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Return of Shadow Beta 0.1 Balance Issues


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#1 Radspakr Wolfbane

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Posted 12 June 2013 - 08:36 PM

Post potential balance issues here.


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#2 Radspakr Wolfbane

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Posted 07 November 2013 - 05:48 PM

I'll get this started.

 

I've been play testing Lorien a lot this last week and I've been thinking they might be too over powered.

I've tried to balance the Lorien Archers as much as possible by making them the most expensive starter unit in the game and gating their upgrades behind 2 different buildings.

Still the power of the Archers might be a bit too much once they are upgraded with White Fire Arrows and focus fire on structures they tend to burn through buildings like farms with ease.

 

What are your thoughts on the Lorien balance against the other factions?


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#3 Bashkuga

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Posted 07 November 2013 - 06:36 PM

Indeed, I too noticed that Lorien is a bit overpowered compared to the rest. I've got an idea though that could solve the problem for a part.
I think you should make the building which provides the White fire arrows and Mallorn staves upgrade available with the spell that makes Galadriel buildable, this will make sure those upgrades would only be used in late game.

#4 Radspakr Wolfbane

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Posted 07 November 2013 - 06:43 PM

But that would put it considerably later than the other factions would get theirs.

 

For now I've increased the costs for White Fire Arrows up a bit, adjusted the CP for the other units so we'll see how that goes.


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#5 Bashkuga

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Posted 07 November 2013 - 08:10 PM

And how about unlocking the building via a faction upgrade? Makes it even more expensive :p.

#6 Radspakr Wolfbane

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Posted 07 November 2013 - 08:19 PM

Same problem, Faction Upgrades are generally late game too.


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#7 Radspakr Wolfbane

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Posted 08 November 2013 - 07:49 PM

So I thought about this and compared it to the other factions and I think I'm happy with the cost and set up of the WFA upgrades.

It's 400 for each Lorien Archer, 1400 for the WFA tech, 650 for the upgrade and 1000 for the Lothlorien Hold to get the tech.

That ends up being pretty expensive and I think balances out the power of the Archer at least in early-mid game, late game however well you wouldn't want a Lorien player to get too powerful in late game. ;)


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#8 radagastly

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Posted 09 November 2013 - 02:37 PM

Awesome Mod, Ive only had a chance to play as Gondor so for but I noticed the following that you might consider...

 

Generally, even high level, upgraded Gondor units are easily destroyed by a single evil faction hero.  Basically heroes are not vulnerable enough to skilled units. 

 

Gandalf's knockback spell, although it says is effective against structures, really doesnt do an appreciable amount of damage - and doesnt recharge in time to be used more than once.  This is also true, to an even greater extent with Gandalf's light beam spell. 

 

 

Also... Even al lvl 10 Eowyn is really really weak.  In the movie she kills both the Witch King and Gorbag, yet these units are much more powerful.  Maybe she could be a more expensive hero with a bit more power. 


Edited by radagastly, 09 November 2013 - 02:42 PM.


#9 Radspakr Wolfbane

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Posted 09 November 2013 - 03:49 PM

That was a balance thing to make heroes still worthwhile in the face of bigger hordes and higher CPL, as a rule you need a hero to kill a hero (or Monsters).

 

The second one is a bug that I have done some work on but still haven't fully solved, so for now it's the gate breaker spell.
The cooldown was did that way on purpose otherwise a single Gandalf would be taking out player's gates really fast.

 

Eowyn is really considered an early game hero, not recommended against most late game heroes although I'll probably tweak some stuff against WK.

The Orc was Gothmog by the way, Gorbag is one of the Orcs that take Frodo.


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