以下是关于平衡性补丁的解释,这个见仁见智,有需要我再翻译
BALANCE CHANGES EXPLAINED
General
- Wood wall HP reduced to 1500 (down from 3000).
This was pretty much a no brainer. We've seen recently that walls are being abused more and more and they are too strong for their (very low) cost. Wood walls are supposed to work as a temporary blockade (for example to block opposing cavalry from reaching your ranged inf) which can be quickly sieged down. Currently they take too much time to siege down, making it possible to defend a town with multiple layers of walls and very little military units. This promotes non-interactive play styles and is not how wood walls are intended to be used.
- "Hire Egyptian Mamelukes" card effect changed to 4 Mamelukes (down from 5).
We nerfed this shipment because Portuguese and Ottomans both rely on the shipment to such an extent that it becomes very hard to balance these civs while it exists. 4 Mamelukes is still viable, but only in cases where you need tanking cavalry which is how the card should work in our opinion. Currently it is too game-changing.
- Monitors: changed cost from 800 wood and 200 gold to 600w/200g. Reduced "Long-range Bombardment Attack" ability range to 70 (down from 100) and increased cooldown to 1 minute 30 seconds (up from 1 minute).
Rebalanced monitors to make sure they aren't able to kill an entire base from a small lake or the sea. Long range artillery simply has no place in a game where there is no defense for it. Reduced cost to compensate.
Dutch (Buffed)
In Dutch games, we noticed the following:
- Banks are slightly too weak for their cost. To fix this we went with an increase in build XP reward to give Dutch that 3rd and 4th colonial shipment slightly faster, making them more competitive in general.
- The Dutch boom is fast but caps quickly. Dutch booming to 4 banks is economically barely better than French sending 4v and maxing market upgrades. To make Dutch more like the boom civ they were intended to be, we increased the initial bank build limit to 6. This adds the option to invest a little more in economy whenever it's appropriate and make Dutch a more versatile civ overall.
Iroquois (Nerfed)
For Iroquois, we noticed:
- Their start is simply too fast and too catch-all and this often snowballs into victory quite easily. To fix this we removed the free early TP by removing 2 starting wood crates, and added 100f to compensate and give them a more consistent age up time. This means that Iro will no longer be able to rush very fast and easily transition into an eco style afterwards, and weakens all of their more economic build orders as well.
- Their late colonial mass is overpowered due to very strong upgrade cards, cost effective units and the very strong War Chief aura. To fix this we increased Aenna cost and reduced the WC aura to 10%, keeping their uniquely strong "Conservative tactics" card intact.
Ottomans (Mixed)
Ottomans are kind of a special case. We noticed that abus guns are too strong, but at the same time we found that the most common builds which are considered overpowered don't really use Abus guns. Their all in builds are overrated and will remain as strong as they used to be minus the Mameluke, and our changes focus on fixing Abus guns and giving the civ the option to play for longer games.
- The Silk Road change gives them the option to plan for an economic style, but it costs a card which means all in styles are significantly weaker after sending it.
- We discussed how to nerf Abus guns and decided to go with a unique approach: Increasing reload time. We went with this approach because we find that Abus are a kiting unit (very weak in close combat and high ranged damage output) and we don't want to standardize the unit to be like other ranged infantry. Keeping the kiting ability of the unit intact, we nerfed damage per second (over time) instead. The veteran upgrade now gives +2 range to compensate for the ROF nerf, making Abus more competitive in fortress age.
- The mosque change is simply to make Ottomans more playable on non-TP maps, since they heavily rely on XP for their economy.
I would like to address those of you, and I imagine there will be many, who think Ottomans will be too strong after these changes. If I had read these changes without having done any testing I would've thought it unlikely that Otto would be balanced after this. However, we did test these changes and the reality is different. We started off by removing a wood crate, and we quickly saw that Otto was no longer competitive. Even in later tests, with all of the above changes, Otto have been underwhelming.
There are multiple reasons why Ottomans may very well be overrated. They rely on a nerfed Mameluke shipment, they are much weaker on maps with high natural resources, and perhaps most importantly they rely on early aggression.
Otto's reliance on timings to win games is a bigger deal than it seems. While other civs' builds have been evolving and improving all this time, Otto's metagame has remained uniquely static. As other civs learn to adapt to Otto's aggression, Otto is stuck doing the same old thing over and over again because they simply lack more options. It's no surprise that as the metagame gets more figured out, the civ is getting weaker and weaker. An important example of this is how other civs have started building more trade posts while Otto has always done this. Other civs are improving their build order by squeezing in that TP and reaping the XP benefits, while Otto is still building the same amount of TPs they always were. Other civs used to be caught off guard by Otto's early fortress pressure and Mameluke timing whereas now they see it coming a mile away and will cut corners appropriately.
Don't get me wrong, Otto's aggressive builds will still be scary but rest assured they are counterable. We gave this civ the means to evolve beyond jan+falc+mam timings, the rest is up to all of your creative minds
Portuguese (Buffed)
In Portuguese games, we notice that they are not quite able to keep up military production while safely booming from 3 TCs, which means that their civ bonus cannot be properly used. This is because they use a lot of natural resources (huntables) and their early game economy is underwhelming. To fix this, we reduced Settler cost by 20 food which means Portuguese will save 200 food for every 10 Settlers they make, compared to RE patch. Because this makes Portuguese age up to colonial very quickly, we compensated by removing a food crate.
Sioux (Mixed)
In Sioux games, we noticed that the civ has decent semi-FF options but a broken colonial age. Their fortress-focused builds will remain as they were, but their colonial units have been changed to give them more colonial age options while nerfing their current best option. To this end, we nerfed Bow riders and buffed Cetan bows.
Spanish (Buffed)
For Spain, we notice that they have some scary early fortress pressure builds but lack the means to finish games in many match ups. To improve them slightly, we buffed some of the shipments that we thought too weak.
A quick note on our anticheat: yes, we believe we've fixed many of the issues which allow people to cheat on ESO. That being said, while it does work, it is still possible that our fixes may be circumvented. But fear not! As we are, of course, able to update the patch, we will be able to fix more of these issues in the future if the need arises.
So I should also mention that there's going to be a streaming event this weekend to celebrate the release of our community patch, and the start of Incog's Strong World event! No exact details just yet, but expect some Strong World matches and ESOC Patch quick search grinding
Keep an eye out for future news posts about the ESOC patch, weekend stream, Strong World, and the winter championship! There's a lot more to come at ESOC over the next couple months!