This is a low effort post.
Fur Trimmed Dwarven Add Red Mountain Dwarves (With Red Dwarven Armour) Allow Ranged Units to have player given ranged weapons (Taur only have BG and nobody else) Add Wainriders, but add them as a seperate faction (Primarily to help fill the East)
I am a player on TOS who is looking heavily into the two new Harad factions. The wiki discusses the history and politics of them. I believe that when they get added, having structures would be very important to bring them "on par." This goes the same for all of the other new factions. Limwaith can look into the "poor fisher folk" of Polynesia. Wainriders can look heavily into a "evil Rohan" persona. Imagine Easterlings x Rohan for the style. The east and Harad have a lot of potential, but currently in Legacy, the road stops at Rhun for content.
- THIS ONE IS HUGE -
The Chill and Flame effect are vital for endgame LOTR activities, such as PvP or boss farming. I believe that the existence of them as a mod to existing weapon just makes them a universal upgrade. In PvP, players always have access to Red Ent. Only neutral or + Fangorn gets this. This means that if someone wants to have Fire Res, they cannot kill the Ent Boss. Chill is very strong in PvP and makes PvE significantly easier.
What I suggest for Chills and Flames. Take the path of the Morgul blade. The Morgul blade is a step down from a typical "max" weapon. It also has the trade off of giving the target a wither effect. Make an additional weapon be in place of the modifiers. They can be made as equals to the Morgul Blade.
In addition to this, prehaps make Chills have a counter. In PVP, Flame is only good against players that are not decked out with good resources. Maybe add a shield that provides fire OR Chill OR Wither protection.
- UNITS - With MinMaxing being a "gamer" trait, many factions units are neglected. For instance, Evil players primarily gravitate towards Isen or Mordor Uruks. Good tends to focus on Dorwinion and Gondor.
Here is a blast of potential changes to aid in making sure factions feel unique.
+Factions get a boost in preformance in a list of biomes. i.e Dwarven units should not preform the same in caves or mountains as they do in hot deserts +Give more factions "good units" AKA give all factions a generic equivilent. i.e Basic meleee / ranged / elite and then if it is significant add a +1 troop such as Ologs. Then These "elite" units get a bonus. For instance, Dol Guldur uruks do poison damage.
+Pledging to a specific faction is not required to "play" as that faction. This is both good and bad. Not to limit gameplay, but also does not give a true drive to do so. I do not have a solution for this, but it is a key part of something I believe to be missing.
+To tie in with the DG concept from units, make the faction have some sort of significant concept when wearing full armor. Dol Guldur is very difficult to navigate with the webs and water. Maybe make the Wood-elven / DG armour give some sort of resistance to the water and webs.
addendum: Notify members of fellowship when PvP / Location is toggled. Can also make that an option for individuals
I am willing to discuss any of these suggestions. -MC NAME - JokerMoment -Discord - Chicken Sandwich#5241 - JackDimonds