10 Balance Issues The Devs Should be Addressing | AoE2: DE

Just my two cents, in the spirit of Ornlu’s video, which I’d recommend you watch.

  • Bohemians
    • Mining Camp technologies Gold Mining and Gold Shaft Mining are free.
    • Get access to Hoardings.

  • Burmese
    • Battle Elephants have +1/+1 armor in Casle Age, +2/+2 in Imperial Age.
    • Get access to Elephant Archer and Elite Elephant Archer.
    • New Howdah: Elephant Archers +1 attack and range.

  • Byzantines
    • Logistica: Cataphracts and knights cause trample damage (move the +6 attack vs infantry to the UU Elite Upgrade).
    • Lose access to Paladin.

  • Georgians
    • Fortified Churches provide +10% +8% work rate to Villagers.

  • Franks
    • Bearded Axe not needed anymore (built into the unit).
    • New UT Swiss mercenaries (some random ideas):
      • Infantry -50% bonus damage or Infantry bonus damage vs Camel Units +8

  • Koreans
    • Archer and infantry units cost -50% -40% wood.

  • Romans
    • Villagers gather, build, and repair 5% 4% faster.

  • Vietnamese
    • Archery Range units Foot archers (or All Archers except Skirmishers) and Fire Lancers have +20% hit points.

  • Siclians
    • Hauberk
      • Revert cost to 500F 400G.
      • Barracks units and Knight-line +1/+1 armor.

  • Shu / Wei / Wu
    • Move them in their game mode already (here’s how I’d balance them)

As a bonus, I like the Ornlu idea on Onager & co of higher projectiles speed

5 Likes

Magyar Hussars and Winged Hussars: 0.85 range (compared to Steppe Lancer 1 range)

Arambai play seems to be more fun.

Its about giving the Burmese anti archer options, Arambai is weak against archers

Tbh I would honestly consider making the Burmese ele archers get affected by the existing armor bonus and just leave it at that

I dont think I agree with this. This doesnt fix the Houfnice issue and beyond that the civ isnt that problematic

Nerfing all their units because of a single option seems

To me, the ele archers need the extra armor in castle age

This kinda sucks

Idk, Im mixed about this, I think the +2 PA on cavaliers is important for the identity of the tech. If you are going this route may as well drop the knight effect entirely and make it +1/2 and +1 attack and remove gambesons

Vietnamese are a tricky one to balance, but I guess this is a good first step

New Wolf of the Law video about the PUP

My top 10 balance issues in order of priorities -

  1. Vikings - Fire Ship line is removed.
  2. General - Champi revert to release state. Trained Champi Scout speed and LOS reduced to 0.90 and 4 (Starting Champi Scout unchanged)
  3. General - Fire Lancer doesn’t get benefit from “Gambeson”.
  4. Romans - Bloodlines or husbandry is removed. Centurion gets compensation. (An interesting choice would be removing E.Skirmisher).
  5. Malay - Free Infantry armor is replaced by Spearman line cost -40% food.
  6. Portuguese - Bloodlines is removed.
  7. Vietnamese - Husbandry is removed. Eco techs are researched 100% faster bonus is removed.
  8. Wei - Get 1 free villager for each eco tech bonus changed to 1 free villager for each TC tech is researched.
  9. General - Cavalry Archer cost revert to 70 gold, training time revert to 34 seconds (Heavy 27 seconds).
  10. General - Skirmisher line bonus attack vs spearman line is reduced +3/+4/+4 in Feudal/Castle/Imperial to +1/+2/+3 in Feudal/Castle/Imperial.

Copy - Pasted from the video comment.

So what if Muisca being in closer relations to Mexican civs as well Also got the Eagle Warrior? Even if it benefits from the +3 armor bonus and Herbalism or not it would help with mobility and yet it would still be less powerful than other meso eagles with +4 attack vs buildings due to Blast Furnace and Arson as well as Garlands or +40 HP

Is it a priority? Probably not. If there’s room for 5 units for the barracks this could be good right next to the temple guard.

Of course this would likely not be as impactful lategame as they are for Mexicans

Once upon a time keep in mind the Incas UT instead of armor was +10% eagle sling and Kamayuk speed and it was underwhelming as a UT so Muisca would have the same issue

I can see the mining camp upgrade nerf, but why Hoardings? Bohemians are already OP in late game.

