As a new player i am kinda of impressed with how i have managed to literally pick all the wrong minor gods. I recognized Hades as good defensively, easier to hold off early cheeses and so i can focus on building up. I pick Ares because i am defending with hoplites and archers, so wanna upgrade those. Then Aphrodite because obviously I want better workers and more resources. Then Hephaestus for plenty Vault, and Colossies as good finishers.
As a new player, don't worry about it too much. Try all the different gods. Some that everyone thought were garbage a while ago are now found to be fantastic. The best part about this game is the experimentation:)
Aphrodite and Hephaestus 100% do what you expect them to, and Ares falls short defensively because cyclops can't catch raiders for the life of them and pestilence is a much worse power than restoration especially defensively (but the game doesn't really tell you about that) so I would say it's good enough guesses. That surely beats what I did when I first discovered the game where I would always go ares+apollo+artemis for the FU gastras all the time (yes I didn't know enyos' bow only works on toxotes 😅)
As a new player, be careful to not get lost on "metas" and min-maxing. Pro-level and novice player experiences are very different, and these type of videos are often from the former's POV. Exploring and getting to your own conclusions is an important exercise, even if you end up being 'wrong'!
Some great tips and points, though I dont think as many of the pairings are '99 percent of the time pick this' as often as you suggest. Each match can be so unique that there are merits to either minor god depending on the context of that specific match and how you're choosing to play.
Tyr would have had to have been in the top 3 for months, because fimbulwinter has been really good in 3v3's, but it got a nerf in the last patch and I don't know if it's underwhelming now.
@@RustCohle072 Agree fimbulwinter is too OP in team game. It's not even fun to win or lose that way. Should affect only one TC per player or something like that.
Damn, half the video's runtime is just the Greek minor gods :P. Regarding Freyja vs Forseti, even though I'd rather have Sessrumnir, don't you think Hall of Thanes is still very nice for Hersirs? Sometimes, I feel the extra move speed is better than the HP increase. Also, what would you change about Skadi to have her be more competitive with Bragi?
mr. Boit, qq for you - IMO Baldr feels so bad because 99% of the time you just cannot use Ragnarok or you lose the game. As an avid thor player I think rag needs rework - it was dumb OP in EE and it's still dumb now but for different reasons what would your thoughts be on how to fix ragnarok in retold? if you would be in charge of reworking the tech, do you have any cool ideas on how?
Hey, im not Boit but there goes a couple ideas : 1. could change it to an area god power instead of a global god power in which you only convert to Rag heroes the villagers/dwarfs that are actually on the area. 2. Change the god power to instead to affect/interact with villagers directly summons some of those rag heroes but the stats of them are buffed. 3. change the god power to affect your already existing human troops giving a little boost to human soldiers like trowing axemen berserk and any other non hero unit and giving an slightly bigger one to heroes (hersir, godi ). Let me know what you thing about my ideas and have a nice one.
@@RubenSoldevillaSoldevilla love it, thanks for the reply! my thoughts: 1. makes sense but feels a bit underwhelming as a mythic age god power IMO. other gods get meteors, massive destruction earthquakes, etc and then Baldr gets a few heroes in exchange for some economy cuts. I think it's a great idea, especially for late games where you need to start cutting villagers here and there but I can't help to think it's a bit boring :( 2. getting just a handful of "super-units" sounds cooler IMO :D 3. I personally would love this but it sounds hard to balance. How do you ensure your late game army doesn't just instawin with the boost? I was thinking to maybe rework it entirely. Anything goes! Crazy ideas that could fit the god powers + god paths to baldr for Thor and Odin I was just looking for inspiration with chatgpt and it had a couple of crazy fun ones: Yggdrasil’s Collapse Mechanic: The sacred World Tree begins to decay, causing the map to fragment over time. Random earthquakes strike, destroying parts of the terrain, creating chokepoints, and damaging units and buildings caught in their radius. Ragnarok Vibe: Yggdrasil’s death heralds the end of the world in Norse lore, fracturing the cosmos. Strategic Impact: Forces adaptive gameplay, as players navigate sudden terrain shifts and environmental damage. very cool but can't imagine how to balance The Last Stand Mechanic: Temporarily makes all allied units invincible and immune to