Bloodline need a nerf?

It is a straight +20 HP and not a percentage HP. Scouts go from 45 to 65, Paladins go from 160 to 180 (Burgandians vs Spanish).

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I know, but it makes no sense for me that it affects cav archers more than knights. Also because Bloodlines makes Cav Archers a core unit which is able to trade well with other core units.
Cav archers excel in Raiding, it’s not necessary to make them also trade well in combat.

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I am even more surprised that it affects horse units, camel units, donkey units (missionaries) and elephant units alike with +20 HP.

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maybe buff pike line can improve militia line?

Think of it the other way around… CA are an incomplete unit(partially the same for scout line) As opposed to knigths that are actually able to hit well above their weight right out the gate.

CA need a lot of tech before they become a complete unit. That’s always why it seems like they gain so much. I mean already in castle age: more expensive attack upgrade, blood lines, husbandry, TR compared to knigths which actually only need BL and armour.

Look at TR accuracy. It affects CA more than it affects foot archers.

Why do CA get PT but foot archers dont?

Also im getting the impression you think CA are stronger than they should be, which puts you in the extreme minority. Everyone has been asking for CA buffs for at least a year now.

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Yes, because many people don’t understand that CA isn’t designed to be a good fighting unit, it is designed to be the by far best raiding unit. And this role they can fill even without bloodlines easily.

Not often I make a bulk of like 10 CA in castle age, just to be annoying, idle the eco and sometimes get a pick. I know, that if you get a ball of 40 they become a main fighting force, too. But that’s because of this bad design, oneshotting paladins and so on. I don’t like this design. Why they can’t just let a raiding unit be a raiding unit? Only because many players don’t understand what a raiding unit is?

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All Cavalry and archer units (except elephant archers) are raiding units. Some infantry units like Huskarls and Woads are also raiding units. Actually some military units need to fight other military units too.

The game is centered around Europe so many people feel natural that Knights and Swordsmen are frontline units and archers are support units at the back.

But Steppe Civs use Light Cavalry as a frontline support unit and use Cavalry Archers as their main units at the back. You see this combination prominent in Mongols, Cumans (to an extent), Tatars, Turks, Huns (to an extent) and Magyars (to an extent). Saracens can also use this composition though, but they have nothing special for either unit.

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And this is the point where I don’t understand the HP buff. A backline unit excels with a high damage output. Right now cav archers are a standalone unit because even in pro level the factor “easier to micro” overwights the benefit you would have from a decent frontline.
Usually they also used heavy cav as addition, not light cav. The parhians were famous for this tactics. But the cataphract is only available to the byzantines in the game, unfortunally. (and also not really fitting to what they were)

Cav archers without bloodlnes are almost as good in unit comps as them without, The only thing bloodlines changes is to make them a strong standalone unit if massed, and that’s exactly what we witness now.

I’d like to see more unit comps featuring cav archers, but giving cav archers more HP forces them in the wrong direction.

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There is an way though. Give militia line and other UU infantry bonus dmg to the new anti-cavalry infantry.

Which also makes you one of the minorities. CA is designed to raid as well as do hit and run to be good at fighting. Fortunately with the latest CA buff, they can finally do what they are supposed to do.

IMO bloodlines is perfectly fine as it is.

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So now archers have to worry about cavalry and of course skirms.
Cavalry has to worry about archers, pikes, and thd new power infantry
And the new infantry has to worry about militia and archers. See the problem?

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Yeah which is why I didn’t suggest any of these. Just giving you the option. The new anti-cavalry unit can be an UU at best. Kamayuk is not countered hard enough by militia line when get massed as it has 1 range. So there is a room for another anti-cavalry infantry UU.

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The Berserk exists as well and does fine against cavalry. As does flemish militia

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No. It seems perfectly balanced.

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Its not. Archers only have to worry about cavalry but not infantry.
Infantry has to worry about archer but not cavalry.
Cavalry has to worry about both.

How you call that balanced is beyond me.

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They do fine against almost everything. I’m basically saying something about a new variation pikes.

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Maybe a new civ will have it. But I think flemish militia is that to a t

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Only about infantry, both counters are infantry and have way less mobility. The mass Archer problem is still a bit there but I hope they will fix the pathing occasionally or give the cav like .5 range or so, so they can hit their target with less wandering.

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So now further changes are needed to justify your changes. Yeah. Heavily against this.

We have to add a new unit.
We have to give militia a bonus vs it.
We have to buff cavalry against archers in some way.
The new units got to be mobile enough to challenge cavalry but not mobile enough to cause problems for archers

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Changes? OK if you say bugfixes are changes… xD

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True but not an UU one can actually think about to make. If they were a castle UU then they were exactly what we r talking about.

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