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A way to buff clairvoyance.
People are worried about clairvoyance not being viable because of trades on bot lane. A support with exhaust is able to help their carry out way more than your cv is able to help yours. You simply can not win trades without an offensive summoner on bot lane.
I was thinking of how The Lord of the Rings BFME game (all the way back from '04) had a "vision" ability with the use of Sauran's eye. It also gave a slight buff on friendly units and a slight debuff on enemy units. I was think clairvoyance could do that also! You would only get the buff/debuff if you were in cv's range.
Sauron Eye: here
Details: Reveals a small area of the map for your team for 4 seconds. Lowers the enemy's champions armor and magic resist by (5-10%). (*depending on how close the enemy champion is to the eye)
(Maybe a slight buff on friendly champions)
The thought of doing (5%-10%) depending on user champion level isn't as consistent. Supports are generally the lowest level champion on the team so it would not be as effective. Another problem with scaling per level is that champions that get levels ahead of everyone else (top or mid) could crush lower level champions easily.
The reason I think 5-10% would be better than a scaling flat armor and mr debuff is because some champions build more defense than others. If a champion has a base of 30 mr and it drops a flat amount they will simply get bursted.
Tell me what you guys think of the idea! (first LoL subreddit post so be nice) :)
tldr: Make cv give slight armomr % debuff on enemy champions and possibly give slight buffs on friendly champions depending on how close they are to the eye.
EDIT: This has nothing to do with an alternative for teams using the screen behind them to see where the enemy team is.
EDIT: Made a picture. It would be something like muah.
Probably make the 5% A LOT bigger and other percentages small obviously.
BFME2 - RoTWK Glorfindel Hero Mod
I am having a very strange problem that no one else seems to be running into.
First of all, I have the RotWK Collector's edition which is apart of the BFME Anthology pack. I downloaded the 2.02 v7.0.0 update that was released September of this year. I'm assuming that 2.02 v6.0.0 was used at the time of writing the above tutorial so I tried reverting to that update as well.
Secondly, I am attempting to give Glorfindel a 5th power (specifically Lightning Sword). Using the tutorial, and other tutorials from that website, I was unable to successfully modify ANYTHING on Glorfindel. At first, I questioned whether or not I was "doing it" correctly. I'm clearly able to mod other things. For example, I am able to create a CaH sublcass called the Battle Mage without any problems! So I am going through the modding process correctly in other areas.
For some reason, I cannot add a power to Glorfindel or even successfully mod any aspect of the unit. I attempted changing minor things in the code like his command set in Commandset.ini. I attempted to comment out all of his powers (2-5), but when I launch the game, his powers remain in the palantir. Maybe this change should not affect the palantir, but some of these small changes I am making should bear consequence when I launch the game.
I have a feeling my changes to Glorfindel are being overwritten somehow. I'm wondering if mods only work on cracked versions of Rotwk.
I have attached my files to this message.