Garja patch

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Italy Garja
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Garja patch

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Post by Garja »

All changes are from the RE patch.


General changes


Starting conditions, technologies, buildings
- 100c dynamic ("random") starting crate spawn removed [remaining possible spawns of identical probability: 100f, 100w, 100f+100w, 100f+100c].
- Town Center cost reduced to 500w (from 600w); 'kill' bounty adjusted to 200xp (from 240xp).
- Plantation cost reduced to 600w (from 800w); bounties adjusted to 120xp ('build', from 160xp) and 240xp ('kill', from 320xp).
- Wall hitpoints decreased to 1500 (from 3000); line of sight decreased to 1 (from 4).
- "Bastion" improvement increased to +400% wall hitpoints (from +150%); moved to Fortress Age (from Colonial); now also increases Wall build-time by 50%.

Water
- Fishing Boat cost reduced to 80w (from 100w); bounties adjusted to 8xp (from 10xp).
- "Advanced Dock" shipment no longer affects Fishing Boat train-time and no longer provides a range boost.
- "Schooners" shipment changed from -60% Fishing Boat cost to -40w.
- "East Indiamen" shipment changed from -30% Fishing Boat cost and 1 Dock Rickshaw to -20w Fishing Boat cost and 1 Dock Rickshaw.
- Monitor cost reduced to 600w 200c (from 800w 200c); bounties adjusted to 80xp (from 100xp); "Long-range Bombardment Attack" cooldown increased to 90 seconds (from 60) & range decreased to 80 (from 100).
- Galleon cost reduced to 300w 300c (from 300w 500c).
- "European Cannons" shipment changed from "+20% warship attack and +5 warship range & line-of-sight" to "+20% warship attack and +2 warship range & line-of-sight".
- "Offshore Support" shipment changed from "+20% warship attack and +5 warship range & line-of-sight" to "+20% warship attack and +2 warship range & line-of-sight".
- War Hut and Noble Hut anti-ship attack inaccuracy removed.

Units
- Pikeman melee resistance increased to 20% (from 10%).
- Crossbowman inaccuracy removed.
- Crossbowman attack increased from 16 to 17. Multiplier vs heavy infantry increased from x1.25 to x1.5.
- Dragoon ranged resistance decreased to 20% (from 30%).
- Cavalry Archer speed increased to 7 (from 6.75).
- Grenadier (including Arsonist, Chakram and Consulate 'Young Garde') "heavy infantry" unit-tag removed.
- Grenadier cost reduced to 100f 50c (from 120f 60c).
- Halbardier cost decreased to 50f 65c (from 50f 70c). Melee attack resistance increased to 20% (from 10%).
- Jaeger cost increased to 200c (from 180c); bounties adjusted to 20xp (from 18xp).
- Spy hitpoints now increases by 25% in Fortress Age.
- "Hire Egyptian Mamelukes" shipment decreased to 4 Mamelukes (from 5).



Civilization specific changes


Aztecs
- "The Shaman" council increased by 1 War Hut Travois for Colonial, Industrial and Imperial Ages; hp and attack boost moved from the Industrail onwards.
- Puma Spearman hand attack light infantry multiplier increased to 3.5 (from 3); siege damage decreased to 42 (from 46) and "siege trooper" unit-tag removed.
- Jaguar Prowler Knight melee resistance increased to 20% (from 10%).
- Arrow Knight population cost reduced to 1 (from 2). Speed increased to 4 (from 3.75).
- Eagle Runner Knight ranged resistance decreased to 20% (from 30%). Speed increased to 6.25 (from 6).
- "5 Coyote Runners" shipment increased to 6 Coyote Runners.
- "7 Coyote Runners" shipment increased to 8 Coyote Runners.
- “Temple of Xipe Totec” shipment cost reduced to 500c (from 1000c); "Religious Unity" shipment adjusted accordingly. The card now increases Coyote Runner ranged resistance by 0.1 instead of +20% damage and provides 8 Coyote runner (down from 11).
- “Temple of Centeotl” shipment cost reduced to 500c (from 1000c); "Religious Unity" shipment adjusted accordingly.Card effect now increases Macehualtin line of sight and range by 2 instead of +20% hit points and provides 11 Macehualtin (down from 18).
- “Temple of Xochopili” shipment cost reduced to 500c (from 1000c); "Religious Unity" shipment adjusted accordingly. The card effect remains the same but now it provides 8 Puma Spearmen (down from 11).
- “Great Temple of Xolotl” shipment cost increased to 2000c (from 1000c) and moved to the industrial age; "Religious Unity" shipment adjusted accordingly; the card now increases all villager working rates by 20% (up from 10%) still providing 10 villagers.
- “Great Temple of Quetzalcoatl” shipment cost reduced to 1000c (from 2000c) and moved to the fortress age; "Religious Unity" shipment adjusted accordingly; the card now increases all the action damage by 20% (down from 25%) and provides 10 Jaguar Prowler Knight (down from 18).
- “Great Temple of Huitzilopochtili” shipment now increases Skull Knight hitpoints and damage by 10% on top of the +1 area damage.


