It's time to stagger repair rate by age

MAn, why people just can’t understand:

Walls are a necessary tool to buy time. It allows some civs to be weaker in early game but stonger in mid or lategame. It allows to have real military battles to gain map control to be able to push, instead of just over and over raiding the enemy. It allows all the nice things we love aoe for. It allows all ins aswell as greedy plays…

Walling will presist until they are nerfed to a state where they basically complete trash and the game will become pure raiding feast.

All what is achieved by this “nerf walling” is just making the game more and more raiding lusty.
And disbalance the civs in favour of early eco bonus.

Maybe the best idea would be to have one time a map in the map pool where you can’t wall at all. Then people can see what this bs leads to.
I prognose: after 1 week 99% of all players will ban or alt-f4 that map.

Lol people didn’t play real AoE in AoC times Kappa

Stone walls are already a thing.

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Nerfing walling and nerfing quickwalling on resources are two very different things. One is proactive, one is reactive.

A nerf to reactive walling is not a nerf to proactive walling, and there’s a big difference. For one, I’m in favor of proactive walling being effective because it’s a clear plan an enemy can observe and attempt to counteract. There’s no real counteraction to effective quickwalling besides hoping your opponent doesn’t do it and I think there’s reason to suggest nerfing it with that in mind.

Well I’m quite bad at quickwalling.
But I play sometimes against people who are really good at it. And I appreciate that. It’s a skill to be good at it. ANd it’s balanced by that ability to pull it off in these situations, consistingly. So players with that skill have an advantage and it’s fine because they have that skill.

You can also arrange things so as to make it easier to quickwall in the cases where you might need to. It’s a skill, but so is everything else in the game. My point is about what counterplay exists to defeat said skill. Example, runners in archer fights. If you get your back archer targeted, and you micro that specifically to waste opponent’s shots, they can counteract that by focus firing a different target. The micro is still there, it’s still a skill to recognize that opportunity and abuse your opponent’s limitations, but there’s clear counterplay.

When your army is walled out just a tile away from achieving damage, on reaction, your options for counterplaying that option your opponent used against you is extremely limited to say the least.

edit: let me clarify, when your opponent is forced to quickwall, that is, in a way, damage. but given the extremely low cost of the quickwall, plus the fact that you don’t even need to finish the quickwall unless your opponent attacks it to force you to do so, very little time is generally lost upfront.

I agree… If you think, you just need a vil to repair a palisade attacked by 3 MAA. So, 50F and maybe 50W win to 180F 60G and 175W (you need barracks…)… Is insane…

Opinion on idea: Please don’t give the devs more terrible nerf ideas :frowning:

The game played completely differently than it does now. What was played back then would mostly be considered pretty weak by today’s standards. The game has evolved.

This just doesn’t always work in practice. Getting a bad map is basically insta gg if things like quickwalls are no longer an option.

It’s not a win, it’s a temporary stalemate. The agressor can just go to the nextr wall. If for any reaseon the defencder doesn’t pays attention the agressor is in.
And an idled vill is way more worth then the ressources you compare. Idle time and vill kills are for good reason way more important than pure kill stats. I admit that 1 idled vill isn’t worth 3 maa, but 2 idled vills are and 3 idled vills are more than worth it. That wouild be an insane value for 3 maa, everybody should take all the time.

It’s not always as simple as that, it’s also experience what are good values for which kind of agression.

Actually, to idle 1 vill for 3 maa just attacking a palisade… It’s a quite acceptable value for a dumb agressive action, it’s more than 50 % of the value you would like to get from that opener. It’s actually suprprising how much value you already get from bad plays like this.

I wonder why they nerfed the Aztecs again rather than unnerfing them

I don’t mean civ bonuses/stats specifically. But much rather the way the game was played.

Quickwalling is a fun meta. Don’t ruin it for every one else cause you don’t want to learn to do it

You can still quick-wall. The difference is that the long-term effectiveness of the quick wall is replaced with a short-term effectiveness or more villagers invested. This makes quickwalling temporary and effective, just not perpetual.

Again quick walls will still buy you 30s minimum depending on what number you want to nerf repair rates to and what the common size of a MAA or scout rush is. 3MAA would still take 60s to break in against a single villager repairing, 5MAA can still be perpetually walled out with 5 villagers. They just won’t be a permanent solution due to the increased idle time cost. MAA do about 3.5dps to walls and 1 villager currently repairs at 12.5hp/s. With a change like this the first does 6.25hp/s and each additional does 3.125hp/s. Basically if they’re wailing on the wall you can still keep the wall up the difference is it’s much more costly if you’ve built it in a place where you can’t just build a house or something behind it.

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