Japanese clearly op

Nah the change to amaterasu is basically nothing.

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They didnt even really change her. Glad they buffed the other gods however.

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It slows down a little bit her eco and weakens her free early harás with MU + Shield.

Her Samurai and how fast bushido goes is prob still gonna be very strong but IMO its good its small changes and its good it came this fast. Gives hope to keep fine tunning things instead of over nerfing or overbuffing and then waiting for > month for the next adjustment.

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Yea, I’ve played and watched many matches with japanese. And the point of the game where it seems japanese stomps the opponent is once they are a line upgrade ahead, which is good, and sometimes the opponent’s falt. but it needs to be an achievement to get for instance heavy upgrade on classical age and not the defult, which happens with Amaterasu more frequently than it should.

Compare it to Thor- draging classical vs thor is a bad idea cause he can tech all the armory. But they cost quite alot and takes time, while bushido does take time, it’s not enough for Amaterasu for sure.

She will very likely still be above average but it might be enough to kick er from the throne and make Nüwa the strongest again.

One major reason why Amaterasu is currently so strong is properly because her game plan is so obvious and easy to execute.

Fast Age 2 with Ame, two TCs, harass with respawning, temporarily invulnerable myth units, mass Samurai.

So far you have made use of the main bonus of the Japanese pantheon, the bonuses of your major good, and put all your myth units and god powers to use.

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Ohh havent seen much 2 tc play in 1v1 from her, interesting, Would have thought that would cripple her strenghs since shes slow to get an army mass going. Will have to try against it and see it this checks out or if its hard to stop.

But you don’t really get that many respawns. The timer from that is quite long.

This can probably work against greek or norse but atty and eggy can zone your MU easily.

You cant zone a unit that is invulnerable, hence the nerf that was implemented. You dont have to kill villagers, Just iddling them is enough. You arent investing anything since the myth unit is gonna come back.

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After been able to play more games over the weekend I get the impression that the Japanese feel so OP because the Samurai makes their armies look deceptively small.

It happened a few times where I thought a battle would be a slam-dunk because my army looked twice as big and then got slaughtered. However upon closer examination I realized my army was actually 10-20% smaller in terms of resource investment. The same happened when I played as Japanese where I thought multiple times I was forced into a losing engagement, only to surprisingly win and later realize that my army was actually bigger and my opponent made the mistake by engaging my army.

That’s especially pronounced for Amaterasu as her Samurais are almost worth 3 regular infantry of other Pantheons due to self-healing and self-upgrading.

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I don’t like that Samurai cost 4 population, I would like them to be good infantry units that cost 3 pop like Fanatics and Myrmidons, and for the Samurai to receive the corresponding balance adjustments. No infantry unit should cost more than 3 pop, with the exception of some Heroes. They have a similar problem as Citizens before Retold, it feels unfair that they are more powerful and resistant. Maybe the devs wanted to make us feel the fantasy that Samurai were great elite warriors, and therefore deserve to be more powerful, but that also makes the other infantry warriors seem much less skilled and weaker. Why does a Samurai have to be worth 2 Hoplites, or 2 Berserks, or 2 Dao Swordsmen, if they were all good warriors too? It’s unfair, a balance of 3 population was enough to show that Samurai were great warriors.

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Yea, i think people will get the hang of them and find ways to exploit weakness that arise. People know that cheiros deal a lot of damage but are worth a lot so they focus them down. They will get the hang of samurai and realize that the infantry ball is basically double its size. Maybe the unit ebing bigger could help reflect that and also make them easier to target and make them move more clunky like cheiros or elephants do.

Im happy Japan doesnt feel as unfair as china was on release that you just clicked twce and fei beast killed you army, your villagers and your hopes, or tsunami extending from your front base to your back base.

Besides a few key things that seem too strong or simply anoying to deal with i like the japan design and that its not all 3 gods simply onwing all games but a particular offender.

Some units feeld odd like their archers. Some upgrades are basically reverse power creep, like the hunt gather bonus being 2-3 times the cost of bast sacred cats.

As someone that likes the myrmidon as a unit and finds it really cool for a human unit to have divine damage i think its a shame it sees basically no play at high level and that with the introduction of samurai its now not only worse than fanatics, but now worse than samurai as well.

Its also a shame that unlike samurai you cant easily build the building that trains them whch also hinders how much you see of them.

Samurai were basically the rich type of soldier, which none of those units are, but either way that shouldnt matter to balancing.

I might be wrong on this but making them 3 pop and adjusting stats and trin time for it would make them stronger. They become easier to get out and get a mass growing faster. Loosing them becomes less costly and rememebr each samurai gathers bushido just by existing (which should be tonned down) so it gets the line free line upgrades rolling faster.

As an example, if cheiros became something like fire archers in terms of stats and cost (heavy anti infantry archer, low cost, low pop) that would be quite the buff, even without the building multiplier.

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I believe the point is for the Japanese to have an identity revolving around small but hard-hitting armies to differentiate them from the Greeks or Atlanteans.

This makes sense, but to get for example, Myrmidons and Fanatics you normally have to reach Age IV (except for the Rheia technology which allows Fanatics in Age III) (and to get Myrmidons you have to choose Zeus), with the Japanese you can have a 4-population Age II infantry unit without needing technologies, it is too much of a difference, it would be enough for the Samurai to be balanced as 3-population units to get that differentiated identity with the other civilizations.

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The invulnerable respawnable myth unit harass from Amaterasu needs a bigger nerf and her bushido stacking speed as well.

Double the duration of the shield but limit it to human units, plus make the unit unable to attack civil units.

Easy fix.

Any engagement no matter my counterplay, I lose the fight, considering that the samurai are also decent against buildings, this creates an extremely frustrating experience. Add to that the Shenobi, being good against buildings for some reason (and I’m sorry but they are really too fast.)?

My fanatics lost comfortably against the Amat. samurai. The thing everybody forgets is that the japanese can bring more counter units to the fight whilst you have to overcommit to another unit just to be somewhat competitive.

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Fanatics are a 3 pop unit while Samurai are a 4 pop unit. Both have the same bonus damage vs. Infantry. You have to see each Samurai as 2 units essentially.

Of course Fanatics are going to lose that.

The “not being able to attack civilian units” rule would be way too complicated. If Amaterasu’s god power really proves to be still to strong not being able to target myth units or not being able to attack at all would be a more easily understood mechanics.