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  • General Discussion

AOE-II DE Some balance changes I'd like to see

  • Thread starter North Koreaslothismysin
  • Start date Jan 23, 2023
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North Koreaslothismysin

Well-Known Member
May 8, 2020
109
315
68
old.reddit.com
  • Jan 23, 2023
  • #1

Man-at-arms​

  • Upgrade time reduces from 40s to 20s in Castle Age

Long Swordsman​

  • Upgrade time reduces from 45s to 25s in Imperial Age

Two-handed Swordsman​

  • Upgrade time from 75s to 60s

Champion​

  • Upgrade time from 100s to 80s
It's hard to switch to infantry.
Click to expand...

Fast Fire Ships​

  • Bonus damage vs buildings: +3 -> +1
  • Bonus damage vs standard buildings: +0 -> +2
This ensures a minimum of 2 damage vs buildings even when masonry is researched (otherwise Fast Fires do the same damage as Fire Galleys).
Click to expand...

Fishing Ships​

  • Can drop off at Town Centres.
Useful for amphibious terrain.
Click to expand...

Aztecs​

  • Jaguar Warrior: upgrade cost from 1000f,500g to 800f,800w
  • (Elite) Jaguar Warrior: Line of sight from 3(5) to 4(6)
  • Elite Jaguar Warrior: creation time from 12 seconds to 10 seconds
This niche counter unit could be made a bit easier to use. The Aztecs have the weakest castles, so the creation time bump is especially helpful.
Click to expand...

Bohemians​

  • (Elite) Hussite Wagon: Fixed the bug where cancelling an attack before the additional shots are fired causes the primary shot of the next attack to be replaced with a (low damage) secondary attack.
  • (Elite) Hussite Wagon: attack delay reduced from 0.93 to 0.6
Annoying bug. Would make the units a bit easier to use.
Click to expand...

Bulgarians​

  • Bagains: cost from 900f,450g to 800f,400g
Infantry is hard to justify, but cheaper UTs would make it an easier sell.
Click to expand...

Burmese​

  • Team bonus (vision of relics) changed to civ bonus
  • New team bonus: infantry +2 LoS
Currently the Vietnamese TC vision bonus is a civ bonus (but their allies get it thanks to shared vision), which makes the Burmese team bonus seem a bit lackluster.
Click to expand...

Celts​

  • Siege weapons fire bonus from 25% to 15%/25% in Castle Age / Imperial Age
  • Stronghold: additionally affects Town Centres, and causes units garrisoned in buildings heal 8× faster.
  • Herbal Medicine is no longer available.
Underutilised tech. Herbal Medicine gives 6x, so this would be like Herbal Medicine+
Click to expand...

Huns​

  • (Elite) Tarkan: Attack rate from 2.1 to 2
This puts them on the same attack speed as camels, elephants, lancers, and scout/light cav, but they still attack slower than knights, hussars, etc.
Click to expand...

Incas​

  • Andean Sling: additionally removes the attack delay for Skirmishers and Slingers
  • Andean Sling cost from 200f,300g to 200f,300w
This tech currently isn't really worth it.
Click to expand...

Khmer​

  • Houses garrison heal rate: from 0 to 6 HP/min (same as a TC/tower).
intuitive behaviour - seems like an oversight.
Click to expand...

Malians​

  • Tigui: additionally increases TC damage by 1
This tech isn't picked up much. Malians lack bracer, so this puts them on par with other civs in Imperial Age.
Click to expand...

Mongols​

  • Nomads: changed from just affecting houses to affecting all buildings which grant population space
  • Nomads: research time from 40 seconds to 5 seconds
This tech currently isn't great - it could be better if it was a panic button to stop you from getting housed when you are about to lose a castle.
Click to expand...

Slavs​

  • Druzhina: cost from 1200f,500g to 900f,450g
Infantry is hard to justify, but cheaper UTs would make it an easier sell.
Click to expand...

