PUP March

Champi Scout

  • Cost: 45 food, 25 gold → 50 food, 25 gold
  • Attack: +4 → +3
  • Attack bonus:
    • Shock Inf: +1 → +3
    • Cavalry: 0 → +1
    • Camel: 0 → +1
  • Speed: 1.1 → 1
  • Training time: 30 s → 45 s

Champi Runner

  • Upgrade cost: 100 food, 60 gold → 120 food, 60 gold
  • Upgrade time: 40 s → 50 s
  • Attack bonus:
    • Buildings: +1 → 0
    • Cavalry → 0
    • Camels → 0
  • Speed → 1.1
  • Training time: 30 s → 40 s

Champi Warrior

  • Upgrade cost: 125 food, 100 gold → 200 food, 175 gold
  • Training time: 21 s → 26 s

Gillnets

  • Cost: 150 food, 200 wood → 100 food, 125 wood
5 Likes

Can you update all information in new patch please, I can see now.

Poison arrows do 2 damage over 15 seconds instead of three.
Mapuche settlements train skirmishes/spearmen a bit slower than before. Like 45% of the speed of barracks instead of 50%.

3 Likes

That’s a lot of different nerfs. I feel like with all this in place the Training time increase isn’t necessary anymore - and could actually backfire on very aggressive maps.
Otherwise this could work, however I still feel they would actually need a real counter - especially in the Matchups with Archer civs.

Why? This never felt broken. Also… this is just affecting the rate isn’t it? So they just do the same damage slower? Anf why is it then in fractions of 15 secs instead of seconds or minutes?

Edit: Regarding the early game. I think Dark Age Militia should actually just get .96 movement speed. This is a change I promoted already for a long time.

1 Like

Absolutely necessary changes.

It’s the most broken thing in the entire game, the problem is that it’s stackable. It’s like they have +3 attack.

1 Like

The real problem is people who refuse to use onagers.

1 Like

But it’s not. Most of the poison damage is lost. Most units that will get poisoned will die before the poison expires therefor the poison rarely does the full damage. The larger the armies get the worse is poison damage in practice. That means it can never become overwhelming.

If you had infinit APM you could technically perfectly spread out the poison and reduce overkill, but in reality you want to do focus fire to kill enemy units to reduce the enemy DPS.

Poison damage is the most inconvenient type of bonus damage, there is no way to really use it effectively. It’s the best for hit and run probably but the Tupi don’t have Cavalry Archers so that potential is limited.

4 Likes

Its not so easy (cit.)

This is completely untrue. It can be said that the last poison damage is lost, but this is similar to almost all damage in the game.

A classic statement from someone who hasn’t tried Blackwood Archer against Skirmishers.

In reality, you don’t care about the enemy’s DPS.

Simply no. It’s as if it were unblockable damage of 3, because its effect is very fast.

Tupi’s castle archers should also be nerfed! They’re too strong in the Bosphorus. In fact, the Bosphorus in general should be nerfed!

Also Don’t forget to assign wood and mining camp shortcuts to settlements. They should be like mule carts.

What a ridiculous set of balance changes with no alternative buffs to those civs. No more possibility of enough damage in dark or feudal ages and what will these civs produce as a melee unit to counter cavalry + siege push in castle age. Zero long term eco bonus, zero military to counter cavalry + skirm or cavalry + siege, even worse than Dravidians in that regard. No water or fishing bonuses for water and hybrid maps, no good siege or gunpowder for closed maps. Its over, finally Dravidians and Sicilians are not the worst civs in the game anymore. Its Incas, Tupi and Muisca. Mapuche will survive until the hype folks start complaining about Bola riders which I’m sure they’ll do, especially the Mongol pickers.

2 Likes

I’m 99% sure the abundance of nerfs are to simply test how it will go and get data on which nerfs to keep and which to revert back or tweak some more.

1 Like

Call me dumb but wouldn’t pikes and slingers do decent vs this and save you lotsa gold for monks too?

The amount of damage lost is much much higher.

With normal archers only the arrows that are still in the air are the ones whos damage is lost. In the case of poison you can fire multiple salvos of arrows on a unit that already has enough poison to die.

You do. Because enemy DPS kills your units. In an equal fight if you kill 1 enemy unit while the enemy 50% damages 2 of your units in the first salvo you have a DPS advantage in the 2nd salvo and if you keep focus firing your advantage grows.

Chu Ko Nu and Composite Bowman are also relatively good against Skirmishers. Not like this is the first Archer unit that is relatively good against armoured targets.

That is totally wrong. 15 seconds is pretty long. The Blackwood Archer has a reload time of 1.5 seconds so they shoot 10 times before the poison of the first shot runs out. That is very long.

Most units will die much faster then 15 second, especially if you focus fire. If you kill an enemy within 15 seconds then half of your poison damage is lost.

But the strange thing to me is that it seems like they didn’t change Curare for the Archer line, that still gets 5 poison damage. Why would you want to train Blackwood Archers now?

2 Likes

Why should a game be balanced agaist one strategy?

Aside from the upgrade costs, and cost per unit. The Castle Age Champi Warrior and Imperial Age Champi is seems largely unchanged. So, that seems fair. Just the early version the suffers the most.

The Inca, Mapuche, Muisca, and Tupi civs got lots of other tools in their box other than Champi.

1 Like

Bosphoru isn’t a strategy. It’s about exploiting game loopholes to compete on unequal terms, using far fewer skills and abilities than a normal player. Playing the same one-sided game hundreds of times with the same tactics isn’t a strategy. Moreover, it exploits a game loophole. All castle units are designed to exist in a normal flow (after a long feudal era and a sufficient economy). Bosphoru, however, tries to reach these castle troops much earlier by exploiting a game loophole. This is a loophole that shouldn’t exist in the game!

1 Like

Reworked slingers cost 70 food which is very difficult to afford in the earlier stages. Plus they are also squishy with 35 hp. Its hard to afford them and one mangonel or a couple of scorp hits can kill them along with the pikes. Only muisca amongst the new civs have good monks, so they might manage until imp but they have absolutely no good unit in imperial age. Pikes are also not very effective vs cavalry + siege in earlier stages of the game since you can’t spam them. Cavalry players will use the speed to take 2 or 3 hits on the pikes with their siege and take a fight after that. Will lead to very poor k/d

1 Like

First. It’s Phosphoru.
Second. If you would spend ANY time observing you’d see it’s indeed NOT a single strat. It’s a mindset. It’s off-meta, trying to get alternative strategies to work.
Third. In most cases Phos actually tries to get stuff nerfed like the Church rush. And gives very important feedback to the community and the devs what is potentially problematic.

I leave it at these first 3 because it would be way too exhausting to list the many, many more.

Don’t be so damn shallow because you don’t understand it, because you caught in an ancient perception of “how the game should be played” - which somehow corresponds with the way you prefer it to play (oh what coincidence!).
And don’t claim stuff about motivations and atrtibutes you don’t know of other people. You should actually apologize to phos for making provenly wrong claums about him.

2 Likes

Looks at Gurjaras

:frowning:

2 Likes

Some people think it’s broken. I don’t (think it’s far too prone to overkill), but also think the nerf won’t kill the unit (as players will likely figure out how to micro it better) - assuming it doesn’t get overwhelmed by the archer line. And the rate reduction does reduce the overall damage

Champi nerf seems to be a septuple (seven times) nerf (cost, damage, speed, train time, build speed, upgrade cost, upgrade time). That’s almost certainly going to be an overnerf. They’re good, but they’re not that good. Seems the only thing that improved is champi scout damage against eagles.

Seem to be repeating that overnerf mistake.