Hi all!
The people have spoken. Redditors voted and gave their opinions (Thank you for voting and commenting) and the most voted and extended ideas are that SPANISH DO NOT NEED A BUFF. I 100% respect the idea and you have convinced me not to look for generic buffs in Spanish civ bonuses.
I knew from the beginning that giving any eco edge to one of the top 5 Nomad civs would make them broken (in that case we would have needed to delay their faster building rate until Feudal Age), and would turn them a bit into a "more Arabia like" civ. It also seems that there's a bit of disagreement about which their worst matchups are, due to their lack of xbow and eco bonus. aoestats.io say that, all ELOs taken into account, their worst matchups are Vikings, Huns, Franks, Indians and Berbers. 3 out of 5 are not archer civs, the other two being infantry + archer and Cav archer + Cav civs. But there seems to be an extended idea that archer relying civs, especially those who have an eco bonus to support (Brits, Mayans, Eths,...), are also bad matchups for Spanish. That said, it seems that the option of a buff for Spanish Skirms isn't a popular option.
Ok, I said that people voted that Spanish don't need buff, but the most voted option was not leaving them as they are. What people want is a CHANGE FOR MISSIONARIES. Yes, the meme UU, less used than the Flaming Camel, strongly weakened by their lower range, vulnerability to anticavalry and unable to pick relics. They're the only UU that is worse than the generic unit. Comments said that letting them pick relics would break the balance for relic picking in closed land maps, especially Arena.
So what can be done about them? Here's some short ideas that have been pointed out:
- Cost: Could we leave Missionaries as they are as worse versions of monks but with lower cost (80 - 85 gold)?
- Healing rate: Give them a 50% more rate of healing? Take into account how it would stack with Byzantine +50% healing speed!
- Restore the range: You pay the same as for one monk, you can't pick relics, but could you at least have the standard 9 range? You could give them a chance to flee after a successful conversion.
- Any other new feature: Being able to convert buildings or rams/trebs from 3 range, an extra conversion resistance so that Atonement doesn't work well on them, u/ClockworkSalmon proposed them being able to build small Monasteries on top of relics, so that you'd start getting gold from relics straightaway , but these small Monasteries would have less HP and you'd need a Monk to take the relic to your base!
I wait for your comments to discuss if any of them would be viable to give poor Missionaries an identity. Have a nice day!
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