Spanish​

  • Missionary: can pick up relics, but moves at the speed of a monk when carrying a relic (has to dismount to pick them up)
This unit isn't seen much. My alternative idea is to make them a bit cheaper and quicker to create.
Click to expand...

Teutons​

  • Crenellations: cost from 600f,400s to 600f, 400g
The stone cost is ugly.
Click to expand...

Vietnamese​

  • Chatras: HP bonus from 100 to 70
  • New civ bonus: Battle Elephants gain 30 HP
A little push toward elephants with the "Saracens treatment".
Click to expand...
 
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V

BelgiumVossn

Active Member
Jun 4, 2021
57
112
38
  • Jan 23, 2023
  • #2
These mainly are decent suggestions, as far as I can see...
North-Korea though.

Some notes:
-Making it easier to techswitch into infantry, without strengthening the M@A powerspike. Probably not a bad change, though it would probably be mainly a nerf to eagles, since the rest of infantry problem are inherent to the units, not the upgrades. Making the time to tech into them earlier by 1min15 is quite a lot though. I don't think the 2HS, or champ research time necessarily need to be lowered as well, but what do I know?
-I don't remember ever seeing Jaguar warriors, not a bad idea.
-I don't think Bohemians need a good UU. What they have now is quite weak, yet they're still a strong civ, with multiple lines of play. If you buff it, I think you need to nerf their other lines. Some has given suggestions of general eco nerfs, such as removing the last mining upgrades, but I'm unsure if that's enough if their UU is made viable.
-Burmese civ bonus would now also apply to team, since the recent change. LOS bonuses are underrated, and +2 LOS fits in with other LOS team bonuses. Not a bad change, I'd think.
-Giving a herbal-medicine-like effect to celt UT seems a bit odd. Strongholds should probably be altered. I would've perhaps changed it to a team bonus, but Celts don't really need such a buff. Giving the bonus to tc's as well is a nice touch as well.
-I think the Khmer bonus is enough as is, healing would make it too strong, always thought that was the reason, not an oversight, wouldn't support that change.
-I think missionary's are fine as they are. If they could pick up relics, why even make monks with Spanish, except for the extra range? True, they are not seen a lot, but competitively I'd think that that's a)because Spanish isn't seen unless on Nomad, which is often quite messy, and b) I think it's an underrated unit.

I've mentioned all changes I wanted to say something on, I think the rest looks quite decent, at least better than some other suggestions for balance changes we have seen...
 
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Paint

AntarcticaPaint

Champion
Jul 23, 2017
1,314
2,091
128
  • Jan 23, 2023
  • #3
These are all reasonable actually.
 
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K

GermanyKolyaKrasotkin

Halberdier
Jul 25, 2018
223
539
98
  • Jan 23, 2023
  • #4
Funny how one reads the thread title and automatically assumes that the equalizer has been striking again.
Live is full of pleasant surprises.
 
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L

United StatesLowEloNobody

Two handed swordman
Feb 2, 2021
1,094
2,523
118
  • Jan 24, 2023
  • #5
Pretty reasonable suggestions overall. Wouldn't be upset if any of these happened
 
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A

Franceamazing_knight

Halberdier
Nov 20, 2017
721
2,832
98
  • Jan 24, 2023
  • #6
Please change the goths bonus of killing boars faster. Don't need boars dying 10 miles away from my TC.
 
Progeusz

UnknownProgeusz

Halberdier
Oct 1, 2010
351
1,056
103
  • Jan 24, 2023
  • #7
When i saw the meme flag i thought it's another alt account of certain user who loves to make balance changes posts but it turns out this one is really well thought out. The changes sound really good and i'd love to see them implemented. The only one I disagree with is Khmer, it certainly wasn't an oversight, it was a conscious decision and a good one. That said, it would be interesting to see how things would play out if the regen was implemented, Khmer aren't as dominant as they were a year or two ago.
 
