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Autor Thema: Lothlorien Concepts and Feedback  (Gelesen 7217 mal)

TheMostBurning

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Lothlorien Concepts and Feedback
« am: 16. Sep 2010, 15:32 »
Discuss here about your concept to improve this faction,and tell the bugs and the issues you found in your experience of playing.

I've developed two ideas.
First,GrenzWatcher should have more crush armor and crush revenge(about 25% more),and their crush resistance ability should take less to cast(i think 0.5 second would be perfect,or sudden attacks can ruin its strenght effectiveness).
My other idea is to improve the Silverthorn Arrows fort's upgrade.It would cost 2500 and in radius 500 all archers placed into buildings would get the upgrade.I think it is needed as only 4 fort towers can be built,and now the upgrade only upgrades the single arrow fired by the tower themselves,not by the archer on them.

« Letzte Änderung: 16. Sep 2010, 22:51 von TheMostBurning »

TheMostBurning

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Re:Lothlorien Concepts and Feedback
« Antwort #1 am: 25. Okt 2010, 20:58 »
Just forget that pitiful idea :P

So,here I am with a new concept

Caras Galadhon

The Lothlorien fortress,Caras Galadhon,is one of the most particular among all.
It is the only buiding in the whole game that can't be hurt with brutal siege weapons.It forces units to approach,and suddenly confuses them with the enigmatic elvish magic.It is manned by deadly and merciless archers,that kill everything that moves without their consent.
To compensate for this it is significantly weak to fire damage and,being able to be attacked with every kind of weapon but siege,it isn't very suited to withstand to surprise attacks.
I propose two changes to the Caras Galadhon upgrades.

Allies from the Eastern Kingdoms

This upgrade would replace the actual Alliance of ElvishWood(well,this is my translation :P) and Silverthorn Arrows.
The elves of Lothlorien have always maintained a protective attitude,even with their eastern consanguineous.However,the War of the Ring threatens the safety of their realm,so they decide to open their gates and to recall the olds alliances.

The upgrade costs 600.This unlocks a new menu in the fortress,Allies from the East,which brings to the purchase of three mini-factions,Beornians,MirkWood and Dorwinion,all costing 400(30 seconds).Mirkwood and Dorwinion remain the same,while Beornians gain a new unit,the BearScout.

This Bear is trained to track enemies like no other beast in middle-hearth,as the Beornians themselves are his masters.It costs 400,has poor armor,mid-high speed(70),great area of sight(400);its active ability,TrackEnemies,allows it to select an enemy unit that will be visible on the map for 60 seconds and will cancel fog of war near it by 200(recharge time 2 minutes),while its passive one,AnimalSmell,reveals stealthed and invisible units in radius 100.Only 2 BearScouts per time are available.This unit would increase Lothlorien scouting abilities,of which it lacks.

Mirkwood maintains its actual building,Beornians and Dorwinion units are still recruited from the inn,after the purchase of the relative upgrade.


Allies coming from the East bring significant help to lothlorien in open war,but they also join the defenders of the arboreous bastions.

In-game,this leads to a new upgrade for buildings.
Archers manning Lothlorien and Mirkwood Barrack and Caras Galadhon flat-towers leave their places to the newly aquired guardians.
Purchasing the respective upgrades,lothlorien archers are replaced by 1 Thranduil's Archer or 1 Nature Magician or 1 Beorninger(cost 600).Beorningers guard the entrance of the buildings,they can't be ruled by the player but they can be killed(respawn after 1 minute),like units guarding goblin structures.
Only 3 Lothlorien Barracks and 3 Mirkwood Barracks can be upgraded.

After Galadriel takes the ring for herself Thranduil's archers switch to upgraded Galadhrim and the Nature magicians gain the usual bonuses.

Magic Shield of Caras Galadhon

The magic of Nenya disguises and protects the realm of the golden trees.
This is well represented by the magical armor that prevents brutal siege attacks,and by the spell granting invulnerability for a short time.
Yet,the element of concealment is only found in the Support Tree(i don't remember the name,but i think you know what im speaking about).
So,the Shield not only renders the fortress invulnerable to siege damage,but it also prevents scouting effects and halves enemy units' line of sight in radius 500 from the fort.

If Galadriel refuses the ring,the strenght of Nenya increases and she is able to use its power to keep away enemies from Lorien.
Support Trees' camouflage upgrade hides not only units and heroes in mists,but also buildings(the radius in which they are revealed is bigger,maybe 150).Caras Galadhon gains the ability Power of Nenya,that renders buildings in radius 500 invisible for 15 seconds.




TheMostBurning

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Re:Lothlorien Concepts and Feedback
« Antwort #2 am: 26. Okt 2010, 14:40 »
If I am right,there is a concept in the concept library referring to the fact that builders should be able to put out the fire burning the ents.
Did anyone ever notice lothlorien builders can't put out fires at all before proposing this?
I propose to give them this ability,or the fire weakness is simply too great.

Lord of Arnor

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Re:Lothlorien Concepts and Feedback
« Antwort #3 am: 26. Okt 2010, 15:04 »
Was already proposed in the german area, I think this was the concept you meant :).

It's good to know that the english-speaking world has suggestions, too.

greetings

Lord of Arnor
Zitat
Pluralismus heißt: Ich bin nicht Jesus!
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TheMostBurning

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Re:Lothlorien Concepts and Feedback
« Antwort #4 am: 27. Dez 2010, 15:21 »
Lothlorien spellbook was changed several times and never took a steady shape,now it even has 2 powers already present in other factions' spellbooks.

