Board Thread:Suggestions forum/@comment-184.216.182.105-20181014152313/@comment-30561367-20190105054712

I'm on the side of evil being far weaker than good.

1) Ranger Invasions. They occur in lands such as Harendor or Lone-Lands all the time. Me and my friend have a small settlement built around a Gundabad orc scrounger camp and the walls are constantly surrounded with rangers. When you have armor with eolean modifiers and a good bow, these invasions are nothing but annoying. However, they are absolutely devastating agianst lower tier unmodified starter gear and especially, agianst hired units. The rangers coming out of invasions gather into groups and act almost like a machine gun of arrows. Arrows aren't a plentiful resource except for when infinity is applied to your bow, and getting close with a melee weapon is pretty much impossible. For hired units, you are going to need enough to form a meatshield around yourself to get close. Luckily, at melee combat, most higher-grade units tend to obliterate them.

2) Dwarven tools and smiths: as known, dwarven smiths are the only blacksmith NPC able to reforge mithril equipment. Reforging with a smith NPC is WAAAAY cheaper than doing so at an anvil, making "godmith" much harder to get for evil players. Godmith has several advantages agianst godfac, including true-silver, higher damage output and way more reliable durability. As for dwarven tools, they have the best durability faction tools, as well as mattocks. These may not seem like much at first, but they are a big room saver and their multifunctionality removes the need to switch tools on hotbar. I usually keep some positive dwarven alignment even when playing evil for those advantages, but I think it would be much funner to fight agianst them like a true orc.

3) Elven bows: usually, EVERYONE on server uses either high-elven, galadhrim or mirkwood bows, including evil players, who loot these as drops. Since all bows can be modified at all smiths (please don't remove that..), there are no minuses for evil player using an elven bow. They straight up outclass every other bow availible (unless you are counting the range of Dalish bows, which is no big deal IMO). Mirkwood bows are devastating in PVP, since they are still sort of spammable and along with a striking modifier, the enemy has no chance to get close. High-elven & Galadhrim bows have the 2nd highest possible draw speed, along with the highest damage output and the 2nd highest possible range.

4) Ent-draughts & miruvor: ent draughts are only availible to players by killing evil NPC-s, making them about unobtainable for evil players. They have buffs which are unavailible for evil players, such as fire resistance. As for miruvor, it isn't as bad since it can be easily looted and brewed by both good & evil players, but as for wars and other large PVP events on servers, evil is often restricted to orc draught, which has the disadvantage of dealing damage when drank.

5) Easier alignment gaining: often seen as nothing, but it's actually a big deal. Slaying good NPC-s is much tougher for evil players and it takes better gear and skill to do it successfully. The main minus of orcs is the "orc armor bug", which causes orcish units which should have 15 armor points to have 11 armor points instead, giving them a severe disadvantage. Wargs, which might even be easier to kill than any orc, give good players +2 alignment per kill. Trolls are easily outsmarted by good players who can lure them to get stuck behind trees for example, and in such position, they can easily be poked to death with pikes. Most higher tier bows also make quick work of the majority of trolls because of their lack of armor. Saying it from my own experience, surving half an hour of fighting in Mordor with iron-tier gear is way easier than doing so in Rivendell. Another thing which makes it definitly easier for good players is the fact that common orcs don't come after players with -500 alignment.

6) Quality vs quantity: many good players say "small orcs don't need to be strong because they are cheap AF". Look at server rules. Most servers have some sort of an unit restriction number. Common orcs lose their advantage of quantity there.

7) Lack of evil players: evil factions are usually highly outnumbered on servers, mainly because evil gameplay doesn't seem as fun since their content is sort of outdated. Good factions have way more structures, subfactions, variety in general. If you are an evil player, it doesn't really feel like being tied to a faction, you're just on the evil side in general. Only popular evil factions seem to be the recently updated Rhudel & Near Haradrim.