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Progeusz

UnknownProgeusz

Halberdier
Oct 1, 2010
351
1,056
103
  • Jan 24, 2023
  • #8
Vossn said:
-I think missionary's are fine as they are. If they could pick up relics, why even make monks with Spanish, except for the extra range?
Click to expand...
For the extra range. Lack of range is main reason why missionaries suck. Ability to pick up relics is a secondary concern. Monks would still be a better unit for conversions, even if missionaries could pick up relics. Keep in mind extra range also means longer line of sight. Monks see enemy units faster and know whether to convert or return to safety. Difference in speed isn't enough to equalize that crucial flaw of missionaries. Missionaries aren't really a mobile unit, they can't keep up with cavalry armies and they die to ranged units as easily as monks (more hp but less range).
 
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S

North Koreaslothismysin

Well-Known Member
May 8, 2020
109
315
68
old.reddit.com
  • Jan 25, 2023
  • #9
Progeusz said:
When i saw the meme flag i thought it's another alt account of certain user who loves to make balance changes posts but it turns out this one is really well thought out
Click to expand...
Thanks, I also post on reddit

submitted by slothismysin

The u/slothismysin community on Reddit. Reddit gives you the best of the internet in one place.
old.reddit.com old.reddit.com
amazing_knight said:
Please change the goths bonus of killing boars faster. Don't need boars dying 10 miles away from my TC.
Click to expand...
I'm not too phased about that one (it usually doesn't impact things too much and Goth are kinda fine), but I have heard a cool idea to replace it:
  • Villagers don't need to drop off food when hunting.
i.e. like Khmer don't need to drop off food while farming. Might be a bit too OP (e.g. esp on black forest), idk
 
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L

LithuaniaLokalo

Halberdier
Nov 4, 2021
480
824
98
  • Jan 25, 2023
  • #10
slothismysin said:
  • Villagers don't need to drop off food when hunting.
i.e. like Khmer don't need to drop off food while farming. Might be a bit too OP (e.g. esp on black forest), idk
Click to expand...
Lyx would pick goths all the time and eat enemy boars in every team game unless players lure boars min 2 haha
 
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Davion

VietnamDavion

Active Member
Jan 20, 2019
30
37
33
  • Jan 26, 2023
  • #11
slothismysin said:

Vietnamese​

  • Chatras: HP bonus from 100 to 70
  • New civ bonus: Battle Elephants gain 30 HP
Click to expand...
Thanks for leaving the Waytoodank Elephants as they are ❤️
 
U

UnknownUSC_kiky

Longswordman
May 24, 2011
1,373
717
113
  • Jan 27, 2023
  • #12
I feel that the training time of eagle scouts is too long to be useful for the Meso civs. Maybe we should reduce their training time from 60s to 50s, which is still significantly longer than their training time in the castle age (35s).
 
L

LithuaniaLokalo

Halberdier
Nov 4, 2021
480
824
98
  • Jan 27, 2023
  • #13
USC_kiky said:
I feel that the training time of eagle scouts is too long to be useful for the Meso civs. Maybe we should reduce their training time from 60s to 50s, which is still significantly longer than their training time in the castle age (35s).
Click to expand...
Well they are overall quite useless in feudal age in my opinion due low speed super kiteable and works only if there are pure skirms, overall not even close to scouts. Although issue is that they are quite broken in castle age, there are tons of games where people win just spamming that dumb unit with no eco and win. I mean is not neccessary super OP as per say, but it's very strong compared as easy is to spam 1 unit.

Well it's a bit off topic, but what I mean is that I would agree with a little buff of them in feudal, however then there should be some debuff overall, for example long spoken about food cost increase. None of mezo civs need a buff, so even though EW in feudal is trash it doesn't make those civs weak.
 
