Hope they choose to nerf ROF but keep the speed
TBH I think the speed is actually the most unbalanced part of the rider. For some reaso this super movement speed lets the rider dodge passively even more projectiles.
Also - and this should be something the devs need to figure out why it happens - higher speed seemingly lets units less bumping into each other. We see the same effect with the caravanserai. Shouldnāt be a thing, but seemingly is - and for some reason this makes the shrivamsha actually be way better in comparison to the other melee units, cause pathing is way less of an issue with them.
Didnāt SotL just say that was a result of them resolving their pathing problems quicker? Same goes for Shrivamshas, I guess.
Plus the 2 mentioned on the title of this thread.
I saw some tests of I think ornlu and ⦠idk survivalist or age or noob (sorry if I forgot itās some time since then) both on stream and on youtube that showed that the caravanserai actually increases trade income more than proportional, especially on busy roads.
And I think the same is happening with shrivamsha when they move through defensive strayfire.
This will come in handy in the map where two teams are separated by a big forest. Thereās usually a siege onager standoff when the two sides meet.
Yeah, this is stupidly broken on all closed maps/maps with choke points. Amazon Tunnel, Michi, Black forest, whatever.
+1! Dodging siege is absolutely broken. And I agree that just dodging arrows makes the most sense, both for balance and being realistic. How does it make sense that this unit dodges bullets??