[Suggestions] What would you like to see changed/buffed/nerfed in Myth Retold?

Since we saw already welcome changed where the devs really showed they listen to feedback/suggestions of us, our community, like e.g. reducing promethean wonder age size and giving archaic murmillos helmets and other changes, i thought to make a new thread dedicated to all personal feedback suggestions and ideas we, the players and fans, currently have after playing the game (and enjoying it!).


i will start:

i would personally like to see: (in no particular order)

• buff petsuchos/petsobek and make the unit slightly bigger
• buff sphinx
• buff automatons or buff Letos GP
• change roc to an age 3 myth unit like leviathan for every god (maybe nerf it a bit again for that?)
• nerf milita or remove them
• give Loki a second upgrade or maybe a scouting wolf unit? (its imo relative weak compared to Odin, Thor and also Freyr) / line of sight is strong and nice but both others have better and or more upgrades
• nerf ceasefire
• give Baldr’s firegiants an upgrade which let them look like Hels firegiants with upgrade
• change Orchialc. Mail of Rheia to upgrades regarding all counterbarak units (Cheiroballista gets Orchial upgrade, Katapeltes gets an upgrade wich buffs its dmg vs buildings like axemen of horus and Turma get an upgrade which makes them more usefull later on in the game - suggestions are welcome)
• let Atlas buff destroyers via upgrade but move Fanatic upgrade to Hekate instead (i really think Fanatics fit Hekate well) remove one upgrade for Hekate instead (maybe regen since Hex is fun and celerity fits her thematic well too which would also thematicall fit Fanatics)
• give Phoenix some special attack
• make cyclops a bit bigger modelwise and give their club also a visual upgrade with their upgrade
• make Hersisr a bit buffer and reduce the hammer growth of Vidars upgrade so that it doesnt grow comically large
• buff berserks a bit
• give huscarls a similar cloak like godi has
• let forestfire burn/scortch the ground for several seconds at least (“the floor is lava!” you get the idea) or
let it spawn some valkyrie angel spirits of vengance out of its smoke which fly around and dmg nearby
enemies for its duration
• buff the stats of Fafnir (please he feels not as strong as he should be especially for the risk)
• reduce the vfx of Rockgiant taunt (its a bit too much IMHO)
• reduce fimbulwinter duration or amount of wolves a bit for teamgames
• let colossus have a second animation (maybe let them stab with their sword as a second animation? just
a suggestion)
• plrease either remove Heras myrmidon upgrade (its imo not as interactive as “Valley of the Kings” and it limits her very much just to Zeus like that) or change it that it targets every special unit without focus on myrmidons) which really shouldn’t be a thing (especially since we now have Hel for Freyr)

(originally i also wanted to have Caladria a bit changed but i really see the use of her now and i like her. the heal feels great, the slow is solid and if you pay attention you realy notice it.)

We all love Automatons. Allow Automatons to build more Automatons because we need more Automatons!

No I think they should be limited to one Minor God. They are a very unique unit with a very special ability and should not be commonly available.

He has a very powerful Scouting tech that is kinda OP atm. since it applied to buildings too.
Just place a house next to a tree line and you get a massive LoS. Especially useful if it’s next to the enemy base.
Also helps vs. raids since your Wood Line has a big LoS.

Why? There are other gods that buff Infantry.
You could argue that Cheiroballista should get a buff from it too though.

I like how she is currently focused on Myth units and I particularly like the Mythic Rejuvination tech.
Generally a fan of health regen.

Yeah. I think it’s stupid that Cyclops are cheaper and weaker the Minotaur.
It should be the other way round. They should be more like Mountain Giants.

Why though?
He already has unique abilities like the poison and the kill reward.
How many abilities should one unit have?

Fimbluwinter scales too much with player number.
It is really weak in 1v1 but extremely powerful in 12 player matches since it affects ever TC on the map.

It needs to get a big rework.
Currently it is utterly broken in team games with Wonder Age. You can just keep constantly spamming it basically forever.

No it doesn’t. If could easily be changed to train the Unique Unit of a new Major God too.

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hey! welcome! :slight_smile: thanks for the feedback! i already changed those parts i think are reasonable / the suggestions of you i liked! (and yes there are a couple of them but i also have to disagree with a few of them but maybe i edit this comment later to explain which and why)

Edit:

I am not used to seeing you making jokes/being a bit silly but thanks for agreeing!

