Nerf Springalds for healthier siege play

I just realized that this game don’t need them, even if they nerf the dmg vs infantry they still are op vs siege, so no one can use siege, mangonels should be countered with cav not springalds.

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I agree that it sucks to wait for ages for a new patch, but I kinda understand their approach. They are probably making sure they test their changes properly before implementing them.

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This is something us players need to understand. Springald purpose in aoe4 is to deal mainly w siege, even if their damage was lowered you will still have to springald war or else whoever wins the springald can bring mangonels and spam crossbow which right now have close to no counter, While also having springalds to snipe your units

Worth to point out is that Chinese cannon Pack/unpack fast, have 900 hp and have 12 range, A springald can only get 240 hp, 12 range and is as quick as a chinese cannon in terms of moving, packing/unpacking [ For this reason here modifying their speed or packing/unpacking could cause very bad balance issues. You could bring up the comment of chinese cannon being more expensive and that you can bring more springalds, however chinese canon 1 shots a springald and you can bring in 10 vills to repair the cannons and you might have no answer to that. [ Only civs that can properly deal with Chinese cannon are RUS and Mongols as they get 13+ range springald

I agree to a nerf of their damage to probably 40 + 40 to siege but we will always encounter a player who spam 10+ springalds and you are going lose units to being sniped. [ I personally would spam springald even if they had 10 + 70 to siege damage as they are the current tool to dealing vs siege.

Springald spam right now suffer a lot vs tower spam [ w springald upgrade] and it forces the springald player to build trebuchets which in term means he will have lesser springald [ a good moment for you to try a take fights to your favor] and while it takes a lot of time for trebuchets to go through you can go and do damage elsewhere as that army is of slow movement.

Springalds are also bad vs trash units, Here check this quick clip, I don’t see how they are op or broken in any way:

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Yeah springalds are gonna be tweaked they acknowledged in their twitch stream.

I wonder if they will change the line of sight thing with springalds. Cuz I saw Winter streaming w/ Rus. The springald AI automatically shoots thru say 3 consecutive objects from 13.5 range (side of mountain, then small forest, then thru wooden walls).

If they nerf springald base damage, yeah it will still be very stromg and you definitely want to build them and I bet we will still see a lot of them. That being said, the point of nerfing them is so that it doesn’t become a multi purpose unit that can just kill everything and so other units can become much more relevant on the game. This will make army compositions much more important than just whoever has the most springalds wins.

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Okay, here we go!

Kettle here, and I am gonna tell you all about Springalds! Have you ever heard of hard-counter before? You probably have seen it spammed in the quick matches and you ask yourself, “is this unit for me?”. Well guess what, Springalds can defeat literally every unit in the game! Their ballista can even damage buildings and towers from the distance! You get a small group of them, then you get a big deathball of them! Yeah you have to get into the third age to use them, but when you want to literally counter everything in the game and you just want to faceroll your opponent into submission, now you can! Just attack move a whole horde of them to your enemies base without even looking at them, and next thing you know BAM! you are staring at a victory screen!

But wait, BUT WAIT!!! There’s more! Not only does it do all those things, but Springalds also can move as fast as infantry. You might be thinking “How can a siege unit even move as fast as infantry? Kettle, why not just balance Springalds for a more healthy and fun meta? That seems like a huge problem to the game if you let one unit dictate entire matches?” However, I say think about this: Springalds have so many different aspects pre packaged into it, you won’t even have to worry about choosing from any other unit. Playing a country who doesn’t get Springalds? Nah get out of here with that bias… Playing a strategy that isn’t a all in-feudal rush to stop your opponent from getting Springalds? Get out of here!!! Just play Castle Rush into Springald spam 24/7, click on the siege workshop as much as possible. You can even have a few spears to act as a buffer, did I mention they counter everything?

But wait! But wait! With the power of Springalds, you might be like “What if my enemies choose Springald spam as well?” Yes you are right, but here’s the thing. Just copy a complex macro build from a better player and you can finally beat your opponent! Enemy Springals? Completely nullified! Your friend on the official AoE discord? Good luck trying to 1v1 me now, you scrub! But wait! If you like this comment today, not only are we going to include a premium all-in one-trick Springald build, but also a half dozen likes right back at you! Thank you!

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I am not talking about IA here I can beat it in hardest, it is one of the easiest IA for an RTS Ive seen… game was rushed in all senses…

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Springalds are not needed in age IV, you cannot see mangonels vs mangonels fights, springalds make siege useless, the only way to use siege is to push walling and put mangonels behind wall, but that’s difficult to do in online games, I don’t see why springalds are needed, game will be better without them, cav will be use more, you can remove it and then nerf mangonels s little bit, otherwise you won’t see mangonels in a game never…

The big issue with this game is that there is no dodge mechanic, but if there were a way to miss springalds shots or mangonels game would be better and you probably won’t need to balance it, devs are lazy they when the safe route, a simple mechanic back 1998 makes this game inferior to older game like age 2…

The player that wins the springald war can bring in mangonels and they are very useful

Need to stop looking at the game from an AOE2 perspective, This is a new game

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That’s not how balance should work, the player that are infested by archers should bring mangonels…

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I don’t like age 2, is a old and clunckly game… But to be honest a simple mechanic make that game better… How can I stop looking at that game? Age IV will be fixed just by simple putting dodge mechanic…

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20 base damage + 60 against siege + a slightly lower speed and the springald will only be used if there is an enemy siege, so you can surprise better with mangonels knowing that they will not make automatically springalds when they are on 3rd age.

What else need to be tested to realized springalds are OP? How many players the game needs to lose to hotfix this ? They can patch it pretty fast then they can release their bigger patch latter…

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The patch is coming out before Christmas and they confirmed Springald nerfs (against units at least, they are supposed to be anti-siege).

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Initially, during the stress test, I did notice Culverins were awesome. Against high-value infantry and cav, too. But ok, they’re expensive. I made the mistake of neglecting Springalds, however, due to their low low price.

Turns out all I needed to do was apply my Culverin strategy to an infinitely more cost-effective unit…

There are many things they have to test before releasing a patch, not just springalds. They gotta make sure the patch doesn’t come with more bugs, and of course they gotta test what the best approach to nerfing springalds would be so that the unit is not as strong but still good at doing its main job which is countering other siege units.

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Culverins are OK they fire slow and are expensive, also they are tier IV… Springalds will be ok if they can’t hit moving targets and if they do reduce dmg vs siege.

From what the devs said they are going to nerf springalds damage vs non-siege units in the upcoming patch. (hopefully they will address their movespeed too)

Do you know when this patch will be published
Thanks

Using scouts can deal pretty well with this unit. You are lossing about 10-20 units at a 500-1000f cost while your opponent gets a drop in 10-20 spriegalds 2000-4000w and 2000-4000g.

I don’t see how nerfing spriegald damage vs siege will benefit for the game. If they can’t deal with Mangonels you are now going to see mangonel walls. They might need a tiny health nerf or attack vs infantry/cavalry nerf.

Spriegald abusers lack map control. The only place were I see an actual op scenario is when Mongols can build 4 right outside your base and a ram. Those should be weaker versions of the seige workshop spriegald.