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[~list]
[~*] FIRST LIST ITEM
[~*] SECOND LIST ITEM
[~*] MORE ITEMS
[~/list]
to nicely format bullets. (I have to manually do that for all of the patch notes, fun times)
NORSE- Balance Norse troop, creating or enhancing anti-infantry units (please).
- T.A. increase atack, move speed or range.
- Improvements in their siege weapons in the mythical age.
- All Norse receive 1 after crow (with less sight range, except Odin) build a temple.
- Increase movement speed of Battering Ram.
- Hersir increase a little crush damage.
- All Egyptians towers with less power to reach the classical age.
- Decrease maximum number of Mercenaries from 12 to 8 and 5 to Mercenaries Cavalier.
- Remove skill matching downloads siege weapons of ROC ( please).
- Isis monuments now have 50% less hit points.
- Siege weapons increase cost population 3 to 4.
- Unit Turma with higher price or a debuff attack or life (please).
- Deconstruction less cooldown.
- Decrease cost of population of some units (to be possible to go up against troops of other gods).
- Balance the ultra monster combo that is the A + E (decreasing the duration or the number of units that are invoked or even their attack powers)
- Belerofront special atack increase cooldown.
- Decrease recovery of hit points colossus in gold mines (please)
- Special Cavalry Poseidon is very bad compared the special units of Zeus and Hades.
- Tower limit 20 to 12.
- Caravan limit 30.
Eggy
Attly
Greek
General
Got some good ideas for some later posts to mine, in order to do something that equilibri the gods.
•Isis and Zeus are the only gods used in competitive DeathMatch. The source of this is the free favor trickle of DM(lets egyptian/greek ignore their unique favor mechanics, I believe the trickles should be removed and replaced with a slightly higher favor gather rate buff), the extremely high tower limit, and the speed of wall building coupled with its hack armor/repair rate. Norse's TC build rates on Hersirs was nerfed to oblivion, and Fenris wolves have been made useless during the patching process of TT.
General:
• Atlantean and Egyptian fast-titan strategies are too strong.
--Atty players resort to this strat because they have no other chance of winning the game sometimes, I rarely see Eggy players using this strat. In fact the original balance team probably wanted Atty players to go fast titan, this is why they were given those two tree gp's.
Greek:
• Zeus is far stronger than the two other greek gods in competitive play.
--You're looking at them as 3 different civs, this is wrong. All 3 of them are considered one civ, just different styles, Zeus is more aggressive in classical age, this is why more competitive players play him. You can't have 3 identical styles lol, that just wouldn't make sense. Hades is a beast in Mythical age, he has more of a defensive style early game. You also have to understand that we do need this version of Greek(Hades) for noobs, they like playing a defensive style and use Hades.
• Zeus can bolt the Ulfsark Norse get in the beginning of the game.
--I'm a Norse player, you'll never see a more aggressive player then me. My job is to get as close to a Zeus player's TC, build a temple without getting bolted. He's job is to find my Ulfsark and bolt him. Now if the dev does this balance change, there's no work needed on my part or the Zeus player, since he can't bolt me. Some of these changes will just reduce the skill gap between a noob and an expert. In fact I always use spy on their scout so I know exactly where he is while I build my temple.
Egyptian:
• Ra and Set struggle to compete with the overall strength of Isis.
--Again, they're all considered one civ, just different styles, you're basically asking for 3 Isis's. Also there can only be one first place spot, you can't have 3 styles considered first place.
Norse:
• Norse struggle to compete against other civilizations in high level competitive play.
--We should wait and see in 2-3 month, see what civs the top 10 players play.
Atlantean:
• Turma is far too stong compared to other Atlantean units, most other Atlantean units too weak.
--lol, dude, you should just play mirror civs. Ok, well turma are actually consider pretty weak to other units late game.
• Other tier 2 minor gods are too weak compared to Prometheus, because of the hero focus.
--lol, people will never stop complaining.
Dude, Atty has to be good in at least "one" age and that's classical age. The dev balance team from 2003 purposely buffed the Turma unit (wood unit), its a perfect counter to greek, egg and norse classical age wood units(Archers, TA & Slingers). They wanted to make sure that Atty is OP in at least one age. Naka the balance expert -_- actually made a patch where he nerfed the Turma unit, I mean no one played Atty in his FP tournament, even Velite(a top Atty player) play Eggy in that tournament.
Turma are alright, they are fine with gaia and kronos, they are only too good on oasis because they beat all other wood units in classic or can run/raid. Atlanteans should not receive free medium archer upgrade. Oranos is strong because he has so many different bonuses, 3 shockwaves is too many (it's the strongest archaic godpower in many cases), should be 2 or something, and give the tc line of sight bonus to gaia instead, other people might have better ideas though.
For Greeks, some mostly agreed upon changes I can think of are that Restoration is a little too strong and should have a slightly shorter duration -1 to 2 seconds or similar. Zeus is a little too strong in several ways, being able to bolt starting ulfsarks immediately on water (or vill but not as bad) building dock/house and then having restoration after that on water fight with an earlier classic time. Bellerophon's special attack is too good, it should be lower in damage or have a longer recharge, especially since it can be used on normal units like son of osiris.