British
- Manor house cost increased from 135w to 140w
- “Florence Nightingale” shipment healing effect increased to (from ). <--- insert %
- Longbowman base attack descreased from 17 to 16. Multiplier vs heavy infantry increased from x1.25 to x1.5.
- Longbowman guard upgrade is now available by default.
- “Yeomen” shipment effect changed from +4 range to +2 range and 10% HP.
- "Team Musketerr/Grenadier Hitpoints" shipment decreased to +10% (from 15%) infantry hitpoints for the allies.


Chinese
- 100w removed from starting crates, dynamic ('random') starting crates added.
- "German Allies" bonus changed from -15 food, wood and coin banner-army cost to simply -20% banner-army food cost.
- Qiang Pikeman hand attack light infantry multiplier increased to 3.5 (from 2.25). Melee resistance increased to 20% (from 10%).
- "Old Han Reforms" shipment decreased to +50% (from +100%) Chu-Ko-Nu & Qiang Pikeman attack & hitpoints and +20% (from +50%) unit costs; food cost removed; now also applies to Keshiks and Steppe Riders; renamed "Old Dynasty Reforms".
- “11 Changdao Swordmen” shipment changed to 10 Changdao.
- Keshik obstruction radius decreased to 0.65 (from 0.79). Hitpoints increased to 130 (from 110). Ranged resistance decreased to 20% (from 30%).
- Steppe Rider obstruction radius decreased to 0.65 (from 0.79). Hitpoints increased to 160 (from 150).
- Disciple cost decreased to 75f (down from 80f); hitpoints increased to 85 (from 80) and hand attack damage increased to 15 (from 10).
- Territorial army cost increased to 300f 270c (from 285f 255c).
- Forbidden Army (2 Iron Flails a 2 Meteor Hammers) train-time increased to 33s (from 29s).


Dutch
- Bank bounties increased (standardized) to 140xp ('build', from 70xp) and 280xp ('kill', from 140xp)-
- “Bank of Amsterdam” and shipment “Bank of Rotterdam” now also provides a +5% gathering boost to all banks.
- “Dutch East India Company” shipment effect on bank cost increased to 30% (from 15%).
- "Tulip Speculation" shipment increased to +25% Bank coin trickle (from 15%).
- “Coffe trade” technology from church now provides +2 bank construction limit and decreases the speed of villagers by 10%.
- “Military reform” shipment no longer adds a negative multiplier to Halbardier against infantry.
- Fluyt cost reduced to 200w 300c (from 300w 300c).
- "Team Infantry Hitpoints" shipment decreased to +10% (from 15%) infantry hitpoints for the allies.


French
- Courier de Bois training time increased to 30 (from 29). Ranged resistance decreased to 30% (from 40%).
- "Thoroughbreds" shipment no longer decreases the train time of Cuirassiers.
- "Team Hand Cavalry Attack" shipment decreased to +10% (from 15%) cavalry attack for the allies.


