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Faction Balance Changes


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#41 Elvenlord

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Posted 17 March 2009 - 04:16 AM

I'd say no to both. The scouts don't need to be any faster, and the knights are fine. Ask Fene :p

I think flets need to have a lower cost though. 350 should be good. That should help against isen quite a bit. Maybe raise their armor against uruk damage as well, by about 10%?

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#42 CIL

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Posted 17 March 2009 - 04:51 AM

AGREED!!! And peasant damage.
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#43 Mathijs

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Posted 17 March 2009 - 06:34 PM

No. Elves are pretty OP already, don't make them less vulnerable to some of the only viable tactics.

#44 Elvenlord

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Posted 17 March 2009 - 09:43 PM

Well, we'll be working on improving them early against isen, while making them less op against other factions. Right now I suggest higher costs for cav at least. Possibly higher CP count for them as well.

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#45 aNaRcHiSt44

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Posted 25 April 2009 - 01:31 AM

Well I was playing TEA 0.9 yesterday, and from what I've seen Mordor seems to be alright, even if Gothmog destroys loads of enemies with his bash (but then again, I'd say he's not that good for early game without it).
Ummm I was only playing against easy because I haven't played BFME in a while. I usually only play against mediums anyway; I'm brilliant at actual *strategy* games like Supreme Commander (versing extrmeely difficult cheating AI is pretty easy for me hehehe), but in more tactical games like Company of Heroes and the like I'm not all that good. Anyway, is Rohan *suppossed* to simly spam peasants? Or is that just the definition of *useless*? :p

Funny thing is though, even though that isn't the way I remember BFME, it sure does sound like the good old days. Please correct me if I'm wrong.
Also, I'll report what I find out about the other factions when I get a chance to play them.
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#46 Elvenlord

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Posted 19 May 2009 - 02:13 AM

I think Glorious charge needs a significant nerf. Or elven spearmen, and perhaps fountain guards, need not to be trampled. Currently, there is not much Elves can do against a FU cav army. They even tear apart massed spearmen.

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#47 {IRS}Athos

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Posted 19 May 2009 - 09:21 PM

And spearmen are pretty darn expensive, too...
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#48 Ring o' Fate

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Posted 20 May 2009 - 01:20 AM

I think Glorious charge needs a significant nerf. Or elven spearmen, and perhaps fountain guards, need not to be trampled. Currently, there is not much Elves can do against a FU cav army. They even tear apart massed spearmen.

... The Rohirrim were over level 5. Of course they would tear your Spearmen apart. Any FU rohirrim would die from a Spearman in formation if the Rohirrrim was low leveled. And Glorious Charge isn't that strong, it's not like it makes the Rohirrim OP.
What IS OP, though, is the freaking Mist. I mean, anything that walks in dies, but anything that is in it for like 5 seconds and is out and runs half way across the map dies?! There is something wrong with that.

Edited by Ring of Fate, 20 May 2009 - 01:21 AM.

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#49 {IRS}Athos

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Posted 20 May 2009 - 02:05 AM

Glorious Charge is a 900% armor bonus. Preeeeeeeeeeeeeeeetty sure that's considered OP. Anyway, the "freaking Mist" isn't capable of moving, like the more powerful AotD or Balrog.
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#50 Mathijs

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Posted 20 May 2009 - 02:58 PM

I think Glorious charge needs a significant nerf. Or elven spearmen, and perhaps fountain guards, need not to be trampled. Currently, there is not much Elves can do against a FU cav army. They even tear apart massed spearmen.

... The Rohirrim were over level 5. Of course they would tear your Spearmen apart. Any FU rohirrim would die from a Spearman in formation if the Rohirrrim was low leveled. And Glorious Charge isn't that strong, it's not like it makes the Rohirrim OP.
What IS OP, though, is the freaking Mist. I mean, anything that walks in dies, but anything that is in it for like 5 seconds and is out and runs half way across the map dies?! There is something wrong with that.

Wrong, the Elven spearmen are not that powerful against upgraded cavalry of any level. They get knocked back and are thus easily destroyed or avoided. They should work the same as the Gondor Fountain Guards.

I agree that the Elven Mist is a bit OP, but so is the AotD and the Balrog to an extent. I hate these superpowers altogether, they really ruin late-game for me. To be honest, they should all be replaced.

#51 Elvenlord

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Posted 20 May 2009 - 08:28 PM

So should Elven spearmen be untramplable, and perhaps a moderate increase in crush revenge? And lower damage in crush, of course. If I remember correctly, a FU spearman in shield wall loses about a 1/4 of his health from trample. For an anit-cav unit, that's terrible.

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#52 Bereneth Túrien

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Posted 27 May 2009 - 12:04 AM

I'd agree with Elven's suggestion. Untramplable would be ideal, but just not losing quite that much health would help quite a bit.

Would like to add that I don't think the other factions have this problem.

Edited by Arborlon Elf, 27 May 2009 - 12:04 AM.

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#53 Elvenlord

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Posted 27 May 2009 - 12:10 AM

I don't think they do, actually. I know the Fountain guards (Just played Matias) or Isen's pikemen don't (At least in formation), I'll have to test the others.

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#54 Fenemarche

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Posted 04 June 2009 - 04:46 PM

Glorious Charge is a 900% armor bonus.


Slight exaggeration?

#55 {IRS}Athos

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Posted 04 June 2009 - 05:25 PM

During a Glorious Charge, Theoden and all nearby troops suffer only 10 percent damage from enemy attacks.


So, saying that they take 100% damage at 100% armor, if they were taking 10% damage their armor would have to be multiplied by 9. No exaggeration. :wink_new:
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#56 Ring o' Fate

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Posted 04 June 2009 - 06:32 PM

During a Glorious Charge, Theoden and all nearby troops suffer only 10 percent damage from enemy attacks.


So, saying that they take 100% damage at 100% armor, if they were taking 10% damage their armor would have to be multiplied by 9. No exaggeration. :wink_new:

It was changed with one of the patches you silly little newbie. :p To a damage bonus, a slight armor bonus, and no deceleration during a crush attack. Or however you would phrase it. :p
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#57 {IRS}Athos

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Posted 04 June 2009 - 06:33 PM

Since when do I read the changelogs, you silly... kid? :wink_new:
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#58 Ring o' Fate

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Posted 04 June 2009 - 06:43 PM

Read the changelog then, you silly newbie. :wink_new:

Edited by Ring of Fate, 04 June 2009 - 06:43 PM.

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#59 Fenemarche

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Posted 04 June 2009 - 08:02 PM

The texts he quoted are right. I assume your just lumping anything that reduces damage in as "armour" though (armour bonus and defensive LD).

#60 Bereneth Túrien

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Posted 04 June 2009 - 08:47 PM

The texts he quoted are right.


The texts were right. As Ringy said, a patch changed that. I'd quote the changelog here to end this argument but I don't feel like going through the whole damn thing looking for one change.


EDIT: Actually Ringy was wrong. Just looked at changelogs. 1.01 and 1.02 say nothing about it, and this is what I found in 1.03:

Glorious Charge reload increased (1m45s from 1m), damage decreased (+30% from +100%)

Says nothing about armour changes. Which means it's still 900%.

It was changed with one of the patches you silly little newbie. :wink_new: To a damage bonus, a slight armor bonus, and no deceleration during a crush attack. Or however you would phrase it. :p

Actually, it was changed to less damage. As far as I can tell, I see nothing about the armour in this change.

Edited by Arborlon Elf, 04 June 2009 - 08:50 PM.

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