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Maybe to 2.5 food/wood/gold per second.
(if this is still too much, they can be nerfed again later)
Keep in mind, that it is a age 4 god power,
so it really should be quite powerful,
because there are other age 4 god powers,
that can decimate entire bases/armies, in a few seconds.
Also, plenty vaults have already been severely nerfed,
compared to AoM EE: where they generated 15 food/wood/gold per second.
Then again, once you get a wonder, you can easily get more than 5 plenty vaults;
this is where they can become extremely OP, at the moment... (=> infinite resources..)
So yeah, like i said, i agree, that a small nerf is needed.
Making them cost more favor is also a good option for this.
Because that is a 4 age + wonder + not making a army to gather that amount for various minutes
I don't play greek, I play egyptian, and if you aren't pressuring a greek enough to stop them from getting 2 vaults you've already lost. (On most 1v1 maps, if youre playing a large 3v3 or something then I guess more vaults is more common)
The only thing that makes getting 2 plenty vaults better than 2 earthquakes or 2 lightning storms is the fact that plenty vault costs 200 to recast, and earthquake/lightning cost 350. 200 is actually affordable in some instances, 350+ is not.
If plenty vault costed 350 to cast a second time, you'd probably rarely see 2nd plenty vaults.
I dunno if you're responding to my post or other suggestions, but I agree that increasing favor cost isn't the way to go. I'm suggesting that plenty vaults give 180 of each resource a minute at 100 pop and 60 at 200 pop and above. That way you retain the efficiency bonus when building and remaxing but you don't build a bank as quickly just sitting at max pop.
I am suggesting that increasing the favor cost is the way to go (if we assume its even a problem as is). Its an outlier in terms of recast cost. That is why it's better to recast than other god powers. If we assume that's a problem, then the simplest solution is to simply not make it more efficient to recast than other age 4 god powers.
ah sorry, misread. Just to clarify, I'm assuming higher level macro play because that's the only situation where plenty vault is worth taking, and that involves large armies (50+ pop) being traded out to exhaust the opponent economically. The idea is that with one plenty vault you get the 10% bonus after you've lost most your units either by losing a battle or achieving more map control/destroying production. Then when you're maxed out it tapers off. Maybe 60/min is too low and the math could be adjusted, but the cost of 200 favor for a 20% more efficient economy is not within the margins of game balance. The plenty vault should be an economic security tool that gives you an advantage when you're on the back foot militarily, it shouldn't start a timer before trading armies becomes unfeasible for the opponent.
I'd like to know your thoughts on if plenty vault is balanced right now and why.
Plenty vault on the other hand is effectively weaker than previous balance even without considering so many other age 4 god powers getting buffed, because higher pop means more vills (and therefore the plenty vault is a smaller percentage economy increase).
Its definitely not op if you have only 1 of them. So I don't see any reason why 1 plenty vault should be nerfed.
But, I'd like to use your opinion. Like you said, 1 plenty vault is balanced. But two plenty vaults gives you huge a huge margin to be inefficient that it breaks the game balance. So, isn't the problem, based on your argument, that you can get 2 plenty vaults in the first place? 2 earthquakes is game breaking too btw, its just that its not reasonable to cast twice (and honestly I'm not sure plenty vault is either).
I think your idea of plenty vault is just literally a different god power. You're looking for something like dwarven gold mine. Plenty vault is always going to be a "puts the opponent on a timer" sort of god power, because that's what happens when one player chooses a tempo based option (basically all the other god powers) and the other chooses a long term option.
If you don't want that, then plenty vault needs to expire, because the alternative option to make it not put the opponent on the timer is what you have suggested... which is to make it so bad the opponent doesn't need to care about its existence. You're not solving the timer issue design-wise, you're just deleting plenty vault from the game. But personally, I don't see a problem with a "puts the opponent on a timer" type god power. If one player for instance uses their god power to secure a tc advantage the 50 pop advantage is generally going to be more significant than the plenty vault.
Woah! In EE they generated 15 fwg every 5 sec, so it was still 3 each/sec, but you had to wait for that 5 sec interval to happen to get any res.
To the topic post: It's an Age4 GP that doesn't dish out massive damage so don't make it useless! If Plenty's need a nerf, just increase the Favor cost.