RotWK Unofficial 202

Elven Woods Secondary Effect

Reply to this topic Start new topic
# 1Forlong Nov 2 2009, 00:37 AM
As you all know Elven Woods Healing is broken in the current patch. I can fix that in the update, but as I'm not a huge fan of healing and would rather not deal with the balance repercussions of it (no matter how weak the healing, we'd probably have to move it below Farsight), we can consider Woods having some other secondary effect other than healing, like an experience bonus for example.

Probably nobody will have any good ideas but at least I'm throwing the door open as they say. tongue.gif
Group Icon

Posts: 17,122

Clan: Flamingos

Game: RotWK Unofficial 202

+
# 2Shaka Nov 2 2009, 04:31 AM
Does it already make enemy units lose their leadership?
Group Icon

Posts: 1,462

Game: Battle for Middle Earth 2

+
# 3Forlong Nov 2 2009, 04:44 AM
QUOTE(Shaka @ Nov 1 2009, 23:31 PM) *
Does it already make enemy units lose their leadership?

No it doesn't! This is just one of very very many inaccurate EA tooltips. If you have a supported language game (English, Italian, Traditional Chinese) then this tooltip has been corrected.

But, that is a good idea. laugh.gif
Group Icon

Posts: 17,122

Clan: Flamingos

Game: RotWK Unofficial 202

+
# 4Shaka Nov 2 2009, 06:25 AM
I think so too. I remember in The BT2 DC, It made enemy units loss leadership. It didn't debuff them, but losing leadership makes a valuable 10 PP
Group Icon

Posts: 1,462

Game: Battle for Middle Earth 2

+
# 5Forlong Nov 2 2009, 22:22 PM
QUOTE(Shaka @ Nov 2 2009, 01:25 AM) *
I think so too. I remember in The BT2 DC, It made enemy units loss leadership. It didn't debuff them, but losing leadership makes a valuable 10 PP

I looked it up just now, Elven Woods is the same in BT2DC as in 1.06 and it doesn't cancel Leadership. Probably the same old tooltip that never changed. tongue.gif
Group Icon

Posts: 17,122

Clan: Flamingos

Game: RotWK Unofficial 202

+
# 6Wayward Son Nov 29 2009, 17:57 PM
In bfme1 it cancels enemy unit ld while providing a 50% armor bonus. Would be worth looking into carrying that ld canceling over to this game imo.
Group Icon

Posts: 2,413

Clan: Knights Of Arnor

Game: Battle for Middle Earth

+
# 7Forlong Nov 29 2009, 19:07 PM
Very interesting Wayward, indeed it does. More interesting is that it really does provide +50% armor, or close to it (+54%). In BFME II/RotWK2.01 when it says that it's really providing +100% armor. Surprised they did it properly in BFME I.

It's likely that that's what we'll end up doing for Elven Wood by the way.

This post has been edited by Forlong: Nov 29 2009, 19:10 PM
Group Icon

Posts: 17,122

Clan: Flamingos

Game: RotWK Unofficial 202

+
# 8Excalibur Nov 29 2009, 23:42 PM
It could make the land fertile for the Malorn trees build in it. Like instead of 20% it would raise it to 100% biggrin.gif
Group Icon

Posts: 3,046

Clan: Corruption of Light

Game: RotWK Unofficial 202

+
# 9ConGrUenCy™ Nov 30 2009, 04:46 AM
QUOTE(Excalibur1 @ Nov 30 2009, 05:12 AM) *

It could make the land fertile for the Malorn trees build in it. Like instead of 20% it would raise it to 100% biggrin.gif

That's actually a very good idea. biggrin.gif
Group Icon

Posts: 7,256

Clan: [RiSe]

Game: RotWK Unofficial 202

+
# 10Duck^ Nov 30 2009, 11:28 AM
elven industry much oO if that was the case id spam mallorn trees in my base, then cast land on them and hey presto instant econ that i cen defend because of my land ohmy.gif
Group Icon

Posts: 8,235

Clan: [RiSe]

Game: League of Legends

+
# 11JaN-To Nov 30 2009, 12:46 PM
"Elven Industry" is too good if the area buffs units additionally.

