Bloodletting nerf? Are you actually serious?

Thats true, it affecting the passive rate would be very helpful. With Tez in psrticular commiting favor in classic age seems rough since its boosted by so much more from Just waiting to heroic for a big spike, this would help a lot that dynamic imo.

As for not being able to be destroyed or not dunno how relevant that aspect would be, the investment is still quite high to even get a good passive income going on which other civs dont have to deal with and having favor with no base its still loosing you the game y les some really niche dynamic.

Ahh ok, my bad, i thought it started the same rate

  • Bloodletting: has been adjusted in the following ways,
    • Favor from Bloodletting now trickles rather than coming in bursts.
    • Bloodletting rate is now visible in the UI.
    • Warrior Priest Devote Minor stats adjusted:
      • DevotionFavorTrickle: increased 0.05 → 0.1. This stat is the base Favor trickle for the first Warrior Priest at full health.
      • DevotionHealthDrainEachSecond: reduced 5.0 → 0.6666. This stat is the hitpoints lost per second while Bloodletting.
      • DevotionHealthDrainLimit: reduced 0.4 → 0.2.
      • Added new property DevotionScaleAtMinimumHealth with it set to 0.5. This stat is the portion of base trickle earned once Warrior Priests reach the minimum hitpoints.
    • Separated Bloodletting from using the same values as the Greek Favor for their efficiency curve.
    • Bloodletting Efficiency Scale Factor A set to 11.0. This stat controls the scale of the efficiency curve.
    • Bloodletting Efficiency Minimum Gain B set to 0.01. This stat is the minimum cap for Bloodletting Favor trickle.

Developer Note: Bloodletting needed some additional changes to make it a viable method of gaining Favor. As there are multiple ways to gain Favor, this needed to be a reasonable method for gaining Favor without making it too strong so that players would not want to be fully reliant on it. We will continue to evaluate how these changes behave in emerging gameplay and make further tweaks where necessary.

This kind of reads like its basically exactly the same. Guess it will be down to how long it takes to bleed a warrior priest down. Also can’t tell if its full efficiency the whole time until it hits min health or if its scaled as it goes down. But it sounds like the favor will be nearly identical. And no word on fixing it not being pulled from the select all army hotkey.

Yea did some testing. Takes 1:30 to get to the old rate, and the gains are diminishing based on percent hp. So you have about 1:30 of 4.5 favor/min then its back to 3/min. It also goes down to 18 hp instead of 40. so you get approximately 2 more favor early for half the hp on the priest. As for the diminishing return changes I tested 5 of them and it is identical to before at 11 favor/min. This honestly just feels like mostly a nerf, but could maybe enable some early game cheese techs or something.

And most importantly they didn’t fix the hotkey, so select all army hotkey still conflicts with bloodletting which is super annoying.

Lmao, does the traps builder still get selected in your select all army hotkey aswell?

Doesn’t seem like he is included in the hotkey.

If I understand the numbers correctly the generate 0.1 favour when at full health and then generate down to 0.05 favour when going down to 20% of their health?

Knowing the curve factor doesn’t help much if we don’t know the curve function or the Greeks curve factor. But what we do know is that 0.01 (same as Hersir) is the lowest it can get.

Since the blood loss is now 40 HP/minute it takes 2-2.5 Minutes (depending on Age) for them to reach their minimal HP.

Or does 20% mean that they only lose 20% then they would go down to the minimal rate in just 30 seconds. Confusing.

Quetzalcoatl

  • Bloodletting: adjusted as follows
    • Warrior Priest’s favor income rate increased from 0.1 → 0.15 favor per second.
    • Warrior Priest’s favor rate modifier at minimum health reduced from 0.5x → 0.33x.

Developer Note: This change aims to make trading the health for favor a more significant reward, without affecting the bottom rate.

I am still confused on the focus on early game full health priests for this. I would really like to see some kind of scaling of the floor rather than the full health values. Something for scaling by age would be good so the mechanic doesn’t just disappear after classical age. It is at least useful for weird timings now I suppose.