New Balance AoE2 - October 27th

General

  • Champi Scout bonus damage vs. Scout Cavalry-line and Camel Scout increased from +1 → +2 (Champi Runner unchanged).
  • (Elite) Elephant Archer cost increased from 60 food 80 gold → 70 food 80 gold.
  • (Elite) Elephant Archer HP reduced from 230 → 220, Elite 280 → 270.
  • Gaia
    • Snake attack reduced from 3 → 2.
    • Komodo Dragon attack reduced from 3 → 2.
    • Elk attack increased from +2 vs. cavalry, +6 vs. camels → +3 vs. cavalry, +8 vs. camels.
    • Fixed Walrus stats to use intended values (7 attack, 2.3 attack reload speed, 400 food).

Mapuche

  • Bolas Rider movement speed reduced from 1.5 → 1.45 (Elite unchanged).
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A nerf to a bad civ and little else. Well, keeps in line with the last update kicking Gurjaras for no reason…

Apart from the bug fixing, this is pretty bad.

2 Likes

Has this patch fixed the frequent out-of-sync issues on water maps?

Just realised the Elephant Archer nerf means Gurjaras have just been nerfed AGAIN!

This civ is far and away the worst in the game. And last two updates it has been hit. Do the devs hate this civ or something? Did someone play online for once and lose to it, so it needs to be in a near unplayable state from now on?

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Keeps the champis from auto-losing scout fights that they can’t run from. Good change.

Hera’s been repeatedly saying Elephant archers are OP. Looks like this is the result. Personally, I think he oversold it and that this will be an overnerf. Gurjaras should get a little something though, even if they didn’t really use elephant archers like Dravidians/Bengalis did.

Poisonous animals get their attack dropped by one. So now they only deal 1 damage to a loomed villager plus however much poison they have. So still hard to tell if a villager is going to die to poison, but less likely to happen.

No changes to Varangian guards. Guess they’re waiting a bit longer before deciding if/how to adjust. Hera thinks they’re OP, but civ win rates haven’t supported that. I think they have enough counters to keep them from being OP - xbow masses are a threat to them (and also can kill them before they generate any gold, especially if there’s a wall in the way), longswords counter them (though every civ with VGs has a strong counter-unit against longswords - and often strong longswords as well - and VGs outspeed). Knights still have the ability to pick their fights, though they don’t beat VGs with equal resources the same way they beat longswords. And VGs are a juicy conversion target.

What else is new…

Unit that takes less micro is whined about by player that likes high micro units. Shock horror!

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I wish the devs would stop listening only to what the pros want.

5 Likes

FINALLY WE GOT A HOTFIX

Sorry, don’t really care about balance changes or other stuff that comes with this patch. I’m actually not irritated some people here seem not interested in that… (oh yeah this is a big WINK)

Gurjaras become the new Sicilians.

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OK, just to remind everybody.

The biggest “hits” to Gurjaras in the recent past were those 2 things:
A) Addition of wild Chickens
B) Buff to the militia line (Gurjaras hate to be early rushed)

None of that is a direct “nerf” to Gurjaras, just happens that they were circumstancial “victims” which is ofc not nice and should be adressed when noticed.

On the other hand Gurjaras actually received a direct buff (increase of berries).

This was ofc a badly targeted buff, there were other options that would have worked better.

Gurjaras don’t even play EAs (at least in the vast majority of their games). The nerf of EA hurts mostly Dravidians. (ofc also Bengalis)

Meanwhile current statistics put Gurjaras as the worst in the game. Making an option (that they are clearly supposed to use, as they have multiple bonuses towards it) worse can only make their winrate go down.

Just remove the **** wild chickens and Gurjaras will be fine again.

Give players reason to scout the opponent and not to push deer instead of forcing them with weird implementations.

I’d love those noisy birds to go and deer pushing to be deleted. But they won’t do either of those things, so Gurjaras need to be made to work within this framework.

I like this version because “Greninja” and “Gurjaras” sound similar.

1 Like

Okay! WTF! Elephant Archers were in a decent spot, and they’re screwing them up!!! What the heck don’t these people don’t understand, until the price the reduction a while back, they really sucked.
Slow, expensive, inaccurate, hard to mass, require a lot of upgrades, countered by 3 different unit types, and if you don’t have a mass of like 15 of them, worthless.

Also, the civs that get Elephant Archers, don’t get Knights & Cav Archers, so by f$&king up EA’s, your f$&king up the 3 India Civs that get them, and depend on them like how Franks depends on Knights.

I swear to god, every nerf they ever do is just what Hera said was slightly over powered. Way to go, way to to nerf everything always! Just because Hera can abuse anything he wants too, cause he’s an AOE 2 God, and plays this game 5,000 hrs a year, doesn’t mean they should punish the rest of us, who enjoy occasionally making EA’s.

Why don’t the game devs truly fix the broken crap??? Why not fix the Berber vil moment speed bonus??? A game I had the other day, a Berber player rushed me with like 10 vils, destroyed all my houses, walled up all my gold & stone, and my vils were to slow to catch them, and that was just in dark age. Why not make Berber vil move bonus not start until Feudal Age?

Or why not fix the Sicilian TC rush in dark age? The other day, I had a player TC drop me as Sicilians, because they have a TC build time bonus…. For what exact reason do they need a TC build bonus in dark age??? Besides in all pop lord strats that make the game un-fun for everyone else!!

And Speaking of TC dropping!! Why not fix Persian TC dropping? You know how many games I’ve spent building scattered palisade walls around my TC just because my opponent is Persian.
There is no reason that double HP Town bonus needs to start in Dark Age!!

Or how about fix the all in castle age castle unit rushes that make many matches miserable??? Like Gebettos, or Conquistadors, or Bohemian Hussite Wagons!! Or nerf Tiger Cav!! Or nerf Jain’s Swordsman!! Or heck, completely remove the 3 3K Civs from ranked!! Guess the Devs don’t want to offend their Chinese Overlords?

But no, slow expensive Elephant Archers that get countered by skirms, mass pikes, and monks are the problem!

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I wish the titile of these kind of topics was “October PUP”, so I can make my joke.

You realize people know who you are, right?

Guess this is kinda that.

Another update with no skin given to mounted samurai.

Not exactly balance, but also from the patch notes:

Fixed an issue where human player units were not automatically attacking Gaia units with “Convert Never (Gaia Aggressive)” capture flag.

Thanks for fixing this. Was happy to read in the previous notes that Battle Royale-esque Gaia military units became possible in scenarios, but then disappointed that units attacked by the Gaia ones were only running away. Now it has been sorted out.

1 Like