Germans
- Per-shipment experience points required increased to 112% (from 110%).
- All unit and all crate shipments from the fortress age now deliver only 2 extra ulhans. (alternatively all fortress shipments).
- Settler Wagon ranged attack huntable multiplier increased to 5.75 (from 4).
- "Hire Hessian Jaegers" shipment decreased from 13 to 12 Jaegers.
"Team Cavalry Attack" shipment decreased to +10% (from 15%) cavalry attack for the allies.
- “Mercenary Combat” shipment decreased to 15% (from 20%).


Indians
- Agra fort line of sight decreased to 28 (from 34).
- "Ottoman Allies" bonus decreased to +8 line of sight (from +10);
- Taj Mahal "Cease Fire" ability duration decreased to 15 seconds (from 20) and reduces India military units speed by 15% during that time frame.
- Brahmin Monk Stomp passive ability moved to the Colonial Age.
- "TEAM 5 Urumi" shipment decreased to 4 Urumi Swordsmen.
- Urumi ranged resistance decreased to 20% (from 30%). Now the unit heals itself when idle. Mansabdar updated accordingly.
- Rajput cost changed to 70f 40w (from 100f 35w).
- Sowar hitpoints increased to 230 (from 225). Speed decreased to 7 (from 7.5). Mansabdar updated accordingly.
- Zamburak ranged resistance decreased to 20% (from 30%). Mansabdar updated accordingly.
- Mahout base attack increased to 30 (from 28). Mansabdar units updated accordingly.
- Howdah ranged resistance decreased to 20% (from 30%). Speed increased to 6.25 (from 6). Mansabdar updated accordingly.
- All elephant population cost reduced by 1. Mansabdar units updated accordingly.
- Siege Elephant ranged resistance increased to 50% (from 30%); line of sight increased to 30 (from 29); Mansabdar updated accordingly.
- "2 Siege Elephants +1 Villager" shipment cost reduced to 350f (from 500f)
- "3 Siege Elephants +1 Villager" shipment cost reduced to 450f (from 600f)
- Gurkha no longer heals itself when idle. Mansabdar updated accordingly.


Iroquois
- 200 food added to the starting crates. 200 wood removed from the starting crates.
- "Crates of 200 Food, 200 Wood, and 200 Coin" shipment increased to 300f, 300w, 200c
- Aenna hitpoints decreased to 100 (from 110).
- Forest prowler hitpoints decreased to 100 (from 110).
- Musket rider ranged resistance decreased to 20% (from 30%).


Japanese
- Shrine cost reduced to 120w (from 125w); bounties adjusted to 24xp ('build', from 25xp) and 48xp ('kill', from 50xp).
- Industrial Shogunate wonder xp bonus decreased to 600 (from 1600).
- Golden Pavilion wonder ranged unit attack bonus decreased to 10% (from 15%)
- Shogun Tokugawa aura decreased to +10% hitpoints (from 20%);
- "Bakufu" shipment Daimyo & Shogun work-rate bonus decreased to 50% (from 100%)


Ottomans
- "TEAM Silk Road" shipment effect increased to 20% (from 15%); moved to Discovery Age (from Colonial Age).
- Mosque experience-points trickle increased to 0.7/s (from 0.4/s); unique Settler-related improvements cost halved.
- "Koprulu Viziers" improvement moved to Discovery (from Colonial) Age
- "Tanzimat" improvement moved to Fortress (from Industrial) Age
- "Mosque Construction" shipment now makes all villager related technologies cost free.
- Spahi ranged resistance increased to 20% (from 10%).
- Great Bombard train-time decreased to 100s (from 115s).
- Janissary hitpoints decreased to 220 (from 235).
- "Janissary Combat" home-city shipment increased to 20% (from 15%).
- Abus Gun attack decreased to 34 (from 40).
- "Veteran Abus Guns" improvement now also grants +1 line of sight and range.
- "Guard Abus Guns" improvement now also grants +1 line of sight and.
- “Irregulars” shipment now also increases Cavalry Archer all actions damage by 15%.


