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Erebor Sucks

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Maybe add a gold stealing aspect to it. There would be little piles of gold scattered around the forge and maybe the throne area. The person would right click it and run it back to the gate.
 
[quote user_id="6333547" avatar="https://cravatar.eu/helmavatar/beepbobit/74.png" name="beepbobit"]
[quote user_id="4858267" avatar="https://s3.amazonaws.com/files.enjin.com/187965/site_logo/medium.png" name="TOMMY_____"]I really wanna try out Erebor, but i can't connect, does someone know why?
Are you using MC 1.7.5?

[quote user_id="6427581" avatar="https://assets-cloud.enjin.com/users/6427581/avatar/medium.1500927951.jpeg" name="Riko son of Pdor son of Kmer"]hm...[quote user_id="6089712" avatar="https://cravatar.eu/helmavatar/KordianThegreat/74.png" name="KordianThegreat"]WHY DON'T WE ADD DALE, REMOVE 50% OF THE FLAGS, AND MAKE THE CAPPING LINEAR,
THAT WAY IT WOULD BE SO MUCH BETTER (( Please refer to akam's post ))
1- They should change a bit Erebor, it doesn't special details and there aren't some places(even the statues, and if they need help let the players do those things)
2- If they don't have time to add Dale, let us do that city
3- I repeat, ADD THE EASTERLINGS
4- With some help by players and world edit, it's possible
(probably Tim will say no)[/quote]
If we remove 50% of the flags, it will be 100% more walking.
We added this many flags to make it easy to walk to flags and not take hours.[/quote]
Then remove the stupid classes, and add signs so we know how to get around[/quote]
Signs are planned, there are no stupid classes...
Dale would only make the battle bigger.[/quote]
Thanks for adding signs, but I still don't understand why the dwarfish footman is stronger than the orcish footman. They have more armor, stronger axe, everything. That's not an equal fight for what should be an equal class.
I suggest giving orcs either swiftness or strength so they can balance dwarf infantry
 
but I still don't understand why the dwarfish footman is stronger than the orcish footman. They have more armor, stronger axe, everything. That's not an equal fight for what should be an equal class.
Because Dwarves are outnumbered 2-1 usually. And a diamond axe is the same as an Iron sword so what difference is their?
 
[quote user_id="960266" avatar="https://cravatar.eu/helmavatar/sjoerdtim/74.png" name="sjoerdtim"]
[quote user_id="960266" avatar="https://cravatar.eu/helmavatar/sjoerdtim/74.png" name="sjoerdtim"][quote user_id="4858267" avatar="https://s3.amazonaws.com/files.enjin.com/187965/site_logo/medium.png" name="TOMMY_____"]I really wanna try out Erebor, but i can't connect, does someone know why?
Are you using MC 1.7.5?

[quote user_id="6427581" avatar="https://assets-cloud.enjin.com/users/6427581/avatar/medium.1500927951.jpeg" name="Riko son of Pdor son of Kmer"]hm...[quote user_id="6089712" avatar="https://cravatar.eu/helmavatar/KordianThegreat/74.png" name="KordianThegreat"]WHY DON'T WE ADD DALE, REMOVE 50% OF THE FLAGS, AND MAKE THE CAPPING LINEAR,
THAT WAY IT WOULD BE SO MUCH BETTER (( Please refer to akam's post ))
1- They should change a bit Erebor, it doesn't special details and there aren't some places(even the statues, and if they need help let the players do those things)
2- If they don't have time to add Dale, let us do that city
3- I repeat, ADD THE EASTERLINGS
4- With some help by players and world edit, it's possible
(probably Tim will say no)[/quote]
If we remove 50% of the flags, it will be 100% more walking.
We added this many flags to make it easy to walk to flags and not take hours.[/quote]
Then remove the stupid classes, and add signs so we know how to get around[/quote]
Signs are planned, there are no stupid classes...
Dale would only make the battle bigger.[/quote]
Thanks for adding signs, but I still don't understand why the dwarfish footman is stronger than the orcish footman. They have more armor, stronger axe, everything. That's not an equal fight for what should be an equal class.
I suggest giving orcs either swiftness or strength so they can balance dwarf infantry[/quote]
We made iron axes as strong as iron swords, which is the strength of a diamond axe (so it's equal)
The armour increase of dwarves is kind of fair seeing orcs have double their men.
 
Gundabad's weapon does 6.25 damage with voting for extra sharpness, and it has strength, which adds %130 more damage. 15 damage per hit, even more with crits. It 3-4 hits melee classes, and 2 hits archers. The "counter" for it is the swordsman classes, another point class. Oh, and gets knockback that really is an advantages on the bridges which is 1/3 of the map. It has barely anymore armor, and it's weapon when voting does 8 damage, half less as gundabad. Gundabads and trolls can run though the whole entire map unchalanged.

Make the swordsman a tad bit stronger, maybe an extra half armor point would be nice. Maybe knockback too, or just something to even it out. Gundabad didn't need a nerf, just the class counter to fight it did it needed a buff. I was expecting a hammerer-like class, but swordsman I guess is a little bit better then the regular melee, but not by that much, and I payed 3k for it. (even harder for non-donors to afford)
 
Gundabad's weapon does 6.25 damage with voting for extra sharpness, and it has strength, which adds %130 more damage. 15 damage per hit, even more with crits. It 3-4 hits melee classes, and 2 hits archers. The "counter" for it is the swordsman classes, another point class. Oh, and gets knockback that really is an advantages on the bridges which is 1/3 of the map. It has barely anymore armor, and it's weapon when voting does 8 damage, half less as gundabad. Gundabads and trolls can run though the whole entire map unchalanged.

