I think Roc is the only myth unit that doesn’t autospawn when researched, despite it already having been nerfed (in that it now needs to land and take off in order to transport).
Why was this done? Was such a nerf necessary?
I think Roc is the only myth unit that doesn’t autospawn when researched, despite it already having been nerfed (in that it now needs to land and take off in order to transport).
Why was this done? Was such a nerf necessary?
It would have made sense if they didn’t nerf the Roc to have it not autospawn at the temple. I think they should give the Roc a slight HP buff to compensate or bring the spawning back.
Yep, I think that’s a good example for overnerfing something. They made it a lot weaker (Im almost tempted to say useless) AND removed the autospawn. One of these would have probably been enough. Keeping the autospawn would have been perfectly fine imo (or dont nerf it as hard, if you remove the autospawn).
I can see that reason on certain maps.
Roc (Ra + Isis) is a huge advantage on migration maps. However, as long as Shifting Sands (Ra + Set) exists, this doesn’t really matter that much. So it boils down to an Isis nerf on these types of maps.
Generally, the very existence of a flying transport unit is overpowered. Roc on Jotunheim and any other map with large cliffs allow for easy side builds or backdoors. Same to overcome 10 layers of walls.
Furthermore, that reasoning is true in 1v1: If I wall my side of the map to avoid Ra raids and you can overcome those walls for free, that’s not good. There should be some cost involved for both.
Underworld Passage and Sky Passage still exist.
Both are even more useful.
The Roc autospawn had to be removed regardless because, following the same reasoning, greeks should have a free Pegasus spawn once a temple is built in archaic or when a player advances to classical age aswell.
Also, It was very unfair because Roc and Petsuchos had an amazing raiding sinergy when paired together, it was a low effort- high reward combo.
Talking about over-nerfed things, I think that Locust is so much weaker now that’s hilarious, the new animation is clumsy and inconsistent, it should receive a big buff in the next updates.
Shifting Sands got kinda nerfed too, the animation is so slow now that enemy villagers have all the time in the world to escape from the raid, lol.
i agree roc and sands had to be adressed and were kinda broken. but maybe they got nerfed a bit too hard still nerfs were definitely needed.
locust i think looks good and i like the idea of making it a path instead of a small aoe but it definitely needs some heavy buffs.