Iâm curious to know when the first patch will arrive!
â Will it only be in December?
When I tested it a few days ago, I was already looking at a âbuild orderâ from a professional player from my country. In the same style as your video.
It really is very ugly⊠so broken!
Itâs literally raining horses non-stop!
They need to fix this ASAP, age 4 GH is beyond broken in team games. The new patch note proves my point again, that devs only care about solo game balance. I have brought it up several times that team games severely lack variety in unit composition (horses and camels are way too strong over other units) on the forum, but not a single patch has yet to address them.
The issue with GH is pretty obvious on day 1 after the DLC launched, the fact that you can print triple 400hp units in 6 seconds with only 76 stone and some food is insane, and it requires no production building (golden tent has 20k hp in age 4 which is almost unkillable). This is very different from fast imp Delhi, where you have to wait for a while to build up an army of elephants, and your opponents can easily torch down your landmark and production buildings. As GH, your teammates can even send food to accelerate your fast imp progress, and once you hit age 4 you can single handedly wipe out your opponent team by braindeadly holding w in your golden tent, what a civ.
Where was their stone income coming from, and how did they get full map control? That video shows a teamgame with the golden Horde player naked booming from the front position, exposed on all sides.
Edit: I havenât gotten into Golden Horde yet, so I donât know their mechanics. Can you explain whatâs going on in the video to me?
For reference on existing âbroken fast imperialâ builds: HRE can still get a naked 11 minute fast imperial while grabbing several regnitz relics⊠3 TC vil output at a discount and gobs of gold. Thatâs pretty broken too, assuming you donât stop it⊠is this similar to that?
It spawns 3 Torguuds which has 400+ hp and 11-11 armor (theyâre as tanky as cataphracts even if you donât upgrade them to full stats) every 6 seconds for only 78 stones and 150 food (so each Torguud costs 26 stone 50 food). The fact that they print so fast and the Torguuds are so cheap you canât really punish the GH player in time once they hit age 4. Your army will be quickly overwhelmed by Torguuds in just a minute unless youâve also got a GH player on your side.
And even if you deny their food source, it wouldnât hurt too much because their teammates can directly send food to the GH player to sustain Torguud production, 26 stones really is nothing, not to mention GH players can transform relics into ovoo for extra stones per minute, and 50 food is just the same cost of a villager
This thing is so problematic in team games it definetly need a nerf.Torguuds are knight level unit and too cheaper compared to them.One more thing is their stockyard too op or only am i feeling like that because it feels like they gave so much food.
Itâs probably because youâre letting them grow, since itâs a slow civilization. Furthermore, according to the data, it seems to perform even better in 1v1s at mid/low levels.
I understand that the balance shouldnât be focused on a civilization having extreme weaknesses in some stages of the game and extreme strengths in others, and that a more balanced adjustment is needed, but to say that itâs âruiningâ team gamesâŠ
I suggest you give it a try rather than looking at the win rates. Itâs a new civ, after all, still many ppl are unfamiliar with its mechanics or theyâve been testing different strategies, but spawning 3 high hp units in 6 seconds for how few resources they consume is not in any way reasonable. Youâve got multiple ways to survive till imperial in team games. The death ball builds up too fast for you to react the moment you find a GH is in age 4
Iâm telling you, the developers simply donât care. All they want is to sell more DLCs, completely unaware that this short-sighted approach is like killing the goose that lays the golden eggsâshowing total disrespect for the original civilizations and longtime fans of the game. Just look at how China has been repeatedly nerfed. The âgunpowder civilizationâ label is completely meaningless, and all its unique units are pathetically weak. Even Zhuxiâs Imperial Guard Cavalry canât defeat the Daimyoâs Light Cavalry, let alone stand a chance against the Torgud Riders spawned from the Golden Hordeâs demonic portalâitâs absolutely ridiculous!
I am convinced that the core enjoyment of this game comes from team ranked matches. However, it feels like the developers are taking direct orders from a single pro playerâBeast. Whatever Beast says needs a nerf gets nerfed, with zero consideration for actual civilization performance in team ranked or the abysmal solo queue win rates of civilizations like China. Itâs as though the game is being balanced exclusively for Beast, at the expense of the entire player base.
The team ranked meta has been completely overrun by Camel Riders and Royal Knights. While civilizations like the Mongols, Ayyubids, and French already had overwhelmingly strong cavalry, the recent introduction of blatantly overpowered factions like the Golden Horde and Warring States Daimyo has pushed balance to the point of absurdity. By allowing one playerâs preferences to dictate game balance, the developers are systematically undermining the team ranked experience for everyone else.
Well, I speak with the data in hand until that data aligns with the narrative. Whatâs more, at higher levels, itâs worse.
If no one pressures me or raids me for 15 minutes, of course I can execute that broken strategy with that civilization.
Iâve commented that itâs not healthy for the balance to have such strong imbalances between early and late games, but itâs not unstoppable (or even close) if you play 3vs2/4vs3 for almost a quarter of an hour and specifically pressure that civilization.
The problem is the dramatic âthey are ruining team gamesâ.