Several thoughts on gameplays

Some conq3 friends of mine (and myself) consider the current patch not interesting to play due to several reasons:

Mounted archers able to hit and run too smoothly, it’s hard for horsemen or lancers to counter them;
With good micro they are unbeatable, notably in teamed games

Longbowmen should not get access to silk bowstrings;
They already have a much higher range and DPS

Gunpowder units suck, they are end-game tier units but behave poorly;
They are supposed to counter melee infantry, but melee infantry’s already too weak for this patch

Strong civs like the Byzantines counter weak civs like the Chinese too hard;
The Byzantines are able to defeat around 10 civs easily when there’s only 15 other civs

Farm-transition is painful except for the English or the Abbasids;
Thus making a game against them frustrating, they don’t even have to battle for map control

Exit the game after matching an opponent of a higher rank;
A waste of time

Elite army tactics better remains unchanged;
Melee infantry without 20% extra health are too fragile against ranged units or melee damage higher than 20, which is quite common for age IV

Balancing the game by some numerical changes is the easiest method, and if it pains game designers to do so, it is also likely that game designers are not able to make the game interesting or attractive either.

Ottowin – AoE4 World

2 Likes

I want add on that:

Mass archers are unbalanced its everyone main dps source from gold to pro level, its because melee units have the problem of being clunky with the choke, hitboxes and pathing

Armored units in feudal are already a huge advantage, but what makes these broken: bonuses like MAA HRE (movement speed)

General civs balance with landmark working as stable/barracks/archery: Saves you tons of resources and craft time while having more production speed and in the back economy bonus

The game some problems with balance… thats clear