For Egypt, shifting sands should not affect villagers, civilians or dwarves, or at least only 1-2 of them and not affect oxcarts, since it is really brutal losing 3 villagers plus an oxcart at 4:40 shifted into towers.
For Norse, the only somewhat agreed on things are that they are mostly the weakest civ, but also flaming weapons and ragnarok are a little too strong (kind of need them in a lot of cases though as the game currently is, since flaming weapons is the only way to counter godpowers like ancestors/eclipse combo or restoration/bronze, or mass petsuchos with roc, or fast titan). Odin should have more of a benefit to his regeneration, it's really slow. Njord's godpower is way weaker than flaming weapons or frost, walking woods should either be stronger with better pathing or controllable with a timer. Throwing axemen are really weak since the last patch that reduced their attack by 0.5, bonus vs infantry maybe was lowered, and their hack armor was lowered, so they should at least have their range increased to 12, or some other boost. Also enable axe of muspell in classical age. Throwing axemen should have the same bonus against murmillo as they do against hoplites, I think there is a different bonus category for vs spearmen and ulfsarks that murmillo are in.
Now about my own ideas if anything else was changed; I'm not really sure what is best to do with atlanteans overall, here are some things I would change personally, they aren't really 'agreed on changes' but some might make sense:
Katapeltes are too good for a 2 pop classical age unit, they should either be changed into a 3 pop unit, have lower attack for a 4x bonus vs cav unit, or lower hp so they can be killed faster (they have the same hp and armor as hoplites, but over double the attack against cavalry, while still doing okay vs ulfsarks and hersirs when mixed with murmillo, a few on defense crush raids). Contarius are almost never used in RM 1v1 since everyone goes fast titan instead of doing their Theia upgrades, plus they have low hp and pierce armor, maybe could use an increase. I would improve Leto who is never used, in some way, maybe by adding a tech costing favor to improve archer or cheiroballista damage by 10% or similar, make Hyperion usable by fixing satyr's special attack bug and increasing attack, and maybe making Chaos stronger plus boosting the hero regen tech rate, as well as make mail of orihalcos increase another stat like archer attack as well. I would make stymphalian birds stronger against pierce damage and weaker against hack, maybe have slightly less hp and a lot more pierce armor, maybe increase their population to 4 and make them a little faster or whatever seems balanced. Max 4 citizens garrisoned in a mansion. Promethean offspring -2 line of sight or lower speed by 0.3. Atlanteans might need some help with heroes so they don't always have to go Prometheus, especially if any other civs become stronger in classical age.
A couple people say the hoplite bonus vs buildings is a little too good, but I'm not sure if it would be better lower at all. Zeus just gets a lot of different bonuses and is very strong. It's difficult for poseidon/hades/odin/thor to counter mass centaurs with one or zero ranged heroes, since Zeus starts with favor and has such a large favor bonus, maybe it should be reduced slightly. I would also reduce all archaic age heroes attacks even further by 25% from all civs, and priest/pharoah range slightly, if other people wanted it.
I think Rocs should have less hack armor, speed, and more pierce armor. Plague of serpents should be slightly stronger (eclipse and shifting sands are 2 of the top 4 classical age godpowers, hard to go anubis), eclipse should have a shorter duration, (or improve myth units by another 10% and not block godpowers or something but people would probably get mad over that), War elephants should have slightly lower hp or hack armor, odin can't beat them besides frost giants and able to take out priests, if they are too weak could always make them a 4 pop unit. Siege towers should have -20 or -25 hp or so or cost 4 pop, they are very strong, especially against pierce attack armies. Catapults should be 4 pop. Serpent spear could be a little cheaper or give 10% to 2 stats instead of 15% to one (or 20% to attack), and axe of vengeance could be improved by giving axemen more hp or attack, since hardly anyone uses them against buildings with their low attack and egypt's good siege. Maybe egypt can be boosted in other ways too but they are very strong with free buildings, mercenaries, and free army godpowers/eclipse. Camels might deserve +5-10 hp.
Some changes I would make are to give odin +10% speed to hillfort units (they are slower than Ra's and he gets both speed and hp), increase fenris wolf broods to aom speed and attack, make ring giver -50g or -100g cost, and decrease flaming weapons by at least 25% duration or damage, give nidhogg +10% pierce armor. Maybe decrease ragnarok heroes hp or attack by 10% or something (it'll still be strong but these things need to be tested). Also Fimbulwinter is way weaker in age of titans due to autoqueue on villagers, plus tcs are available in classic, gatherer count is way higher than in aom, so I would increase it either by 5-10 seconds duration or make the wolves 10-20% higher attack/spawn 10-20% more.
A lot of people might disagree with me but then at least we can get straight on the basic agreed upon changes and maybe they can add in their own ideas of altering some units in a beneficial way.
Gaia is really weak in comparison with Cronos and Ouranos, not really advatange to play
Norsk are really good, they don't need any up !