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kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
300
438
78
21
  • Jan 28, 2023
  • #14
Give missionaries 8 range instead of 7 and they will be hugely impacted. Just that 1 range can make a difference because most ranged and siege units have 7 range in castle age. Currently, we add monks to convert knights because they cannot be sniped as easily by mangonels or xbows (7 vs 9 range). And don't forget, in monk battles, timing is everything. Just +3/+3 armor or some hp on bengali/aztec monks makes them crazy strong because they can survive 1 or 2 hits more, which makes all the difference in whether a unit is converted or not. And with missionaries speed, we might even convert and runaway with them from knights, a perfect utility unit
 
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kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
300
438
78
21
  • Jan 28, 2023
  • #15
Lokalo said:
Well they are overall quite useless in feudal age in my opinion due low speed super kiteable and works only if there are pure skirms, overall not even close to scouts. Although issue is that they are quite broken in castle age, there are tons of games where people win just spamming that dumb unit with no eco and win. I mean is not neccessary super OP as per say, but it's very strong compared as easy is to spam 1 unit.

Well it's a bit off topic, but what I mean is that I would agree with a little buff of them in feudal, however then there should be some debuff overall, for example long spoken about food cost increase. None of mezo civs need a buff, so even though EW in feudal is trash it doesn't make those civs weak.
Click to expand...
its 2023 and devs still haven't nerfed eagles. Not much we can do, it's just a unit which is so super broken at mid-semi decent level just because of their cheap dirt cost and utility. The fact they counter xbows, and also produce at 3:1 rate (cost wise, 20f vs 60f for a kt) means any decent player who has an understanding of the game can win vs most civs on arabia, bc they know the opponent cannot make army at the required time (like if he is going kts, eagle player knows he just needs to idle gold and is gg, don't matter if u are 1 tc or not, or if he is going xbow or CA, again eagle player can choose the poison to kill, either patrol and macro behind to imp, or make him fwd siege and make him react in 3-4 spots).

This is the difference tho, a lot of 2k3+ pros know of this deadly play, (even then aztec mayans are 1st picks for arabia) and so they have to play the game with a certain caution - no slipups because the comeback potential is huge for mesos. But at the 16-17xx level, its so op because thats a level where players might be 100% in one spot, but 75-75 in 2 spots, and even lower in 3-4 spots, so vs eagles where u have to constantly micro in 2-3 places, macro at the same time and react vs small eagle group raiding, it becomes an impossible task.

I am gonna link a very classic set from Viper vs Liereyy which should tell you how crazy Viper was in this game (G4) to win.

Time Stamp: 1:38:00

www.youtube.com

TheViper vs Liereyy | Best of 7 | $300 Showmatch

A showmatch put together by T90. Best of 7 on different maps._________________________________________________Join my channel with a Channel Membership ► htt...
www.youtube.com www.youtube.com
 
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North Koreaslothismysin

Well-Known Member
May 8, 2020
109
315
68
old.reddit.com
  • Feb 7, 2023
  • #16
kalpit00 said:
its 2023 and devs still haven't nerfed eagles
Click to expand...
the problem with nerfing eagles is that if they are nerfed too hard then meso civs won't be very viable. I don't think the unit itself is that broken, but rather that Aztecs and Mayans have strong ecos - Incan Eagles just imply the same threat.
 
kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
300
438
78
21
  • Feb 8, 2023
  • #17
slothismysin said:
the problem with nerfing eagles is that if they are nerfed too hard then meso civs won't be very viable. I don't think the unit itself is that broken, but rather that Aztecs and Mayans have strong ecos - Incan Eagles just imply the same threat.
Click to expand...
well true but thats part of the problem. The eagle cost being so cheap and the fact that you can pull off such bs aggression with 6 on food and 20 on gold. aztec and mayan are better than incas, but eco is not the only thing. Aztec have strong monks, and mayans have the ranged units. Incas don't really have any special tech until imperial age with fabric shields. I don't think nerfing eco is the way, just make eagles cost a bit more food and should be fine
 
Last edited: Feb 13, 2023
SouFire

MexicoSouFire

Champion
Mar 11, 2011
3,688
2,580
128
33
Mexico
  • Feb 8, 2023
  • #18
You shouldn't touch eagle cost, that unit was designed by the masterminds of ensemble studios not FE and co, meso civs have no camels, eles no knights or steppe lancers and less shrivamsha rider, eagle already cost too much gold for what it offers compared to shrivamsha rider or steppe lancer.

