Hi everyone, it’s been a long time since I was able to post here.
Since I want to catch up a bit with you, I’m proposing this discussion, I’m also curious of what do you expect from the next patch in terms of balance changes.
To be clear, I don’t want to discuss potential changes, or what someone would like to see, instead I want to hear what based on you perception, may be an accurate (as much as everyone can…) estimate of what do you expect to see.
That means that if you would like to see a certain change, or even think that it’s necessary, but at the same time you think that it will be pretty rare that it will happen, you won’t list it, instead you will list what you think it will be implemented, even if you don’t agree with it. You can base your opinions on the past discussion on the forum, or on the recent release video, on the past patches, and so on…
I’m doing this not only to catch up a bit the lost discussions of the past month, but also because I’m interested in seeing how the player base perceive the game, and how well they can anticipate the changes.
Because I often heard people (some pros too) saying that despite those not being good civs, some small aspects of them were too powerful, and sometimes would cause some cancerous game stiles.
Again, it’s not my opinion, just what I feel might happened
General : CA Frame delay (10 to 8,5) / Hand Cannoneer accuracy (65% to 80%) / LS upgrade : increased research speed and reduce tech cost / 50% more wolves on the map
Bulgarians : Maybe Blacksmith cost reduction (150 wood to 75 wood), some small eco bonus, Bagain price
Koreans : Wood discount apply to siege units, reduced to 15% overall
Celts : Siege firing rate reduced a little
Francs : Foragers bonus reduced to 15%
Goths : Remove free loom (compensate with better LS, and enhance pathing in best case scenario)
Khmer : Reduce farmers gathering rate by 4-5%
Elephants move 10% faster in Castle Age, 15% in Imperial age (instead of 15% all the time)
Portuguese : More viable feitoria (20 pop space to 15), and a small bonus for land maps in early game. Little nerf for navy (10% HP bonus including in the UT instead, cost increase).
Turcs : Onager tech available
In addition, might be some unique units adjustments (Geneose Xbows, Keshiks, Jannies, Leitis, Mameluks, Samouraïs, War elephants) and unique techs (Nomad, Atheism, with a nerf to Huns if needed).
It’s useless, but annoying. I’d be glad if devs removed it.
7, I don’t mind laming, anyways it’s the only thing that Goths can do with a drush m@a follow-up. You can do it without lame, but it’s very easy to wall in berries and kill the enemy boar.
Both civs are definitely not “bad” civ (Just not top-tier in tournament). Teutons are the best civ in Arena and have more than 50% winrate in Arabia in 1650+ ELO.
Goths are not top-tier in tournament but fairly well picked/banned by many players in last KOTD3 tournament and 2nd highest winrate at 1650+ Elo in Arabia. No civ have that kind of strong dark age bonus of Free loom + militia discount.
Other civs also cannot do anything except Scout or drush-MAA until Early Feudal and I think Goths is strongest (At least one of the strongest) in that early stage of game . I personally think Goths should be nerf but never mind not change it. Just not agree with goths are “bad” civ.