Men should be improved, in my opinion they are the worst in 8.4. I'd improve the cavalry, all of them. Then, the elite infantry should be improved, in fact having no elite swords but only pikemen, it is a problem in many cases. Aragorn is excellent, Faramir too. Theoden is the least chosen hero. Gandalf costs too much
Mordor is the strongest faction in 1v1 and the Elves in 2v2. This is because short maps are selected to play 2v2. The dwarves have very strong problems in 2v2 for the same reason as the Elves, but in the opposite sense. In general the heroes of the dwarves are too strong, especially Brand and Gimli with fury.
The rest of the factions are ok.
In general, the lairs still give too many advantages, many times the armies ignore each other to chase the lairs.
hm, nothing about Eowyn, but Theo is bad kappa. If seriously,Theo and Eomer the most important start heroes for motw imo. Agree about Gendalf, motw just don't have money for him. in general, it seems to me that this faction cannot be changed without new units or new mechanics. What is impossible (at 202)
hm, nothing about Eowyn, but Theo is bad kappa. If seriously,Theo and Eomer the most important start heroes for motw imo. Agree about Gendalf, motw just don't have money for him. in general, it seems to me that this faction cannot be changed without new units or new mechanics. What is impossible (at 202)
Eowyn cost 1k she is really good as Eomer. Almost all player do Eomer with cav and not theoden (at start of game)
I see theoden like Gandalf, players do them fow fun or for "show"
Eowyn cost 1k she is really good as Eomer. Almost all player do Eomer with cav and not theoden (at start of game)
I see theoden like Gandalf, players do them fow fun or for "show"
true about Eomer, he is better with cave cos giving money. But, about Theo, LS joke for u?) Especcialy, if u playing without cavellry Theo the best choise imo. May be boro better sometimes cos horn, but who else?
After other games played, Mordor turns out to be very strong as a faction especially against the Gobs. In my opinion we could solve this problem by adding damage to the poison of arrows against monsters. This could solve cus mordor is the only faction to have monsters: nazgul, trolls, muma and is the only one that gives serious problems to gobs
The longer the game goes it gets rarer, as you would expect mid/late game units like siege come into play
I just dont understand people who enjoy ranged siege units right now. It's a boring unit, probably the most boring type of unit in the game. It means you can just sit in 1 place and not move. It would do the same job if it was weaker but it wouldn't be as oppressive and the other team would at least have time to put together a response. But right now, siege units cast AOE splash damage and a 4 second knockdown that can be fired every 9 seconds from range - the highest range of any unit in the game - and 2-shots most units. What's more, this unit cannot be killed by any other ranged unit in the game other than more siege units. What's more, some siege units have infinite trample, while others cast fire onto the ground that burns enemy troops, while others can cast fear ability at will. What's more, when firing on a fortress, the splash damage makes it possible to kill multiple fort expansions at the same time as targeting the fort, so if you haven't built your fort catapult in time then I'm sorry but you just lose the game based on this 1 factor. You can't cancel build on the fort expansion being targeted because they're all being targeted at the same time with 1 simple click of a button. This all wouldn't matter if siege units were not the only thing you can build to combat other siege units, but unfortunately they are by far and away the most practical response.
How do you not see this is a problem? And what difference would it make to you if they got a nerf?
edit: The change I'd most like to see is siege units not being such good damage dealers against swordsmen+pikemen. I don't care if they 1-shot archers, but melee units have such a bad time in this game they are usually just used as meatshields and distractions. It would also be nice if archers or archer heroes could damage them.
This post has been edited by trucky: Feb 5 2021, 10:27 AM
I just dont understand people who enjoy ranged siege units right now. It's a boring unit, probably the most boring type of unit in the game. It means you can just sit in 1 place and not move. It would do the same job if it was weaker but it wouldn't be as oppressive and the other team would at least have time to put together a response. But right now, siege units cast AOE splash damage and a 4 second knockdown that can be fired every 9 seconds from range - the highest range of any unit in the game - and 2-shots most units. What's more, this unit cannot be killed by any other ranged unit in the game other than more siege units. What's more, some siege units have infinite trample, while others cast fire onto the ground that burns enemy troops, while others can cast fear ability at will. What's more, when firing on a fortress, the splash damage makes it possible to kill multiple fort expansions at the same time as targeting the fort, so if you haven't built your fort catapult in time then I'm sorry but you just lose the game based on this 1 factor. You can't cancel build on the fort expansion being targeted because they're all being targeted at the same time with 1 simple click of a button. This all wouldn't matter if siege units were not the only thing you can build to combat other siege units, but unfortunately they are by far and away the most practical response.
How do you not see this is a problem? And what difference would it make to you if they got a nerf?
edit: The change I'd most like to see is siege units not being such good damage dealers against swordsmen+pikemen. I don't care if they 1-shot archers, but melee units have such a bad time in this game they are usually just used as meatshields and distractions. It would also be nice if archers or archer heroes could damage them.
I'm not particularly fussed on this issue, I agree with some of your points, siege are pretty one dimensional units. However, I do think you're overplaying their power and underplaying how expensive most siege units are. They are stuck behind a BIG tech wall which takes a lot of time and money. Even excluding the tech costs, upgraded catas cost ~1k each and die to anything in melee in 3secs. In 1v1 the only faction that has any mid game siege timings is Mordor (because their catas are cheap af comparatively). This gets messed up in team games like 4v4 because the early game gets skipped and everyone rushes cost efficiency, considering how chokey most 4v4 maps are, you see a lot of siege as a natural counter to the inevitable archer spam.
As far as I can tell, your suggestions would basically make siege even less useful in 1v1 and for 4v4 to replace the archer counter play with even more archer spam, which isn't ideal either.
(not saying that the current dmg they do can't be messed around a little bit, I don't think too much thought has ever gone into the exact amount of dmg they do to either infantry or buildings)
This post has been edited by DJ_Premier: Feb 5 2021, 14:42 PM
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Mordor is the strongest faction in 1v1 and the Elves in 2v2. This is because short maps are selected to play 2v2. The dwarves have very strong problems in 2v2 for the same reason as the Elves, but in the opposite sense. In general the heroes of the dwarves are too strong, especially Brand and Gimli with fury.
The rest of the factions are ok.
In general, the lairs still give too many advantages, many times the armies ignore each other to chase the lairs.
Merry Christmas & FU all!
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