Portuguese
- 100f added to the starting crates.
- "Besteiros" improvement cost reduced to 1500w (from 2400w). Now it provides 15 crossbowman (down from 24).
- Cassador reload time (ranged attack 'rate of fire') increased to 4.5s (from 3s); ranged attack increased to 25 (from 17); cost reduced to 70f, 35c (from 80f, 35c); bounties adjusted to 11xp (from 12xp).
- “8 Cassadores” shipment changed to 9 Cassadores.
- "Gunpowder Infantry Attack" shipment moved to Colonial (from Industrial) Age.
- "TEAM Gunpowder Infantry Hitpoints" shipment moved to Colonial (from Industrial) Age.
- "Genitours" shipment effect decreased to +4 Dragoon range (from +6).


Russians
- Settler batch training time decreased to 51 (from 53).
- "11 Musketeers" shipment increased to 12 Musketeers.
- "9 Halberdiers" shipment increased to 10 Halberdiers.
- "17 Strelets" shipment increased to 19 Strelets.


Sioux
- "4 Villagers" shipment increased to 5 Villagers
- Bow Rider hitpoints decreased to 240 (from 250).
- Cetan Bow speed increased to 4.5 (from 4).
- Teepee attack and hitpoints auras decreased to +6% (from +10%) each; hitpoints increased to 500 (from 300); range increased to 16 (from 12);
- "Nomadic Expansion" shipment does not anymore grant a cost reduction to teepees; instead it increases aura range by 4 (16 to 20).
- "Friendly Territory" shipment now also adds a +2% gathering boost to villagers (white circle under vills, no rainbow circle).
- "Great Hunter" shipment effect increased to +25% (up from 20%) hunting gathering rate; berries gathering rate boost removed. The shipment also spawns 1 bison at each teepee (if technically possible, alternatively delivers 2 bisons with each shipment after that).
- "Adoption" shipment increased to -30% (from -25%) Villager train-time.
- War Club siege attack increased to 30 (from 27).
- Tashunke Prowler attack & hitpoints now increase by 20% in Industrial Age, and by 30% in Imperial Age; ranged resistance increased to 20% (from 10%).


Spanish
- Per-shipment experience points required decreased to 72% (from 75%).
- "Spanish Gold" shipment now grants 400c with every shipment, including itself (instead of boosting Galleons and Saloons); moved from Industrial to Fortress Age.
- Unction now reduces the cost of missionaries to 50w, 50c (from 100w, 100c); attack boost effect decreased to +4% for each missionary ( down from 5%).
- Rodelero cost reduced to 60f 35c (from 65f 35c); hand attack increased to 11 (from 10).
- Colonial and Fortress-Age Rodelero shipments increased by one unit each.
- Fortress-Age Lancer shipments increased by one unit each.
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Italy Garja
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Re: Garja patch

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Post by Garja »

So, I seriously took some time to make a list of balance changes. Didn’t bother with the bug fixes, I fully trust the EP team on that.
The notes are a compromise to what I think it’s best for the game and the feedback of pretty much everyone in the last years. I must admit some decisions weren’t as easy as I planned and in fact I’m in still doubt about them. I guess that’s exactly what balance discussion is for.
Please consider all changes together. They make sense because of the totality of the changes (especially the unit tweaks).
Also take this list with a grain of salt. If there is a need for a shorter list, half of the changes could actually be scrapped. Some of the changes are just QoL changes to balance (make a shipment more viable, standardize marginal stuff, etc.). Some changes are based on team play so I just took what was already implemented in the EP.
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Re: Garja patch

Post by kevinitalien »

the dutch seems super strong in the garja patch, and I like azzy garja change
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Re: Garja patch

Post by [Armag] diarouga »

Some changes are better than on the current EP, some are worse imo. Also some civs seem to be too strong.
If you care about my point of view, you can pm me on discord, cba to debate it here.
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Re: Garja patch

Post by aqwer »

