Palisade wall nerf

I think the palisade wall is doing too much work. These days, defensive play strategies are very powerful. I think it’s time to give the palisade wall a small nerf. We should increase its cost from 3 wood to 5 wood.

Seeing maa breaking walls in KOTD6, it doesn’t seem like it needs to be nerfed.

3 Likes

Wouldn’t it be absurd if they didn’t break it? There would be no point in playing in Arabia. I think breaking them is still difficult, but my suggestion isn’t about health points. It’s about cost. It shouldn’t be this easy to completely map shut down.

No no no. Palisades break veri easily. Needs to be buffed.

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Nooo, it doesn’t break easily. If it’s repaired, even 3 man-at can’t break it.

1 Like

What about increasing the cost, but also the HP?

Most of the cost of the palisade is the opportunity cost of not having the builders gather some resources, which is significant in the early game.

4 Likes

Buff the palisade walls and stone walls, not nerf. Cheaper, not more expensive

We need an option to build some wall over Palisade wall without having to delete the wall. Just like we can put gate on stone wall.

?? How if I join with saracen, 5 wood ? And maa do best too. Palisade wall is ok for now. You should to know in early game 5 wood is problem.

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No. Walls to are already nerfed they don’t need to be nerfed anymore.

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You’re right, we’re playing Arabia like it’s an arena game.

The current Arabia map is very easy to wall. Instead of nerfing walls, maybe make the map more like the KOTD version of Arabia. It’s more open, harder to wall but not impossible, gold and stone are more spread out–including in corners and edges of the map.

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That is a 66% cost increase. 2 wood increase might not sound like a lot, but it will add up over dozens of palisades.

Walling will pretty much happen on any map that doesn’t have an unbuildable terrain. Walls are just too useful (slowing counterattacks if your forward army is destroyed, preventing cavalry from using their mobility to raid, etc). I don’t think palisade walls need to be changed right now. They’re not that hard to break, and take time/resources to build (especially if you want a larger wall). Archers can shoot over (and can focus fire once massed), and MAAs destroy them reasonably fast (especially after arson). Scout raids meanwhile should be stopped by palisades. Scouts would benefit most from any nerfs to palisades. Palisades were nerfed some time back, and the militia line buffs have increased viable options to destroy walls. I like defensive gameplay, but it is harder than aggressive gameplay.

I do recall an AoE4 tournament that had a ruleset that removed walls/keeps and significantly weakened their towers. Resulted in longer games because players didn’t want to risk their army being caught out of position if they moved out (and also if they lose their army attacking, they had no way to slow/weaken the counterattack other than overpriced outposts). A palisade cost increase wouldn’t be anywhere near this extreme in impact, but nerfing static defenses can incentivize players to avoid taking risks (which sometimes means using military for defensive gameplay rather than attacking).

I agreee that currently we have a lack of potetially suitable defensive options.
Towers I would like to see some changes to eg making them “teuton” towers in general with 10 garrison capacity.

That’s one part.

But the other it that i actually agree that walling and especially walling kind of “open” maps has become too much of the meta. And increasing cost of the walls but adjustingly increase the base HP seems to me a very promising solution attempt -

Though I totally agree that then other suitable forms to defend the exposed eco need to be found / buffed.

Maybe palisades should have higher hp but lower (maybe negative) armor

That way they are able to stall the same time (or maybe longer) but repairing them is less efective

Because the issuehas always been not with the walls but with the repairing and buikding mechanics

Maybe we could add a new tech in the lumber camp buffing repair speed while nerfing base game repair speed?

Disagree. Even at the highest level we still see breakins.

The main issue I see is that walling the complete base is quite affordable even if the map is designed very open. The reasons why people not chose to wall is in most cases not because they think it would be too expensive. But because they don’t want to and decide against it knowing that it’s generally the less promising approach.
Ofc we have some super aggressive builds where you delay walling because you want to spend all your res on the aggression first. But even in these the meta is to wall once your aggresion is over.

Not saying that repairing couldn’t use a tweak at some point. But that’s really NOT too fast - especially against stuff like Japanese MAA and Arson it’s actually fairly common they can force their way in through the repairs. And I would even argue right now that this is actually bad. Repairing walls should be able to stop melee units in feudal. Because it’s a bad play to run your melee units in that. The attacker should try to find still open spots or a different angle, hoping that the defender doesn’t react perfectly. Or add ranged units, just to make a few examples what are good plays there. Running your melee units in the repaired walls needs to be a generally bad play, because if this would become good, walls would actually be basically useless. Most importantly walls need to be able to stop scouts very effectively cause if they get in they can do total havoc to your economy. Spears don’t work anymore, cause the nerds at high level just abuse the mobility of the scouts.