I'd prefer a general debuff. If enemy units with LD are fighting elves. LD should be 0 (either LD from RC/WC or hero LD; probably the better one) that Elvs got an advantage fighting there. But canceling LD + debuffing like Crebain does in 2.01.
Group Icon

Posts: 664

Game: Rise of the Witchking

+
# 12ConGrUenCy™ Nov 30 2009, 13:15 PM
Obviously not big buff like industry, say instead of 40, it gives 60- 70.
Only 100 exp bonus isn't a big enough incentive for me to get it atm, imo.

This post has been edited by ConGrUenCy™: Nov 30 2009, 13:18 PM
Group Icon

Posts: 7,256

Clan: [RiSe]

Game: RotWK Unofficial 202

+
# 13Duck^ Nov 30 2009, 16:03 PM
lol those ideas are insanely op... no ty.
Group Icon

Posts: 8,235

Clan: [RiSe]

Game: League of Legends

+
# 14ConGrUenCy™ Nov 30 2009, 16:26 PM
QUOTE(KuNg^Fu^QuAckErS @ Nov 30 2009, 21:33 PM) *

lol those ideas are insanely op... no ty.

One tree at 65 instead of 42 isn't OP...
Group Icon

Posts: 7,256

Clan: [RiSe]

Game: RotWK Unofficial 202

+
# 15Duck^ Nov 30 2009, 17:06 PM
lol ok
Group Icon

Posts: 8,235

Clan: [RiSe]

Game: League of Legends

+
# 16thepickuptruck Nov 30 2009, 17:28 PM
ye it is cong tongue.gif maybe EW could grant more health to mallorn trees built in it? - or make them level up faster? tongue.gif just don't give elves a direct econ bonus!!

I like the exp bonus idea for units anyway, and if it could give rb's exp too this might be cool?, and think it might be a bit op if it grants a debuff to enemy units as well as buffing&stealthing your own, but if there is a weak power path after EW then it might not be too bad.
Pleeease dont make mirks unkillable!! smile.gif
Group Icon

Posts: 2,346

Clan: Hip-Hop

Game: Rise of the Witchking

+
# 17Zatox Nov 30 2009, 17:53 PM
maybe slow down enemy units with 30% or just slow down cavalery?
or uhmm... an attack speed bonus for friendly units
not much other options available i think
Group Icon

Posts: 256

Game: Rise of the Witchking

+
# 18Duck^ Nov 30 2009, 17:58 PM
the 100% experience for units ( exc heroes) is a good idea, i dont think anything else should be considered unless its along those lines. making mallorn trees level up faster is the equivelant of motw marketplace, dont want that for elves
Group Icon

Posts: 8,235

Clan: [RiSe]

Game: League of Legends

+
# 19ConGrUenCy™ Nov 30 2009, 18:15 PM
QUOTE(KuNg^Fu^QuAckErS @ Nov 30 2009, 23:28 PM) *

the 100% experience for units ( exc heroes) is a good idea, i dont think anything else should be considered unless its along those lines. making mallorn trees level up faster is the equivelant of motw marketplace, dont want that for elves

MArketplace works for all farms, EW works for only one tree, so it is VERY different. If it only gives 100% xp, it isn't worth it. People will skip it and go for long shot instead.
Group Icon

Posts: 7,256

Clan: [RiSe]

Game: RotWK Unofficial 202

+
# 20Wayward Son Nov 30 2009, 21:46 PM
Making ew do anything along the lines of indust is just silly imo. Changes the original intention of the power (going all the way back to 2004 with the release of bfme1) completely. My vote just stands to increase in armor, possibly damage also really don't have a clue if I like that or not, and nullification of enemy ld/buffs. Maybe a direct debuff like that mist power in bfme2..idk if it does the same here, as mentioned above. But, in that case I'd rather see it as a 5 pp as a counter to dwarves early rushing in the same way as crebein/bats can be used tongue.gif
Group Icon

Posts: 2,413

Clan: Knights Of Arnor

Game: Battle for Middle Earth

+
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)