Angmar
#801
Posted 14 March 2009 - 07:55 PM
1st - Angmar WK is too similar to mordor
2nd - He needs power up !
#802
Posted 15 March 2009 - 05:14 AM
"The Rule of Gondor is mine, and no others!!" -Denethor II, Lord and Steward of Gondor
#803
Posted 15 March 2009 - 07:33 AM
#804
Posted 16 March 2009 - 02:52 PM
#805
Posted 16 March 2009 - 03:02 PM
Sorcerers aren't canon. Actually, random guys using magic is just about as far from Canon as they can get. Only the Maia, and the Valar (supposedly) and a very few others could use magic. Aside from Elf magic, which is a different kind of magic altogether. So guys throwing spells across the field at each other, like in Harry Potter, isn't for this game. I'm of the opinion that the Sorcerers should be removed completely, because I doubt people ever really use them much. Granted, they're awesome in the right hands, but they're just too much trouble to bother with.
Angmar should focus more on the Dark Numenorians. They should have a Dark Numenorian hero, a Captain for the Rangers, and Dark Numenorian cavalry units. =\ Not so many stupid trolls. More men.
Why remove sorcerors? They're one of the most important units for Angmar
--------------------------------------------------------------------------------------------------------------------
#806
Posted 16 March 2009 - 05:10 PM
Sorcerers aren't canon. Actually, random guys using magic is just about as far from Canon as they can get. Only the Maia, and the Valar (supposedly) and a very few others could use magic. Aside from Elf magic, which is a different kind of magic altogether. So guys throwing spells across the field at each other, like in Harry Potter, isn't for this game. I'm of the opinion that the Sorcerers should be removed completely, because I doubt people ever really use them much. Granted, they're awesome in the right hands, but they're just too much trouble to bother with.
Angmar should focus more on the Dark Numenorians. They should have a Dark Numenorian hero, a Captain for the Rangers, and Dark Numenorian cavalry units. =\ Not so many stupid trolls. More men.
WAIT a minute!! We've been over this before! And there were supposedly other "magicians" that came over with the 5 wizards so its really not THAT off of the lore.
But yes there should be more focus on the men, especially some sort of men-on-horses units.
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#807
Posted 16 March 2009 - 06:53 PM
I dont know much about the bnumenoreans and didnt know anything when I played ROTWK. But I must admit that, at first the wolves and trolls are real fun, but then angmar becomes boring, like faramir said, because of the mini-zoo Ea made with them. Id certainly like some units being a mix of a sorcerer and infantry or something like that.
Id also like to see (maybe this wont sound tolkien at all) a younger version of the mouth of sauron. (as the books said, he was a numenorean who wished to avoid death and learn from the dark lord...)
Just an idea ^^
http://forums.revora...mp;#entry692093
In the books it is said that they knew some sort of magic...Dunno if spells like HP, but they maybe could have healing or a dark boost something like that...not sure though, got to read the simarillon someday.
#808
Posted 16 March 2009 - 07:22 PM
The Maiar were spirits that descended to Arda to help the Valar shape and create the world. Now, people say there were many of these, but I know a lot of people who think that over time most were killed, or lost. I agree. The only ones that we KNOW of, are mostly the Wizards and Sauron, and the Balrogs. Those are the ones in obvious lore.
To make it so that any normal guy could use magic (Sorcerers) is COMPLETELY detrimental to Tolkiens idea that Magic was a gift given to the Maiar only a few to help the Varda shape and create the world itself. Some of them were turned evil because of Melkors Discord in the Music, but thats not the point. Magic was only usable by a few. The Elves had magic, but they had a different kind of magic. It wasn't as obvious as the magic of wizards.
I think that Evil Men (Black Numenoreans and the Men of Carn Dum, and the Wild Men of Rhudaur) should play more of a role in Angmar. I don't think at all that it should be turned into a monster faction, actually, I'm 100% opposed to that. If it does happen, unfortunately, Angmar will probably go from one of my favorite factions and most used to one of my least used factions. Like Isengard.
But my point is that Angmar needs to be cleaned up, reskinned, rebalanced, and reequipped with better, more canon (Story friendly, basically) units. More in line with Tolkiens idea. No stupid Sorcerers...
Also, now that I've been reading more into the histories and past of Arda, really, werewolves and vampires for Angmar are a bad idea. Werewolves and vampires disappeared with Morgoth thousands of years before Angmar came around. So that should also be re-thought. (And besides, the vampires of Middle-Earth are a lot different than the vampires that people here are thinking of. No Twilight vampires, no Dracula. They were giant bats, basically. Couldn't change shapes (except for Sauron, who became a vampire to escape the great wolfhound of Valinor, Huan) and they didn't drink blood as far as I know.) Granted, Vampires could make a useful scouting unit. If I had to pick between the two, I'd say Werewolves would be the closest you could get to an Angmar related beast. But these were the werewolves of European mythology - they didn't change shape, they were always beasts.
Anyways, enough of my ranting. XD Just re-think everything before you guys start picking around Angmar, please, because what is included in the final version could make or break the faction (and for some people, even the mod) in a big way.
Edited by Lord_Faramir, 16 March 2009 - 07:26 PM.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#809
Posted 16 March 2009 - 07:29 PM
--------------------------------------------------------------------------------------------------------------------
#810
Posted 16 March 2009 - 07:34 PM
#811
Posted 16 March 2009 - 08:26 PM
Regarding the istari so it is possible for more "magic" folk to be around.Of this Order the number is unknown...
-J.R.R. Tolkien
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#812
Posted 16 March 2009 - 08:28 PM
Sorceres are cool.
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#813
Posted 16 March 2009 - 10:45 PM
#814
Posted 16 March 2009 - 10:50 PM
Anyway, the last power in the power-tree (the werewolf one) provides a nice model of a werewolf that could be reskinned (black or brown and some redish eyes, or maube keep the snow theme...) and be used as a hero.
As u said, u cant have many werewolves cause they dissapeared after Morgoths time so maybe having one as a hero would be cool. (way too cool if u ask me) (Y) ^^
#815
Posted 16 March 2009 - 11:34 PM
Spear and shield. SPEAR AND SHIELD.
I'd say limit the Sorcerors (no, that is not a word, Firefox ) to a certain amount available at once.
Other than a few naming things, I'm cool with it
Good for them. I don't care if I have to scrub the rest of the paint off of my keyboard in arguing their existence; those stupid things are going to be out.
Getting mixed messages here...
Instead of ruining your keyboard, why not compromise and keep them limited like u said? And if you hate them so much, and I can't say this enough, then nobody's forcing you to use them, but to get rid of them altogether would be unfair to the people who think that sorcerers are a good feature and that they add to the faction's uniqueness and capabilities.
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#816
Posted 16 March 2009 - 11:35 PM
#817
Posted 17 March 2009 - 12:12 AM
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#818
Posted 17 March 2009 - 12:17 AM
And Neutron, the loss of Sorcerers could easily be remedied by Wights or some other Temple of Twilight recruitable unit. Maybe two or three, actually, because you'd lose the upgrades as well.
You know, actually, if it was just me? I'd scrub the Temple of Twilight altogether, since it all ties in with the Sorcerers, and just go for a stable building for recruiting cavalry (since I also say that the snow trolls AREN'T CAVALRY to me) called the Stables of the Kings Men. Or something...dunno. It'd take some thinking but it could be done.
Edited by Lord_Faramir, 17 March 2009 - 12:27 AM.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#820
Posted 17 March 2009 - 12:53 AM
I doubt it though since I'm pretty sure it was just the WK up there (and of course the illustrious Morgomir )
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users