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LTF Suggestions: Design/Balance/Revamps.

Awers885

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As we now, Discord is not really suitable for productive discussions and very often it falls into unreadable offtopic wall of text.

So if you have any suggestions you'd like to share and discuss, feel free to post them there !
  • Adding a new unit
    (And/Or removing an old one).
  • Changing an ability/multiple-abilities on an existing Hero or Unit.
  • Changing the stats/cost of existing units/buildings/upgrades.
  • Minor terrain adjustments.
  • Proposal of adding a new faction path/reworking existing one.
 

WhiteLR

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First, I think the demoness of DH should be returned to him.
(PS. I mean that he can train demoness when he starts the game)
The reason is that I found that when DH was unable to train demoness at the beginning of the game, he almost lost all of his wartime health capabilities. This made him seem a little lack of stamina when facing the alliance's army, and often only requires allience players to fight for a long time. They can easily defeat DH.
(Even if allience only sent about 2 players)
And what is most directly affected by this situation is that the early battles of legion players in the south are very difficult.
And indirectly caused the allience player to be more able to defend in the north.
So I think maybe we should return the training right of demoness to DH
 

WhiteLR

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Secondly, I think maybe the death knight sub-faction of the Scourge should be strengthened.
Because the gain of this path is a bit too small compared to the Vrykul of the Scourge
(PS. The reason why the path of the Vrykul was chosen for comparison is that in most cases the path of the Vrykul is the same as the path of the death knight.)
If compared with the Vrykul Path, the Death Knight Path will simply replace the Scourge Elite unit with an elite that may not be as useful as the Vrykul Death Knight.
And the new heroes given to him are a little weaker than the Vrykul God King.
In addition, the death knight path will no longer give any additional bonuses
The Vykul Path will even unlock new units and special enhanced technologies.
After the above thinking and actual combat, I found that the path of the death knight is a bit too narrow compared to the path of the Vrykul.
Death knight path may only be attractive to players who love high-mobility guerrilla warfare.
I don't think this is bad, but its overall bonus to the Scourge is too weak compared to the Vrykul path.
This causes some players who like high mobility guerrilla warfare to appear a little weak in the front after choosing this path.
Therefore, I think that as a secondary path with the same basic status as the Vrykul path, the death knight path should at least be consistent in the content of the bonus.
For example, the Vrykul will give a new hero, 2 new units (maybe, my memory is not so clear), and a new special strengthening technology.
The death knight path only gives a new hero and replacement special effects (and the new heroes and replacement special effects given are not so practical)
Therefore, I believe that at least a new special technology should be added to the death knight path (for example, after research, it can strengthen the mobility of the unit, while improving some of the death knight special skills)
Secondly, this special technology or bonus should at least provide a special bonus for a common combat unit other than the death knight (such as strengthening the ghoul?)
On top of this, it might be better to add some enhancements to the death knight hero. (Perhaps it is also possible to change the form of technology and enhancements to this hero into a form similar to the DH dragon subpath task chain? I’m not sure)
(I think the core is still mobility, but at least it should be basically the same as the Vykul path in the bonus range, otherwise the path seems a little meaningless)
 