Garja wrote: - Cavalry Archer speed increased to 7 (from 6.75).
Ottomans
- "TEAM Silk Road" shipment effect increased to 20% (from 15%); moved to Discovery Age (from Colonial Age).
- Mosque experience-points trickle increased to 0.7/s (from 0.4/s); unique Settler-related improvements cost halved.
- "Koprulu Viziers" improvement moved to Discovery (from Colonial) Age
- "Tanzimat" improvement moved to Fortress (from Industrial) Age
- "Mosque Construction" shipment now makes all villager related technologies cost free.
- Spahi ranged resistance increased to 20% (from 10%).
- Great Bombard train-time decreased to 100s (from 115s).
- Janissary hitpoints decreased to 220 (from 235).
- "Janissary Combat" home-city shipment increased to 20% (from 15%).
- Abus Gun attack decreased to 34 (from 40).
- "Veteran Abus Guns" improvement now also grants +1 line of sight and range.
- "Guard Abus Guns" improvement now also grants +1 line of sight and.
- “Irregulars” shipment now also increases Cavalry Archer all actions damage by 10%.
I have been saying about cav archer speed and irregulars card all along. It makes sense design wise.
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Re: Garja patch

Post by Riotcoke »

This is unironically a better patch
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Re: Garja patch

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Post by Cometk »

one might think coffee would make those dutch villagers faster and not slower :hmm:
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Re: Garja patch

Post by BrookG »

For Dutch initial bank pop is 4?
Correlation doesn't mean causation.
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Re: Garja patch

Post by forgrin »

I love it.

Couple initial thoughts:
Chinese disciple hand attack 10->15 seems a bit too high, though I get the direction. Maybe test with 10->12 first.

Howdah RR nerf is pretty harsh because of their garbage turn speed. Not sure if it's worth to nerf H20's smurfs.
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Re: Garja patch

Post by aqwer »

Garja wrote:
Ottomans

- Abus Gun attack decreased to 34 (from 40).
- "Veteran Abus Guns" improvement now also grants +1 line of sight and range.
- "Guard Abus Guns" improvement now also grants +1 line of sight and.
It is the time to introduce "1 AoE" with imperial upgrade, makes sense design wise. Since you have already reduced the base attack. Also, the beautiful flow of upgrades like gorkha gets +1 range with each upgrade, so does abus and "1AoE" with imperial one instead of range.
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Re: Garja patch

Post by Cometk »

Riotcoke wrote:This is unironically a better patch
it's already based off ~ep8 patch notes
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Re: Garja patch

Post by [Armag] diarouga »

Riotcoke wrote:This is unironically a better patch
Hum, it might have balance issues but regarding design it's better, I agree.
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Re: Garja patch

Post by aqwer »

Garja wrote: - “Dutch East India Company” shipment effect on bank cost increased to 30% (from 15%).
That is a nice change, its good that you have included it.
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Re: Garja patch

Post by RefluxSemantic »

kevinitalien wrote:the dutch seems super strong in the garja patch
You think so? In practice they seem weaker than on current EP, with only 4 banks and 4 hussars rather than 5 hussars. It's mostly fine though.
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Re: Garja patch

Post by chronique »

Aenna realy decerve this nerf? Never thought than eanna was so strong.
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Re: Garja patch

Post by kevinitalien »

RefluxSemantic wrote:
kevinitalien wrote:the dutch seems super strong in the garja patch
You think so? In practice they seem weaker than on current EP, with only 4 banks and 4 hussars rather than 5 hussars. It's mostly fine though.
I think it would be stronger in long enough games, but above all it would be stronger in team
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Re: Garja patch

Post by kevinitalien »

chronique wrote:Aenna realy decerve this nerf? Never thought than eanna was so strong.
the warchief is not nerf
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Re: Garja patch

Post by RefluxSemantic »

kevinitalien wrote:
RefluxSemantic wrote:
kevinitalien wrote:the dutch seems super strong in the garja patch
You think so? In practice they seem weaker than on current EP, with only 4 banks and 4 hussars rather than 5 hussars. It's mostly fine though.
I think it would be stronger in long enough games, but above all it would be stronger in team
Oh yeah for sure. In 1v1 I think this mostly makes them a bit weaker, doesn't it? 5th bank is sometimes really good, and I don't know if you're going to be shipping any of the bank boosts in most of the games.
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Re: Garja patch

Post by chronique »

kevinitalien wrote:
chronique wrote:Aenna realy decerve this nerf? Never thought than eanna was so strong.
the warchief is not nerf
I prefere the wc nerf imo, this guy is a nightmare!
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Re: Garja patch

