Do you have suggestions regarding the mod's balance or a bug to report? Post here.
Note that there is a known buglist included in the download. Read that before reporting.
Posted 11 August 2013 - 01:36 PM
Do you have suggestions regarding the mod's balance or a bug to report? Post here.
Note that there is a known buglist included in the download. Read that before reporting.
No fuel left for the pilgrims
Posted 12 August 2013 - 01:58 AM
So I just finished a game with Gundabad and I loved the faction. I really look forward to 1v1 using them.
Balance suggestion:
The base damage of the Warg riders should be upped as they cannot receive forged blades making them very weak mid-late game.
Posted 12 August 2013 - 09:11 PM
I just played a skirmish match and it was great throughout, I only noticed one bug and that was that goblins purchased from economy plots have a build timer that lasts too long.
Posted 12 August 2013 - 09:32 PM
The goblins built from economy plots are summoned instantly. You are mistaking the summon cooldown for the build time. I made the same mistake when it was first implemented.
No fuel left for the pilgrims
Posted 12 August 2013 - 10:08 PM
Ah that makes sense
Posted 14 August 2013 - 01:07 PM
Hi there, I post my feedback rather here than on Gamereplays.
First of all, very amazing art there. Good Job! There are some very good concepts, too. Now I know that the mod is still in beta, but these are a few things that kinda bothered me when I first played it:
- Does Frozen Wasteland cover/remove elven wood/tainted land? If it doesn't, Gondor/Mordor will just land-spam them to death. Why didn't you make the land last forever, why does it have a timer?
- There should be forged blades, or at least a compensation for the lack of forged blades, at least for wargs. Besides crush, they don't deal enough damage, neither to buildings, nor to heroes.
- The final spellbook power isn't really satisfying. Isengard/Mordor can summon a fully-equipped Balrog which can take out a whole castle on his own, while Gundabad Needs 15 Points to unlock the Balrog in the citadel which then costs another 4500. Then you have to realize that he doesn't even have full power. The lack of fire breath really limits his use. I'd prefer a Mordor or Isengard Balrog over him at any time. Ignite has too much cooldown and he seems to die rather quick, but I'm not sure about that one though.
- The spellbook powers generally are pretty nice, but overall I think they have too little impact.
*Scavenger very early is nice, but since Gundabad is a faction with cheap and fast producing units, it seems more important to me that they get an offensive early game buff, like Isengards Warchant or Mordors Eye of Sauron.
*It requires 2 power Points to unlock Moria Goblins; but by the time you get 2 power points through battle, good factions usually already have horses and that makes Moria goblins pretty pointless to that Point. Generally, the Goblins get weak very fast.
*The Gundabad Warg Scouts summon is cool, but they seem very weak too. Can't really tell because I only played vs a hard Gondor AI and the AI's damage is buffed in my version.
*The bats are a great addition, I like them
*Harsh Cold's concept is pretty good, but why "doesn't affect heroes"? If this was a weather power I'd understand, but since Gundabad doesn't have a weather ability, their other spell book powers need to be better.
*As mentioned above, I think Gundabad does need a weather power.
- Will the Isengard/Mordor sounds get fixed? The Pikemen say "Uruk-Hai!" and the warg riders call themselves "Riders of Isengard".
- A minor Thing: On the Gundabad map, the gate is opened by default. Shouldn't it be closed?
I find it really hard to Play as Gundabad, because they're a spam faction (800! cp) but at the same time, the wargs don't have forged blades which always makes them inferior to horses/wargs of any other faction. Their spellbook powers are creative, but too weak as a whole I believe. You really got me there with your faction, it's very hard to rate it unless you play it online and test it against other players. That is very hard though because most players remain on Gameranger, and Gameranger does not support modifications. :/
Here is Feedback by an expert Player:
i tested it rapidely too and some points that struck me :- nice possibily to spam units in early game : cheap unit who build fast (but very weak also).
- forge are too strong : very hard to kill compared to the other ressources building.
- lack of ld for lategame compared to the other faction.
- maybe lack of heroes with magic ability, or even ranged heroes.
- need siege or something to break walls else than trolls.
- no superpower like fod rog or fol aod- their rog is pretty useless imo : slow, no firebreath, very weak ( 4-5 rank 3 furn/sh and some tower and he dies very fast ).
though it will be hard to do correct balance change before we can play it on multiplayer mode.
otherwise new units and powers are nice, good work.
Feel free to move my post if this is the wrong place.
Edited by Echo, 14 August 2013 - 01:24 PM.
Posted 14 August 2013 - 06:47 PM
Hi there, I post my feedback rather here than on Gamereplays.
First of all, very amazing art there. Good Job! There are some very good concepts, too. Now I know that the mod is still in beta, but these are a few things that kinda bothered me when I first played it:
- Does Frozen Wasteland cover/remove elven wood/tainted land? If it doesn't, Gondor/Mordor will just land-spam them to death. Why didn't you make the land last forever, why does it have a timer?
- There should be forged blades, or at least a compensation for the lack of forged blades, at least for wargs. Besides crush, they don't deal enough damage, neither to buildings, nor to heroes.
