Samoja1 wrote:
No, but the books do serve as basis for the mod, and since it's the books that are used as justification for such overpowered creatures as trolls, orc bombadiers and uruk berserkers it's only fair to point out the other side of it. Mod has to be at least somewhat balanced to be fun to play, and at this time the deck is stacked heavily in favor of the evil factions. In the future Beornings may somewhat balance out the overpowered nature of Olog-Hai, but the fact remains that Uruks and especially Uruk Berserkers can go toe to toe with any good faction elite troops and win hands down, that is not balanced at all.
Sorry if my point wasn't the most clear in my op, I just really hate the "but in the books" stance some people take.
I'm 100% opposed to nerffing evil factions, since they're fewer in number (and will remain as such) and the good guys should really be the underdogs.
That being said, some changes are certainly not unreasonable. The spawn rates in Angmar are rather high, and their invasions are far to common (though the same could be said for many good factions, cough cough Rohan cough cough). Olog-hai move to fast, it's true they would have longer strides but they probably wouldn't be able to keep up that speed for long. I'd be fine if evil units costed more, the need for money encourages ecploration anyway.
And I think some faction NPCs like Dwarves, Gondorians, and Men from Dorwinion could probably be buffed. And let's not forget all the good factions that are planned (nine in total).