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Post by Garja »

BrookG wrote:For Dutch initial bank pop is 4?
kevinitalien wrote:the dutch seems super strong in the garja patch, and I like azzy garja change
I've always been very voicy about 5 bank limit. I just think it's too much and it's quite evident by the income Dutch gets in mid game. I must admit that now I'm a bit less sure about that, mostly because of how people get used to the 5 bank limit. However, considering all the small nerfs other euro civs received I think it's fine to have them at 4.
Dutch is stronger military wise (pikeman buff helps a little vs Russia, halbardier buff is just a cool unique buff imo) but eco wise it remains the same as RE patch, except for late game where Dutch have always considered a bit underwhelming (despite having extra pop for military) due to banks not being as good as villagers.
Cometk wrote:one might think coffee would make those dutch villagers faster and not slower :hmm:
Good pick, I thought the same. But the card has to come with a drawback and I think everyone dislikes the unit speed nerf. Villager speed nerf is similar in design and it actually nerfs the other gatherings by a little (just like Port church tech that boosts mills but nerfs other gathering rates).
forgrin wrote:I love it.

Couple initial thoughts:
Chinese disciple hand attack 10->15 seems a bit too high, though I get the direction. Maybe test with 10->12 first.

Howdah RR nerf is pretty harsh because of their garbage turn speed. Not sure if it's worth to nerf H20's smurfs.
I just took spanish war dogs as reference. Can be tweaked.
Howdah nerf is to standardize to all the other ranged cav that have ranged resistance. Unit is still very hard to kill and speed buff helps with the turning rate thing. Bear in mind the unit also cost -1 less pop now and mahout (which often complements the combo) has been buffed.
Cometk wrote:
Riotcoke wrote:This is unironically a better patch
it's already based off ~ep8 patch notes
It is largely based on EP changes, just scraps the most marginal ones and the ones that are completely random and controversial.
[Armag] diarouga wrote:
Riotcoke wrote:This is unironically a better patch
Hum, it might have balance issues but regarding design it's better, I agree.
Thread was made to discuss changes.
aqwer wrote:
Garja wrote: - “Dutch East India Company” shipment effect on bank cost increased to 30% (from 15%).
That is a nice change, its good that you have included it.
It's one of the QoL of the changes that can be scrapped if necessary. 15% is objectively underwhelming. 30% makes so that there is a considerable trade off between that card and sending crates (a bit like VC vs 700w 600w for brits).
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Re: Garja patch

Post by kevinitalien »

RefluxSemantic wrote:
kevinitalien wrote:
Show hidden quotes
I think it would be stronger in long enough games, but above all it would be stronger in team
Oh yeah for sure. In 1v1 I think this mostly makes them a bit weaker, doesn't it? 5th bank is sometimes really good, and I don't know if you're going to be shipping any of the bank boosts in most of the games.
i don't think, I will play the more aggressive dutch with these changes anyway
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Re: Garja patch

Post by Aykin Haraka »

lol I just read the 3 first paragraphs, the number of changes I don't even know about this is pretty insane

oh wait, this is a suggestion ? or I miss something
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Re: Garja patch

Post by blackout »

Aykin Haraka wrote:lol I just read the 3 first paragraphs, the number of changes I don't even know about this is pretty insane

oh wait, this is a suggestion ? or I miss something
Alternative patch ideas
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Re: Garja patch

Post by kevinitalien »

chronique wrote:
kevinitalien wrote:
chronique wrote:Aenna realy decerve this nerf? Never thought than eanna was so strong.
the warchief is not nerf
I prefere the wc nerf imo, this guy is a nightmare!
tbh not me, I prefer nerf unites iro than the wc, I like the idea that it is a nightmare, its demand more skill to keep a wc alive and use it well, of course at the start of the game it is super strong
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Re: Garja patch

Post by Hazza54321 »

i honestly like this one alot haha, jap club range resist to 20% seems broken as fuck but other than that there arent too major big ones that can be very problematic.

thank you G

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