Nerf the Daimyos!

No Flag abbadan
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Nerf the Daimyos!

Post by abbadan »

I'm no expert, but it seems to me that the daimyos are way OP as BOTH powerful units AND mobile spawnpoint/unit producer.
It would seem to me to be a good idea to nerf them down by making their unit production a)slower than that of a regular point...maybe even by 30%, and b)making them have a -%damage modifier while they are producing/spawning units, so that it's risky putting them into a battle area and spawning at the same time.
Your thoughts?
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France [Armag] diarouga
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Re: Nerf the Daimyos!

Post by [Armag] diarouga »

abbadan wrote:I'm no expert, but it seems to me that the daimyos are way OP as BOTH powerful units AND mobile spawnpoint/unit producer.
It would seem to me to be a good idea to nerf them down by making their unit production a)slower than that of a regular point...maybe even by 30%, and b)making them have a -%damage modifier while they are producing/spawning units, so that it's risky putting them into a battle area and spawning at the same time.
Your thoughts?

Nobody trains units with the daymio in supremacy.
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Re: Nerf the Daimyos!

Post by cedarfarms »

idk if im a noob for this but i think the card that makes daimyos train units faster is a beast card. I play majority of team games so this wouldnt be as viable in 1v1 because rarely games will get late enough for this to be viable, but in team games shipping this card in age 3 once you have 2-3 daimyos on the field combined with bushido and you suddenly have batches of 20-30 units coming in 10-15 seconds from wherever on map you choose. Thats pretty tough to stop. I would say daimyos become much more of a balance issue in team games than 1v1
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Re: Nerf the Daimyos!

Post by Marco1698 »

[Armag] diarouga wrote:
abbadan wrote:I'm no expert, but it seems to me that the daimyos are way OP as BOTH powerful units AND mobile spawnpoint/unit producer.
It would seem to me to be a good idea to nerf them down by making their unit production a)slower than that of a regular point...maybe even by 30%, and b)making them have a -%damage modifier while they are producing/spawning units, so that it's risky putting them into a battle area and spawning at the same time.
Your thoughts?

Nobody trains units with the daymio in supremacy.
I do sometimes, mostly I spam 10 nagi.
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Re: Nerf the Daimyos!

Post by pecelot »

[Armag] diarouga wrote:Nobody trains units with the daymio in supremacy.

I think that's an invalid assumption. Japan is thought to be one of the most OP civs in any sort of late games, so why shouldn't we balance it a little bit? Because it's not 1v1?
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Re: Nerf the Daimyos!

Post by Mimsy for President »

And Bakufu is the answer.
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Re: Nerf the Daimyos!

Post by abbadan »

cedarfarms wrote:idk if im a noob for this but i think the card that makes daimyos train units faster is a beast card. I play majority of team games so this wouldnt be as viable in 1v1 because rarely games will get late enough for this to be viable, but in team games shipping this card in age 3 once you have 2-3 daimyos on the field combined with bushido and you suddenly have batches of 20-30 units coming in 10-15 seconds from wherever on map you choose. Thats pretty tough to stop. I would say daimyos become much more of a balance issue in team games than 1v1


Exactly what I was talking about: I lost a team game when suddenly 20 samurai appeared behind my base. It was sort of ridiculous.
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Re: Nerf the Daimyos!

Post by sudmakmak »

Nerf hard japan.
and If next patch . don't nerf jap = don't use logic for balance team.
understand.
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Re: Nerf the Daimyos!

Post by KINGofOsmane »

sudmakmak wrote:Nerf hard japan.
and If next patch . don't nerf jap = don't use logic for balance team.
understand.

you cant be higher then 1lt
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Re: Nerf the Daimyos!

Post by xhuggels1 »

training troops with daimyo is a VERY risky thing to do as he has a giant target on his back, and losing mobility is only really viable if you are winning a fight quite convincingly, in which case it doesnt really matter whether troops come from the daimyo or from a forward rax. The thing that makes daimyo strong is the ability to ship troops to it, which if taken away doesnt leave much more than a glorified spanish missionary. In team games the rule still applies early on, and in lategame when everyone has 10 raxes and max pop its not as strong as you make it seem.

I play japan a lot and i do use them as training points, but only to seal the deal, which i would be doing from a forward rax otherwise. Either way by the time training troops from daimyo becomes viable the game is already over regardless.
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Re: Nerf the Daimyos!

Post by sudmakmak »

KINGofOsmane wrote:
sudmakmak wrote:Nerf hard japan.
and If next patch . don't nerf jap = don't use logic for balance team.
understand.

you cant be higher then 1lt


um. u don't understand. skill player and logic.
football . have 2 ?
1. football player (messi or ronado)
2. football managers coach.

1. football player can play everything?
but If u want win need use logic?
logic????
Who are logic = coach.

so If esoc Want balance . Use logic .
don't use skill players. understand?
A football team(full all star football player )but don't have logic
B football team (normal player but have logic(best coach))
so team b win . ok

but IF u have logic . u will understand it.
Balance civ game ≠ skill player
Balance civ game = logic
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Re: Nerf the Daimyos!

Post by KINGofOsmane »

sudmakmak wrote:
KINGofOsmane wrote:
sudmakmak wrote:Nerf hard japan.
and If next patch . don't nerf jap = don't use logic for balance team.
understand.

you cant be higher then 1lt


um. u don't understand. skill player and logic.
football . have 2 ?
1. football player (messi or ronado)
2. football managers coach.

