[...]. Having some RNG is not bad neither, Monks are pretty enjoyable [...]
Well, that's just like your opinion man.
[...]. Having some RNG is not bad neither, Monks are pretty enjoyable [...]
FU dracont. You never dealt with pyc hawk Teuton trush.
/s
First of all, Monk RNG has been complained about a lot, it’s not really very fun to sometimes have your scout kill a Monk and sometimes have it not. It’s 100% luck and can completely snowball and change the tide of the game. It’s incredibly annoying.I think all strategies are benefited by forward resources. Archers will never get to backward resources but they have no troubles denying forward ones. Having forward resources just means you have to play more aggressively or expand on the sides, there is always some pile not too far to work with.
Also trushes works by surprise and having forward resources means you have to keep an eye in that area yes or yes, so it is easier to spot trushers on time if they attempt to go gutsy and go all or nothing mode.
Having some RNG is not bad neither, Monks are pretty enjoyable since they involve a lot of uncertainty, most people plays random civs and random maps due to the same thing, it isn't the fairest ever thing, but it is fun, which is the most important thing at the end!
Oh boy, Gmas useless not anynear topic related posts stike again.
ty gman
I think towers are fine... but the problem is korean trush and the Unique units WK adds, which are way too strong and a trush + defensive Towers into fast castle (and you already have stoneminers) just lets you put a castle down quicker and therefore allows you to make those strong/too strong unique units like Gbetos, Arambai, Karambits and more
Oh boy, Gmas useless not anynear topic related posts stike again.
Seriously you contribute nothing but bullshit in every of your Posts, you dont even post anything topic related, you are just a big troll which has nothing better to do IMHO. And people like you even have a followship that likes every of your post making you feel good.Why dont you tell me some more about RealmsidentSleeper mod
No, this wouldnt make sense that they lose HP over time, gameplay wise. However balance-wise its quite an intresting approach, i like it.Towers should lose HP over time. This would hinder offensive towers the most, as offensive towers are less likely to have villagers nearby to repair them, whereas defensive towers usually have villagers close at hand
First of all, Monk RNG has been complained about a lot, it’s not really very fun to sometimes have your scout kill a Monk and sometimes have it not. It’s 100% luck and can completely snowball and change the tide of the game. It’s incredibly annoying.
SavageAtleast my following of likers is bigger then the realms playerbase.
But it affects the defender as well as the attacker.chamge the amount of villagers that fit in a tower to 3 in feudal, 5 in castle, 5-7 in imperial
But it affects the defender as well as the attacker.
Well, remove their RNG and make conversions predictable at X exact tick if that is a widespread issue (or increase minimal ticks for conversion and higher chance for later ticks). Personally I think it is more annoying monks being able to change targets and not get their ticks reset, including units getting out of range rather the RNG itself, all strategies involves some uncertainty and risk into it and Monks can't handle masses well. But yeah, that is just my opinion, I don't have the right for one?Well, that's just like your opinion man.
Towers should lose HP over time. This would hinder offensive towers the most, as offensive towers are less likely to have villagers nearby to repair them, whereas defensive towers usually have villagers close at hand.
This approach even makes sense from a reality perspective, as towers don't create units or research technologies...without a unit's touch, those structures should fall into disrepair over time.
"The only thing that got severely HP nerfed are Stone Walls in Feudal, completely halved from 1800 to 900, which I think is one of the oddest decisions ever made, but in any case, villagers can now break stone walls almost as fast as palisade walls (since they deal 10 damage rather 4 against them), which is weird and broken"
Im unsure how significant this impact is outside arena.
Speaking of arena, the fact that the trushers economy is safe, because of walls, has to make him fell so comfortable.
"roundabout" reasons are interesting, but also add to the complexity of balance.
Just want to note I messed up due to sleep, it is 9 damage rather 10 for stone walls. They go down in 100 hits, meanwhile Palisade Walls in 63, a Feudal House for example goes down in 188 hits. Outside Arena I just remember one game where I extended on Feudal rushing and my opponent went straight Castle Drop build, my base was easy to wall so I dedicated some stone walls there and here. I got killed after my enemy began breaking my walls abnormally quickly with 2 villagers and 4 Arambai, happened so fast I lacked time to react, I got to Castle a few seconds after my wall got down. Just my anecdote there.
I see no reason why the current change prevents it from being a normal base defense. If you are the defender, you will most likely be able to afford the 25 extra wood to build a tower in defense. (Wood cost of 1 archer.....)The reason I feel so strongly about this tower subject, is I fear a few more steps in that direction, and AoE2 is gonna become the only RTS game, to not have a static tower/basedefense. Is AoE4 gonna have turrets? Yes, anything else would be mindblowing.
This subject is way more important, than any civ. discussion.
Extra 25 isn't much, but it adds up to the previous price, so it isn't the 25 alone, it is an 15% price increase for a total of 50 wood and 125 stone. It is still a nerf to defensive towers, specially if you need more than one or two. It directly nerfes towers after Feudal, too, which were already underwhelming at best. It isn't a very big nerf, but feels totally unfair and unnecesary for defensive players.I see no reason why the current change prevents it from being a normal base defense. If you are the defender, you will most likely be able to afford the 25 extra wood to build a tower in defense. (Wood cost of 1 archer.....)
WHAT IT DOES PREVENT however, was the thing happening in TGs, pocket goes scouts, flank sends 10 villagers forward (4 stone, 3 wood, 4/5 food) spamming tower after tower with 3 lumberjacks.