It makes no sense to use a god power that costs a lot of favor, has a very short duration, can be countered with a ceasefire, and is also severely nerfed. Fimbulwinter is completely useless right now. At most, it will eliminate one or two villagers and cause slight damage to buildings, which means the power is practically useless. I would prefer to replace it with another god power worthy of the Mythic Age that cannot be countered with a ceasefire.
Is everything either completely OP or completely useless to you?
Like every other day you have something new that you think is utterly broken.
Maybe suggest how to balance the god power to scale better with player numbers so it doesn’t become as oppressive in team games as it used to be but isn’t as useless in 1v1 as it is now.
The ceasefire issue is a general problem and should be addressed by blocking it from being casted while other god powers are active.
But this only affects 2/16 Major Gods anyway. The majority of your matches will not be against a player that has access to ceasefire.
Finally you recognise it too. Cause it really feels like it…
They should never have nerfed that spell, in fact they should have just removed the wolves from the unbuilt TCs. The real problem was the spell combined with a wonder and too short delay to cast. The basic spell itself wasn’t broken.
Yea, I would like if Fimbulwinter were not global but really large area and significantly stronger. Would stop players from just going age 4, pressing GP and forgetting about it. At least get vision and target it. But maybe it is part of civ design that Norse age 4 godpowers are “simpler”.
I don’t understand why are you saving 350 favor to recast Fimbulwinter though. That is way too many resources to be floating. You could have had like 10 battle boars 5 mins earlier.
The area could be like Set’s vision. Stronger then yea for sure but significantly? I don’t know - only if the CD even with Wonder is way higher.
At the moment I think the best way to nerf this is to make the Wonder CD way higher. I don’t know why they didn’t focus on this first especially since, as far as I heard, the GP itself is hard to program differently.
There was a reason why god power blocking existed in the first game. They really should bring it back.
It is only oppressive in wonder age. They could just lower the effects of wonder age on the cooldown and the wolves themselves should maybe not be myth units.
Maybe they can make it “less global”:
You have to select some enemy unit/stracture fisrts. the TCs of the enemy who owns this structure is 100% affected, having the full nber of wolves spawn, while all other enemy players’ TC are ~50% affected.
This way it’s only nerfed in MP and not single player.
They need to being back how it was in beta where it prevents garrisoning. They also need to stop nerfing things in general. It’s a mythic age GP; It’s supposed to be powerful. In the original game nobody used it because it sucked. People complained that people were spamming it in the Wonder Age… Why are you letting your enemy get to the Wonder Age, and esp. so often? I don’t like how everything viable is getting nerfed because people that want to play Sim City complain and want to have GPs that do literally nothing.
I like to see games in wonder age. It’s sad to try to drastically stop someone by every cost to get into the wonder age just cause some GP is broken there.
I don’t understand tho why they just didn’t increase the CD with Wonder Age drastically. Instead of nerfing it dmg wise.
Just don’t let ppl spam Fimbul Winter in Wonder Age like crazy problem is nearly solved.
I would also change the wolves from myth units to regular animals.
These are (in my opinion) all the nerfs this GP needs.
They just need to put a massive CD on Fimbulwinter so its not spamed.
But no, for some reason they prefer to nerf into the ground instead of fixing the thing that make it annoying.
The cooldown for any god power should start after it finished, not after it’s casted. So you can’t cast it back to back.
Fimbulwinter
- lower base cost (350 → 200)
- higher repeating cost (55 → 100)
- Cooldown increased to 300 seconds (5 minutes)
- Spawns 0-2 wolf per enemy Town Centre (not neutral, not empty and not Village Centre) 1 on average.
- Spawns an additional 15 wolves randomly across all enemy TCs
- All enemy buildings attack and train time increased by 50% (TCs are excluded)
This way the god power is relatively powerful in 1v1. It will spawn 6 wolves per TC on average if the enemy has 3 TCs.
In a 6v6 game it will go down to less then 2 wolves on average for each TC but it will slow the production rate of the entire team.
It’s less powerful then Pestilence which completely stops enemy buildings from attacking.
This way timing your attack with Fimbulwinter becomes a viable strategy but it’s way less useful to spam it in team games because it only spawns a low number of wolves for each TC and there is a longer cooldown.