Thats why i suggest to nerf them back to release state. I really like the mechanic of letting them land which mostly removes the broken statues it had in old AoM. Why can’t it be a unique flexibilty for Eggy for no water maps? It also would enable more room for Petsuchos/Petsobek to get buffed. It would still be a unique trait/gimmick for Eggy.

I didn’t thought of that in too much detail. Thanks to you i gave it a second thought. Yes vision is strong. But i still feel like Odin and Thor for example have more. Maybe cause of Loki can spawn Myth units? Maybe. I still like the idea of having an upgrade with wolves. Maybe give him an upgrade which let bless Berserkers with Lykanthropy? like “Wolf-Blood” to buff to make them more furious and therefore let enemies who got hit bleed. or “wolf hide” which gives them greater pelt to reduce pierce dmg. maybe too much wolf. could also be called “trickster-cloak”.
Or really give him a ghostwolf as a scout even he already has extra vision traits. but this is very debatable for sure.

I changed that. And now its a much better suggestion. Thanks!

Surely but i personally think regen is something, even cool, which feels a bit redundant. Why? Cause Atlanteans already have enough healing and regen options (hero regen upgrade, caladria, behemoth regen, automaton repair, Hesperides tree heal) and on the other hand seeing Atlas buff both high tier infantry feels a bit too much, especially since Fanatics fit Hekate well IMHO.

:slight_smile:

Thanks for pointing that out, i changed it slightly. They really feel underpowered tho for their costs, enemy reward and general status (big dragon).

Thats basically it, yes. Needs some slight balance. Maybe just higher costs.

Hey, great suggestion! This is simple yet effective and was totally out of my sight! I changed that.

I hope they improve Ra’s terrible scouting
Maybe by improving his priest’s speed a bit

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I would pair this with a damage upgrade to throwing axemen. +15% damage for both or something like that. (Call it “Woeful Projectiles” and have a picture of a Misletoe on it maybe?)

I’d also like an upgrade for Tyr that makes your myth units regenate HP equal to 10% to all HP lost from units within range10 (and a cap that prevents them to regenate more than 10% of their max HP per second)
(Call it “Feeding Beasts” and have a picture of a Tyrs hand stump? non-bloody of course, the iron end like the one he wears on his original portrait)

I’d also like Defensive Structures to be more powerful. Currently Watch Towers are at only 4x2 pierce damage per shot, it’s rather pathetic (Back in the day they were 10x2!). Put their base damage at 6x2 and give them worse accuracy (0.8->0.58ish)
It would make their “single-target” damage about the same but make their damage against groups notably better. With how frail buildings are, they can’t alone stand against armies either way without your own troops. A similiar thing should be done for Fort structures as well (7x3 to 9x3 → 8x3 to 10x3 damage 0.8accuracy-> 0.58ish accuracy).

Better defensive structures would also be a more incentive to use them, that alone could also be an indirect nerf toward both Ragnarok AND Fimbulvetr.

2 Likes

I’d also like for the Prodromos to get some Anti-Siege multiplier back. That was something I loved using the unit for. x1.75 or x1.5 would be enough.
It would also be cool if Ring Giver made Jarls trainable at Hill Forts as well. It feels like a historical/mythical miss not to have Jarls and Huskarls trained in the same building, but from a balance perspective I get why jarls are made from Great Halls. But a Minor god tech like Ring Giver feels like the perfect thing to allow it.

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For me there is only one thing

greek villager

That would be a nice small buff that would greatly improve Ra.

See, this is the like of changes i like to see. Gradually. Big brute changes just break the game, like Gaia now. Hope next big patch they are careful with balance changes. But most importantly, Bugfixes.

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Buff Ra a bit, buff Nidhogg greatly and nerf hero dmg to myth units across the board that would be nice and would myth units and Nidhogg more reliable

Myth units are really strong so you need strong heroes to counter them.
Also myth units get 2x as strong in Wonder Age. If heroes barely counter normal myth units then nothing can stop Wonder Age myth units.

Though I agree with Nidhogg buff.
I think it should be healable and it maybe should even already come with some regeneration.
I hate unhealable units. It always feels so bad to use them. It’s like watching ice cream melt.

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buff myth units
Ra cries

Double buildings HP in ranked. They melt right now.

