New Units And God Powers For Demeter

I figured this would need its own topic since there is a decent amount to discuss. I’ll start with heroes, then myth units and end with god powers. My review is going to be my initial thoughts about each of them and anything that stands out to me.

HEROES

First up is Orpheus

I actually kinda like him. He buffs units vs myth which greeks need since they can struggle against mass myth units. He also occasionally plays part of the main menu theme song. I give him 10/10 just for that.

Next up is Iolaus

Dude with a Chariot and a nice horse. Pretty cool design feels slightly underwhelming though. He wasn’t as tanky as I expected him to be. Might just be me not using him properly but he seemed to die fairly quickly. He gets a 5/10

Third is Icarus

I had fun using him in the Mythic Battle. I like that he flies, it makes him pretty versatile and a lot easier to get into position during a battle. Overall solid guy 9/10

Last up is King Midas

He would be my favorite if he wasn’t so weak. Another hero I feel like he was underwhelming. I expected more from the mythic age hero. His ability is fun and I really like the golden statues he makes but his ability doesn’t help him kill people faster. Which is a stark contrast to the other major gods mythic age heroes. He also seemed squishy to me but maybe I just need to get good. 6/10 for the coolness of his model and ability.

MYTH UNITS

First is the Lykaon

I’ll admit I’m kinda disappointed with this guy. He gets a bonus to gathering from hunt and herdables which is nice but he costs 3 pop. You can train him out of the temple which is good but he gets easily killed while in his villager form. He can usually transform fairly well before they kill him if the person attacking him is using melee but whenever it’s ranged, I’ve noticed he doesn’t like to transform as well and is a lot more likely to die. I think he could use some kind of armor buff maybe when he is in his villager state to help him last long enough to transform. Unless that is an intended mechanic it seems like a waste to put so many resources into him to get slaughtered by a few archers. 4/10 Needs help.

Second is the Hamadryad

I like this myth unit. It’s ability that allows it to ambush units deals a decent amount of damage. It works great as a defensive unit or early warning system. I wish they would have left in its ability to “steal” resources though. I think that would have been fun to use. 8/10 Pretty fun to use.

Third is the Siren

This myth unit has potential but man does it need help. If it has to go up against more than one unit it just instantly dies. Not really but it flees as soon as it is attacked which is fine 1v1 but anything else it sucks due to the fact that it calls unit 1 over but unit 2 smacks it so it runs away then tries to draw in either unit 1 or 2 and then whomever it didn’t lure smacks it and it runs away again (rinse and repeat until dead). With an army it’s not so bad but for a mythic age myth unit it’s a huge let down for me. 4/10 Could be much better just needs to be able to focus one unit and not flee.

Fourth and final is the Harpy

This is a myth unit designed for a better player than me. I couldn’t get too much use out of them other than a ranged backline. My biggest complaints are that it breaks the theme of having a human unit from the fortress for each major god. Not a fan of it being a myth unit instead and that its animation for picking up units is terrible. definitely needs to swoop down more to look like it’s actually grabbing them rather than just teleporting them into its claws. 3/10 for me. Would probably be higher if I was good with it and the animation was fixed.

GOD POWERS

First up is Wither

Visuals are on point with this one. Not sure how much I will use it though. Very situational like forest fire. but pretty decent for an archaic age god power. 6/10

Second is Arcadian Meadow

Not a bad god power basically a localized ceasefire. So far the interactions seem pretty decent moving in and out of it. My only complaint is that it doesn’t seem to work with Communal Hearth. “7/10 IGN”

Third, Communal Hearth

Pretty decent god power. Gives a buff to gather rate and can capture enemy units within its radius. Great economy and defensive building. Just wish it was slightly stronger but maybe then it would be too OP. 9/10 great god power.

Final entry Underworld Invasion

Super fun god power. Sacrifice your TC’s to summon the last 100 units that have died in battle. Including myth units and your enemies’ units. It has to be deployed on a TC and it will only summon units that died in battle up to 100, but it can summon less than 100 if they haven’t been slaughtered yet. This is exactly what I wanted from this god power. I really enjoy using it 10/10.

Overall just needs some touch ups here and there but a solid new major god. Looking forward to playing more with Demeter and trying to get better at using her more unique units. I appreciate the devs trying out some new myth units, I’m definitely enjoying the variety. They feel very different than what I am used to. Let me know what y’all think, completely busted new god or bottom of the rankings?

2 Likes

5x is insane. No more than +0.5.

Only now he attacks his own)))

They made the heroes weak to compensate for the overbuffed Orpheus, who alone is enough to kill the Colossus with Toxotes.

Cannot attack Titans and Buildings. I didn’t even know that she runs away when she gets beaten OMG. Unconventional behavior is good. The bad thing is that it’s not thought through.

Who would you add? Chariots?)))

I’d like it to be less focused on ranged units, so it doesn’t end up copying Hades. Another Son of Osiris from the Toxothos is a bad idea. It would be better if Pan’s spikes extended to towers, castles, and city centers. Demeter already has a ton of economic bonuses and overpopulation. Overbuffed troops are too much.