crowd control but prevents healing during the duration. At the end, all units lose a percentage of their maximum health permanently. Ragnarok Vibe: The desperate, all-or-nothing fight of Ragnarok encapsulates the myth's ethos. Strategic Impact: Ideal for turning the tide in a pivotal fight, but leaves players vulnerable afterward. love the idea of a ridiculous army that then get's hit by the end of the effect The Sun’s Doom Mechanic: Sköll and Hati, the wolves chasing the sun and moon, descend to devour them. The map plunges into darkness, drastically reducing visibility for all players except the Norse, who gain vision and attack bonuses. Ragnarok Vibe: The devouring of celestial bodies by the wolves is a classic Ragnarok motif. Strategic Impact: A tactical advantage in vision-dependent maneuvers or ambushes. very cool too IMO Vigrid’s Battlefield Mechanic: Converts a large section of the map into a special “battleground” area. Units within this zone gain increased damage but cannot retreat-movement away from the battlefield results in instant death. Ragnarok Vibe: Evokes the idea of the final, fateful clash on the field of Vigrid, where no one escapes. Strategic Impact: Encourages decisive, all-in engagements in a controlled area, altering the flow of battle. Tree of Life, Tree of Death Mechanic: Two giant spectral trees rise from the ground. The Tree of Life heals allied units within its range, while the Tree of Death drains the life force of enemies nearby. Both trees last for a limited time before decaying. Ragnarok Vibe: Symbolizes the duality of destruction and renewal central to Yggdrasil’s role in Norse mythology. Strategic Impact: Encourages clever positioning to maximize the trees’ benefits or disrupt enemies. etc :D
Ragnarok is a story about betrayal and battle from the inside. How about it converts 10-20 of each enemy's villagers into heroes of ragnarok for you. scales with number of players, not gamebreaking in any way, and no downsides for the user. with the fun idea that you're getting 20 warriors near the enemy TCs or eco areas like gold mines or wood areas or wipe their farms
Hey Boit, you guys, can u help me please ? Im propa noob. For example when Im clicking on tc and wanna move to other one, which button I supposed to press ? Is this button will work for other same buildings ?
Ctrl + V, cycles through all constructed Town Centers/Villager Centers. You can do the same for every building in the game as it’s based on their hotkey.
@@mariuszolewicz4898you can also change the hotkeys for that on the options. For example I've set mine to the side mouse button for age of Empires so I just did the same here out of habit
@mariuszolewicz4898 hotkeys/speed are overrated don't worry. Main skill to develop is decision making and strategy, a pro player clicking every building with their mouse and panning with the keyboard arrows will still play better than an average player will all buttons memorized. Focus on that 🙂
Very disappointed on this video and how pros think compared to more a casual player. Oranos > Ocenatus > Hyperion > Helios Focusing on hero infantry on with Caladria, then hero regen + more hp + chaos (not even making a single Satyr) and finishing with hero fanatics with Vortex to be an absolute menace, this minor god set up makes you good with what's Oranos is supposed to do well, infantry and mobility, instead of lame arse Prometeous for Prometean spam and Hektate for boring T. gate. Instead of playing at the strenghts of your major god, seems like people choose what's arguably one strong niche of said Minor God instead of trying to "stack up" an unit your Major God particularly benefits, see Boit recommending Athena for Zeus, NOT because she buffs Hoplites and Murmillos, units Zeus benefits and in paper should mainly focus, but because her Minotaurs, or instead of recommending Ares for Hades, given that Ares buff to archers, an unit that Hades mainly focus, instead recommending Athena once again to benefit Hoplites, because turns out Sarissa and that shield upgrade are very good on Hades but not for Zeus(?). Or not recommending Hera for Zeus given she's a Minor God exclusively to Zeus, with a focus on Mirmidons, an unit that both Zeus and Athena also benefits, unless you can finish the game early, implying you cannot get more value from Hera in the long run compared to Hephaestus, IGNORING THE FACT YOU CAN GET FREE MIRMIDONS. I dont know, I understand all points Boit makes but these aspects and mindset of the higher ELO player is just foreign to me.
As a new player i am kinda of impressed with how i have managed to literally pick all the wrong minor gods.
I recognized Hades as good defensively, easier to hold off early cheeses and so i can focus on building up.
I pick Ares because i am defending with hoplites and archers, so wanna upgrade those.
Then Aphrodite because obviously I want better workers and more resources.