Georgians are meant to be a defensive civ, and I think their current Fortified church boost is fine. They are missing 2 man saw, so their wood eco pretty much imperial age generic after the boost. They’re also missing gold shaft mining (so arguably worse than generic). Having an extra 10% boost on top of stone shaft mining is whatever. The farming boost is nice, but still less than Slavs and takes actual investment (and effort) to set up. So their end economy is pretty good overall, but it takes extra investment to get there compared to other civs (investment that is wanted at the same time you’d want to invest into additional TCs). Fitting for a civ that is supposed to be a defensive civ. Their late game is held back by missing BBC, but I think that’s fine.

I do think some of the changes would be good (Korean nerf ok, Roman nerf yes, Vietnamese nerf sounds fine). Faster Onager & co projectile speed should be tested, but is probably a great change (it’s ridiculous seeing archers beat the siege unit meant to hard-counter them)

Why? This makes no sense.

No. Let cataphracts have their identity. Byzantines either just need an eco bonus, or their other bonuses could be expanded.

Okay, you had me there for a minute. I thought you were being serious.

I hate all of these.

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Georgians are a bottom 5 civ, but people want to nerf them?

Although not shown above, Bohemians are actually not even in the top 10 civs on arena. The number 1 civ on Arena is Malay.

By winrate, the civs that actually need nerfs are the Romans, Malians, Vikings, Chinese, and maybe Malay. And the ones that need buffs are the Inca, Muisca, Mapuche, Armenians, and Georgians.

I think, however, that players are just unfamiliar with the Mapuche strengths and just need to learn them. And with the slinger and champi buffs they will probably be in the >47.5% winrate camp.

  • Malay could have their faster age up reduced from 66% to 50% and they would probably be fine.
  • Romans, I suppose, could have their faster eco bonus reduced to 4%; but I would prefer the devs go for a creative solution instead.
  • Vikings are a bit unexpected, but the free wheelbarrow and hand cart are probably doing a lot of heavy lifting. Perhaps they could have it nerfed to instead of free they are just instant.
  • Malians are a surprise to me, and I don’t really have any thoughts on them.
  • And Chinese are, of course, Chinese. Not much that can be done about them.

I’ve limited myself to 10 suggetions.

Ratha or Chakram too.

They would be rather dull imo.

Fortunately, as they are extremely effective against melee units.

Archers cost more gold than wood, and pikemen cost more food than wood. It has a negligible impact on the Archers + Pikemans play.

It specifically targets FireLancers and Skirmishers, which have a relatively higher wood cost, which is exactly what’s needed.

An UT that only applies to the UU is kinda lame. What’s more, you can easily move the infantry attack bonus to the Elite upgrade

Having Hoardings is the default option. The reason they don’t have it is because, like Koreans, they have extra stone to work with for free.

I don’t find one-trick-pony civs fun tbh. They get dull really fast.

I’d love to play Burmese more, but when I give them a try they just feel so one-note.

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I only agree to the nerf on Vietnamese that you proposed if the devs buff the generic archer line. If you remove the hp bonus from CA, there is almost no reason to use Vietnamese.

I would accept a CA nerf only if all their equivalents (including elephant archers, camel archers, war wagons, Hussite wagons, and all ranged mobile units) are proportionally nerfed as well.

Mangudai are an exception; they should be kept as is. Compensating Mongol CA wouldn’t be bad either, since they are currently losing even to generic CA in 1v1 in the Imperial Age.

Increasing the projectile speed of the Mangonel line is not a bad idea either. I prefer other siege units’ projectile speeds to be proportionally increased too if that happens.

Buffing Magyar Huszar, nerfing the Portuguese, or removing Byzantine Paladin is out of the question.

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Even Vikings Fire Ship? That’s surprising.

Where are you getting stats from?

Byzantines does not need to lose paladin at all. Just let Cataphract do its anti-infantry role and let both of them have trample damage

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I will accept Vikings losing fires if they get demos back

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Romans (proposal): For every eco or tech researched, villagers gather, build, and repair +1% faster, up to a maximum of +5%. This way, the bonus is something the player actively earns rather than receiving it for free from the start.

I’d also suggest cut down a significant portion of the Romans’ late-game tech tree. They’re too easy to play without needing to make meaningful strategic decisions.

As Ornlu pointed out, during the AoC era, players had to lean into each civ’s strengths. It wasn’t just about defaulting to the CA and skirmisher meta every game.