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I like the concept of this unit. However, there are some things I would like to see tweaked. You have this Villiger-like unit that transforms into a beast, and you can control the transformation with its upgrades. That’s cool and unique. I don’t know if it’s a bug or not, but I would like to see a way for the base form to transform back after a certain amount of time out of combat. What I don’t like about the unit is that it’s so slow that it feels unnatural for a werewolf. However, I think this is more for balance reasons. One thing I hope they could add is the ability to create it directly in its warwolf form, as this would make it easier to use it as a combat unit in the later ages. I don’t like the fact that, if you want to use it as a combat unit, you have to transform it first. One way to achieve this would be to have the upgrade place change into a werewolf unit button (only in the temple), so you can choose between the villager form and the werewolf form. One last thing: the back transformation needs the same polish. I often click on the back transformation and then move it to early, which cancels the transformation. It’s a little bit annoying.

For this unit, I would say that it sounds better than it really is. I’m not the biggest fan of the trap iunits, I often find it hard to use properly. (Against AI). I often think that stealth and trap units are more useful against human players than against the AI, so it feels more like only a multiplayer unit. and it does not help that It doesn’t have anything cool on its own without the upgrade (trap mechanik): no special attack, not even great stats.
I would like to see the base form get something special, like a root attack or so.

I like this unit. It isn’t the strongest when used alone, but it can take one unit completely out of combat. I even find it interesting that we get a unit that can’t attack without its ability. But they should make it able to attack the titan.

I like it. It’s a situational power that, if used incorrectly, can hurt you more than help you. This is because units can be killed from outside.

I’m a little ambivalent about this. On the one hand, I like to use it to boost the eco (farms), but on the other hand, I would like to use its conversion ability, so I have to place it at the front. But then it won’t really help the eco. If I place it in the eco, the conversion won’t really come into play.

This is great! It’s a cool version of a Ragnarok-like ability, but not so extreme. It gives you a great push or a last-ditch defence option, but not like Ragnarok, where it completely nukes your eco. If you don’t end the game, you’ll be in a terrible position. i realy dont like Ragnarok neither use it nor play against it, but Underworld Invasion is greate.

Overolle i like Demeter, Some littel twaek here and there and it will be a cool God to play with.

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It is actually quite bad. It lasts too long, it can be cheesed to death (here’s a fortress in the middle of your base), has weird interactions (melee units can fight at the edge), archers seem to sometimes be able to shoot units inside.

7/10 is way too generous, I would give it a 2/10 and it is actually only overshadowed by underworld invasion as the worst GP design ever. It makes nidhog looks like a reasonable one.

fun but it is a win-more kind of thing.

2 Likes

You was too generous with the Harpy, instead of a 3/10 she is a 0/10.

Never seen a unit so poorly implemented, starting from the choice to make her a fortress unit which is horrible for gameplay consistency, she is only available in mythic age etc.

Even another siege weapon in the fortress would be better as unique unit than that.

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Amazons or Phalangites could have been an interesting choice.

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Pan’s godpower needs a design that doesn’e look so similar to Gaia’s bush

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True. I didn’t realize it was so high. Seems like it needs some tuning.

Yeah definitely needs to be able to attack them. The problem I think lies with her needing to “lure” a unit in to be able to then attack it. That’s why when it gets smacked it runs away. This definitely needs to be looked into

Honestly I have no idea I just think it should be a human unit to maintain theme with the rest. But that’s a more minor nitpick.

This is an interesting idea. Sounds kinda fun to play as but man would it be annoying to siege a Demeter base. You would definitely need siege units to avoid the Hack damage reflection

I like your ideas. Out of combat transforming back would be nice. Maybe a toggle to turn it from auto to manual so he can stay as a werewolf if you want. The separate training would be useful as well. I also found it very annoying that his transformation back into a villager gets cancelled if you move him. I would maybe like to see it transform faster. One thing that I think would be nice is when your Lykaon villagers are gathering hunt from aggressive animals(Boars etc.) and take damage they will transform into a werewolf to kill it. But that might be annoying if it takes awhile to transform back.

True. I kept running into the same issue. Trying to make use of it eco wise and also trying to use its capture ability.

It seemed to me this is intentional. But who knows I’m not a dev. I don’t mind its current iteration. It’s useful whenever you have a wall you can stop the enemy from getting through but you can still snipe with archers.

Maybe so. But I’m hoping it might be used as a comeback mechanic/god power. I could be wrong and at that point in the game you’ve already lost but I’m interested to see how people better than me use it.

I’m giving it a 3 because of potential and the devs trying out something new with myth units. I definitely agree it needs some work though.

Yeah it’s way too similar to Gaias lush. Any ideas to make it stand out more?

Demeter: 5/10
Pan: 5/10
Hestia: 6/10
Persephone: 6/10
Pan GP: 8/10
Hestia GP: 7/10
Persephone GP: 9/10
Lykaon: 5/10
Hamadryad: 5/10
Siren: 3/10
Harpy: 6/10
Orpheus: 10/10
Iolaus: 3/10
Icarus: 9/10
KIng Midas: 4/10

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Sunflowers))))))))))))))))))

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i personall don’t mind but i actually agree that some more flowers could work wonders. i like the flute (and bird?) sound during the GP.

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