Then Hephaestus for plenty Vault, and Colossies as good finishers.
As a new player, don't worry about it too much. Try all the different gods. Some that everyone thought were garbage a while ago are now found to be fantastic. The best part about this game is the experimentation:)
Aphrodite and Hephaestus 100% do what you expect them to, and Ares falls short defensively because cyclops can't catch raiders for the life of them and pestilence is a much worse power than restoration especially defensively (but the game doesn't really tell you about that) so I would say it's good enough guesses. That surely beats what I did when I first discovered the game where I would always go ares+apollo+artemis for the FU gastras all the time (yes I didn't know enyos' bow only works on toxotes 😅)
As a new player, be careful to not get lost on "metas" and min-maxing. Pro-level and novice player experiences are very different, and these type of videos are often from the former's POV. Exploring and getting to your own conclusions is an important exercise, even if you end up being 'wrong'!
Some great tips and points, though I dont think as many of the pairings are '99 percent of the time pick this' as often as you suggest. Each match can be so unique that there are merits to either minor god depending on the context of that specific match and how you're choosing to play.
Good video, it would have been nice to include map matchup too.
Great video! What would be the best Major/Minor Gods in your opinion for team game (8 players+)?
I like this question
Tyr would have had to have been in the top 3 for months, because fimbulwinter has been really good in 3v3's, but it got a nerf in the last patch and I don't know if it's underwhelming now.
@@RustCohle072 Agree fimbulwinter is too OP in team game. It's not even fun to win or lose that way. Should affect only one TC per player or something like that.
@@bonareck Team games are all about speed. So any minor god that buffs your cav speed should be pretty good
Damn, half the video's runtime is just the Greek minor gods :P. Regarding Freyja vs Forseti, even though I'd rather have Sessrumnir, don't you think Hall of Thanes is still very nice for Hersirs? Sometimes, I feel the extra move speed is better than the HP increase.
Also, what would you change about Skadi to have her be more competitive with Bragi?
I think I'm wrong on the Skadi thing. I went it yesterday and had mad success just holding onto it to kill off a death ball comp.
your camera position is really in an unfortunate spot
mr. Boit, qq for you - IMO Baldr feels so bad because 99% of the time you just cannot use Ragnarok or you lose the game. As an avid thor player I think rag needs rework - it was dumb OP in EE and it's still dumb now but for different reasons
what would your thoughts be on how to fix ragnarok in retold? if you would be in charge of reworking the tech, do you have any cool ideas on how?
Hey, im not Boit but there goes a couple ideas : 1. could change it to an area god power instead of a global god power in which you only convert to Rag heroes the villagers/dwarfs that are actually on the area. 2. Change the god power to instead to affect/interact with villagers directly summons some of those rag heroes but the stats of them are buffed. 3. change the god power to affect your already existing human troops giving a little boost to human soldiers like trowing axemen berserk and any other non hero unit and giving an slightly bigger one to heroes (hersir, godi ). Let me know what you thing about my ideas and have a nice one.
A cool idea would be: summon all your killed units in the game as heros of ragna! The longer the game, better it will become...
@@RubenSoldevillaSoldevilla
love it, thanks for the reply!
my thoughts:
1. makes sense but feels a bit underwhelming as a mythic age god power IMO. other gods get meteors, massive destruction earthquakes, etc and then Baldr gets a few heroes in exchange for some economy cuts. I think it's a great idea, especially for late games where you need to start cutting villagers here and there but I can't help to think it's a bit boring :(
2. getting just a handful of "super-units" sounds cooler IMO :D
3. I personally would love this but it sounds hard to balance. How do you ensure your late game army doesn't just instawin with the boost?
I was thinking to maybe rework it entirely. Anything goes! Crazy ideas that could fit the god powers + god paths to baldr for Thor and Odin
I was just looking for inspiration with chatgpt and it had a couple of crazy fun ones:
Yggdrasil’s Collapse
Mechanic: The sacred World Tree begins to decay, causing the map to fragment over time. Random earthquakes strike, destroying parts of the terrain, creating chokepoints, and damaging units and buildings caught in their radius.
Ragnarok Vibe: Yggdrasil’s death heralds the end of the world in Norse lore, fracturing the cosmos.
