:22 PM

three points :

1 / sorcerrers generally sux, no matter when or why or wtf you use them, just bear it, even if you type half site of their positives they will SUCK


2 / Rhun dragons, and goblin DRACLINGS are pretty much different, read the description, the goblin ones - goblin main drace ( fortress one ) is like medium sized tank, he can lay waste to pretty much of battleffield, but he cant lvl up, soo its not rigged, plus three miny hero horde draclings, which are actually weak only against heroes, and other mh hordes . Rhun ones are weaker slower adolescent dragons, with the lvl 5 ability to fly. DONT FORGET, they are replacement of Rhun ulti fortress upgrade

( i think there should be upgrade, with dragos including, the upgrade would literally " suck " as a fortress one, but with dragos normally USED in game it would be wonderlly pretty cool - * the upgrade would be something like, dragon training, it would be based on how gandalf switches from grey to white, and gains major bonus to hp, dmg, recharge spells *- soo this fortress upgrade would unlock a second ability for dragons ** maybe some roar with knockback ** ad give them small hp, armor, dmg, and speed bonus. even a change of color to white or black, maybe. with this upgrade done the dragons would become more potent, soo you dont have to be " pumped up with adrenaline " whenewer a pikeman horde aproaches them, They wouldnt become OP, even gandalf ait op, even though he is in " white mode ". soo thats the idea )

3 / and for wain riders . . . . . they are weak, dont use melee attack, soo dont crush enemies like battle wagons, and are really fragile. i think its waste of money. They need a radical change, like dude before me said, make em upgradable on diferent weapon type ( pike, sword, bow ) and including forged blades or barded arrows for each of these specially.
this way, you get more wider tactic optiones on battlefiled
but MAINLY make them primary melle, soo they can run through and stampade enemies, like dwarven battlewagons.

( and this is why i want be a betatester, soo i can point up some pretty screwed things, and help make the pieces of puzzle into one beautifull picture ) :xcahik_:

Edited by Myrdin, 04 March 2008 - 12:27 PM.

"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#183 Devon

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Posted 05 March 2008 - 01:05 AM

Sorcerers are not weak at all :rolleyes: Next time you play MotE, try summoning a bunch of scorpions onto their army...

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#184 Scryer

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Posted 05 March 2008 - 05:33 AM

Sorcerers are not weak at all :rolleyes: Next time you play MotE, try summoning a bunch of scorpions onto their army...


The current sorcerers are nice to dispatch in the middle of battles. They're like priests in Empire Earth 2 (for those who've played the game ;) ) and were feared by opponents.

I don't know. I can easily see the sorcerers becomming the siege that Rhun is lacking in. Or maybe you could create another type of sorcerer? They could easily summon small comets to damage buildings, walls, and fortresses. I would give Rhun/Harad ladders as well. I guess that would leave Harad using the ballistas, but they also get Mumakil.....

Regarding the wainriders, I want them better than the Dwarves' wagon because Rhun specialized in Wainriders. I would like to see them get upgrades (like you upgrade them with bowmen, spearmen, swordsmen with all of the proper bonuses for each unit-upgrade) and I would also like to see these guys turn into heavy cavalry - meaning that you can give them Banners, fire-arrows/poison arrows/barbed arrows, heavy armour, and forged blades. I don't know about the rest of you guys, but I am kind of wanting the wainriders to be single units like the Dwarves' wagon. Sure this would take away from the originality of the wainrider unit, but I think that it would make things much smoother for the programmers.

Another thing that you could do with Rhun's siege is create "siege soldiers" or something like that? They could be magically enhanced soldiers (this could be explained by the Blue Wizard lore) that do extra damage to buildings and structures like a siege weapon. The only drawback for these magically enhanced soldiers could be that they share ther same weaknesses of normal siege units. I understand that this is a far-fetched idea. But it kind of moves away from the classic catapult/ballista sieging.

I cna see Rhun involving more magic for their subfaction instead of random dragons.

Edited by Scryer, 05 March 2008 - 05:38 AM.

