Failephant damage cap has not been adjusted. Rest assured, it would have been noted. It's something worth considering, in the future, but it seems unwise when you're already doubling the unit's attack – not to mention buffing its population cost, as well as castles.dansil92 wrote:"Grenadier "Heavy Infantry" unit-tag removed"
Hooray! Finally they can counter massed infantry like they are supposed to! Also they can now be hard countered by asian cav, which is a big step forward in balance as well. Looking forward to potential for this unit, especially vs iro, aztec russia and japan.
The halb buff scares me, especially considering how powerful the dutch ones could become. I'll be interested to see if this affects dutch meta.
Rajput buff is equally scary on an already ridiculous melee unit. Still dont know if they will be used.
Arrow knights to one pop is nice, erks with 20rr but still getting hit harder by skirms (2x instead of 1.5x) seems harsh. Coyote buff is also nice.
Keshiks too op already but this will be interesting
Spain seems slightly improved as well, something im very happy with, that range buff means rod-lancers wont bump quite as much
On a more technical note: was the flail elephant damage cap on melee damage adjusted at all? I know it is exceptionally high (like 7x the base damage), and if it scaled with the doubling in damage they actually could be quite scary (read: much scarier than sowars).
Great work guys! Love this list it is very exciting stuff
The ERK is very strong. The ranged resistance nerf will help facilitate the buffs to other Aztec units (it will help their viability, and reduce the risk of the civilization becoming OP), as well as its speed buff.
Please keep in mind that current changes are not at all final, though.