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Elven Faction Balance Changes


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#1 Rob38

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Posted 05 February 2009 - 03:32 AM

Elven Balance Changes

  • Elven Flet build cost reduced from 450 to 350
  • Mirkwood Scouts attack power against Uruk fighters has increased 50%
  • The Avari fighters summon duration is reduced from 2 minutes to 90 seconds
  • Experience should now be gained for defeating Avari Warriors
  • Avari health reduced from 160 to 120
  • Riders of Rivendell build cost increased from 800 to 950.
  • Amroth's Knights build cost increased from 800 to 950.
  • Haldir's build cost has been reduced from 1600 to 1300
  • Elrond's Power of the Bruinen attack power has been modified. Damage against heroes has been reduced from 900 to 500 (MAGIC damage). For flying units, damage has been reduced from 1500 to 600 (MAGIC damage). For regular units damage has been reduced from 700 to 200. Structure damage remains the same as before.
  • Elrond's Elf Lord power is now received at level 6 instead of 8.
  • Fixed Elven Spearmen shield wall formation code (*UNTESTED*)
Will update official balance change list as needed. :p

Edited by Rob38, 27 June 2009 - 07:01 AM.

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#2 Elvenlord

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Posted 05 February 2009 - 03:34 AM

..........Oh. Should have told me you were going to make a seperate topic. Or you could have told me about this in the first place, I could have helped :p

Anyways, just my cav suggestiong for right now: Elven cav needs to cost more, they're worth more than a batt of gondor knights.

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#3 Rob38

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Posted 05 February 2009 - 03:37 AM

Or you could just be patient and let me get everything set up! :p

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#4 Elvenlord

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Posted 05 February 2009 - 03:39 AM

Me? Patient? NO WAY! :crazed:
Did you seriously think this wouldn't happen? :p
;)

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#5 Bart

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Posted 05 February 2009 - 08:34 PM

It's a long time since I played TEA, but I believe the elves were generally a bit overpowered.
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#6 Mathijs

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Posted 05 February 2009 - 08:48 PM

What, just because I completely trashed you with a single level 10 Glorfindel once? :p

#7 Elvenlord

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Posted 06 February 2009 - 03:43 AM

Don't mess with Glorf :p

Oh, and I think Haldir might need a price drop. He's 1600, but really Faramir is better, but only costs 1200. We'll have to see though. That might make Elven early game too strong agiasnt certain factions.

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#8 Rob38

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Posted 06 February 2009 - 06:32 AM

ok, one of main issues with the elves is their starting units. Since they are the only starting faction with archers, they are at big advantage over all faction except isengard. I've thought of a creative solution to dealing with this issue:

1. Reduce their locomotor speed. The most annoying thing about them is their hit and run tactics (famously employed by Elvenlord :p). Since they're quicker than most starting units, when the melee units get close, the archers just run away and attack again. One reason why the uruk-hai are so effective with the elf starting units is because they can chase and maintain the distance with the elves.

2. Now, by lowering their locomotor speed, that puts the elf starting units at even a greater disadvantage with Isengard. To counteract this, the elf starting units will get a damage bonus to all uruk-hai units. This should hopefully even things up.

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#9 Mathijs

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Posted 06 February 2009 - 11:52 AM

Oh god, I'm going to hate such a change. I too use hit and run tactics like that, all the time. :p

#10 Taralom

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Posted 06 February 2009 - 07:53 PM

The hit-and-run tactics work fine imo.
Perhaps you can decrease the damage they inflict, but it surely gives a different early gameplay.
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#11 Elvenlord

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Posted 06 February 2009 - 09:19 PM

I seriously wouldn't change their speed. That's one of Cel's things, that the elven units are faster than their counterparts, with the exception of spearmen and knights.
I really wouldn't change them, except maybe a small armor decrease. A good cav rush can utterly destroy them now (and a peasent rush is nigh impossible), and if you slow them down, normal infantry units will be able to tear them apart as well.

Heh, famously employed by Elvenlord.....

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#12 adummy

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Posted 06 February 2009 - 10:45 PM

I'd have to agree about not changing them. Cel's original plan with the Scouts was to have them use hit and run.
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#13 Bart

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Posted 06 February 2009 - 11:28 PM

Hit and run is fine, but make sure it's counterable.
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#14 Elvenlord

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Posted 07 February 2009 - 02:29 AM

Oh, it's very possible. Archer heros tear them apart, as do cav and mass infantry. Even I'll have trouble facing several orcs batts with a single mirk batt.

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#15 Rob38

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Posted 07 February 2009 - 07:18 AM

You guys are missing my point. In the early game, they're nearly impossible to stop. The elves are able to secure the settlements before the other factions can and that's a huge balance issue. Something has to be done to them to counteract them. Remember, they're the only archer starter units. If you combine that with their speed, none of the melee units can even get close enough to attack them. Yes, cavalry and archer heroes do destroy them, but you can't get those units right at the beginning.

So yes, hit and run is nice and all, but there's no counter to it in the early game. :crazed:

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#16 Bart

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Posted 07 February 2009 - 11:12 AM

Give the elves a different starter unit and increase the build time for the archers? (or the building that spawns them)
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#17 {IRS}Athos

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Posted 07 February 2009 - 02:45 PM

Well, it may have been because I had an ally, but I destroyed HunterGXO early game using a large group of Gondor infantry, Boromir, Faramir, and some knights. Most of the infantry was killed, but around 3 bats. of lv. 1 knights took out 5 bats. of lv. 3 archers. Maybe they need more cavalry resistance and less armor against infantry, or something?
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#18 Lauri

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Posted 07 February 2009 - 04:29 PM

Overview: The basic unit for the Elven faction. They have extremely long range and relatively fast attack, though their attacks do less damage than the Galadhrim. The scouts also suffer from low health points and armour. Built at the level 1 Mirkwood Lookout Tower. Stealthed near trees.


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#19 Mathijs

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Posted 07 February 2009 - 04:31 PM

Give the elves a different starter unit and increase the build time for the archers? (or the building that spawns them)

No no no.

The Elven early game is not hard to counter at all. All you have to do is pressure them as soon as you can by attacking their base with either your starting units or whatever you can build as soon as possible. They have no walls, very expensive guard towers and only 1 starting unit. This is the mistake everyone makes.

#20 Lauri

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Posted 07 February 2009 - 07:51 PM

Been a long time since last, but as Matias points out, go for the base...

They may get control of all the settlements all around, yeah, but then there can't be much defense back home, can there?
A flet costs 500 resources, which is a lot more than any other faction... If you draw their archers back home, your free to go on taking those settlements already...

You have to take all things in the early game into account, not just some :crazed:

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