1. football player can play everything?
but If u want win need use logic?
logic????
Who are logic = coach.

so If esoc Want balance . Use logic .
don't use skill players. understand?
A football team(full all star football player )but don't have logic
B football team (normal player but have logic(best coach))
so team b win . ok

but IF u have logic . u will understand it.
Balance civ game ≠ skill player
Balance civ game = logic

but you have to be good to understand the game well which you obviously not
"Losing to Callen was the worst night of my life" Gibthedurrty 2019
"If hazza can get pr42 with team i can get pr50 with 1v1" Gibthedurrty 2018
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Re: Nerf the Daimyos!

Post by sudmakmak »

KINGofOsmane wrote:
sudmakmak wrote:
Show hidden quotes


um. u don't understand. skill player and logic.
football . have 2 ?
1. football player (messi or ronado)
2. football managers coach.

1. football player can play everything?
but If u want win need use logic?
logic????
Who are logic = coach.

so If esoc Want balance . Use logic .
don't use skill players. understand?
A football team(full all star football player )but don't have logic
B football team (normal player but have logic(best coach))
so team b win . ok

but IF u have logic . u will understand it.
Balance civ game ≠ skill player
Balance civ game = logic

but you have to be good to understand the game well which you obviously not


Why? U don't understand my detail?
japan(normal player) vs japan(h20 or pro player)
japan(normal player) have yumi 300 damage
but japan(h20 or pro player) have yumi 200 damage
Who will win?
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Re: Nerf the Daimyos!

Post by KINGofOsmane »

low player japan is much easier to win since they dont know how to deff
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Re: Nerf the Daimyos!

Post by deuxballesman »

Cause we don't understand what you mean ? And with a pro player micro skill they might still win that. Remember the brit mirror between Acergame and Samwise
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Re: Nerf the Daimyos!

Post by sudmakmak »

lol omg.
don't know?
damage 1 vs damage 100000000000000000000000000000000000000000000000000000000000
who win lol
what the logic

skill player or micro can't win damage 100000000000000000000000000000000000000000000000000000000000
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Re: Nerf the Daimyos!

Post by deuxballesman »

Sure.
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Re: Nerf the Daimyos!

Post by britishmusketeer »

rofl, why should high level players have worse logic than normal players? High level players are perfectly aware of exactly how strong japan is at all levels.
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Re: Nerf the Daimyos!

Post by KINGofOsmane »

sudmakmak wrote:lol omg.
don't know?
damage 1 vs damage 100000000000000000000000000000000000000000000000000000000000
who win lol
what the logic

skill player or micro can't win damage 100000000000000000000000000000000000000000000000000000000000

you are just silly sry lol
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"If hazza can get pr42 with team i can get pr50 with 1v1" Gibthedurrty 2018
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No Flag thebritish
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Re: Nerf the Daimyos!

Post by thebritish »

sudmakmak wrote:
KINGofOsmane wrote:
sudmakmak wrote:Nerf hard japan.
and If next patch . don't nerf jap = don't use logic for balance team.
understand.

you cant be higher then 1lt


um. u don't understand. skill player and logic.
football . have 2 ?
1. football player (messi or ronado)
2. football managers coach.

1. football player can play everything?
but If u want win need use logic?
logic????
Who are logic = coach.

so If esoc Want balance . Use logic .
don't use skill players. understand?
A football team(full all star football player )but don't have logic
B football team (normal player but have logic(best coach))
so team b win . ok

but IF u have logic . u will understand it.
Balance civ game ≠ skill player
Balance civ game = logic

I think i completely understand what you wanted to say and i support your opinion.. :)
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Re: Nerf the Daimyos!

Post by _NiceKING_ »

Just nerf their training speed of units or the card that boosts the training by 100%.
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Re: Nerf the Daimyos!

Post by forgrin »

The patch team can easily nerf Japan's super-lategame and gamebreaking treaty issues on the EP without hurting their typical supremacy 1v1 game, and this will massively appeal to both lower PR sup players and the treaty community without affecting mid-high PR 1v1s in any serious way. This really shouldn't still be a debate.
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Re: Nerf the Daimyos!

Post by momuuu »

[Armag] diarouga wrote:
abbadan wrote:I'm no expert, but it seems to me that the daimyos are way OP as BOTH powerful units AND mobile spawnpoint/unit producer.
It would seem to me to be a good idea to nerf them down by making their unit production a)slower than that of a regular point...maybe even by 30%, and b)making them have a -%damage modifier while they are producing/spawning units, so that it's risky putting them into a battle area and spawning at the same time.
Your thoughts?

Nobody trains units with the daymio in supremacy.

I did yesterday. Reinforced my push with my 4 daimyo army with like 50 yumi and 5 morturarus total.

That wss a captain-major rank 2v2.
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Re: Nerf the Daimyos!

Post by zoom »

forgrin wrote:The patch team can easily nerf Japan's super-lategame and gamebreaking treaty issues on the EP without hurting their typical supremacy 1v1 game, and this will massively appeal to both lower PR sup players and the treaty community without affecting mid-high PR 1v1s in any serious way. This really shouldn't still be a debate.

#nerfbuttfuku
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Re: Nerf the Daimyos!

Post by forgrin »

zoom wrote:
forgrin wrote:The patch team can easily nerf Japan's super-lategame and gamebreaking treaty issues on the EP without hurting their typical supremacy 1v1 game, and this will massively appeal to both lower PR sup players and the treaty community without affecting mid-high PR 1v1s in any serious way. This really shouldn't still be a debate.

#nerfbuttfuku

I'm confused. Is he mocking me?
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