Sadly there are no options for walling not being less powerful but units being more powerful against walling that are possible to be produced in the early stages of the game. For example, if we have the walling meta give every civ Siege Workshops in Feudal. Or make scouts doing extra damage to walls during Feudal Age. Will shorten the matches significantly as well and makes scouts viable again.
Imho walls and in general buildings itself just need a nerf regarding quickwalling. I don't think quickwalling makes up for better games. It was nice and such, but you can just save yourself from too many mistakes you did with it that normally should lose you the game.
Should dark or feudal age units win you a game within 10 minutes? Are people really going to find spamming all six mil units (cent cumans) in feudal age as entertaining as seeing a full game progress?
If you enemy is not able to defend against it and doesn't know how to counter: definitely yes.
He shouldn't be able to quickwall the **** out of the game to save the game and get to the late game to spam trash units.
I don't think that there is something like a "full game" just because a match goes to late game. Every game itself is a "full game" - it just ends more early and goes less to late game. And while people start getting better in early game without being able to easily defend with quickwalls the late game will get more interesting, because you don't see trash wars every second game. So I do think that it will be more entertaining overall, yes.
Shouldn't walling be sufficient defense? I feel like people conflate walling and quickwalling, and even palisade gate quickwalling vs. Pali wall quickwalling vs house or market recalling. They're all completely different, but mostly have to do with the same thing -- the belief that feudal age army should gg an opponent if they're in their base.... and if only for those pesky walls or rewalls their build orders would steamroll and they wouldn't have to think about their long term strategy.
I don't think that was ever the intent based on base stats, and honestly watching 1v1s end in feudal would be incredibly boring.
Sadly there are no options for walling not being less powerful but units being more powerful against walling that are possible to be produced in the early stages of the game.
Perfectly balanced poll /s
It's right there you just have to look harder.Where is the don't make changes option in the poll?
I dont think adding a "Everything is fine" option is that hard......?It's impossible to ask a unbiased question so I didn't try.
It's right there with "6" seconds.I dont think adding a "Everything is fine" option is that hard......?
And people can vote for 6 + HP + costIt's right there with "6" seconds.
The problem is that there will always exist maps where it is possible to do so (to go back to the dumb formulas I made up, it would be where X(R+FT) is under some hypothetical limit of value), and where the investment will be worth it, until you raise the time to construct or cost to build up until the point that you are essentially removing walls from the game. Again, that's a possible option, but you should understand that would be a drastic shift.I used to agree with "bad maps get punished more by wall nerfs" but it would let you actually play aggressive if you have a bad map because your opponent isn't full walled at minute 7.
111111111 no!So what's the problem? Well, this means that if we double the resource cost of a palisade, we also double the strength of having a 'good' map over a 'bad' map.