But for the average Joe on the ladder it seems too oppressive.
Perhaps they should keep their damage vs Siege/Cavalry and do reduced damage to Infantry or something idk.
Forum Index > General Games |
Laurens
Belgium4536 Posts
But for the average Joe on the ladder it seems too oppressive. Perhaps they should keep their damage vs Siege/Cavalry and do reduced damage to Infantry or something idk. | ||
blade55555
United States17423 Posts
| ||
Jealous
10107 Posts
In 1998, progaming was in its infancy. It took years to understand and develop how we think and approach RTS, and yes, old biases and false beliefs were scrapped in the process. In 2021, most of the players at the top of AoE4 have been playing RTS at a high level for a decade or more. The approach to the game is professional from the start. I find it highly unlikely that they could all be fundamentally wrong about the problematic nature of a single unit. Tweaking is not only expected in a new release, but needed, in response to what progamers find to be detracting from high level gameplay. | ||
Artisreal
Germany9234 Posts
both doesnt apply to AoE. Though we're still in meta infancy, aren't we? | ||
![]()
GTR
51393 Posts
| ||
GreenHorizons
United States22952 Posts
+ Show Spoiler + ![]() Does it not look like it belongs there? | ||
Palmar
Iceland22632 Posts
On November 26 2021 05:27 GTR wrote: also siege tanks weren't even an issue. the biggest issue in vanilla was, by far, mutalisks - which explain why each race got a bevvy of anti-air units to compensate (corsair/valkyrie) as well as goliath's air range upgrade being added. To be fair, Reavers dropping from the shuttle with no cd before firing their scarabs was hilarious and incredibly broken. | ||
nojok
France15845 Posts
| ||
Palmar
Iceland22632 Posts
On November 26 2021 22:10 nojok wrote: Anyone facing differently skilled opponents depending on the hour they play? I feel like I'm getting spanked during day but once it's peak European time, the matches are way easier. I haven't been able to nail it down to a specific time of the day, but the variance is large at the moment. Part of it may be my own lack of game understanding at the moment. | ||
HolydaKing
21254 Posts
| ||
Duvon
Sweden2360 Posts
And torch damage should obviously slow siege a lot. | ||
Sbrubbles
Brazil5776 Posts
On November 29 2021 05:59 Duvon wrote: I haven't played multiplayer yet, but from spectating it looks to me like Springalds needs to have an accuracy reduction, or be like in aoe2 with set trajectories and slower projectiles. And torch damage should obviously slow siege a lot. I doubt that's the kind of change we're gonna see, it's too fundamental. More likely we'll see some torch damage buff, or reduced springald speed (if anything) | ||
Duvon
Sweden2360 Posts
(I was really surprised to learn that most projectiles track in age4 to be honest. To me it's really one of the coolest features of age2.) | ||
![]()
GTR
51393 Posts
it's incredible how unpolished this game is. also not sure if it's intentional - but fire lancers can animation cancel so they can do more damage on paper than rams which is incredibly broken. speaking of unpolished https://www.ageofempires.com/news/age-of-empires-iv-winter2021-update/ | ||
Swisslink
2949 Posts
Battering Ram movement speed reduced from 3.5 to 3 Battering Ram health reduced from 900 to 700 Battering Ram population cost reduced from 3 to 1 Battering Ram ranged armor increased from 15 to 30 | ||
nojok
France15845 Posts
On top of that they added new bugs all over the place. Huge nerf to horsemen when they were already the weakest feudal unit... Spearmen second worst feudal unit even more asymetrical. Don't know what the answer to feudal MAA will be with those shit horsemen for civ that don't have early knights or MAA. Mangonel buff when they were already strong, which is an indirect buff to springalds as it becomes even more important to win the springalds battle to keep your mangos alive. Delhi's most interesting mechanic nerfed to the ground but I can understand it needs to be this way to buff stuff elsewhere. Chinese buffs when they're unanimously the best civ on defensive maps already. The fishing nerf seems too little. Mongols untouched, even buffed with that outpost buff as they're the only ones who can reliably have that stone ready for the outpost upgrade when hitting feudal... French water nerf seems over the top, will see, I dodge water maps anyway. On November 30 2021 18:23 Swisslink wrote: Can someone explain these changes? Why would they reduce the population cost? And why would they increase ranged armor even further? Overall it should be fine though. Their health is reduced, which makes it easier to just kill them. The other changes just do not seem entirely necessary to me. Battering Ram movement speed reduced from 3.5 to 3 Battering Ram health reduced from 900 to 700 Early game nerf Battering Ram population cost reduced from 3 to 1 Battering Ram ranged armor increased from 15 to 30[/QUOTE] So springalds take the same amount of shots to kill them. | ||
