Atlanteans Need Help (Buff and New Ideas) (DLC)

Wanted to create a thread for Atlantean improvements. Want to hear/gather everyone’s thoughts and opinions to improve Atlanteans.

Atlanteans were my favorite faction in the old game and now they just feel weak and unbalanced.
Note with the latest patch I do feel like Gaia is in a better place and would like to see this continue with Oranos and Kronos.

General Notes/ideas:
In general I’d like to see the Atlanteans be more diverse and focused.

  • Kronos Focus Myth & Siege
  • Oranos Focus Infantry & Heroes(Plus his current bonus’)
  • Gaia Focus Eco & Buildings/Defense

General

  • Atlanteans weak for crush damage early game compared to other factions. buff Prometheans?
  • Atlanteans lacking in map presence/pressure
  • Fix Caladria to follow behind army when traveling with group(can micro forward then if wanting to)
  • Oracles need more utility
  • More ranged siege options - A unit that is 2 soldiers holding a mirror that takes a moment to focus on a target but increases damage longer it holds on target to a cap limit. Less health and resistance than fire siphon but more range and damage. Range to compare with catapults

Oranos Notes:
Oracles cost less (since Oranos has a focus of vision) Oracle can be consumed to summon sky passage at full radius sight (takes build time for summon) (I think the build limit per age and cost of oracle will balance this already). make initial oracles heroes

  • Oranos sky passages makes Caladria weaker with not being able to use them. Often times I leave Caladria near a sky passage to teleport units back to them so that I can attack multiple places fast. Either let caldaria travel with army or create a new unit/minor god. Oceanus never made since anyways for a flying unit.
  • Oranos is able to produce arcus age 2 (1 age earlier)
  • Oranos is able to produce Fanatic age 3(1 age earlier)
  • Oranos Receive cheaper non myth unit upgrades
  • Oranos infantry cheaper 10-15%?
  • Oranos Receive major god upgrade: cost less favor to upgrade units to heroes and reduced time (make Empyrian speed buff to already be upgraded apart of Oranos kit)

Gaia Notes:
Oracles create lush while standing still(will disappear slowly when they move away), this will synergize with Gaia movement speed buff on lush and give her map control and sight. (I think Gaia would like everything lush and green)

  • Gaia build defenses cheaper to more favor a defensive eco playstyle.
  • Gaia build faster on lush (would synergize with oracle change above)
  • Gaia ability to build an couple extra houses for population for a more defensive play instead of stretching thin for extra town centers too fast.
  • Gaia towers upgrade to arrow towers at Age2

Kronos Notes:

  • Oracles: Time shift happens faster while in Oracle Full radius zone 10%? and myth units move faster in radius.

  • Oracles generate more favor rate for Kronos

  • Oracle max radius creates visible aura and slows enemy myth units

  • I know a lot of people like to time shift temple right at age2 for a quick rush, but I just dont like this strategy for the AOM community as a whole. I think time shift should only be possible in a Oracle full radius sight. Would make it take more time and easier to notice and more balanced.

  • Time shift to be able to warp village centers to town center locations

  • Kronos sentry towers change to Mirror tower age2 (Would give Kronos free base protection while pushing forward with time shift)

  • Kronos myth units more resistant or more health

  • Kronos siege faster or gets speed upgrade cheaper

Out of the Box idea but major change switching around Minor Gods: (just makes sense)

  • Kronos Focus Myth & Siege: AGE3 swap Rheia for Theia(Why because gives more myth units and favor upgrades still to Kronos) ,AGE4 swap Atlas for Hekate(Why because myth unit focus upgrades)
  • Oranos Focus Infantry: AGE3 swap Theia for Rheia(Why because infantry and favor upgrades) ,AGE4 swap Helios for Atlas(Why because palace infantry focus upgrades)
  • Gaia Focus Eco & Defense: AGE4 swap Hekate for Helios (Gives Gaia more buildings and defense)

DLC Addon Major God. Uranus Focus Calvary and Myth

  • Age2 (DLC addon) Epimetheus(Minor god)(Titan who created beast) Focus Calvary Myth unit
  • Age2 Prometheus (Epimetheus’ brother)
  • Age3 (DLC addon) Lapetus (Minor god)(The Titan god of mortality) Focus myth health
  • Age3 Theia
  • Age4(DLC addon) Themis(Minor god)(Titan of justice and order) Focus Calvary siege damage
  • Age4 Hekate
1 Like

Honestly, the Atlantean/titanic pantheon is kinda a gosh darn mess. Generally Minor gods are supposed to either enhance their major god’s strengths or patch them up. Instead they all seem to be going off in a hundred different directions and not be available to the god that would benefit from them the most.

Let’s start with classical gods- they seem to each focus on one of the core unit types- Oceanus is supposed to help human units, Prometheus makes it easier to get heroes, and Leto focuses on A Myth unit.

There are several problems however. Prometheus is decent on his own- his Prometheans are nice and spammable, Valor can save a unit while giving a mostly free insta hero, theft of fire boosts the economy, and Heart of the Titans can get you heroes quicker if you’re caught off guard by myth units. However, there are some problems- Valor should make Heart of the titans redundant if used right, and Theft of Fire, while certainly useful, is not available to the major god who wants it most since Gaia doesn’t get Prometheus.

Next is Oceanus- He is suppose to be the Human unit guy, but he only really helps infantry. He also provides a nice flying healer and debuffer, can instantly create a myth unit with an istakill in the enemy backline, and makes transforming units into heroes cheaper. He’s mostly fine, but I can’t help but feel that the Murmillio/Fanatic upgrade makes the maceman upgrade mostly redundant.

