I’ve been trying to figure out how to make the feudal age a bit better. A key problem is the limited utility of MAA. On the surface they kinda should serve as a reasonable counter to skirms and scouts, but the problem is, skirms and scouts can disengage, and then you have a bunch of MAA that are useless.
At the same time, you can’t just buff their stats outright, because then they’ll be OP at lower Elos. You’ll get noobs just spamming them at each other.
It seems to me the answer here is some form of regeneration. Like, if you can get in a few hits before your enemy gets away, and then garrison your MAA and top them up between fights, then you can keep harassing people with them forever. Even if you get no instant value, you also don’t inevitably LOSE your value in the long term.
So what if the militia line had something like +12 regeneration per minute when garrisoned? That gives you 18 per minute in TCs and Towers, which is enough to make a difference between fights without being totally overpowered.
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We could always move Herbal Medicine to the Town Center and make it much cheaper and available in Feudal Age.
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My worry there is that it would apply more effectively to archers and skirms than MAA. At that stage of the game, they still survive long enough to get away oftentimes, so you could end up making the problem worse!
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I hadn’t thought about that. I guess it’s not much of a solution then.
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I had an idea before. It is that the m@a can build outpost and heal during garrisoned. It costs you stone with healing. But the community actually prefer outpost to be stone-free. So maybe it should be healing in other building.
Nerf non elite skirms movespeed very sligly.
I think the Militia line would be the ideal unit to just get an inherit regen.
It also already showed with the wu, that’s a bonus that doesn’t break the game because it’s for a slow moving melee unit. You need to skillfully save them from death to utilize it optimally - and the militia line is otherwise a unit that’s way better in less skillfull battles, solving the issue of micro management gap that always was a main issue in the balancing of the line.
A bonus regen when garrisoned isn’t ideal. ONly in maa trushes this would come into play as it otherwise takes way too long to bring back the units from the opponent base to yours .
3 Likes
Archers: Range chooses battles!
Cavalry: Speed chooses battles!
Mangonels: Skilled OHKO chooses battles!
Spear-lines: Numbers & anti-cavalry chooses battles
Swordsman-line: Spam chooses battles at key timings… sometimes! …Can’t even see mangonels attacking while being countered by Cavalry & Archers.
Regeneration on Swordsman-line would give a reason to micro thats advantageous and thus feels nice(instead of always fighting pathing or simply choosing targets)
4 Likes