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This is a vanity thing, but I would like each major god to have a Unique unit like the greeks and the greeks to have an upgrade to make is so that their non tier 4 hero units to have special attacks like in the campaign.

Compiling all the changes I’d like to see, a mix of complaints I’ve seen and agree with and some suggestions to a solution, some other ideas I’ve given before and some new ideas based on my recent discovery of the underutilised wedge formation:

Watch Towers Damage: 4 → 6
Towers and Forts Accuracy: 0.8 → 0.58 (to give less single target damage)

Greeks:
Fortress Damage: 9 → 10
Peltast Cost: 70Wood 20Gold 2Pop 10Sec → 65Wood 20Gold 2Pop 10Sec
Range: 18 → 17
Prodromos: Multiplier vs Siege x1.00 → x1.5
Stable Cost: 100Wood → 125Wood

Hades:
Vaults of Erebus Cost: 200Wood 15Favour 40Sec → 150Wood 10Favour 40Sec
Trickle Rate: 2.00 → 0.50 for every Age

Athena:
Sarissa: 1.00Range → +1.25Range. Also Wedge Formation Unlocked
Cost: 150Wood 15Favour 40Sec → 150Wood 20Favour 40Sec

Dionysus:
Thracian Horses: +30% Lifesteal → +25% Lifesteal (To prevent Hetairoi to be completely busted)

Aphrodite:
Roar of Orthus: Changed to radius +25% (down from 100%) also gives Hack and Pierce Vulnerability -15%

Egyptians:
Starting Resources 200Food 100Wood 50Gold → 225Food 150Wood 75Gold Giving Egyptians some startup help.
Ballista tower: +33% Damage → +30% Damage
Migdol Stronghold Damage: 8 → 9
Spearmen Pierce Armour: 15% → 20%
Axemen Pierce Armour: 5% → 4%
Slinger Cost: 60Wood 25Gold 2Pop 14Sec → 55Wood 25Gold 2Pop 13.5Sec
Slinger Damage 3 → 3.5
Slinger Reload time 1 → 1.1
Chariot Archer Rate of Fire: 1.5 → 1.3 (Fires 15% Faster)
Camel Rider: Attack 8->10 Rate of Fire 1.0 → 1.1 (DPS 8->9.091)
Multiplier vs Cavalry: x2 → x1.75 (DPS vs Cav 16 → 15.909)

Ra:
Priests and Pharaohs: Also +15% Speed

Isis:
Flood of the Nile Trickle Rate: 1.00 → 0.50 for every Age

Bast:
Sacred Cats: All rates to +8%

Ptah:
Electrum Bullets: +1 Divine Damage → +0.15 Accuracy & +0.5 Divine Damage
Cost 150Gold 15Favour 40s → 100Gold 10Favour 40s

Sobek (Hathor):
Petsuchos HP: 480 → 500
Dark Water: Also +0.25 multiplier vs Cavalry (Back to x2)

Sekhmet:
Slings of the Sun: Also +10% Damage & Hidden Multiplier vs Throwing Axeman x0.714286 (x5.25 → x3.75 As x3.00 and x1.75 stacked multiplicativly and absolutely deletes TAs)
Citadel Reuse cost: 150 Favour → 100 Favour
Force of the West Wind: Also Affects War Barges (Sekhmet only heroic minor god without naval bonus)

Horus:
Spear of Horus: +1.0 Multiplier against Cavalry → +0.75 but also +0.25 Range
Axe of Vengeance: +Attack Rate instead of damage
Greatest of Fifty: Now explicitly mentions Wedge Formation Unlocked

Thoth:
Tusks of Apendemak Cost: 250Food 15Favour 40Sec → 400Wood 20Favour 40Sec (reduces Food and Gold cost, make it cost Wood)
Book of Thoth Cost: 300Wood 30Favour 40Sec → 300Food 30Favour 40Sec

Norse:
Gatherer Farming rate: 0.7 → 0.67, Dwarves 0.64 → 0.63 Thor Dwarves 0.74 → 0.67 (reduced to +5%)
Hill Forts Damage: 7 → 8 (Reverted), but -20% (8.8->7.2) in Feudal age for Asgardian Hill Fort
Jarl Speed: 4.8 → 5.0
Godi (Hero) Multiplier vs Myth: x5.5 → x5.0
Burning Pitch: Additional Multiplier for Throwing Axeman +1 ,x2 Total (down from +3, x4 Total, absolutly nuts!)