Awers885

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First, I think the demoness of DH should be returned to him.
(PS. I mean that he can train demoness when he starts the game)
The reason is that I found that when DH was unable to train demoness at the beginning of the game, he almost lost all of his wartime health capabilities. This made him seem a little lack of stamina when facing the alliance's army, and often only requires allience players to fight for a long time. They can easily defeat DH.
(Even if allience only sent about 2 players)
And what is most directly affected by this situation is that the early battles of legion players in the south are very difficult.
And indirectly caused the allience player to be more able to defend in the north.
So I think maybe we should return the training right of demoness to DH
Secondly, I think maybe the death knight sub-faction of the Scourge should be strengthened.
Because the gain of this path is a bit too small compared to the Vrykul of the Scourge
(PS. The reason why the path of the Vrykul was chosen for comparison is that in most cases the path of the Vrykul is the same as the path of the death knight.)
If compared with the Vrykul Path, the Death Knight Path will simply replace the Scourge Elite unit with an elite that may not be as useful as the Vrykul Death Knight.
And the new heroes given to him are a little weaker than the Vrykul God King.
In addition, the death knight path will no longer give any additional bonuses
The Vykul Path will even unlock new units and special enhanced technologies.
After the above thinking and actual combat, I found that the path of the death knight is a bit too narrow compared to the path of the Vrykul.
Death knight path may only be attractive to players who love high-mobility guerrilla warfare.
I don't think this is bad, but its overall bonus to the Scourge is too weak compared to the Vrykul path.
This causes some players who like high mobility guerrilla warfare to appear a little weak in the front after choosing this path.
Therefore, I think that as a secondary path with the same basic status as the Vrykul path, the death knight path should at least be consistent in the content of the bonus.
For example, the Vrykul will give a new hero, 2 new units (maybe, my memory is not so clear), and a new special strengthening technology.
The death knight path only gives a new hero and replacement special effects (and the new heroes and replacement special effects given are not so practical)
Therefore, I believe that at least a new special technology should be added to the death knight path (for example, after research, it can strengthen the mobility of the unit, while improving some of the death knight special skills)
Secondly, this special technology or bonus should at least provide a special bonus for a common combat unit other than the death knight (such as strengthening the ghoul?)
On top of this, it might be better to add some enhancements to the death knight hero. (Perhaps it is also possible to change the form of technology and enhancements to this hero into a form similar to the DH dragon subpath task chain? I’m not sure)
(I think the core is still mobility, but at least it should be basically the same as the Vykul path in the bonus range, otherwise the path seems a little meaningless)
Good points overall! In 0.66 I'm planning to do a lot of changes to the southern fight (Dwarves-Dark Horde-Dragonmaw mainly, but also others), and this includes the return of the Demonesses for the Dark Horde at the start of the game. And speaking of the Death Knights, I've prepared a few improvements for them, but don't want to spoiler them yet.
 

BuzanandFriends

The Sub-par mapmaker.
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After all these years of LTF being out I still think the Silver Hand should get a complete overhaul so they're less of a copy-paste from LTA, maybe rework their progression to the Scarlet Crusade & Argent Dawn?

As I said a long time ago it'd be cool if it worked sort of like the comics, where when Uther dies, Alexandros, Saidan, and Taelean/Abbendis(Elder not Brigitte) spawn as a hybrid between the Scarlets, Argents, and Silver Hand. If Alexandros dies you could pick between staying with the Alliance via the Argent Dawn, and getting Eligor, Tyrosus, 'n Darion (Darion can get the Corrupted Ashbringer off his dad as a quest and bring it to Light's Hope to get it purified and buffed, idk that'd be cool.). Then if you do Scarlet you keep Saidan, and get Abbendis Sr., and Renault, and with the Scarlets, Renault gets the same quest and if he brings it to Tyr's Hand the sword gets purified in a different kind of way to reflect Saidan's demonic posession.

Argents could still go down the path of the Draenei and get Maraad back i guess
 

Onyx

GrimmHeart Darksbane
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It changed a bit since you last played
Currently it looks smth like this :
You're Silverhand with Maraad and Uther
At 10mins mark or if you triggered/lost Muru before, you'll obtain Alexandros Mograine
Upon Uther Dying you'll turn Scarlet Crusade for 6mins(? not sure)
At the end of the timer if you didn't pick Argent or Onslaught you'll auto turn Onslaught
Upon turning Onslaught you lose Alexandros and shit gets back like it was before
Tho Scarlet Monstary event triggered by Renault is back, so you can obtain Sally (6different heroes available with 5 max at a time)

Now in between, not sure how, but if might be upon triggering Scarlet Crusade, Grey will Obtain Darion Mograine with corrupted Ashbringer
It might with Onslaught tho not 100% sure, and if you turn Argent Crusade you get Ashbringer on Tirion

Grey can also choose to turn Ebon Blade Knights, with a few conditions, first alliance needs to be broken, so 4 or less I think
Will become 3 or less on the next version if I'm not wrong
And then you need Tyr's Hand destroyed and have Noth summon Acherus there, then you research Betrayal on Acherus

So to sum up, it's a lot more lore accurate, tho I wished the player could stick with Mograine a bit longer
You can't stay silverhand for the rest of the game, and scarlet crusade is really short
 
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