Maybe it gives them another option in 4v4 Rage Forest? I just think it’s cool to acknowledge that samurai trained with bows as well (like how they originally wanted samurai to be dual ranged/melee but couldn’t figure out how to make it work).
It makes me want to re-read the samurai mystery, Death at the Crossroads.
A bit off (sorrry, my english is bad):
I think, current Armenian Naval bonuses maybe a bit too much attack bonus variations and also they have more naval bonuses than others. Compared to other civilisations, they have a much greater advantage if they research all the naval stuff + plus team bonuses from other civilisations. I think it would be better to scale back the options a little bit, so that they don’t seem too much compared to other naval civilizations, especially after they get team bonuses.
Loses +1 range Bonuses for Galley & Dromons (they are received +1 bonus projectiles for Galleys from Feudal Age)
Demo ships Blast radius bonus 33% → 25% (or maybe replace this effect to Demo ships cost less or no gold)
Maybe they gives a new effects: Dromons +x% more attack vs buildings) but loses Demo ship bonus
Here is some ideas for castle & imp tech).
First variations:
access siege engineers
C-Bonus: +1 bonus galley projectile.
Castle age tech: Demolition ships wood, gold discount, or cost no gold (-> but no SE)
Imperial age: Militia line HP + Warrior Priest heal speed
Second variations:
no access siege engineers
C-Bonus: Demo ships discounts per age
Castle tech: Militia-line HP upgrade (but loses early access for barracks unit upgrades or only lose access militia line early upgrade)
Imperial tech: Dromons +x% attack vs building + warrior priest heal speed
Third variations
C-Bonus: +1 projectile for galley-line
Castle tech: Demo ship discounts or increased blast width (-> but no access siege engineers)
Imperial tech: militia line hp + warrior priest heal speed
4th
C-Bonus: Demo ship discounts per age
Castle age tech: Galley-line +1 bonus projectile
Imperial tech: militia line hp + warrior priest heal speed
Please stop yapping on and on about your concepts. It is irrelevant to this topic and most of the people here are not familiar with them or care about them anyway.
It definitely makes their cav archers more interesting, and would apply to CA UUs and skirmishers as well. Lacking BBC, SO, Siege Ram and Plate Barding makes their anti archer options quite limited, so it seems pretty useful when you can get to CA. And having a bonus against CA UUs means it may be the closest thing we get to a “mounted (ranged) samurai.”
Magyar Huszar change is weird…I guess to make them more attractive in Castle Age, but you’ll still mostly want to go knights or CA anyway. Saracens change just seems like an unnecessary gimmick out of nowhere. Centurion change is good. Slav change looks very strong, and it will be interesting to revisit how it holds up after all the power creep of recent years.
I find it odd nobody has commented on the Saracen monk change. They’re healing in an AoE radius effect now!
They apparently also continue healing while moving and converting.
I wonder if they double heal (passive heal from tech, active heal from targetting one unit). Does Byzantine team bonus also apply to the AoE heal?
This tech only costs 300W/200G. This feels like a mandatory pick-up if you’re even making just one monk lmao.
Honestly their new monk tech feels like what they wanted madrasah to be. A monk buff that could help a smush.
Yes yes, you need a castle, but it’s still so much better than madrasah.
Tangentially related, I think SOTL was right saying citadels is boiling oil coming back with a vengeance.
Looks like FE is taking second stabs at things that didn’t quite pan out the first time.
Also tangentially related, does anyone else think it’s odd that the new Saracen camel hp bonus isn’t just the full +30 from OG zealotry? Instead they changed to a percent and then buffed the Mameluke so it’s almost exactly the same as before. The only reason I can think you’d do that is that you want to make it easier in the future if you change the balance of the camel rider, or maybe add new camel units. Then instead of wondering if 30hp is too much/not enough, you’ve already decided Saracen camels should have 25% more hp and it just works.
Almost all new civs are op since the first expansion. It’s what gets people to play them and try them out. The developers do have Q&A people, but having your playerbase test your product is incomparable. That’s how they will know whether their ideas behind the new civs work or need rework.
Normal monks heal at 150 HP/minute.
The auro heals at 75 HP/minute which is half as fast and it also doesn’t stack.
Still useful that it is always active and can affect multiple units.
Especially helpful for monks healing each other.
Probably better then the Byzantine team bonus.
When looking at the changes I get the feeling their is a flaw in the balance changes that come with this patch.
For me it looks like Cavalry gets a sneak triple buff and no compensation whatsoever for archery type units.
The 3 sneak Buffs are
A) Monk nerf
B) Sirmisher Buff vs speamen
C) Improved Pathing
And I wouldn’t necessarily say we are in an archer dominated meta. In the ladder it’s actually right the opposite - dominated by Cavalry.
But even beyond that, you can have situations like Poles, where they were OP the moment DOTD was released, but it took the pros months to figure out how to use them.
So i can imagine similarly, the FE has their own team, and they may play at 1500-2000, but when you have the very top players using this civs, they’ll play differently than how the qa teams played them.
What is a strong civ for the qa team might become completely broken in the hands of a pro.