Some really great bug fixes but DAMN did they nerf NuWa hard…
I mean that some nerfs were necessary okay but now from what I read:
- her passive built trait got nerfed (i understand this)
- her GP got nerfed (I would have just changed the numbers making heroic a bit more and mythic quite less)
- Houtu earth wall got nerfed (cost nerf okay segment nerf ok but why vulnerability too?)
- Gongong Great flood and Qinlong got nerfed (great flood a bit of a dmg nerf ok but the rest too much in my opinion and dragon nerf for his ability okay but range too? Then why not buff it’s HP or pierce armor?)
- Her Kuafu Hero got nerfed across the board too
- Her main Hero got nerfed (from 5 to 2 sec stun is a massive nerf. 5 might have been a big stun but then reduce it to 4 or 3.5 sec first which would feel less hard but still noticeable)
So many nerfs and some numbers are a bit too drastic in my personal opinion.
But the bug fixes are all really appreciated! Thank you!
Edit:
- Earth Wall can be damaged by undermine now…
- Fixed the bug where Kuafus (and hero) can build TC faster. I understand this change but nerfs NuWa even more. Hm.
Interesting, I feel that she still wasn’t hit enough, or, rather, not in the right way. Nerfs were needed to prevent abuse, but some of these nerfs are just nerfs while still allowing for toxic gameplay.
Clay peasants - the problem was that they can be used aggressively in early classical either to forward build or just as soldiers. These nerfs have not really addressed that in my opinion. I would have just removed their ability to attack and also maybe only allow to be cast on favoured land to avoid tower/building abuse.
Earth wall - can still be used aggressively, which I don’t think is good game design. Should only be castable on TCs and forts. Vulnerability nerf needed, because it’s too easy to trap enemy units/vills with this, and even with the nerf it’s still the case.
Hero Kuafu is still broken as hell. It should not be available in Archaic in my opinion. It shuts down early raids, and a 2nd TC is almost impossible to deny.
But steps in the right direction I feel!
Sigh, I knew this would happen. Great Flood is pretty much worthless now. It doesn’t actually destroy any buildings except for houses. And this is when the buildings are completely unupgraded. Nor does it kill units it just pushes them a few feet. Also, it’s extremely slow so it basically covers no ground. It was overnerfed.
EDIT 1: The duration is only 10 seconds when in the patch notes it’s 13. This is so sad. Earthquake and meteor can level cities no problem. Lightning and tornado can destroy whole armies. Great flood can do neither, not even close now!
EDIT 2: My god, even with drought it won’t destroy an unupgraded fort. This is unacceptable.
I don’t understand why people want to nerf things so much that it makes the uniqueness and useablility of the power completely disappear. You know it’s okay that a god power is actually good right?
Great follow-up patch for DLC. They hit almost everything that was problematic with Chinese and I don’t think they were heavyhanded at all. There are still couple changes to Chinese that would be nice to see:
- Reincarnation (Xuannü tech): The respawning human units should spawn at closest temple just like Hades Shades. (Same should be extended to relic summons). Ideally we should be able to choose the temple/dock we want things to spawn at. I don’t want to delete my starting temple because my relics are there.
- Sages (Hero): Shouldn’t stun myth units. Give them more base damage or range as compensation if they need it. Multiple sages chain stunning and punishing enemy for making a single myth unit is just stupid.
- Leizu’s Silk (Huangdi tech): Huangdi remains having strongest archers, infantry and cavalry. Should have been nerfed to +15% hp instead of +20%. Or maybe +10% hp to all human soldiers and additional +10% to infantry.
- Prosperous Seeds (Shennong GP), should lose invisibility. Invisible gold miners, invisible Fei beasts, invisible qilins, invisible builders, invisible army, invisible Yinglong. It is just stupid. Soon we will have people countering ancestors eclipse with 10 favor or repairing castles with permanently invisible villagers. Make it an economic godpower and get rid of all the future cheese that is just around the corner. At least make it affect only civilian units. Yes, you can kill the farm, but there will be another right next to it, and they have lot of HP.
- Spoils of war (Chiyou tech): BUGGED. Gives full pillage value from buildings under construction. For example destroying enemy wonder build site when they just started constructing it will give you 2500 of each resources.
I know the balance changes will get most of the attention, but I’m just so glad to see
Player colors can now be changed in multiplayer ranked lobbies.
and
Support for watching recorded games faster and slower than before. Factors include 2x, 4x, 8x, and 16x.
Great to see the Vortex vs Implode bug has been fixed. And so have the broken hotkeys introduced by the last patch.
I did note that IamMagic is very disappointed by the lack of buffs to Egypt, which he says makes them unplayable at a high level.
I think the devs should buff Set. I’m not sure what would be best, but two simple buffs could be:
-Converted animals do not lose a percentage of their food.
-Monuments also reduce the cost of units in nearby Siege Works by 10%.
This is in addition to certain buffs needed by Egyptians in general (Like returning some of the power that was taken from the Chariots)
Yes Egypt needs a big BUFF, to be honest I play full random and when I have Egypt I know I will have a bad time in particular Seth, I know I am a noob player but I really got demolished everytime
Ahaha, yeah I do. The thing here really is with the design of the GP. It was way too good (and it’s still very good).
It’s clay peasants not clay warriors. Sure it was fun to use, but really not fun being on the receiving end, because you can’t really do anything against it that early in the game, it’s an Archaic age power which summons warriors that can build essentially. You can deny a 2nd TC casting clay peasants aggressively, while getting your own with the unstoppable hero Kuafu, there’s no counterplay to that. So the nerf to their stats aims to address that.
The lower amount was also sorely needed, 25 vills in mythic is insane, one cast of this + 1 Kuafu you could get a titan out without sacrificing your economy at all, essentially auto building.
I think some nerfs were (unfortunately) really needed, some nerfs are a good idea but some wrong direction and some unnecessary/too much my opinion.
- autobild of walls removed - right move
- Hero Kuafu nerf - right move
- Great flood nerf - right move and not too much
- Tower segment of Houtu nerf - right direction but too much (from 0 to 25?! From 0 to 5 or 10 would have been better)
- Stun of Li Jing nerf - right direction but also too much (from 5 to 2?! From 5 to 4 or 3.5 would have been better)
- Qinlong nerf - too much but maybe I’m wrong here (still of range and maybe later speed will be nerfed it needs a health/armor buff compensation)
- Houtu wall nerf - a bit too much… favour yes, segment width okay but why longer built and being more vulnerable during it is too much…
- Clay peasants - wrong nerf/change in my honest opinion.
→ clay peasants should be something like: - Archaic: 4
- Classical: 8
- Heroic: 12
- Mythic: 16
- They should 100-150 HP and not around 55.
- they should have no attack
(Btw since Poseidon Militia didn’t get removed: why not give NuWa a few terracotta soldiers on foot for destroyed buildings? Just an idea for a future patch)
To be honest, I am very happy about the Houtu wall nerf, it’s really a cancer spell which bring very toxic gameplay. It was insanely strong and not fun.
Yeah thinking about it objectively you are right.
It was/is strong. The problem is it’s maybe too strong early game but too weak late game.
Hopefully they find a way to nerf it more early but make it still useful lategame.
That seems quite balanced actually! When in LoL they release new champions, their winrate will climb 5-10% as players learn them and aren’t inting anymore.