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It's always a shame to confederate her then lose her units. I don't know if it would be possible to keep her malevolant dryads as well, but that would be great.
Well, it's definitely possible to introduce faction specific units like I have done here in this mod. And I think buffing those units also make the most sense. But I don't know about Coedill, it is a hero and I doubt it needs any more buffs.
(Haven't played with them since the update tho, so I could be wrong)
Oh yeah, that was my mistake wording wise. Coedill definitely doesn't need to be buffed, but he does seem to be disabled when you confederate Drycha. At least every time I've played, I haven't done wood elves extensively, but I've only been able to recruit Coedill as Drycha so I figured he was worth a mention.
Hmmm, keeping a hero would be much harder than units, I can give it a try but no promise on that.
Fair enough! I figured it was worth mentioning at least. Either way I love these mods, I love having themed armies, and it makes the end game feel more diverse with each lord having their own builds. Looking forward to the Wood Elves! :D
Thanks, I loved playing with these armies as well.
For Wood Elves, I would respectfully suggest maybe something like this? All suggestions assumed at level 3 of each Lord. Ive looked over this, and it's a lot, but I'm imagining these to be on par with some of the more powerful lord specs youve modded, such as Lokhir, Mazdamundi, and TiqTaqTo. Surely, you will probably not take ALL of this into action, so I'm putting the most important units to each lord toward the top of their individual lists.
-Great Stags: maybe Bonecrusher to illustrate how powerful their charge is? As a true shock cav, these guys could be the ones who make the first impact, and then while the enemy is tossed and debuffed, they could retreat and allow the normal wild riders to come in and do damage afterwards.
- Wild Riders(unshielded)- Discourage and Bloodgreed(Minotaur ability that buffs speed and leadership if enemies are nearbly) and increased Melee Attack, less Melee Defense, as they're the most "berserker" of the bunch. Less AP and more Base damage. These should be the guys doing rear charging and slaughtering archers.
- Shielded Wild Riders: could be more balanced and protected, maybe more anti-cav-focused. Bonus Vs Large, missile resistance and armor buff.
- Glade Captain(Horse or Wild Stag): I believe it's possible for a Lord to buff heroes in an army, and based on their mounts, as I've seen it in Singe's Skills mod - if it's not, or too difficult, ignore this and future references to heroes.
Horse Glade captain: Can get improved Wild Riders buffs(Charge Defense vs All and Bloodshield of Khaine[or similar effect]), and improved Great Stag buffs on a great stag(Monstrous Impact contact effect from Queen Bess).
Rage would focus on punishing the smaller, lesser races(hating on dwarves, humans, elves), so would focus on debuffs, anti- infantry and all-around rousing nature and animals for offensive reasons. Benevolence would focus more on protecting the world from Chaos(Chaos, Norsca, Orcs), so would focus on buffs and anti-large.
- Treemen: With Rage, they may get 2 Bound Viletide(Lore of Wilds AOE Burst from Beastmen), and 1 Soul Stealer, Bonus V Infantry, Discourage and drain magic resistance in an AOE. With Benevolence, 2 Bound Pha's Protection and 1 Regrowth, Bonus vs Large, Dampen and Area buff wardsave.
- Zoats: Zoats seemed to be CA's way to give the Wood Elves an answer for heavy cav and Dwarves. As not to step on the Enigmas of Ghyran or their already standing Dampen contact effect, maybe this: With Rage, they may get 2 Bound Devolve, More AP damage, and Terror. Benevolence may give 1 Bound Net of Amyntok, Charge Defense vs Large, and More bonus vs Large. Both can give Strong or Perfect Vigor.
- Forest Dragons: With Rage, plays the role of a back-line destroyer. Bonus vs Infantry, missile resistance, melee attack buff, and an explosion ability, like Swiftness of Itzl from Kroq-Gar for escapes.With Benevolence, is a monster-killer: Bonus vs Large, Sunder Armor(or weeping blade or Shieldbreaker for synergy with archers???) Melee defense buff, 1 bound Spear of Anath Raema.
- Sisters of the Thorn: As Ariel's personal handmaidens,I think they could play on the fact that Ariel is kind of evil and kind of good(This resonates with Sisters of Twilight's Duality as well), so maybe treat them like a mixture of Dark Elf Witch Elves/Doomfire Warlocks and High Elf Sisters of Avelorn? Madness of Khaine contact effect, magic/fire damage affinity, 1 Bound Doombolt, 1 Bound Soulblight.
Bold text *** I know this is really generous for the Sisters of the Thorn, but some form of this actually makes the most sense, if you consider that they're the unit that's supposed to represent Ariel, and thus the Sisters of Twilight, just as Witch Elves represent Hellebron and Sisters of Avelorn represent Alarielle. Despite the fact that CA made the Sisters to be the Lords that buffed flying units, I think Sisters of the Thorn are actually a much better representative unit of the Sisters of Twilight's lore***
- Great Eagle: Terror, Blind, melee defense buff, Hide in trees( I don't know why small flying units cant hide in trees in base game, but if given the ability, it will work for them)
- Eagle Riders: Suppressed contact ability, missile resistance, melee defense buff, hide in trees, snipe. - They should already get the accuracy bonus from shooting out of the trees.
