Atecs need buffs

First? or second I guess.

Anyways, after a successful complaint which led to aztecs being nerfed to the ground, it is time to discuss buffs.

Economy needs a complete overhaul.

The 1 type per drop post limitation should be lifted. It makes no sense and severely weakens their economy. I should be able to create as many specialized drop posts as I want. In exchange for this buff, we can have the specialization upgrade cost 150W and not have the cheaper 50W change one. The current specialization approach severely nerfs late game food gathering, gimps double gold gathering and has impact on wood as well.

Favor needs to be more straightforward to gather. While on paper it looks like favor is easy to get because it has 2 ways of getting it, capturing enemy favor orbs isn’t as effective as it looks, as it requires either fighting near a tower/temple/fortress or having some warrior priests around, which are very easy to snipe in offensive campaigns.

Proposal: all units should be able to gather the favor orbs, but you only get 1/3 of the favor if there’s no priest around.

You should also get favor orbs from your own units killed in combat.

Myth units & heroes: Aztecs are very weak against early MU pushes and are generally very bad against massed myth units. Worse so than greek who were the worst vs MU. The favor buffs mentioned above should help with MU countering.

Proposals: warrior priests get life back when they collect souls, and get an additional +10HP per age up.

the god incarnation dude from the temple can be called multiple times.

all fortress units get 1.1 bonus damage to myth units.

also sacrificing shouldn’t have diminishing returns. No idea how someone came to the conclusion it should have it like greek does.

5 Likes

Agreed about favor reception. Warrior priests need to also not be so fragile so they can live long enough to pick up orbs

3 Likes

The traps mechanic is too gimmicky and situational atm.

Every footed aztec human unit should be able to make traps, not just 2 out of 8, similar to how every footed norse soldier can construct buildings.

2 Likes

I agree that the Aztecs need to improve their economy, but I disagree with the method. I also agree with improving favor, but I disagree with the method. I also agree that the priest could be more powerful for his 70 gold.
You’re proposing too many changes without considering the consequences. Imagine the chaos that will result when you produce turkeys in multiple storage facilities and accumulate them, even though there’s no limit. The game will simply crash.
We need to proceed very carefully. Don’t spawn entities, of which the Aztecs have already spawned an insane amount.
For example, if we don’t have free and cheap buildings like the Egyptians, a free pharaoh, and the ability to completely avoid harvesting one type of resource, then we need workers to gather resources faster than the Egyptians. That’s all.
(The difference is insane: the Loki needs 6 workers to gather food, while the Tezcatlipoca needs 9 (30%!!!)).


Favor generation is absolutely terrible. Tonalites don’t provide anything at all, and sacrificing villagers has a progressive tax. To achieve the maximum boost, you need to donate about 15 villagers to the temple, which is impossible because the economy is already terribly weak until age 4. The progressive tax should be abandoned. I also really liked the idea of ​​collecting tonalites from your own soldiers. The question is, how do you do that if two Aztecs are fighting? Whose tonalites will they be? You can’t collect other people’s tonalites now.
A great idea is to have the priest restore health by collecting tonalites as a percentage of their size. You could make it more difficult to force people to use the initiation (dont remeber how it calls). For example, the initiattion’s duration increases with each tonalite collected, and it also restore the initiated priest’s health. At least it will become clear why you’d use this ability at all. I don’t use it now because 12 favor is too much for such a weak boost, especially for such a short time. And I’m always short on favor as it is.


A separate word about Tezcatlipoca: I have to spam MUs to get shards, but I can’t because I don’t have favor. +25% damage and +20% tower construction speed are really cool, so I figure I’m supposed to be building a path of towers to the enemy base. But with such a terrible economy, that’s impossible. Basically, this god doesn’t work.
Chaneque - is overpriced, buggy garbage.
Traps are too expensive. I simply can’t afford to build a trap for 100 wood (80). It’s insane. They don’t work. Being in an ambush should provide bonus damage, otherwise it’s useless. Plus, the enemy can still see you within their line of sight.

2 Likes

Traps cost is part of the problem.

3 Likes

I don’t think it will crash. The game is smart enough to dial down on effects when there’s too much stuff on the screen.

not really. if you have the gather at same speed, then the specialized drop posts need to disappear, as that would be a flat +15% increase.

I think the devs originally intended for turkeys to substitute a lot of the food gathering and allow more workers to join gold and wood. But I am not sure if that really worked out.

It is quite simple. When a unit dies, it spawns 2 orbs instead of one. one for you, one for enemy. the one for you will be weaker I imagine.

Basically the idea behind this was to allow the priests to survive more so they can collect more.

This is why I am proposing that any unit gets the favor orbs instead ^^

Traps are clearly a PvE mechanic, it is extremely useful in campaign.

The first issue I have is that the 3 major gods don’t feel that different. Some older pantheons have that problem too. Atlanteans are probably the best at this with each Major God having a very unique mechanic that looks very different and feels very different to play.

So maybe instead of just buffing Aztecs in general we could give each Major God a new bonus.

Huitzilopochtil:

  • Shorn Ones can collect Tonalli

Tezcatlipoca:

  • All infantry and archers can build traps
  • Increased passive favour trickle from sacrifices

Quetzalcoatl:

  • Warrior Priest and Buildings heal HP when collecting Tonalli
  • Warrior Priest heal nearby human units when blood letting at the Temple (not other Warrior Priests!)

