They cost a lot for a heavy gold civ, they take 2 pop and can lose solo against an (upgraded) kitsune. Their damage falls off hard without Nephthys compared to other civs, their heal can’t outplay a single (for example) Asura, nor can you kill it with priests. The pharaoh does hardly help.
TLDR: Priest imo need a buff or a small rework to make Egyptians viable against MU, especially in Mythic Age.
The Egyptians can spam MU much better than other civilizations. This compensates for their ineffective priests. The only thing I’d change is the population cost.
I disagree. The priest is very strong because it deals divine damage against mythic units, costs no favor, and has a very long range. Plus, it’s easily spammable.
Numerically speaking, you’re talking about a fully upgraded unit that deals
3.5 x 5.00 = 17.5
17.5 / 0.8 = 21.87 → 22 (dps ) Divine Damage with a range of 22 Without Nephthys
In isolation anything is anything. The Aztec priest can frontline tank, take down MU and deal decent dmg to human units, furthermore deals significantly more dmg.
I have never heard anyone say priests are ineffective against MU in mythic age. Some have said they are weak in second age but only against ranged myth units. I personally also feel like they are OK.
You really underestimate how valuable range is for heros in particular. You can super easily focus down myth units with your priests. You are not supposed to send them in a 1v1 direct fight. You don’t let your archers sit there when infantry is running at them either. And I hope you don’t think infantry counters archers just because they lose in a 1v1.
The heal also provides a huge value. No other pantheon has such an easy and reliable source of healing then Egyptians.
Being ranged also means they are harder to be sniped by human units. Melee heroes are in a much greater danger of being killed by human units then ranged heroes.
Aztecs would be totally OP if they had Egyptian Priests.
Not all pantheons have to be identical. Not all pantheons have the same units with the same characteristics as other pantheons. There may be units that are similar in use but not identical in cost and strength. An example is China; its siege weapons aren’t as strong as other civilizations, but they have reduced recruitment times to compensate. The Egyptians don’t have a hero unit as strong as other civilizations, but they heal, don’t cost favor, can be trained from the city center, and have incredible range. If everything were the same, imagine how boring it would be.
In reality, Egypt also has the Pharaoh who is very strong and free cost.
Sure its not that maybe others look at things differently. Healing, being range and dealing divine damage are all things you arent considering when accounting for them. MU usually have good armor values the later the game the better divine damage is worth. Also being able to more easily grab 5 priest and target a single unit and then move elsewhere than 5 warrior priest getting to reach it is nigh and day, same way hersir deal more damage than godi, but godi range makes them superior when dealing with most MU.
Exactly, most of the times where priest feel bad is early on since they have low range and are slow, so fast MU are harder to reach.
I wonder if this is true, i personally dont think i see more MU usage out of Eggy than other pantheons. But min maxing favor as eggy does yield some high ish values compared to others, even if its not worth it.
In my view, the Aztec priest needs some adjustments. He deals too much damage to myth units, considering his cost. If you want a better comparison, look at the Hersir, Godi, or Pioneer—units that have had two years of patches and are well-balanced.
In my view, the Aztec priest is still a unit that needs proper balancing. The Aztecs, moreover, will receive further adjustment patches—just like any new pantheon that is released and requires tweaks
The problems with the Aztecs are that they are the only civ with only a meele hero and no ranged her. Yes the Warrior Priest can attack flying myth units at range but that’s only against flying ones.
That’s why they need to have such a crazy high modifier against myth units. They need to be able to kill them fast because getting to them is hard and dangerous.
We can agree that the Aztecs rely heavily on this unit, but if I look at the stats for Norse heroes like the Hersir or Goði, they cost more and do far less (a 6x multiplier), plus they take up 3 population slots instead of 2. A 9x multiplier seems very high to me for the general-purpose damage the basic Warrior Priest can deal—especially since it isn’t nearly as slow to attack as the Chinese ranged hero. Of course, that’s just my personal opinion.
From my perspective, the current setup is acceptable because priests can transform. However, I think their base damage should be slightly reduced, and they should be geared specifically toward countering mythological units—such as the Chinese Pioneer, Bushi, or Egyptian Priest. As it stands, their high base damage and significant damage multiplier allow the priest to function as a general-purpose soldier (a role I don’t think they should fill) while also serving as an excellent counter to mythological units. They do too much for a cost of 100 resources and 2 population.
The problem is that the transformation is often not worth it. You are sacrificing a unit for a temporal boost in power. Also the transformation takes relatively long which is not really understandable. The enemy can just wait for them to die so there are easy counter play options.
Atlantean Hero transformations are permanent and therefor a lot less risky and there is a lot less counter play.