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TinyTark

Member Since 13 Oct 2014
Offline Last Active Nov 29 2019 06:15 PM

Posts I've Made

In Topic: General Questions & Suggestions Thread

17 August 2019 - 01:51 PM

[ORC/URUK CAH]

 

Not necessarily for factions but more for CAH when it's worked on, but would it be worth reworking Orc/Uruk spells or adding more? They feel like they lack more than other heroes, maybe something to boost unit recruitment, on the note of which some more customisation options for both would be cool, some Morgul armour pieces perhaps? Or even some Gondorian armour, maybe ripped up torso piece, some chipped weapons from the Dwarves? While they are still useful I feel like compared to the Men of the West/East they don't really stand out, most of the abilities for MOTW are support/tanky with some that support the hero's own damage while MOTE are more harrassing focussed and a lot of hero-killing potential with unit conversion and Assassin, Orcs/Uruks they have some abilities but in terms of variety they've got very little, 3 support abilities, one summon, (HoR and Summon are in my opinion worth having all the time, leadership if the faction played doesn't have it), 2 abilities that buff damage output and/or armour and a debuff, with one single target attack to cripple, comparing the number of powers for uruks/orcs to MOTW (13) they don't even have half of the amount, I've rarely ever thought "Hey I'll make an orc hero" and used it more than once, bearing in mind I do play casually with a group of friends rather than with other players online where custom heroes aren't played, A few ideas for some abilities would be:

 

Whip

Tier 1: Decreases allied units armour by 20% and raises their damage by 30%

Tier 2: Decreases allied units armour by 20% and raises damage by 35%

Tier 3: Decreases allied units armour by 15% and raises damage by 40%

Tier 4: Decreases allied units armour by 10% and raises damage by 50%

 

Head throw

Tier 1: Throws a head at enemy units and gives them fear, immobilising the single target hit.

 

Hunting Spear

Tier 1: Throws a spear that deals damage and slows the target 

Tier 2: Throws a spear that deals good damage, slowing the target and dealing damage over time

Tier 3: Throws a spear that deals excellent damage, snaring the target and dealing damage over time.

 

Mount

Tier 1: Hero mounts a warg (No "Evil" CAH can mount)

 

Overseer

Tier 2: Increases a building's capabilities for a short duration

            -Barracks increase unit production 20% 

            -Resource output +20%
Tier 3: 

            -Barracks increase unit production 30%

            -Resource output +40%

Tier 4:

            -Barracks increase unit production 50% 

                      Units will come out at level 3

            -Resource output +50%

 

Any abilities can be changed around but these are some ideas, I think it'd be a lot cooler to see these added to Orcs and Uruks and make them more unique

 

A melee Elf hero could also be interesting, while I think another mod did something like it at one point a custom hero that holds a weapon with two hands would be awesome to see, a few of the Rivendell/Lothlorien armour sets would be nice to have, as for what weapons they could have maybe the ones seen during the prologue of the first movie or if it would work with animations, a spear or a two sided weapon of sorts. 

            -Barracks increase unit production 20%

            -Resource output +20%(Not as powerful as Call the Horde or They are Coming)

 

*Edit* I went back to double check and Orcs have 9, which happens to be more than half, but the idea for more/better abilities is still there

*Edit2* Scavenger armour pieces