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#185 Myrdin

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Posted 05 March 2008 - 02:31 PM

Sorcerers are not weak at all :rolleyes: Next time you play MotE, try summoning a bunch of scorpions onto their army...



this is good idea, if i got at least 2 or 3 bats of sorcerers (which actually take soo long to build that im happy i got at least one group ) soo you can get army of scorpions,

but i admit, the scorpions can give pretty strong " punch "
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#186 Uruk King

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Posted 08 March 2008 - 07:41 AM

Are there any ability suggestions for the Harad heroes? And could you add Suladan, who occurs very often in Tolkein fandom as the Haradrim Banner carrier in Return of the King. Could you even add an assasin type hero?
My suggestions:

Suladan
2500

*lvl 1) Mount
*lvl 1) Leadership (100% damage and amour for all haradrim units)
*lvl 2) Spear Throw
*lvl 5) King of Harad (Glourious Charge)
*lvl 9) King's Army (an army of Harad is summoned)

Mahûd Chieftain
3000

*lvl 1) mounts mumakil
*lvl 2) Stampede Crushes all enemys in the mumakils path
*lvl 4) Tusker (similar to wizard blast)
*lvl 7) Trumpet (enemy units cower in fear)
*lvl 10) Master of Beasts (XP to targeted Mumakil)


Sharikhan
1200

*lvl 1)Toggle Knife/Bow
*lvl 2) Stealth
*lvl 4) Eyes of the Assasin (vision is increased by 80%)
*lvl 6) Poison Dart (Fires poisonous dart which cripples the enemy hero they take one heavy poison damage)


Mabye some more Easterling heroes at some point.
I will remember Rhovanion Alliance, RIP .

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#187 Myrdin

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Posted 08 March 2008 - 11:06 AM

Uruk King, i like your idea with the assasin hero, and mount mumakil for Mahud chieftan sounds good too.

as for the assasin hero : lvl 10 / permanent invisibility ( like gollum has, he gets stealthed in like 2 seconds, soo its fast as permanen ) all races have some kind of rewealing spells, soo i dont see problem with this

as for another hero : MoTE has great wariety of mounted units, soo why not make at least one mount hero ? ( not refering to one of two nazghuls who has mount horse ability )


soo heres my suggestion : Shinnzar ( the name could be diferent, this is just quick salvation )

cost : 5000 ( without discount )

lvl 1: Chariot of warchief - he mounts a chariot , makes him into mounted hero, allows to crush enemies, like battlewagon and of course moves quicker

lvl 3: Glory of the East - all mounted units get leadership bonus - 30% speed /we discuised this alraedy on ugluk, but this considers mounted units, soo the animation should be ok/, mounts can stampade ememies longer, and 50% armor bonus

lvl 6: Royal guard - summons 3 batalions of rhun basic mounts (i think it was Rhun Raiders, dunno)

lvl 8: Tainted speech ( or tainting gas ) - in area of efekt poisons all enemy units ( heroes and hero hordes immune ), the units will be poisoned till they die ( they can be healed, to increase hp, but they wont get cured )

lvl 10: Loyalty beyiond grave - turns all nearby units invulnearable for 20 sec.

he would be mid. late / late game hero. They got wizards, but every army needs a strong warior leader too.
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#188 Myrdin

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Posted 08 March 2008 - 01:10 PM

id like to ask our lore master - what symbolizes the black serpent that haradrim units have on banners etc ?

i read somewhere it was sign of comanders or chieftains . ..

soo thats why m asking, if it wont trouble you too much, could you please tell me ?
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#189 Scryer

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Posted 08 March 2008 - 05:53 PM

I like your ideas on the Haradrim heroes but I honestly think that there only needs to be one Haradrim leader. Now, it's been 8 years since I read the books, so bear with me.....

I think that Harad's one leader, should be Suladan mounted on a Mumakil. My reason being that Harad specialized in using Mumakil, and if they were going to do a huge charge against an enemy, Suladan would be putting himself more at risk being on a horse because his Mumakil could very easily knock him off. This is such a minor detail but if you were charging with 20 gargantuan oliphants, then would be mounted on a horse or would be up there with the rest of your men? Not only that, but if Suladan was mounted on a horse, it would make him a much easier target for his enemy. Then again, I believe that Theoden did challenge him in the books.....