- The final spellbook power isn't really satisfying. Isengard/Mordor can summon a fully-equipped Balrog which can take out a whole castle on his own, while Gundabad Needs 15 Points to unlock the Balrog in the citadel which then costs another 4500. Then you have to realize that he doesn't even have full power. The lack of fire breath really limits his use. I'd prefer a Mordor or Isengard Balrog over him at any time. Ignite has too much cooldown and he seems to die rather quick, but I'm not sure about that one though.
- The spellbook powers generally are pretty nice, but overall I think they have too little impact.
*Scavenger very early is nice, but since Gundabad is a faction with cheap and fast producing units, it seems more important to me that they get an offensive early game buff, like Isengards Warchant or Mordors Eye of Sauron.
*It requires 2 power Points to unlock Moria Goblins; but by the time you get 2 power points through battle, good factions usually already have horses and that makes Moria goblins pretty pointless to that Point. Generally, the Goblins get weak very fast.
*The Gundabad Warg Scouts summon is cool, but they seem very weak too. Can't really tell because I only played vs a hard Gondor AI and the AI's damage is buffed in my version.
*The bats are a great addition, I like them
*Harsh Cold's concept is pretty good, but why "doesn't affect heroes"? If this was a weather power I'd understand, but since Gundabad doesn't have a weather ability, their other spell book powers need to be better.
*As mentioned above, I think Gundabad does need a weather power.
- Will the Isengard/Mordor sounds get fixed? The Pikemen say "Uruk-Hai!" and the warg riders call themselves "Riders of Isengard".
- A minor Thing: On the Gundabad map, the gate is opened by default. Shouldn't it be closed?
I find it really hard to Play as Gundabad, because they're a spam faction (800! cp) but at the same time, the wargs don't have forged blades which always makes them inferior to horses/wargs of any other faction. Their spellbook powers are creative, but too weak as a whole I believe. You really got me there with your faction, it's very hard to rate it unless you play it online and test it against other players. That is very hard though because most players remain on Gameranger, and Gameranger does not support modifications. :/
Here is Feedback by an expert Player:
i tested it rapidely too and some points that struck me :- nice possibily to spam units in early game : cheap unit who build fast (but very weak also).
- forge are too strong : very hard to kill compared to the other ressources building.
- lack of ld for lategame compared to the other faction.
- maybe lack of heroes with magic ability, or even ranged heroes.
- need siege or something to break walls else than trolls.
- no superpower like fod rog or fol aod- their rog is pretty useless imo : slow, no firebreath, very weak ( 4-5 rank 3 furn/sh and some tower and he dies very fast ).
though it will be hard to do correct balance change before we can play it on multiplayer mode.
otherwise new units and powers are nice, good work.
Feel free to move my post if this is the wrong place.
Thanks for all the feedback. Now to address some points:
- Frozen Wasteland: I think we made a mistake there. The duration should be significantly increased.
- Forged Blades: They will likely be added.
- Balrog: The plan is to change the final powers of all vanilla factions to be more in line with Gundabad's. I don't like army/castle killers.
- The idea of the Goblins is not to defeat the enemy but flood them. They are free and have a very low build-time.
- Warg-scouts are getting buffed.
- Weather Powers are hard to code, and I don't want a Darkness clone. So we will probably stick with Harsh Cold (which is also getting buffed).
- The sounds will likely not be 'fixed' soon.
- We are changing the cave troll to be more siege-like.
A tip for Gundabad strategy: Don't stack your resources. Buy orcs constantly, use archer/warrior combos, and get a forge immediately so you can get upgrades asap. Get map control early by spamming.
Edited by Mathijs, 14 August 2013 - 07:15 PM.
No fuel left for the pilgrims
Posted 14 August 2013 - 11:13 PM
Thanks for all the feedback. Now to address some points:
- Frozen Wasteland: I think we made a mistake there. The duration should be significantly increased.
- Forged Blades: They will likely be added.
- Balrog: The plan is to change the final powers of all vanilla factions to be more in line with Gundabad's. I don't like army/castle killers.
- The idea of the Goblins is not to defeat the enemy but flood them. They are free and have a very low build-time.
- Warg-scouts are getting buffed.
- Weather Powers are hard to code, and I don't want a Darkness clone. So we will probably stick with Harsh Cold (which is also getting buffed).
- The sounds will likely not be 'fixed' soon.
- We are changing the cave troll to be more siege-like.
A tip for Gundabad strategy: Don't stack your resources. Buy orcs constantly, use archer/warrior combos, and get a forge immediately so you can get upgrades asap. Get map control early by spamming.
Is it hard/impossible to make the wasteland last forever? Or did you do it on purpose? Also, does it remove other elven woods or tainted lands if you place it above them?
The reason why the Balrog has to be a castle killer in the original game is to kill Campers (mostly Gondors with stoneworker). Without Balrog, it can be very very tough to get a good camper down as Isengard/Mordor. But I see your point
Can't you make a spellbook power with a huge range so it covers the whole map? I havn't tried that yet but it's a possibility I guess.
Edited by Echo, 14 August 2013 - 11:14 PM.
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