All:

  • Traps cost -50% less
  • Traps have a much higher build limit
  • Teixiptla life time is increased when collecting Tonalli and they collect twice as much Tonalli as normal Warrior Priests
  • Devotions at the Great Temple can be researched multiple times but the cost increases by 1 each time (that means they are still capped by the number of units that you can garrison in the Great Temple)

Why can we only have 6 traps when we can have 30 Towers and 15 Great Temples?

3 Likes

Every Aztec god has only 3 unique bonuses (4 for Quetzacoatl) and no unique mechanics such as Chinese god blessings or Japanese bushido.

They feel too similar, maybe giving another innate bonus to each god would resolve the issue.

Agree on Great Temple Incarnates being able to be trained more than once. One time only is too boring.

1 Like

Or at least they should last longer. Being a 1 time off and only a limited amount of times feels bad imo, its very brief you get to use them

They’re too weak to be summoned once. If they’re only supposed to be summoned once, they should be equal in strength to the SoO. Now it doesn’t matter how many times they can be called up and for how long, because they are simply a strong anti-MU.
It seems to me that 6 priests are more useful than one god.

2 Likes

The Aztecs have the weakest infantry, the Ocelot Warrior loses to all the infantrymen (except Egypt) because he has a very slow attack speed…

Not that strong probably, because then you are giving them a mythic age god power equivalent just for the sake of it. But it for sure could use some help in either not having a limited life span or being able to use them more often.

1 Like

Si ma il danno che fanno è alto quindi non diciamo robe assurde . Hanno di base 20 damage su 1.6 di velocità di attacco. Con tutti i potenziamenti è molto forte è quasi come un fanatico o mirmidone. Considerando il costo è piu dannoso del jarl . Comunque riguardo all’economia non è cosi disastrata come si crede. Io li gioco all’inizio senza potenziamenti economici come piccone perché il potenziamento del calpulli costa meno e da di più. Poi una volta che ho le risorse li potenzio ancora di piu e li l’economia decolla forse piu degli egizi. Gli egizi hanno il faraone ma senza quello fanno poco e il faraone potenzia solo un edificio per volta (con Ra tutti ma appunto Ra in economia è molto forte). Avete anche considerato i norreni? Non hanno altri vantaggi oltre al dwarf e la fanteria che costruisce.

Don’t talk nonsense, the base damage is worthless if you are killed by a unit with an attack two or three times less… The attack speed also decides. Ocelot loses to Fanatic, Myrmidons, and all the others. In order not to talk nonsense, read the description of the unit, where it says that “It is effective against everyone,” in the end, it is not effective, although it has a lot of explosive damage.

Finché parli di mirmidoni, fanatici e contrattacchi duri ti do ragione ma contro tutto il resto è forte. Certo che la velocità di attacco è importante ma è compensato dal suo alto danno per colpo . Non avrà moltiplicatori specifici però il suo alto danno base lo rende molto forte come fanteria elitè generalista . Potenziato al massimo senza considerare i potenziamenti degli dei minori ha 35 di attacco base. Toglili la percentuale dell’armatura di 56% della fanteria o 45% della cavalleria elitè media.

35-56% = 15.4. 35-45% = 19.25. Poi dividiamo per la velocitĂ  di attacco

15,4/ 1.6 = 9 62. 19.25/1.6 = 12.03

Non mi dire che son numeri mediocri in più salta anche e diventa semi invisibile…

Un mirmidone senza efesto fa 19.25 Divini che con la velocità di attacco che ha è 13.76 di DPS.

Adesso trovami un unità che costa 130 risorse che faccia i danni del guerriero ocelotl a tutti i tipi di unità…

Cè solo il fanatico e mirmidone che tra l’altro sono unità dell’era mitica… Nell’era mitica cosa hanno gli aztechi che fa ancora piu danno? I Cavalieri Giaguaro ma è un altra storia…

1 Like

It’s not all bad. I get the same Elo as Tezcatlipoca as I do as Loki. So, the Aztecs are doing quite well. They just need a little adjustment. (Regarding playing Hades or Set, I get +100 Elo, but that’s a topic for another day.)

At the moment, I’m probably done with Ranked Battles on Aztecs until they get improved somehow.


GG

I think the volcano GP could reuse a re-buff. Doesn’t do nearly enough damage to buildings in its vicinity now. Maybe make it halfway as powerful between its current power level and its original one.

3 Likes

I think it would be cool to turn the volcano into a more long lasting instead of quick and hard hitting god power, we have so many of those already. Maybe even longer then a minute.

This way you could kinda turn an area into a danger zone for a while.

3 Likes

This whole traps mechanic is really cool on paper but need lots of changes.

They either cost too much like the spike trap or are useless like the smoke trap, therefore the cost of spike trap should be toned down, while the smoke trap should lower the range of ranged units aswell other than the line of sight.

Every human unit should be able to build trap.

For example, if I’m in heroic age and the opponent spam Peltast so I want to mass Eagle warriors while also building some traps at same time I’m forced to mix in sub-optimal units such as standard archers or spearmen, that just makes no sense.

Also raise their build limit to at least 10 to be more in line with other buildings.

1 Like