I like the powers that Uruk King suggested for Suladan. Only I think that his "King of Harad" power should have the Haradrim horn sound-effect added to it. And instead of making it a complete Copy of Glorious Charge, it could debuff the enemy as well as add a smaller defense/attack bonus. And of course his leadership would affect the Mumakil too.

I would actually kill for a wainrider hero. But they already have a Rhun Captain hero in place - I like his powers a lot. If the Rhun captain was to be replaced by a Wainrider hero, then I'd be pretty cool with that. I liked the powers that you suggested for him, Myrdin, but the powers that I disagree with is Tainted Speech because you can't heal the poison. I think that's a little overpowered unless it was a level 10 power with a really small radius. Plus I don't like the name, it sounds too much like one of the Mouth of Sauron's powers for me.

I also disagree with an invulnerability power for the Wainrider hero as well just because I think that we could all get a lot more creative and give him a power that really makes him unique. Otherwise he's just another troop-supporting hero for me.... Plus a lot of other heroes have Invulnerability powers or power similar to that.

If anything, I really think that a Corsair hero needs to be added in. He could have leadership bonuses that enhance the stats of the Corsairs, ballistas, and naval units. I don't know about you guys, but he would probably turn out very useless because I hardly ever used Corsairs in this mod and I hardly ever encountered naval (<Am I using the right word, btw?) combat. Sorry, that was just wishful thinking....

Edited by Scryer, 08 March 2008 - 05:56 PM.

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#190 Myrdin

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Posted 08 March 2008 - 07:25 PM

in the first part of your comment you said you like the ideas, you ment Uruk kings, mine, or both. Its not like im gonna be proud on myself, i just want to corect you, becouse my hero ( the 5000gold one ) wasnt haradrim, it was supposed to be Shinnzar of East ( fiction character of course ), an easterling warchief or something like that.

next, you write that you like the Rhun captain hero, but you would kill for wainrider hero. you propably misunderstood me, i like Rhun Captain hero too, and if you choose rhun as your main faction he costs you just 1500 resources which is good early game hero, he has decent strenght and good abilities.
the hero i sugested is 5k without discount, which alone makes him mid late/late game hero, if you look at the abilites, they are powered soo, that he is strong in later game, he is something like angmar witchking without splash dmg ( as wainrider he can crush enemies, soo no need for it ). soo basically there can be ( already is ) Rhun captain, early game buffing hero, and could be ( could be ) late game Shinnzar ( name could be changed ) that specializes in heavy combat and buffing arts. Soo if you look at this, there is no need to delete rhun captain.

as i readed your coment, you mentioned that you dont like the Tainted speech power, soo ill describe it a bit maybe we misunderstood each other.
Becouse Rhun has sorcerers in its ranks, i was thinking " a strong king ( leade ) always has someone who gives him hints, and helps him behind the curtain. Soo basically the hero had close contact with sorcerers, and learned some of their secrets.
now for the power itself. If you remember Karsh s aura, that kills units around him (" melting " them at higher lvls instantly) this spell would work on basic units, not heroes not herohordes, soo i dont see why it should be overpowered. How you use it - the spell would be cast in some small radius (not too small, not too large, decent one), all normal units, mostly infantry, and maybe some riders, who would be in the area of efect, would be poisoned. The poison would work like Karhs aura, it would " melt " them in some period of time ( not too long, its offensive spell, soo it must be usefull ),
you said poison cant be healed, or something like that. With the healing of the poisoned units i wanted to say, that if you cast heal on them, or send them near a fountain, they can live longer, becouse if healt with spell they would gain full hp, and if put near well, the poison efect would be slowed down. I dont think this power would be op, and it wouldnt reload immediatly too, it would take at least soo long as Morgul Coruption, and that power takes some time .

Now to the lvl 10 power Loyalty beyond grave, you propably misunderstood the whole thing i said ( NO OFFENSE DUDE ), the power wont make HERO invulnearable, it will make units near him go Invulnearable, for like 20 seconds when HE WOULD BE VULNAREABLE. ( if you play warcraft its same as Big Bad woodoo spell ), imagine, the soldiers are soo loyal to their Lord that they will keep withing even if they recieve deadly wound, they will keep figting till they fall dead to ground from exhaustion. Thats the true power a leader has, absolute unshakable loyalty of his troops.
Soo to counter your words, THIS IS UNIQUE POWER ONLY FOR HIM, not a normal hero invulnearebility .