Swisslink
2949 Posts
On November 30 2021 19:13 nojok wrote: Tbh, this patch is quite devastating, it's not only that it's a bad patch, it can happen, it's that it's a clear sign of incompetency from the balance team. On top of that they added new bugs all over the place. Huge nerf to horsemen when they were already the weakest feudal unit... Spearmen second worst feudal unit even more asymetrical. Don't know what the answer to feudal MAA will be with those shit horsemen for civ that don't have early knights or MAA. I was wondering that as well. MMA appear to be unstoppable with this patch for some civs. Mangonel buff when they were already strong, which is an indirect buff to springalds as it becomes even more important to win the springalds battle to keep your mangos alive. Delhi's most interesting mechanic nerfed to the ground but I can understand it needs to be this way to buff stuff elsewhere. Chinese buffs when they're unanimously the best civ on defensive maps already. The fishing nerf seems too little. Mongols untouched, even buffed with that outpost buff as they're the only ones who can reliably have that stone ready for the outpost upgrade when hitting feudal... The patch seems to address the issues players 3 weeks ago, imo. Which is weird, considering a lot has changed since and new issues have appeared. We‘ll probably have those things addressed in 3 weeks, when everyone has found a way how to deal with it. :-P French water nerf seems over the top, will see, I dodge water maps anyway. Here I disagree. This nerf was necessary. French on water was ridiculous. Show nested quote + On November 30 2021 18:23 Swisslink wrote: Can someone explain these changes? Why would they reduce the population cost? And why would they increase ranged armor even further? Overall it should be fine though. Their health is reduced, which makes it easier to just kill them. The other changes just do not seem entirely necessary to me. Battering Ram movement speed reduced from 3.5 to 3 Battering Ram health reduced from 900 to 700 Early game nerf Yep, I get that. Makes sense. Show nested quote + Battering Ram population cost reduced from 3 to 1 Battering Ram ranged armor increased from 15 to 30 So springalds take the same amount of shots to kill them. Wait… siege units have their dmg reduced by ranged armor? I thought that‘s a different type of armor? | ||
Sbrubbles
Brazil5776 Posts
Nerfing of Delhi (by taking away their most interesting characteristic, which was forcing a fight around sacred site from the get-go) was a bummer, and the addition of game-breaking bug is, I agree, unnaceptable, but besides that I thought it was an ok patch. Some bugs fixed, French water dominance reduced, stats shuffled around, nothing to get up in arms about. | ||
WombaT
Northern Ireland24298 Posts
That’s a lot of change in one go, not to mention it makes it more likely to introduce unintended bugs. I’d argue Blizzard sometimes are too cautious in SC2’s history, but at least they make a few changes at a time and leave it to settle so the impacts of those changes and potential other issues that introduce can be properly played out. If you’re changing a ton at once and letting players get their hands on it, you’re basically resetting a lot of the current meta and starting it again from scratch This can be a good approach if the meta actually needs radically reset, with wholesale changes. Especially in any modern RTS games, in this era. You have both a ton of great RTS veteran players figuring stuff out, with a lot of visibility and sharing of information that any developer can’t realistically predict before it happens. | ||
HolydaKing
21254 Posts
Delhi didn't need nerfs for sure either. Otherwise, I'm in line with most people thinking that the Springalds are too good and shouldn't get massed as much as they currently are, but I'm also thinking Bombards are too dominant in Age IV even if the opponent doesn't use Springalds they're still too good imo. | ||
| ||
PiG Sty Festival
PiGFest 6 Group D
Reynor vs DarkLIVE!
Bunny vs TBD
[ Submit Event ] |
![]() StarCraft 2 StarCraft: Brood War Britney Stormgate![]() ![]() Calm ![]() Bisu ![]() Jaedong ![]() Sea ![]() Flash ![]() Snow ![]() Stork ![]() Pusan ![]() Light ![]() [ Show more ] Hyun ![]() PianO ![]() ggaemo ![]() ToSsGirL ![]() Terrorterran ![]() Aegong ![]() JYJ23 Barracks ![]() Sharp ![]() scan(afreeca) ![]() ![]() Dota 2 Counter-Strike Super Smash Bros Other Games Organizations
StarCraft 2 • Adnapsc2 StarCraft: Brood War![]() • iHatsuTV ![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s Dota 2 League of Legends |
Replay Cast
OSC
SOOP
Bunny vs SHIN
PiG Sty Festival
Replay Cast
Korean StarCraft League
PiG Sty Festival
Hatchery Cup
PassionCraft
Circuito Brasileiro de…
[ Show More ] SOOP Global
ByuN vs herO
SHIN vs Cure
Sparkling Tuna Cup
PiG Sty Festival
Circuito Brasileiro de…
Afreeca Starleague
Snow vs Rain
Afreeca Starleague
Soulkey vs Rush
GSL Code S
Cure vs sOs
Reynor vs Solar
GSL Code S
Maru vs TriGGeR
Rogue vs NightMare
The PondCast
|
|