PUP - May

BALANCE CHANGES

General

Slinger

  • Cost adjusted from 70 food and 10 wood → 50 food and 25 wood

  • Conversion resistance increased from 0 → 2

Champi-line

  • Champi Runner upgrade cost reduced from 120 food and 60 gold → 90 food and 60 gold

  • Champi Runner upgrade research time reduced from 50 seconds → 40 seconds

  • Champi Warrior upgrade cost reduced from 200 food and 175 gold → 150 food and 175 gold

  • Champi-line train time reduced from 45/40/26/21 → 42/34/26/21 seconds.

Xolotl Warrior

  • Now affected by the following technologies: Garland Wars, Holcans, Fabric Shields, Herbalism, Caciques, Butalmapu

Civilization Changes

Armenians

  • Improved effect of Mule Cart technologies civ bonus increased from +40% → +45%

  • Elite Composite Bowman attack increased from 4 → 5

Burgundians

  • Technology food cost discount civ bonus increased from 33% → 40%

Inca

  • Food discount on military units civ bonus increased from 5/10/15/20% → 15/20/25/30% in Dark/Feudal/Castle/Imperial Ages.

  • Kamayuk cost adjusted to be unchanged

Mapuche

  • Forager drop-off civ bonus increased from 20% → 25%

Musica

  • Settlement discount civ bonus increased from 25% → 33%

  • Temple Guard cost decreased from 80 food and 45 gold → 70 food and 45 gold

  • Temple Guard attack bonus versus cavalry increased from 3 (6) → 5 (8)

  • Guecha Warrior health increased from 50 → 55

  • Elite Guecha Warrior health increased from 50 → 60

  • Huaracas effect of improved Slinger train speed increased from 25% → 50%.

Tupi

  • Blackwood Archer train time increased from 14 → 18 seconds (Elite unchanged)
3 Likes

This just makes me laugh. Devs are flogging a dead horse.

The South American civs and Dravidians are never going to be competitive beyomd early feudal age.

Just make the mulecart technologies to 50% as it was originally proposed for Dravidians. Still nobody is going to buy Armenians and Georgians anymore.

Implement this first

Why is a meme unit getting so much things?I hope this dosent become a regional unit.

2 Likes

I smell a Mapuche stable

Well people have been begging for Xolotls to be affected by Garland wars for a while now, so I guess they just decided to do the same for one tech from each American civ. I doubt they’ll even change the tech descriptions.

5 Likes

Looks like some of the Champi nerfs are being reverted at the same time as the civs that get them are being buffed.

Here’s a summary of the changes to the Champi-line since release:
First the ones changing both times (release → nerf → pup (net)):

  • Runner upgrade cost: 100f 60g → 120f 60g → 90f 60g (-10f)
  • Runner upgrade time: 40 → 50 → 40 (no change)
  • Warrior upgrade cost: 125f 100g → 200f 175g → 150f 175g (+25f +75g)
  • Champi-line train time: 30/30/21/21 → 45/40/26/21 → 42/34/26/21 (+12/+10/+5/+0)

And here’s the nerfs that are not being reverted so far.

  • Champi Scout speed reduced from 1.1 → 1.0
  • Champi Scout attack reduced from 4 → 3 (along with the compensating bonuses).
  • Champi Runner bonus vs buildings removed (1 → 0)
  • Champi-line cost increased from 45f 25g → 50f 25g
  • Champi-line Outpost build time changed from 15 → 30/25/20/15 (with Scout/Runner/Warrior/Elite)
5 Likes

I would prefer +1 range over +1 attack for Elite Composite Bowman.

Guecha warriors also need a reduction in their gold cost.

Romans need a nerf.

Finally, champi just need to reinstate their movement speed to 1.1 in the Dark Ages OR give them more LOS and cheaper outposts. Currently, the TLC civs have the worst scouting.

3 Likes

I suspect a Northern American DLC with Lakota and Iroquois having horses.

2 Likes

Good direction.

No practical use but why not?

Who even asked this?

Should have done 2 years earlier. Better late than never I guess.

Yeah, saw them coming. With more power creep Burgundians could have been reverted to 50% next year.

Now let’s wait for Franks forager bonus also revert back to 25%.

Muisca needed a buff. So it is positive. And surely the only thing that Guecha Warrior was missing 5 or 10 less HP, right?

Good direction.

3 Likes

It is a regional unit already. It’s not a unit for normal skirmish matches it’s more of a fun gimmick for rare unknown maps that give you a stable or for the very rare situation where you can convert a stable.

They still have no armour upgrades so it’s not like it’s really a viable unit anyway.

2 Likes

That’s fun. Garland wars are +4 atk, Holcans is +40 hp, Fabric shields +1/1 armor, herbalism +15% speed, Caciques +25% atk spd, Butalmapu -15% cost (and affects allies too). Still a meme unit, but that’s fine.

I don’t recall Armenians being particularly weak, and (elite) composite bowmen certainly aren’t.