Dont take my coment as critic, read again the prewious one, and than this one again, and you ll understand what i meaned when i " created " this hero. Strong late game hero, that could be compared to elrond, thx to his buff abilities, or witchking thx to his destructive potencial. of course if used right. But he wouldnt replace the wizards, Wizards are wizards, they can throw powerfull spells on battlefield and create ilusions to confuse enemies, they even gave each other buffs.
No, he would be a true leader of the united faction of east, yung perspective, strong willed hero, that all units are rather happy to surve under, not like sauron for which they surve from fear
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#191 Scryer

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Posted 08 March 2008 - 10:47 PM

I honestly think that the unit invulnerability power sounds an awful lot like Glorious Charge for me. Which makes me kind of 'iffy' on Uruk King's suggestion of giving the Mumakil king the same power, only for MOTE.

It's not that I misunderstood you, it's that I just don't agree with some parts of your suggestion. Don't take this the wrong way because I find that everyone critiques (SP?) other people's suggestions. I post some really opinionated stuff on these forums, so yeah...

MOTE have a completely different focus on their faction besides the heroes. So with the Rhun Captain thing (which I didn't make clear in my last post) I think that it's a one-or-another situation, in regards to the Wainrider hero. Then again, it's nice to have an early game hero. I'm really on the fence for adding another hero to this faction. I'll just leave my trust with the programmers on this one....

For the Tainted Speech power suggestion, my beef with it was that you couldn't heal the poisoned status. I believe that you can do that with Shelob's poison sting attack and other poison attacks that heroes use - correct me if I'm wrong. Karsh is a whole new story, he's kind of op at the moment and his debuff ability only minorly affects units that are around him. It doesn't stay on the units forever or so I remember. If you had units that were permanently posioned, would you honestly keep them alive? I sure as hell wouldn't, and I'm pretty sure that other skilled players would see that sending them to wells would be a complete waste of micro-management. And Evil faction players would pretty much send them on suicide because those units would be screwed over. If you can't heal your units with a "Heal" power (from either the power tree or from a hero) and if this power would have a large radius, then this power could unfairly (and easily) put huge holes into armies. If MOTE gets ringwraiths, wizards, mumakil, illusions, and sorcerers then I believe that giving them something that creates a new strength for MOTE is overpowering them.

Haradrim would never serve under Rhun royalty/leadership. The only reasons that they're working togethor is that:
1. Saruon hired both of them.
2. They share the same enemy.

If it weren't for those two reasons, Rhun and Harad, wouldn't have ever made contact with each other because they're at compeltely different geographical locations. I honestly think that the soldiers would only co-operate for the sake of the goal of destroying Gondor. After that, I would predict that they'd go their seperate ways. Possibly with a weak allegiance in the 4th age, if the siege of Minas Tirith had been successful.

One thing that this faction does lack (besides the Rhun Captain) is more early-game heroes. I think that if this faction just got one more early-game hero that this would complete their hero set. I'm almost thinking that the other Ringwraith (not Khamul) could be that other early-game hero.

I apologize if any of my post is offensive. By the way, this is only my view on it so I don't expect to change your mind about this and I'm not changing my mind (or I haven't yet) about this either. My point is, is that if this is going to become a pointless clash of opinions then we should just stop here and move on.

Edited by Scryer, 08 March 2008 - 10:54 PM.

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#192 Uruk King

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Posted 09 March 2008 - 08:06 AM

Long posts...

I though we could start thinking in terms of One Ring faction powers.