You guys clearly don't and probably will never understand that without eagles being accesible those civs will go to waste, any civ would counter meso civs hard with just skirms and that would be pathetic.

We are not in aoc times, infantry units were buffed a lot, even the two hands swordman got buffed in terms of stats and cost reduction with supplies, without mentioning the addition of super stupid units like the obuch.

Aztecs have been nerfed to a point that they are really weak outside arena and mayans have been pushed out from the top 5 like 15 civs ago, so don't bother with the meso civs again.
 
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Rissen

ChileRissen

Member
Mar 16, 2021
25
16
18
  • Feb 8, 2023
  • #19
kalpit00 said:
its 2023 and devs still haven't nerfed eagles
Click to expand...
It's 2023 and people still haven't cut the bullshit about nerfing eagles. None of the eagle civs have 60% w/r, yet, you keep acting as if they do
 
Paint

AntarcticaPaint

Champion
Jul 23, 2017
1,314
2,091
128
  • Feb 8, 2023
  • #20
Rissen said:
It's 2023 and people still haven't cut the bullshit about nerfing eagles. None of the eagle civs have 60% w/r, yet, you keep acting as if they do
Click to expand...
you are stupid if you think a civ needs 60% win rate to be OP, that would mean they would win 20% more then there opponent... that is like Cumans release levels of winning.
 
Rissen

ChileRissen

Member
Mar 16, 2021
25
16
18
  • Feb 8, 2023
  • #21
Most of these changes are good. But the problem I have with the swordsman line, is that after m@a feudal rush, there's rarely anything they're good against until post-imp trash wars (excepting eagles and huskarls for instance). They need a new target unit they're good against (e.g having an attack bonus), and this target unit also should emerge on its own merit as a valid option.

For example think of it as a new melee Axeman-line that appears in Feudal Age in the barracks. This Axeman must be countered by the militia-line, but has some useful trait that makes it usable in all available ages; this could be either a good raiding unit, or a soft counter to cavalry and/or archers, or high damage but weak, or low damage but cheap, etc. Anything that makes this hypothetical unit useful, would also make it popular, and thus make the militia-line a more viable in the metagame
 
Rissen

ChileRissen

Member
Mar 16, 2021
25
16
18
  • Feb 8, 2023
  • #22
Paint said:
you are stupid if you think a civ needs 60% win rate to be OP, that would mean they would win 20% more then there opponent... that is like Cumans release levels of winning.
Click to expand...
You simply don't know how to play against eagles. They're not OP but they're needed, and they do not need a nerf, no matter how much you come crying to the forums to vent your frustrations
 
Paint

AntarcticaPaint

Champion
Jul 23, 2017
1,314
2,091
128
  • Feb 8, 2023
  • #23
Rissen said:
You simply don't know how to play against eagles. They're not OP but they're needed, and they do not need a nerf, no matter how much you come crying to the forums to vent your frustrations
Click to expand...
I don't care about eagles but your 60% comment was just stupid
 
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Uselessaurus Rex

United KingdomUselessaurus Rex

Known Member
Sep 20, 2020
75
231
48
  • Feb 9, 2023
  • #24
SouFire said:
You guys clearly don't and probably will never understand....
Click to expand...
How far up your own arse do you need to be to write this?
 
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Progeusz

UnknownProgeusz

Halberdier
Oct 1, 2010
351
1,056
103
  • Feb 10, 2023
  • #25
Uselessaurus Rex said:
How far up your own arse do you need to be to write this?
Click to expand...
So far he's coming out on the other side.
 
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