Likely still overpriced, but at least they’ll be able to tank an onager shot (in addition to a mangonel shot). Don’t think a price decrease necessarily needs to be in the gold cost, though I see no reason why it shouldn’t include a gold cost reduction.

RIght now on AoEstats for Incas, the winrate vs game time has their weak point as 20-30 minutes and their winrate for every other game length category (including 45+) is positive. As I recall, Kamayuks are quite a dangerous unit once massed, capable of defeating almost any other melee opponent. I see no reason why the south american civs would be bad in castle or imperial age (champis are a very capable raiding unit that can also work as a front-line fighter, Tupi refund is very strong, Muisca have great monks, etc.). Imperial age does leave them with the gunpowder tech tree holes that American civs have, but castle age? I don’t see how it’s impossible for the South American civs to be competitive in castle age.

And I still firmly believe that games can be closed out without ever using a raiding unit - not that the South American civs have that problem.

dark age train time is still slow, but a bit faster (which should help on the few maps that tend to have extended dark ages). Feudal age train time drop is a good change, but without testing I can’t say how it feels now or if further changes are needed.

Ummm… in my experience feudal age is the age Dravidians, Mapuche, and Tupi are weakest; I haven’t played Inca, and Muisca enough to really get a feel for them.

I doubt it. I feel like Africa is the continent of the next DLC. Maybe Oceania or “scattered empires” could be a possibility, but I don’t think they’ll go to North America, even though I really want them to. Africa just makes sense.

I agree on the Champi changes, but I think they should go the other way with the slinger cost. That is, replace the wood cost with additional food cost. Also, the conversion resistance will help players remember they are strong against monks.

I think they should do the same for a lot of other hero units and scenario objects. Like Bearded Axe should also apply to Charles Martel, Charlemagne, and perhaps Harold Hardrada, or Shatagni should apply to Janissaries and the various heroes that have hand cannons. Kataparuto, Hauberk, Bagains, Lechitic Legacy, Paiks, Maghrabi Camels, Logistica, Svan Tower, and many more techs could apply to several hero or scenario editor units or buildings.

I was expecting them to nerf the Mapuche bonus and buff the Frank bonus. The Mapuche bonus is already an A or S tier bonus as it is.

I think a nerf to their attack speed would be more effective, but maybe the devs don’t want to do that for some reason.

Yeah, I’m not sure what that is for. Maybe they are buffing Elite Compies because people were ignoring the upgrade too much for their liking.

I would prefer North America, Africa, Middle East, Balkans, Asia and whatever else than a DLC which will split the Vikings as it is rumoured.

That would be a really tough sell. Vikings are iconic, changing them would not be popular.

3 Likes

Almost all of these changes go in the wrong direction. How is that even possible?

Instead of focussing on improving already exploitable unbalanced bonusses they should focus on making civs get “backing up” for their identity.

Idk, but whoever designed these bonusses isn’t in touch with the multiplayer community. We already have too much of this kind of stuff that kills the strategic aspect of the game. Ofc for casuals that might not be as relevant, but for the highly competitive scene we divide the community this way into “hamsters” vs “cheesers”. Doesn’t help at all.

PS: jsut as an example the armenians. they struggle against heavy siege in the lategame. you could eg improve their cavalry a bit, potentially give them BBC (though that would be a bit blunt) or whatever. That’s literally ALL that this civ needs to feel belonging in the game. They see play on various settings, they just often have that weird tipping point when their already massively OP eco can’t carry them anymore against the heavy siege or they just stomp with ferreters. In my opintion the mule cart bonus is already overtuned actually - and the only reason they don’t dominate completely is actually their weakness against heavy siege.

PPS: The game was always attractive for me because it had a lot of games of different approaches. The most basic one is “greed” vs “aggression”. These produced the best interactive games with a lot of different aspects, little nuances, comeback concetps and so on… For this we don’t need civs leaning into super strong exploitable bonusses. It’s actually better to have “staple civs” that are comparably bland in relation to what new civs we get currently. The strong (eco) bonusses though lead to trying to exploit them optimally with most civs actually having very similar optimal basic gameplans. This kills the interaction and leeds to the current state of “whoever executes the early game best just wins”. (ok we’re not quite there yet, but we develop more and more that direction) Which is really bad for a rts. Because it kills tactics and strategies.

1 Like

Have they gone mad? I spilled my coffee while reading this

I remember that even as they are, they are more flexible, more economical and quicker to make than Genovese crossbows.

Seriously, why does this keep happening lately?!

1 Like

The order to sell more Mountain Royals DLCs must have come through.

1 Like

Can we have the poor quality UHD renders of ROR editor assets fixed once and for all devs pls.

6 Likes

Right? There are so many simple things they can do to improve the game that take little effort.

Porting these over to the AoE2 scenario editor would be nice too.

Oh. And fix the Preistess voice lines.

5 Likes