1st Tier
(5) Serpent Banner - Leadership Spell
(6) Oasis - A permanant oasis is formed where units can be healed.
(5) Red Desert - A red sand desert is formed, providing 50% armor bonuses to Haradrian units, but impedes enemy movement

2nd Tier
(10) Out of the East - Summons Easterling Axmen (heavily armed and high damaging units)
(10) Trade Route - +20% resource production to all buildings. works like industry.
(10) Drought - Stops enemy resource production in a target radius for some time
(10) Blades of Rhun - All infantry haradrim or eastelings

3rd Tier
(15) Stampede - Summons 3 wainriders
(15) Heatwave - Enemy units within the large radius loose a lot of their power and speed stats
(15) Mirage - A fake army appears before your enemies

4th Tier
(20) Sand Storm - An unatural sandstorm forms Blotting out the Sun, increasing the power of the Haradrim, and decreasing enemy vision by 45%
(20) Summon the Nazgul - Permanantly summons Khamul and Akhôrahil(?) to the battle field
I will remember Rhovanion Alliance, RIP .

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#193 Myrdin

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Posted 09 March 2008 - 10:59 AM

for scryer :
i still dont get it, i wrote that the spell would have SMALL radius, not too small of course, but it could poison at least 2 batalions. soo you just keep saying your own stuff at this point ( no offense now ). Next, you said that you would send them on suicide, thats true, thats the point,, to weaken enemy, and make him do what you want. Now for karash, you really think its op ? REALLY ? try play him, not just watch him, until lvl 5 that aura is uselles, cant even kill hobits, AFTER lvl 5 it gets interesting though, but still its radius is just soo big that only the closest enemies get hit by it, the range is smaller than attack range of karsh himself, which makes you send him to enemies instead of letting him normal attack. And for more, i was speaking about karsh, only for you to be able to create image of how the spell would look.

next you r saing that the invulnearibilty spell ( sorry for shit spelling ) is like glorious charge, OF COURSE IT IS LIKE, but its not the same glorious make units take 10% of dmg, soo they can be still killed, and its duration is loong enough to tear down half of enemy base. This power ( mine ) is 20 sec. or less invuln. for your units near the hero, it was based on GCH, but the hero himself wont get invuln. only units, ( theoden goes glorious too, when casting that thing of ojs ). The main point of this hero is late game support, he is like edge that allows you to strike deep in enemy formations, thats why i suggested him, his price and his power soo that he is Late game hero, like Witchking or Drogoth.

you said Haradrim would newer serve under him. This might be true, but look at this this way, THEY ARE in alliance, thx to Sauron. Soo there is some contact. THEY ARE the only EVIL MAN race, soo they have closer to each thant to some weird ugly mutated orks. And finally, i think both races have some kind of objectives that a leader should have, Soo i think if ( according to the whole stuff i already said, before and now ) if that Hero would have all this abilities ( now i dont mean abilities like spell, but like personal skills ), then i dont see why they shouldnt follow him. Look in history, there are many famous leaders and comanders, for example Napoloen, later he had mixed army of many nations and they followed him. this is just example.
The point is there can alway rise a hero that will shape many nations togather and lead them to their destiny
( lol this sounds like from some fantasy teaser :wink_new: )

more than this, you wrote they got ringwraiths, wizards ilusions etc etc. To the ilusions, first of all the wizard summons ilusions, and second, they are only good for Multiplayer game, as decoy unit. Pc with its scriptet UI will just take rid of em and continue to next target. Honestly i think most people here, just want this mode for the Campaing, and WOTR game style, being happy with new races, and stuff. I dont believe that more than 20% of people will play this through online matches. We dont even know if this mod will be supporting multiplayer, and if it will be stable.... I myself wont play it through net and i dont believe im the only one who wont do it . . .

and after all this, i dont think that this is or will be " pointless clash of opinions" to tell the truth, im happy that i can speak with you like this, becouse from all this i can see you put your heart in your opinions, as i do too. Soo i take this positively ( spelling :( ). As i say, every other opinion, other than yours helps to enlarge you own sights.

just one word for uruk king : i think your Sandstorm power, isnt worth the points, unless it would deal some fair amount of dmg to enemy units sturtures. Every race has some kind of dmg power ( maybe goblins not, but dragon and balrog are more then enough for some serious dmg :grin: )
And please, more to the Blades of rhun ability, you just typed " All infantry haradrim or eastelings " all what ? what thing it gives them ?? wtf ???
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#194 Uruk King

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Posted 09 March 2008 - 11:28 AM

the idea is that it works like a combination of Isengard's Freezing Rain spell and Mordor's Darkness spell, it cancels leadership, decreases vision of all enemy units on the map, and provides leadership bonuses to all Evil men units on the map. Does that back me up?
I will remember Rhovanion Alliance, RIP .

