Board Thread:Suggestions forum/@comment-25981649-20181127142428/@comment-32013442-20181130053826

Just a point on the potions for future reference:

Potion brewing by dol guldur is a nice counter for fangorn if done properly. But I believe that if you give dol guldur offensive potions of splash damage (like potions of harming that bypass armor) you are giving evil a massive bonus that good cannot counter.

Consider the potion effects already in the game:

Evil can brew potion Morgul draught which gives night vision, and Orc draught which gives strength and speed for a bit of damage to your health.

Good can make mirvur which is basically a better Orc draught 'cause no damage, and of course all of the fangorn brews giving water breathing, fire resistance, health regen, full hungar saturation, night vision, you get the point.

If you are going to give dol guldur a selection of potions, give them potions to give them fire resistance, water vision, etc. Having throwable harming potions is unbalanced. Period. In vanilla, harming potions are one of the most devestating weapons available. Adding a Lotr equivalent would make the game unbalanced.

Also, I think that for ease of implimentation, just use a similar method to fangorn brewing for dol guldurish sorcery. Maybe have a dol guldur cauldron that acts in the same way as an ent jar, and have more "corrupted" ingredients rather than man flesh, bottle of poison, cobwebs, etc.

Maybe some items like corrupted flowers, rotting moss, and other things that would indicate the sickness lying over mirkwood. And do Morgul flowers and shrooms even grow in dol guldur? All items should be available soly in dol guldur's biome and only brewable in dol guldur's biome.

Sorry if it is too clustered and not so organized. I hope it is understandable.