- Eternal Guard: Melee Defense buff, Unbreakable, and perhaps a stance that makes them immobile, but gives them Charge Defense vs All, even More Melee Defense, and Magic Resistance.
If you can buff Spellsingers, maybe give them Charmed! contact effect from Sigvald the Magnificent while on a Unicorn, and Attuned to Magic while on an Eagle(for being closer to the Winds of Magic)
- Dryads: I really feel like Drycha is the Ungrim of the Wood Elves, with being the paragon of the banished, and it would be cool to see her dryads specced like Ungrims Slayers but anti-infantry. Bonus vs infantry, Bleeding contact effect, Deathblow, Refuse to Die(or an effect similar to Grimgor's Immortulz, where entities don't die until leadership drops below 50%)
- Tree Kin: These guys sort of play a similar role to Kroxigors, with almost needing to be enveloped in a unit of Dryads, so maybe they can perform that role. More AP damage, bonus vs Large(I mean, it's basically a unit of giant splinters. Surprised it doesn't already have this in base game).
(Drycha doesn't have access to any top-tier cav, which is pretty crippling as a Wood Elf faction, so the animals can play individual support roles, but still not as versatile as, or performing at the level of Wild Riders or Stags or Zoats, but, instead, do one thing very well. This can work for her, since she can uniquely summon them whenever, and wherever, so she can call on them as the battle requires. She does have Glade Riders with Spears, which fill the role as weak anti-large cav, and so the animals won't be buffed that direction.)
- Giant Wolves: Basically the Damage-dealing scout unit(Think normal wolf-rats). Good for Back back line harass and cav support. Melee attack buff, more armor piercing, predatory senses(Sense hiding units nearby), bleed contact effect, Opportunist Murder(Nasty Skulkers ability, buff AP and melee attack when winning)
- Giant Spiders: Sneaky back line harass, and tar pit until infantry catch up(Think wolf-rats with poison). Poison attacks, melee defense buff, stalk, smoke bomb(sticky spider webs).
- Cave Bats: Aerial Ranged unit shut-down role. Bonus vs Infantry, missile resistance, blind contact effect.
- Manticore: Mid-low Anti-Large Duelist. Bonus vs Large, no Rampage, melee attack buff, Armor Sundering contact effect. Good for dueling against all those Empire Lords and heroes on horses, and bring multiple for late game empire Lords and heroes on Pegasus.
Wow, that's a lot of ideas here. I won't be able to respond to every idea here. But generally I agree with most of your choice of units. I don't think I will be buffing heros because technically they are the best doomstack material.
Also I am not too worried about units being OP, since they are literally only for that one LL. If it makes the game more fun to play, then I am totally ok with that.
But anyway thanks for dropping your ideas here, I can see a lot of things here get implemented.
Now that I have (almost) finished the mod, I think I should give you some feedback and explanations as for what is implemented and what is not implemented.
Orion:
I think what you suggested was on point, Great Stag Knights have better charge and can easily send enemies flying/ Knocking them down on the Charge.
The Shielded Wild Riders are more defensive and support other cavs by applying "Rattled" on contact.
The Unshielded Wild Riders will have their damage heavily buffed and can nuke morale with "Discouraged", but if left with no support, they will die pretty quickly.
Sisters of Twilight:
As much as I like your idea for Sisters of the Thorn, I did not gave them any more bound abilities. They already have 2 bound abilities and having even more will, at least I believe, make it over-complicated. Instead I gave them 2 different firing modes, one of them is anti-Infantry mode with explosion damage while the other one is anti-large mode with "Snipe". (Also they have a pretty long vegetation ignore time so fighting in the wood is actually beneficial for the wood elves)
Eagle Riders are given "Volley of Kurnous" because it alone already make them useful (Also make sense since it's their faction effect).
Eternal Guards were not buffed because they simply don't belong in an army that focus on skirmishing, they will only weaken the army. I don't think any line holder is needed for this army.
I gave her Forest Dragons because it fits better with her skill tree giving them more breath attacks.
Durthu:
I did not buff Treeman because they are already doomstack materials.
He gets a dilemma after unlocking the 3rd stage. I didn't want to separate the 2 paths by giving bonus against different races, instead, the paths indicates if he allows his rage to consume him and abstain the elves.
The "Vengeance" path will not benefit any elves and focus on forest spirits and creatures, also it will give him an army that is more about charge head on into the enemies and beat them by brute force (and a ton of buffs/debuffs)
The "Embrace" path will make him buff both Forest Spirits and Wardancers/Blade singers. They will not have as much brute force but can rely on flanking/ambushing with Dryads and Blade Singers.
Zoats will get different bound ability depending on the path you choose, giving more offensive or defensive support and anti-cav power.
If you choose the "Vengeance" Path he will also be buffing Great Eagles, they are good air fighters and rely on two bound vortices to contribute to hitting ground units.
Drycha
Basically what you said but Bats and Manticores are not buffed. For one the UI is already exploding with her so Fitting more effects in is not a good idea. Also I wanted to buff Great Hawks since this is a unit that is specific for her faction.
Her playstyle is somewhat similar to the "vengeance" path of Durthu, charging into the enemies with Wolves and Spiders harassing separated enemy cavs/ missile units.
All in all, I really appreciate your contributions. But I was not willing to buff already strong units like Treeman or heros. I hope you will understand why I made these changes.