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#195 Myrdin

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Posted 09 March 2008 - 11:56 AM

ok, you made it clear, now make clear the other power i asked you. please, coz from " All infantry haradrim or eastelings" i dont get much of idea what it is
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#196 Scryer

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Posted 10 March 2008 - 12:57 AM

I believe that the union power is a tier 2 power. Unless they've changed it.

I agree with all of Uruk King's power ideas except for the Ringwraith one. With that one, I honestly think that if there are going to be any more "Hero-Summoning" powers, that the heroes that are summoned should be unavailable for that faction. I'm stuck on the idea of having a temporary gigantic sand twister for a tier 4 power. But that's just me.

Myrdin, I believe that we have excercized our opinion enough on that topic. I'm going to leave that one for the mods.

Edited by Scryer, 10 March 2008 - 01:00 AM.

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#197 Uruk King

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Posted 10 March 2008 - 06:58 AM

The idea is that I don't realy like having the Nine Nazgul divided up. I posted those heros up there so that they could replace the Nazgul on the fortress menu, but they could remain summonable as a spell for evil men.
I will remember Rhovanion Alliance, RIP .

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#198 Myrdin

Myrdin

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Posted 10 March 2008 - 12:18 PM

gargantuic sand twister sounds better than summoning nzghul

becouse ( AND NOW LISTEN ) if you compare shade of the wolf, balrog, or summon dragon spell to 2 nazdhgulls, its pretty weak power costing 25 pp ( and another 25 till you even get to her ), I think they should have at least one spell that can summon something, that either deals great amount of dmg ( like that sand twister, or rain of fire, dragon breath, and this kind of spells, or have some powerfull god unit summoning ( balrog, dragon, shade of wolf, or the sand twister, if it would be like tornado - controlable by player ).

Its the same thing with rohan 25p, summon lone hunter ( aragorn, gimly legolas ) which is pretty weak too for 25 power.

soo either summoning spell ( if we want to contain uruks 25 buffing ability ) or mass dmg spell, OR both ( dmg, summon ) and no supper buff. ( like iseng, angmar or mordor )

thats how the things stand right now
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#199 Uruk King

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Posted 10 March 2008 - 04:38 PM

Mabye if they had all there XP points and the Sandstorm Spell all in one package.
I will remember Rhovanion Alliance, RIP .

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#200 Scryer

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Posted 10 March 2008 - 11:44 PM

I would like the Sand Twister controllable. I have always imagined it starting out like Angmar's Wind power and then it builds up and becomes a collosal sand cyclone with lightning. I wouldn't care if the lightning did nothing for damage, I just think it would look cool. Also, ther should be timer on this power that's the same for the Balrog..... And I assume that it would move slowly. Unless it had a power to 'retract and reform' on another part of the map.

Myrdin, you have a strong point about making the 25pp powers "equal" to the other factions. I know I would find it unfair if I only got to use a level 25 pp that only buffed my heroes (or something like that, my imagination is lacking today) when my opponent has a balrog out on the field. Which is why I do disagree with Rohan only getting a tier 4 power that summons the Three Hunters. Arnor is different in this situation because all of the wizards (assuming that they're still getting the Isatari summoning power) have powerful abilities. With Rohan, as much as I like the Three Hunters as a power (because it would be wickedly fun to use), I think that it needs to be replaced. Last time I checked, Rohan got a "Stampede" power.... I've never used it in the game, so I'm wondering how poerful that is since I know that the mods would not have added the Three Hunters as a tier 4 power unless the Stampede power was suppose to be very powerful. Of course, they aren't perfect and they might have made a mistake....

I can honestly say that I enjoy the direction that MOTE's ring powers could go (I'm talking about Uruk King's suggestion). The powers of a faction, for me, emphasizes the theme that the faction has. And I believe that your suggestion, Uruk King, supports MOTE almost perfectly - or for me it does.
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