Board Thread:Suggestions forum/@comment-32013442-20180201161120

Hello again!

I was recently reading a little discussion that AlteOgre started on the subject of flames, chills, and the fact that there is an over abundance of these two materials in the game. As I recall, there is a player on TOS who has a legendary, long, swift, chilling balrog whip. I have spoken to him personally, and it took him close to a dozen STACKS of flames of udun to get this devestating weapon. This is a little ridiculous yes? So here, in short, is my idea on how to solve this over abundounce of flames.

Step 1. The Balrog NEEEEERF!

1st of all, I think we can all agree that we want to see balrogs improved. But I will not go into exorbitant detail here. This topic has been well documented, covered, and dated.

http://lotrminecraftmod.wikia.com/wiki/Thread:210277

http://lotrminecraftmod.wikia.com/wiki/Thread:365407

So let us move on unless you have some revision you want to do.

This is simple. The balrogs we currently have ingame are not balrog bosses. They are lesser balrogs. They do not drop the flame of udun item upon death. Done, dusted, moving on.

Not really. While the current balrogs ingame will remain pretty much the same as they are now, (no flame though), balrogs will have a reduced health of 150, and will be a little smaller. About the same size as an utumno troll. They will also have a chance to drop 1 of 3 totem parts when killed. A simple retexture of the hill-troll chieftain totem will suffice.

Step 2. The Balrog boss spawn mechanics.

So here is a simple version of how the boss will be summoned. All 3 totem pieces will have to be placed on a special balrog alter, which will only spawn in the large domed rooms of the fire lvl. When all 3 pieces of the totem are placed on the alter, the burning utumno fire bricks will spontaneously combust producing a fire-ring over 3-5 seconds. When this is done, the totem will be consumed, and the Balrog Lord will spawn in a similar fasion to the hill troll chieftain.

Here are some pictures of this.

Step 3. The Balrog Lord Mechanics.

1. The balrog lord will be immune to arrows, crossbow bolts, darts, etc. Spears and throwing axes are still good.

2. The balrog lord will give a passive firedamage to those who are too close to him. (aka, touching him.) Balrog lords will also do the same damage as their weapon shown below.

3. The balrog lord will have a very rare, not possible, highly unlikely, most probably not going to happen, give up, why are you still here? Science can confirm this will not happen, NO! Balrog Lord whip drop as well as the regular balrog drops that we have at this time. Flame of udun, coal, coins, etc.

4. What is so special about a balrog lord's whip? Have a look at the last photo to see.

5. Balrog Lorgs will have a health regen rate of 3 health per tick, will have a base health of 300, and will be immune to knockback.

6. Balrog lords will have the same model and skin as the balrogs we already have in the game.

7. Balrog Lords will have names. The mod team can have some fun with this.

8. Balrog lords will make use of the unused and forgotten balrog mixtapes the admins have yet to use ingame. (Give them voices please!)

9. Balrog lords are TERRIFYING!!! All npcs such as tormented elves, wargs, and orcs will despawn in a wide radius around them. They will also not respawn until the balrog lord is dead.



10. Balrog lords will use their whips to grab onto a random player within sight for 1-3 seconds, doing fire damage to them, giving slowness 1, and finally "pulling" them towards themselves by giving the player a "knockback 2" tug. This whip ability will be used at 5-10 second intervils, and has a range limit twice that of a balrog whip's charged right click ability.

Tada! That is the long and short of my thoughts on a balrog boss.

I hope you guys enjoy! 