Suggested Improvements to Balance

Viewing 15 posts - 1 through 15 (of 41 total)
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  • #8702

    Elephants are currently underused.

    #8733
    StraightEdgeNexus
    Guest

    Missionary would need a nerf like extra gold cost or 70 sec training time

    #8724
    MarionberryCool7176
    Guest

    >It’s hard to switch to infantry.

    Great changes!

    >Jaguar Warrior: upgrade cost from 1000f,500g to 800f,800w

    (Elite) Jaguar Warrior: Line of sight from 3(5) to 4(6)

    Elite Jaguar Warrior: creation time from 12 seconds to 10 seconds

    This niche counter unit could be made a bit easier to use.

    The Aztecs have the weakest castles, so the creation time bump is especially helpful.

    You did nothing tbh.

    This unit is fundementally bad, it’s beyond just few tweaks.

    I don’t blame you.

    >(Elite) Hussite Wagon: Fixed the bug where cancelling an attack before the additional shots are fired causes the primary shot of the next attack to be replaced with a (low damage) secondary attack.

    (Elite) Hussite Wagon: attack delay reduced from 0.93 to 0.6

    Annoying bug.

    Would make the units a bit easier to use.

    So that’s all we need regarding Bohemians?

    Painful design of a civ, requires much beyond a “fix”.

    >Team bonus (vision of relics) changed to civ bonus

    New team bonus: infantry +2 LoS

    Currently the Vietnamese TC vision bonus is a civ bonus (but their allies get it thanks to shared vision), which makes the Burmese team bonus seem a bit lackluster.

    Why would you do that? +2 LoS is that important to mess up with the Relic vision bonus?

    So now Burmese have two team bonuses?

    practically.

    Not an elegant of a change.

    ​

    >Siege weapons fire bonus from 25% to 15%/25% in Castle Age / Imperial Age

    Stronghold: additionally affects Town Centres, and causes units garrisoned in buildings heal 8× faster.

    Herbal Medicine is no longer available.

    Underutilised tech.

    Herbal Medicine gives 6x, so this would be like Herbal Medicine+

    1.

    Why would you nerf their Castle Age though?

    So you further turned them into boom-into-siege civ, ok……
    2.

    Teutons say hi.

    >(Elite) Tarkan: Attack rate from 2.1 to 2

    This puts them on the same attack speed as camels, elephants, lancers, and scout/light cav, but they still attack slower than knights, hussars, etc.

    OCD?

    What’s the problem with inequality?

    That’s the key aspect about diversity.

    >Andean Sling: additionally removes the attack delay for Skirmishers and Slingers

    Andean Sling cost from 200f,300g to 200f,300w

    This tech currently isn’t really worth it.

    That’s fair, gotta see this one in action.

    >Tigui: additionally increases TC damage by 1

    This tech isn’t picked up much.

    Malians lack bracer, so this puts them on par with other civs in Imperial Age.

    That’s nice.

    >Missionary: can pick up relics, but moves at the speed of a monk when carrying a relic (has to dismount to pick them up)

    This unit isn’t seen much.

    My alternative idea is to make them a bit cheaper and quicker to create.

    No idea why would you buff Spanish when they’re at their strongest.

    >Chatras: HP bonus from 100 to 70

    New civ bonus: Battle Elephants gain 30 HP

    A little push toward elephants with the “Saracens treatment”.

    I’m all for it!

    Devs don’t understand the UT’s that apply to expensive units such as the Elephants further make them unviable and pushes them even more to the fantasy overly luxurious terretories.

    I’d remove Chatras from the game completely, and give them a 50 HP bonus to the Elephants passively.

    #8725
    Toastymuffins5
    Guest

    Very nice list

    #8726
    Nobody414
    Guest

    Nice changes.

    Would like to see another nerf to walls and buff to pikeman.

    #8727
    yogiebere
    Guest

    I like the reduction in upgrade time for militia line, but also just microing that upgrade path is annoying.

    I’d almost love to see condensation of upgrades: i.e.

    longsword upgrade in castle costs the same as longsword+maa upgrade but upgrades in just the longsword time with 1 click.

    In imp same with twohand+longsword+maa, so just would need two upgrades total in much less time to get from militia->champ

    #8728
    KyastAries
    Guest

    So Vietnamese, one of the weaker civs just lose their team bonus for no reason?

    Esp after Viper’s video on how good the bonus is, it makes even less sense.

    #8729
    Kramatikfeler
    Guest

    Your thoughts are reasonable and most of them should be tested to see their impact.

    The Khmer change I don’t like.

    The healing bonus gives them another early game advantage.

    They already have a protection against raids with their villagers being able to garrison.

    Letting the villagers heal inside the houses would make Khmer immune to early game aggression.

    You hit and weaken the vills, the Khmer player needs to pay attention or loose vills on the next raid.

    With the heal, Khmer Player garrisons, heal the vills up and sends them back to work.

    Doesn’t even need additional attention, because the vills will already stay awhile in the house for him to defend or attack and force the enemy away.

    Small change with a big impact for Khmer.

    Adding this to their farming bonus and strong cavalry will push their win rate significantly.

    Especially in high tiers.

    #8730
    Umdeuter
    Guest

    I like pretty much all of the fine-tuning.

    Not sure about most “real” balance changes (like, nerf Celts, buff Aztecs?

    Uhm.)

    #8731
    [deleted]
    Guest

    nice changes, we know MAA line is going to get a buff inevitably.

    guess the tech time will likely be one of them, specifically the imperial times

    i reckon out of everything here the tech times could /should be implemented, and then consider the other things some more

    burmese needs a TB, as they dont have one atm, but its hilarious how many peeps here dont realise it, nevermind the number of people that didnt even read the post properly.

    such a surprise

    #8732
    SuperSelkath
    Guest

    Most of these are fine, druzhina doesn’t need to be cheaper.

    The tech is insane once you get there and it’s locked behind a big price tag for a reason.

    #8722
    HHF_AoE
    Guest

    Great list.

    I agree with all (and their reasoning), except Khmer houses.

    I think thats no an oversight but intention; an dmust not be changed

    #8734
    Blocklies
    Guest

    Most of these are actually fine.

    The Vietnamese, incan and infantry changes are welcome changes.

    Though why are you nerfing celts siege while not giving much else in castle age options?

    They’re pretty balanced win rate wise and don’t feel broken.

    #8735
    Parrotparser7
    Guest

    These are pretty nice.

    Maybe the Stronghold change is a bit much though.

    #8736
    Ackburn
    Guest

    I’ve not seen anything this wonky since my cousin lost his leg below the knee

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