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Its all the small details. The fact that aoe4's engine thematically looks like it SHOULD function more like a pseudo-realism-'stronghold' inspired aoe title, and yet the fact that all ranged unit shave 100% accuracy, gunpowder units have inhuman fast reload animations, siege weapons firing and reloading faster than it looks like they should and completely changing the TTK with siege warfare, units having weird animation synchronization with the ground making them look like they're skating on ice and not grounded, melee combat looking disembodied and 'floatey' in a similar manner almost like 'everyone's swinging giant pool noodles', the fact that the mechanic of wall garrisoning is implemented and yet its utterly ignored and hardly ever implemented in any significant manner like it would in every single siege scenario, the entire 'magical gold villagers' that pop up during construction for some reason when they could easily models and animate the ACTUAL villagers working on the building instead.
There's just so many things about it that make it feel like it was going to be more like a stronghold inspired medieval aoe game, and then half way through it was ripped out of the growth chamber and jammed into surgery box to be stitched into a PvP game.
It just doesnt hit right.
Wow, ok. What about lowest?
Pro scouts has always been in the game. The ONLY reason it became the meta is that they made the scout easier to micro by having it automatically pick up the deer after killing it and go back to the towncenter. Which makes it easier for everyone to do.
They already provided a nerf by lowering the movement speed while carrying, they may do it again for balance reasons. But the 40% is noticeable and makes the scouts vulnerable to even infantry killing them.
They better. The changes were in the right direction, but it should be much more punishing if caught. Bonus damage received or more movement speed reduction... 2-3 archers can't catch and kill a scout carrying deer, it's crazy!!