Loki:
Increased weight chance to spawn Valkyries when having less than 2 of them, Can’t spawn if controlling 3 or more. +100%Weight when 0, +50%Weight when 1, -100%Weight when 3 or more.
Decreased weight to spawn Fenris Wolf Brood when controlling none (-50% Weight), increased when controlling 1 or more (+100% Weight)
Doesn’t spawn Fafnir anymore until Wonder Age
Godi 20% of damage dealt as myth generation (from 10%).

Freyja:
Valkyrie HP: 375 → 400
Armour: 60%Hack 55%Pierce 80%Crush-> 50%Hack 65%Pierce 80%Crush and also classified as cavalry(Giving it a more ‘Cavalry’ feel)
Attack: 14 / 1.2 RoF (11.66dps)-> 14.5 / 1.3 RoF (11.15dps)

Forseti:
Cave Troll upgrade: Changed to +20% HP, +10% Atk Rate, +1Range, +25% Lifesteal

Bragi:
Swine Array: Also Wedge Formation Unlocked (Honestly, this is a must. The Swine Array IS a wedge formation)

Njord:
Ring giver: Also Jarls can be trained at Hill Forts

Aegir:
Rock giants cost: 260Wood 24Favour 4pop 14 sec → 280Wood 28Favour 4pop 20sec. Taunted enemies loses condition if they don’t attack for 2.2 seconds

Skadi:
Huntress Axe: Also +10% Atk to Throwing Axeman
Winter Harvest: +20% Farming rate → +15%, +10% from other sources → +8%. Cost: 200Food 20Favour 40sec → 200Gold 20Favour 40sec
Rime: +33%HP → +30%HP

Baldr:
Sons of Sleipnir
+10% HP to Raiding Cav
+1.0 Multiplier against Ranged Soldiers → +0.5 Multiplier against Archers (x2.5 Total → x2.0 Total)
New tech: Woeful Toss +15% Damage(or Attack speed) to Throwing Axemen & Fire Giants. Upgrades Fire Giants to Lævateinn Fire Giants (Visual Upgrade)
300Food 20Favour 40sec, researched at Longhouse or Temple. (Shares Hotkey with Berserkgang and Granite Blood)

Tyr:
Berserkergang: Also -5% Hack and Pierce Vulnerability to Berserks
Bravery: Multiplier vs Buildings +1.25 → +1.00
New tech: Feeding Beasts. Myth Units Heal Equal To 10% of damage taken by units around them (10 Range). Capped at 10% of Max health/sec
200Wood 20Favour 40sec, researched at Temple. (Shares Hotkey with Granite Blood)

Hel:
Granite Blood: Upgrades Frost Giants to Sons of Niefel. (Visual Upgrade)

Atlanteans:
Palace Damage 8.5->9.5
Contarious Cost: 60Food 40Gold 3Pop 17Sec-> 70Food 40Gold 3Pop 17Sec

Gaia:
Lush heal 1/sec → 0.5/Sec per Age
Temples also spread lush

Leto:
Automaton HP: 230 → 235
Armour: 30%Hack 55%Pierce 80%Crush-> 40%Hack 50%Pierce 80%Crush
Volcanic forge: reverted to -10% pierce vulnerability to Human soldiers and Ships. (From -15%, remain -15% for Heroes)
Perception: LoS and Favour Auto Gather rate +10% → +15%
Also gives Stealth ability to Oracles, Enemy units requires to have the Stealted units within 70% of their units LoS to see them.

Prometheus:
Heart of the Titans: + Heroes +5% HP

Oceanus:
Bite of the Shark Divine damage 0.25 x 3sec (0.75 Divine Damage Total)-> 0.125 x 4sec. (0.5 Divine Damage Total)
Damage: +5% → +10%

Theia:
Poseidons Secret Cost Reduction: -15% → -10%
Lance of Stone: Also Wedge Formation Unlocked

Hyperion:
Heroic Renewal: Heroes +10% HP → +5% HP

I forgot another thing the ulfsark upgrade cost from gatheres, used to be you had to pay full price, now it is a conveneinet way for norse to cheat out military units even when you starve them of gold, its stupid and it gets even stupider when you play Loki, where they may not be quite free but might as well be.