Make the swordsman a tad bit stronger, maybe an extra half armor point would be nice. Maybe knockback too, or just something to even it out. Gundabad didn't need a nerf, just the class counter to fight it did it needed a buff. I was expecting a hammerer-like class, but swordsman I guess is a little bit better then the regular melee, but not by that much, and I payed 3k for it. (even harder for non-donors to afford)
This is just bullshit.
We checked both Gundabad and normal Axeman and Gundabad is still 1 stronger and has the knockback now, so it's perfectly fine. A normal axeman can easily 1v1 a Gundabad orc, at least I can, some noobs may not be able to but that's not my concern.
 
I don't get it when I vote.
That's because you don't pay attention.
Do /vote
The 2nd link says "Sharpness Weapon"
Vote for the 2nd link
Wait a few minutes
All classes get +1 sharpness that way, excluding trolls.
 
Isn't it strange that as soon as the EULA is enforced and Donator classes are removed, all of the Donors actually start caring about the unfairness of normal classes and little attack damages? I guess you guys are used to the OP Dwarven Stuff. :P
 
[quote user_id="4867771" avatar="https://cravatar.eu/helmavatar/Pythonawe/74.png" name="Pythonawe"]Gundabad's weapon does 6.25 damage with voting for extra sharpness, and it has strength, which adds %130 more damage. 15 damage per hit, even more with crits. It 3-4 hits melee classes, and 2 hits archers. The "counter" for it is the swordsman classes, another point class. Oh, and gets knockback that really is an advantages on the bridges which is 1/3 of the map. It has barely anymore armor, and it's weapon when voting does 8 damage, half less as gundabad. Gundabads and trolls can run though the whole entire map unchalanged.

Make the swordsman a tad bit stronger, maybe an extra half armor point would be nice. Maybe knockback too, or just something to even it out. Gundabad didn't need a nerf, just the class counter to fight it did it needed a buff. I was expecting a hammerer-like class, but swordsman I guess is a little bit better then the regular melee, but not by that much, and I payed 3k for it. (even harder for non-donors to afford)
This is just bullshit.
We checked both Gundabad and normal Axeman and Gundabad is still 1 stronger and has the knockback now, so it's perfectly fine. A normal axeman can easily 1v1 a Gundabad orc, at least I can, some noobs may not be able to but that's not my concern.[/quote]

Does sharpness 1 on the axes make axetrower any better?? And Yes, uless you are a noob, axetrower is perfect against all classes. It is just training. I 1v2 orcs with my axes and i killed both of them (and then captured forge alone).
 
i have killed alot of players with axethrower and alot gondabads to, 1 of the 3 gundabas i killed with it started yelling to tim, NERF AEXTHROWER
 
Tim, that is not true. Even with my donator helmet, 60% of the time I get 2 hit killed. Gundabads weapon does 6.25 damage with voting, and with strength 15 damage. They are very strong, but slightly worse armor then the regular orcs. (only by 0.5 armor points.) I think that they were fine with resistance and their armor, it just that the swordsman's weapon only does 8 damage with voting, about twice as less. The swordsman armor is slightly better then the gundabads and worse then the regular dwarf melee. The fact that I paid 3k for a class that's armor is weaker then the normal melee and weapon only does 1 more damage bugs me.

Change: Make swordsman stronger, the dwarf melee class too, and give gundabads their resistance back
or
Change: Make swordsman stronger
 
[quote user_id="6333547" avatar="https://cravatar.eu/helmavatar/beepbobit/74.png" name="beepbobit"]
[quote user_id="4858267" avatar="https://s3.amazonaws.com/files.enjin.com/187965/site_logo/medium.png" name="TOMMY_____"]I really wanna try out Erebor, but i can't connect, does someone know why?
Are you using MC 1.7.5?

[quote user_id="6427581" avatar="https://assets-cloud.enjin.com/users/6427581/avatar/medium.1500927951.jpeg" name="Riko son of Pdor son of Kmer"]hm...[quote user_id="6089712" avatar="https://cravatar.eu/helmavatar/KordianThegreat/74.png" name="KordianThegreat"]WHY DON'T WE ADD DALE, REMOVE 50% OF THE FLAGS, AND MAKE THE CAPPING LINEAR,
THAT WAY IT WOULD BE SO MUCH BETTER (( Please refer to akam's post ))
1- They should change a bit Erebor, it doesn't special details and there aren't some places(even the statues, and if they need help let the players do those things)
2- If they don't have time to add Dale, let us do that city
3- I repeat, ADD THE EASTERLINGS
4- With some help by players and world edit, it's possible
(probably Tim will say no)[/quote]
If we remove 50% of the flags, it will be 100% more walking.
We added this many flags to make it easy to walk to flags and not take hours.[/quote]
Then remove the stupid classes, and add signs so we know how to get around[/quote]
Signs are planned, there are no stupid classes...
Dale would only make the battle bigger.[/quote]
Make Dale the map before Erebor. If the Easterlings win, then they can go onto siege Erebor.
[quote user_id="5274005" avatar="https://assets-cloud.enjin.com/users/5274005/avatar/medium.1409176704.jpeg" name="CptBlockbeard"]Isn't it strange that as soon as the EULA is enforced and Donator classes are removed, all of the Donors actually start caring about the unfairness of normal classes and little attack damages? I guess you guys are used to the OP Dwarven Stuff. :P[/quote]
It made my kd go up to almost a for cuz archer is almost unstoppable without donor classes. So easy to go on a 10 killstreak. Sometimes I love EULA and sometimes I hate it.
 
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