High King Ithilion wrote: Indeed? I've heard Reforged massively swings the game in Evil's favor, especially Gundabad...? Also they have Mordor Balrogs and some Gundabad unit that shoots fireballs, don't they?
It is not in Evil's favor. Dwarves are as strong as ever. In vanilla, Good was waay too op. I agree, lesser balrogs are nonsense, but I don't use them anyway. As for those Witchers, they are not op, they dont have shields, and if you are intelligent, you would focus them down. I agree, Caragors replacing wargs on the Numenorians on Wargs/Melkor's Chosen was a bad design decision, but it is the team's choise, and they have stated they were inspired by the Shadow of Mordor and Rise of War games.
I always found Vanilla to be balanced pretty well, and also in keeping with the lore tbh. In most situations, Evil had a lot more men and could beat Good about as oftern as Good beat it. In Reforged, Evil has very good units, but also a lot more men, and can usually crush Good. But I certainly agree that the Caragors were a weird design choice xP
Dude, it is multiplayer focused, and so they decided for balance over lore. In the cases of sieges, numbers are certainly not very useful, so they had to change it. Yes, vanilla was balanced respectably, but not perfectly. Misty Mountains were a joke to bring, and elves and dwarves could steamroll over almost any evil unit.
Same as in LOTR mod. It has to have a measure of balance for multiplayer battles, or it will be impossible for people with worse computers to handle the numbers.
In many of the replays I watched, Good units were able to hold back much larger forces of Evil, but were usually overcome by sheer weight of numbers. The size of a force is definitely really important in sieges, so they seemed to even each other out well.