Evidentially someone (who? me? ) forgot to make a topic for balance suggestions for the 2.1 patch. I know there's not a ton of stuff that's significantly imbalanced anymore, but there sure is room to tweak things to make certain units more or less used, and improve balance in certain match-ups. Plus I miss the days of the 100+ page threads with everybody debating the same topic for twenty pages, those were fun. Just like the bug reports topic, everything here gets read pretty closely and I'll try to respond to as much as I can. Don't be afraid to bring up old suggestions either - if it's something you posted in the 2.02e balance suggestions topic but that didn't get in and you feel it's still relevant, bring it up again.
Let's start with this one that Elrohir PMed to me because there was no topic:
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How about making units immune to Horn of Gondor already at level 3 or maybe even 2. It would be a HUGE motivation for getting Banner Carriers vs Men if they were resistant already at level 2.
Just for reference, this would make the units immune to effects like Cloud Break as well.
This post has been edited by Forlong: Sep 8 2009, 22:44 PM
Just move boro's horn up a few lvls then, should be easy
Why do you not want Boromir to be used? He costs 1500 and he has just 2 good abiltiess, LD and Horn. Glor costs 1600 and has so many better abilities, MoS too. Boromir needs a buff if anything, definitely not a nerf.
And HoG is only really usable early game. Putting it up higher risks him not being seen till mid game, let alone the power not being seen till later mid game, which already cuts his usefulness down significantly.
i like the level 3/4 immunity to HoG idea i think that would work although level 4 units are quite rare in early/mid game so i think some kind of immunity at level 3 would be a nice idea.
and about the cavalry - GK lol!! (i think a couple of you knew this was coming!) well for those of you who didn't see game 3/3 of the tournament final ella tramples 5 wildmen battalions and an uruk warrior batallion with 1 batallion of GK, losing just 1 horse out of 10 in the batallion!! Then the batallion reached to level 2 and respawned the horseman like 10 seconds later... = gg chef I dont think cavalry should be able to trample swordsmen as well as they trample archers if they are so effective against structures too.
I'm not sure that there's a good reason to nerf Boromir's horn. It's annoying when it's used against you, but again it's really all Boromir's got and it's definitely not overpowered compared to MotW's other options. Faramir and Wounding Arrow is much better for a lower cost.
Regarding Gondor Knights, currently they're "out of place" in the MotW faction. MotW has become very reliant on Gondor Knights and I think it's too much so. Their significantly lower crush deceleration has been part of the game since the original 2.02 patch and I don't see the need to alter that. Right now we've been testing them at an increased/reverted cost (500).
lol were u lookin over ur bro's shoulder!? i wouldn't say i had won, but i would definitely have had the upper hand without that damn GK batallion. With the force i had (they were under wc too and some wildmen had torches) I was expecting to take down at least 1 more pb and then be able to harass freely around his base with the next set of troops...
Ya hero spam sux epic ballz, why not for a quick fix just make ALL heroes really weak to one kind of damage so that it just becomes all about microing your heroes to perform their abilty's then back off.
Let's start with this one that Elrohir PMed to me because there was no topic:
Just for reference, this would make the units immune to effects like Cloud Break as well.
This post has been edited by Forlong: Sep 8 2009, 22:44 PM
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