In original WoTR, you'd train four anti-rush units then zoom all the way off to Tier 4 to start training all your lategame Huorn spams. But what if you made the tier upgrade prices and times more on the order of standard RTSes - expensive and long - and made earlygame units actually worth training? And what if you gave these upgraded buildings powerful towers? And what if these higher tiers unlocked upgrades for early tier units, allowing earlygame units to still be good if not better than lategame units? And what if you gave some useless units some much-needed care and turned them into powerful monstrosities? And what if you were to completely overhaul Fate Powers and make them useful, as opposed to Ents and Balrogs? And what if you were to release it all as a mod - One Balance to Rule them All?

Baruk Khazad!
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aidenpons Author
aidenpons - - 68 comments

In case you thought only one unit got some love... here are other units with a lot of really powerful upgrades that are more than your standard +2 attack:

- Bonecleavers
- Giant Spiders
- Axethrowers
- Elven Archers
- Huorns (always the case though)
- Lightbearers (to an extent, always the case)

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Description

Shieldbreakers now:
- are immune to knockback (innate)
- get a hefty siege bonus (innate)
- get Shield Break (Tier II)
- get Knockback Shield Break (Iron Hammer; Tier II)
- get Area of Effect Shield Break (Wrath of the Dwarves; Tier V), which thanks to a bit of game bugginess applies Shield Break to EVERYONE in the radius.

Happy smashing!