Golden Wood(13pp)


Summons a little forest of Mallorn Trees,which grants several bonuses.
Lothlorien(whole faction) allied units are healed(2%/s),respawn multiple battalions' members and gain +50% damage and immunity to fear and terror,archers gain +33% attack speed.
The forest also grants stealth,the effects are the same as Enshrouding Mists,it allows stealth while standing still,while moving and even while attacking,as long as units are in the forest and enemies don't approach them.
Enemy units suffer -25% armor,-33% movement speed and lose bonuses coming from leaderships.
Visually the Mallorn trees should be different from the RB,as that model is simply too poor to represent the golden trees.Maybe the name of the RB themselves could be Mallorn Shoot,rather than Mallorn Tree.
200 radius.240 seconds duration.300 seconds recharge time.

Golden Wood is ideal to defend strategically important points of the map,but it's also an open battle-winner,as it allows archers to annihilate enemy forces.

Replaces Plea to Gwaihir.

Moose Riders from Mirkwood(17pp)

Permanently summons 3 Mirkwood Moose Riders.Only 3 battalions of MMR can be on the battlefield at a time.The spell will summon the maximum possible battalions.
300 seconds recharge time.

Mirkwood Moose Riders

The riders of Mirkwood change significantly.
They can no longer be upgraded,but they are summoned with Elven Cloak equipped and they can reach level 10.
They are permanently stealthed while standing still,while moving in trees and while attacking from trees.
Moose Riders have high speed(110) and high attack range(400),but they have low armor.

MMR are specifically designed for hit-and-run tactics and ambushes.

The spell perfectly fits with the Lothlorien gameplay,rather than a summon intended to kill masses of enemies as Friends from the Old Forest.

Replaces Friends from the Old Forest.
Bringing Moose Riders from Mirkwood back to tier 3 would leave a missing tier 2 power,so it is switched with Shades of Mirkwood.

Shades of Mirkwood(11pp)


The spell works like the 2.01 Thranduil's ability,Move Unseen.
For 30 seconds units and heroes(including ents) will be stealthed while moving.The effect is canceled by de-stealth effects and by attacking.
Radius 120.240 seconds recharge time.


Every posted picture are suggestions as well.


These changes to the spellbook will increase the stealth element in Lothlorien,which should be the base of every strategy.





« Letzte Änderung: 4. Jan 2011, 12:23 von TheMostBurning »

TheMostBurning

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Re:Lothlorien Concepts and Feedback
« Antwort #5 am: 12. Jan 2011, 20:08 »
Recently in the german Lothlorien concept thread the team asked the community to propose concepts to renew Haldir.

So,here is my concept.

Haldir



Sword/Bow(Level 1)



Haldir is,like any other Galadhrim warrior,skilled both with sword and bow.
Doesn't change.

Captain of Galadhrim(Passive)(Level 3)



Haldir is the leader of the defenders of Lothlorien.
This ability grants more bonuses as he levels up.
Level 3 grants +50% armor for Lothlorien Warriors and +25% range and attack speed for Lothlorien Archers.
Level 5 grants +25% armor and crush revenge damage for Lorien Marchwardens.
Level 7 grants the usual armor bonus(+50%?) and +50% armor and damage for Galadhrim.
Level 10 grants +33% damage and attack speed for units in radius 150 for 20 seconds after Haldir's death.

Every level represents a stage of his history.First he is the captain of the normal forces,then he becomes the leader of the elite defenders.On Galadriel's order he leads the last elven warriors to the Battle of Helm's Deep,where he loses life causing allies go into a revenge frenzy.
His versatility grows through early,middle and late game,making him a great support hero.
The system also doesn't bring any transformation.

Lembas supply(Level 4)



Lorien units in the selected area(radius 60) are equipped with Lembas.Cooldown 2 minutes.
This sostitues the previous healing spell,which never brought anything new,being just like a normal heal.
Like Celeborn,Haldir so obtains a unit support power.


Golden Arrow(Level 6)



Haldir has developed extreme bow skills,especially against evil creatures.
Only level is changed,as the arrow is too strong for such an early level and a fast recharge.

Haldir's Brothers(Level 10)



Summons Orophin and Rumil both at level 10 for 60 seconds.They both have 1500 health.Recharge time 180 seconds.

Orophin

Sword/Bow

Orophin can switch between his weapons like any other well-trained Galadhrim,to be able to fight always together with his brother.

Master of Defence(Passive)

Orphin is skilled in fighting while defending other warriors,helping but slowing them.
In Orophin's vicinity,Haldir gains +100% armor and his dodge ability increases by 50%,but loses 25% attack speed.

Rumil

Sword/Bow

Rumil can switch between his weapons like any other well-trained Galadhrim,to be able to fight always together with his brother.

Master of Attack(Passive)

Rumil is skilled in attacking without taking care of anything,and warriors near him are urged to fight even more sturdily.
In Rumil's vicinity,Haldir gains +100% damage and +50% attack speed,but his dodge rate is reduced by -25%.


Orophin and Rumil's summon has so a use different from the one of any other summon.
They can't help much with their own fighting skills,but they significantly improve Haldir's ones.
The effect of their summon is so the same of a Buff power like Blademaster,but it still brings to the battlefield two more warriors.
The summon is also versatile,as the user will be able to choose between taking an all-round offensive or defensive bonus,or mixing them.


With these changes,not many really,Haldir becomes a more versatile and original hero,but he is also stronger.
So,his cost is increased to 1500.



I didn't translate it as these concepts don't have anyway to be discussed because they were specifically asked,but should i translate every other from now on?With google translator,anyway :P
« Letzte Änderung: 12. Jan 2011, 20:20 von TheMostBurning »

Virssagon

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Re:Lothlorien Concepts and Feedback
« Antwort #6 am: 20. Nov 2011, 14:17 »
I think it should be possible to put elven archers into battle towers because in the book they also hid in their trees