Orc Mod concept - feedback required
I've been working on an orc mod for Dom2 for the past few days, and I wanted to run the concept by a few of the veteran players before hitting beta. Balancing races is pretty tough.
Basic Orcish Concept
- Require double supplies
- orc units have recuperation ability
- Average Priest units, both holy and unholy
- Average Sorcery/Earth Mages
- No regular bless troops
- Mainly twohanded weapons
- Inacurate crossbowmen
I won't list the full stats of troops, but I figured 12-15hp for the regulars, mainly in scale mail with no inherant AC bonuses. They would be stronger and tougher than humans, but have poorer morale and accuracy. Troops to be included in the mod include:
- Militia (spear/round shield)
- Crossbowman
- Axeman (Great Axe)
- Halberdier (Castle Defender)
- Berserker (2x Broadsword, TBA berserk modifier)
- Halforc Bloodguard (think Marignion elites)
- Orcish War Machine (Catapult w/ flaming rocks)
- War Chief (just a big orc)
- Orcish Hero (bigger orc with +5 Standard)
- Seeress (Researcher with a random sorcery pick)
- Witch Doctor (NBHH sacred)
- Shaman (SDHH sacred)
- Evangelist (HHH sacred)
- Halforc Necromancer (DDUUU)
- Halforc Magus (ENNS?)
These orcs would be above-average melee combatants with some blood hunting/communion abilities and weak necromancers. A bit of a jack-of-all-trades race.
Thoughts?
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