Strange nerf to team malta

Maltese_Home_City_2_(TEAM_Knights_of_the_Round_Table) Ships 1 Hospitaller for each Town Center owned by the player; increases all unit hit points by 2%
I don’t know what to say here. When this card was bugged, it gave the entire team 6% HP. Which was very balanced. Now it looks like a joke.
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In 3v3s this isn’t a bad card. 3 Hospitallers and a small HP buff for the team that has potential to mess with breakpoints is great.

If you wait until age 3 it might even be 9 hospitallers, and they can aid in a push with artillery because of damage absorption. Just keep them behind your falcs.

Usually 2 falc shots kill a falc, and Hospitallers cam mess that up and let a non-Maltese falc survive a third hit. The +4 hp helps with that too because breakpoints are critical in certain situations.

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You may be right, but I don’t see any imbalance in the old version with 6%. They simply reduced Team play for Malta to a useless increase in the HP of buildings. In addition, taking advantage of the Hospitallers who eat 2 limits is quite problematic.

For me this card is only good for collecting treasures.

I don’t understand this systematic destruction of this civilization.

Doesn’t need to be an insanely good card. Realistically, Malta needs other buffs. Currently they are a bow/pike civ through the whole game.

Not sure if it’ll be possible to get them to a good place in treaty without making them op in Sup. Main thing is they were very obnoxious and probably OP in Sup while being mediocre in treaty. Sup must take priority.

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