Balancing Fimbluwinter

I will give a simplified example of why I think Fimbulwinter should be toned down. Assume this is a game with good players. Fimbulwinter is a Mythic Age god power, and we can assume that you have 60 workers by the time it is cast. For simplicity, we will calculate the resources lost by having your workers gather 1 resource per second (if you have two town centers, you will have more than 60 workers, and if you add the economic upgrades, you will gather more than 1 resource per second). Fimbulwinter lasts 40 seconds, so 60 workers for 40 seconds results in 2,400 resources lost in downtime because you have to garrison your workers (beyond this example, people usually lose some workers before they get into the buildings).This loss is even greater in team games: 2,400 * 2 or 2,400 * 3. People cried a lot about Lightning Storm and how it was overpowered, but for Lightning Storm to have such value, it must kill 26 units with a resource value of 90, which will never happen. In addition, Lightning Storm doesn’t scale in team games. Also, you can garrison units in buildings to save them from the effects of Lightning Storm, but you can’t do anything about the lost resources from Fimbulwinter (with the exception of Hermes god power). If the Norse player applies pressure during Fimbulwinter, it is likely that, once his opponent loses his army, the game is over maybe not immediately, but within a few minutes.

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