We have been playing recent patch with the nerfs to camels and elephants for a while now. Did the developers actually do a good job with all the balance changes from patch 5.7?
I wanna revaluate the nerfs and buffs to:
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battle elephants
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imp. Camels
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camels in general
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camel archers and arambai.
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eagle scout rush
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karambit
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condotiero
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slav farming bonus
What are your toughts and how would you rate the buffs/nerfs
My toughts:
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elephants are strong units but castle age eles are very hard to afford (with the marginal eco of early castle age). The huge increase of upgrade cost to elite battle elephants makes it much harder to afford and might deter players from massing elephants in castle age. Well done! (5/5)
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imperial camels are a strong power unit. I like to compare them to frank paladins. They are a very solid unit and are able to trade well even against their counters. However it takes a lot of resources and time to get to this point. Just like with the franks it is also easy to predict the unit choice of the indians, and ive seen indians crumble to mass pike armies. However i still think indians are slightly OP with their pretty broad tech tree and good eco bonus. Imp camels dont appear to be as OP as I earlier tought, and the strength of the indian civilization might be from other factors. The buff to anti camel units works decently effective, (3/5)
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Actually ALL camels were nerfed with the extra abti-camel bonus damage they receive from halbs. Altough some civs got really hurt by this small balance change, I must admit that pre-balance it wasnt uncommen to go full camels (or mixed camel/knights) as a pocket in 4v4 arabia. The slight nerf helps balance out strong camel civs like indians, berbers and malians, but hits too hard against saracens (also since their UU is affected by this nerf aswell) persians, turks, chinese, etc. The nerf has some negative side effects. (2/5)
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camel archers, arambai. Slight decrease of these unit stats feels not enough. These units are still super OP and should be nerfed more heavily. For camelarchers Id like to see more cuts to their stats, and aramabai definitely need a nerf in their cost (make them cost food or up the total cost) nerfs werent enough at all (1/5)
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eagle warriors take longer to build. When looking at their stats and their creationtime it is hard to imagine that this unit is viable, still the eagle rush is a legitimate strong option, which allows for a quick castle time. I think the strength here lies in the numbers, the ability to damage buildings (with arson) and the pure destruction and disruption they can cause when they breach the walls and enter the enemy base (feudal walls hp being nerfed helps). The increase of creation time helps to nerf the ability to mass but when players jus add another barracks (175w) they will still be able to mass this cheap unit. Imo the right approach to nerf should be to increase their food cost slightly. Altough eagles are very strong on open maps in 1v1 or as a flank in teamgames I think a hard nerf to them can hurt meso pockets, such as the aztecs, severely, making it hard for this meso pocket to contribute to fights in early castle age. Nerf was not (yet) succesfull (2/5)
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karambits. A pretty unique unit, looks very weak but in high numbers they can kill nearly anythings. I like this unit and since malay dont have good cavalry it is nice to have a viable alternative. Karambits mught still feel pretty strong at times, but I often see that (pro) players can easily anticipate (is the malay player building a castle? Then you have time to switch into xbows or championline) I think cutting their attack by 1 is a perfect nerf and im really happy with the karambits state right now (5/5)
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condotiero. The condo rush is still a very solid strategy but the nerfs to this unit had their effect. However i think the main issue is still the ability to spam this unit right at the start of imp (for any teammember!). Also the strength of the unit comes mainly from its agility instead of raw numbers in attack or armor. I think think this unit can still be nerfed slightly, either by reducing their speed/LOS or by hindering teammates easy acces (some upgrade required, or italian player need imp before it becomes available to teammembers) overal the nerf was a good start (3/5)
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slav farming bonus. This eco bonus is HUGE. Luckily slavs were not a very strong civ to start with, lacking easy transitions (transitioning from knights into infantery or boyars takes some time). The farm bonus is however a huge boost to a safe slav pocket, allowing them to get really powerful. I think the developers might not have realised how strong the farming bonus is, however I havent seen enough of this civ and the strong eco bonus might be counterbalanced by lack of other substantial bonusses and transitions. I think the 'fixed farming bonus' might have been overlooked (2/5)
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