Views : 13,816
Genre: Gaming
Date of upload: Oct 5, 2022 ^^
Rating : 4.969 (5/646 LTDR)
RYD date created : 2023-11-21T00:01:43.186852Z
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Top Comments of this video!! :3
I won't say the jennissary changes were that significant... I mean why would you not allow a range unit to receive bonus damage from anti range units they are handcannoneers they are ranged unit.....and there base damage is not that impactful aside from there bonus damage against cavalry which also does not do that much if you mass horsemen against them and horsemen are cheaper (as they don't require gold) and more faster than janissaries also they get countered by cheaper archers and they (archers) trade effectively with them I think devs were trying to make janissaries as siege protector or something which kinda makes sense....My point is they don't need to get countered by range units rather they should get countered by generic anti range units and there base damage should be a bit higher...doing that i think they will be a lot viable... and it will be great if they reduce the cost or revert it like making it 100 food and 60 gold...Sorry for the long text.
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Neat changes. I like the nerf to TCs cos I want to see more proactive and aggressive games rather than competitive sim city most of the time.
I’m still unsure about the Janissaries. I’m not sure the role of “anti-cavalry ranged unit” needs to be filled and I think players would prefer if it was more general-use than a specialised counter unit.
Despite being a Rus main, I totally agree with the Rus nerf. It never made sense that sheep gave bounty anyway, and since TCs are now 350 stone it’s not possible for the Rus to just take two stone tickets from the GG to fast expand. They have to take some stone now, which is an indirect nerf to that strategy. Probably some needed changes to bring them back into line.
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Horsemen weren't really a threat to jans and mangoes had their damage amped by alot more than the +6 vs ranged. Train time might be have good synergy with military schools.
Well, I'm satisfied that the jan is actually getting the attention it needed. Now it's matter of time till they tweak it to a workable point. Imo all that the jan really needs a bit to be usable. Convert the +50% into a flat amount of +8-10 so that it handcannons cant 2 shot jans anymore, and either a movespeed boost to 1.38 or a range boost to 4.5 - 5. Otherwise the stats for cost are fine.
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It's really infuriating seeing what relic is doing with janissaries. Rus have strelet which are an objectively better version of handcanoneers: 25% cheaper and passive ability that makes them delete everything in sight. Then we have janissaries, who are also 25% cheaper but for some reason have lower range AND take extra damage from ranged? So pretty much everything deleted them instead? AND they are not the jack of all trades Hand canoneers are supposed to be, but instead ranged spearmen? So let me get this straight, in what fucked up moronic world is this balanced:
Jannisaries
+ Can repair siege
- 15 less base damage (18 with chemistry)
- 50% more damage taken from ranged
- 0.5 lower range
- 25 less hp
Streltsy
+ 30% more DPS
??????????? What the actual fuck
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@AgeofNoob
1 year ago
I was allowed to share the upcoming changes in the Anniversary Edition path with you folks, so here you go. :) As mentioned, I am currently working on the Janissary analysis video, so stay tuned for that and more to come! Disclaimer: Footage was taken from an early access to the Age of Empires IV Anniversary Update to support players and content creators leading up to Red Bull Wololo. More info: aoe.ms/RBWLpreview
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