As for Leto, she is supposed to help myth units, but instead just sucks. Her spider mines require precognition to use properly, and Automotons fill a similar role to prometheans, but do it worse while having two upgrades dedicated to them. Her only good aspect is her oracle upgrade.

Heroic age is mostly fine. However, the Cheiroballista is begging for Oricalcum Mail (as well as some other upgrade).

Things get bad again in the mythic age- Kronus and Oranos would love to swap Atlas and Hecate- Kronus having access to Hecate works great thematically and would give an interesting conflict in choosing between better Siege and Myth units, While Oranos would be similarly conflicted between Seige and Top Tier Infantry.

2 Likes

buffing Atlanteans, why? they are doing great, which is a nice way of saying they are probably busted.

In reasonable elo Kronos is among the best if not the best god of the game, because of the Krush, with both Gaia and Oranos being near or above 50%.
Oranos is the only atlantean god with bellow 50% win rate and thats only in the lower elo, his win rate continues to climb the higher your level of play is. This goes to the point where he is the second strongest god of high elo (1.6k+) (aomstats - Oranos) because he is busted, sky passages make you basically immune to raids. If anything Oranos needs to be nerfed, ideally by adding an actual cost to building those darn sky passages beyond the time it takes for a villager to walk over there and build one.

Outside of only possibly Norse Gaia has the best economy in the game and I think it is clear the devs went overboard when buffing her.

Ironically enough the only Atlantean god in serious need of a buff is Kronos, but only after they nerf his frankly oppresive power level in low elo games.

2 Likes

Kronos’ tech (the one that allows timeshifting 3 buildings at once instead of 1) is too darn expensive.

1 Like

They need to undo the change they just made to Rheia. There was nothing wrong with removing the cost for Heroizing units.

That nerf was absolutely necessary, I am baffled anyone could think otherwise given the absurd prevalence of heroic cav spam by Atlanteans being one of the reasons Gaia was absolutely dominating. It made myth units absolutley unviable and every cav unit 20% stronger for the cost of a single upgrade. The ability to spawn in heroes whenver you need them is strong enough as it is, it sure as hell doesnt need to be made easier by getting rid of the only thing stopping full on hero armies which is cost. Even more so if it is for the best unit the Atlateans have access to. A Mass producable unit that only gets countered by spearmen which you never have to engage due to superior speed and counters seemingly everything else, even Myth units.

2 Likes

Brother, atty’s are one of the strongest pantheons right now. They have the easiest macro, heroizing, and some of the best infantry in the game in murmillos and fanatics.

I’d argue the only thing they are lacking behind in is their god powers. Back in legacy AoM attys made up for generally weaker GPs by having multiple uses, but now anyone can recast.

and they do have chaos, which is arguably the best heroic age god power at least, so their weakness is mainly classical age.

Prior to recent nerf sure, flaming weapons / curse are better

2 Likes

ancestors is weak now almost worthless without eclipse, with eclipse its god tier but I am judging on its own.
Flaming weapons is a true contender, but what makes chaos so strong is its reuseability, which admititly the did make quite a bit harder. I have to see more of curse with the changes, but I suspect that it is still at least A tier even with the nerfs. Now flaming weapons is really strong, but for now I choose to believe that is because it is Norse that has it and Norse being so strong, mainly because you still need a few things to make it work, an army, positioning, timing etc. Chaos is just always good and catching the enemy army out of position can win you the game just as much as flaming weapons can only chaos gives you more opportunites than flaming weapons, but I see your point.

You need to mass Atlantean heroes in order for them to make any significant impact. Why do you think the upgrade is so cheap and Oceanus has a tach to make it even cheaper? As far as the favor cost, I’m ending matches with 300+ in the bank regularly. Removing the cost of upgrade just lets you cast your God powers more often. Given that Gaia doesn’t get “Chaos” and the other powers are relatively weak compared to the other civs, it makes perfect sense to have such a discount.

Atlanteans are plenty strong right now. They don’t need any more buffs, honestly, unless some of the overtuned units get nerfed in exchange.

Not true at all. Chao nerf was conservative and is sttill stronger than flaming weapons or curse. Ask the top players if you don’t believe me. You can counter flaming weapons with just retreating. There is no counter play to Chaos besides a few god powers.

Murmillos, Turma, Katapeltes, Cheiroballista, then also Fanatics and Arcus would be insane early on. Fanatics are extremly strong and the ace of age 4 especially with Atlas. Do Atlanteans really needs so many buffs?

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Not true at all. Chao nerf was conservative and is sttill stronger than flaming weapons or curse. Ask the top players if you don’t believe me. You can counter flaming weapons with just retreating. There is no counter play to Chaos besides a few god powers. <

Yet all 3 atty gods have dropped win rate since the last patch, curious.

2 Likes

Not true again. Just checked aom.gg and Oranos is the 2nd best winrate god at high elo and Gaia and Kronos both at 50%+ winrate.

Before last patch, all 3 atlantean gods were rocking as the top 3 gods in terms of winrate at high elo. If you are advocating they should stay that way then I’m sorry but you are incredibly biased and should not be taken seriously for any balance discussion. So, yea, atlanteans don’t need any buffs. In fact, Chaos needs to be nerfed even further.

Cool story, here’s a better tracking site that shows more games played and rates it by patch https://aomstats.io/. I also said atty is one of the strongest pantheons, please read.