Strategic Impact: Forces adaptive gameplay, as players navigate sudden terrain shifts and environmental damage.
very cool but can't imagine how to balance
The Last Stand
Mechanic: Temporarily makes all allied units invincible and immune to crowd control but prevents healing during the duration. At the end, all units lose a percentage of their maximum health permanently.
Ragnarok Vibe: The desperate, all-or-nothing fight of Ragnarok encapsulates the myth's ethos.
Strategic Impact: Ideal for turning the tide in a pivotal fight, but leaves players vulnerable afterward.
love the idea of a ridiculous army that then get's hit by the end of the effect
The Sun’s Doom
Mechanic: Sköll and Hati, the wolves chasing the sun and moon, descend to devour them. The map plunges into darkness, drastically reducing visibility for all players except the Norse, who gain vision and attack bonuses.
Ragnarok Vibe: The devouring of celestial bodies by the wolves is a classic Ragnarok motif.
Strategic Impact: A tactical advantage in vision-dependent maneuvers or ambushes.
very cool too IMO
Vigrid’s Battlefield
Mechanic: Converts a large section of the map into a special “battleground” area. Units within this zone gain increased damage but cannot retreat-movement away from the battlefield results in instant death.
Ragnarok Vibe: Evokes the idea of the final, fateful clash on the field of Vigrid, where no one escapes.
Strategic Impact: Encourages decisive, all-in engagements in a controlled area, altering the flow of battle.
Tree of Life, Tree of Death
Mechanic: Two giant spectral trees rise from the ground. The Tree of Life heals allied units within its range, while the Tree of Death drains the life force of enemies nearby. Both trees last for a limited time before decaying.
Ragnarok Vibe: Symbolizes the duality of destruction and renewal central to Yggdrasil’s role in Norse mythology.
Strategic Impact: Encourages clever positioning to maximize the trees’ benefits or disrupt enemies.
etc :D
@@BeAcHPa oh that'd be sick but then the rag heroes should be extremely weak
Ragnarok is a story about betrayal and battle from the inside.
How about it converts 10-20 of each enemy's villagers into heroes of ragnarok for you.
scales with number of players, not gamebreaking in any way, and no downsides for the user.
with the fun idea that you're getting 20 warriors near the enemy TCs or eco areas like gold mines or wood areas or wipe their farms
Bast with Ra is excellent against Gaia. Turma can be annoying but when are they not?
I think against Hades, Forsetti might be better than Freya. If you micro well, the trolls counter Hades' archer death ball hard.
Hey Boit, you guys, can u help me please ? Im propa noob. For example when Im clicking on tc and wanna move to other one, which button I supposed to press ? Is this button will work for other same buildings ?
Ctrl + V, cycles through all constructed Town Centers/Villager Centers.
You can do the same for every building in the game as it’s based on their hotkey.
@NathanCassidy721 thank you
@@mariuszolewicz4898you can also change the hotkeys for that on the options. For example I've set mine to the side mouse button for age of Empires so I just did the same here out of habit
@@voidgods I think this game is to hard for me, to many buttons to press :D but I will check hotkeys tho.
Thank you
@mariuszolewicz4898 hotkeys/speed are overrated don't worry. Main skill to develop is decision making and strategy, a pro player clicking every building with their mouse and panning with the keyboard arrows will still play better than an average player will all buttons memorized. Focus on that 🙂
Thank you dad!
Why the prometheus tho?
@@MM-di7dn For Prometheans!
Very disappointed on this video and how pros think compared to more a casual player.
Oranos > Ocenatus > Hyperion > Helios
Focusing on hero infantry on with Caladria, then hero regen + more hp + chaos (not even making a single Satyr) and finishing with hero fanatics with Vortex to be an absolute menace, this minor god set up makes you good with what's Oranos is supposed to do well, infantry and mobility, instead of lame arse Prometeous for Prometean spam and Hektate for boring T. gate.
Instead of playing at the strenghts of your major god, seems like people choose what's arguably one strong niche of said Minor God instead of trying to "stack up" an unit your Major God particularly benefits, see Boit recommending Athena for Zeus, NOT because she buffs Hoplites and Murmillos, units Zeus benefits and in paper should mainly focus, but because her Minotaurs, or instead of recommending Ares for Hades, given that Ares buff to archers, an unit that Hades mainly focus, instead recommending Athena once again to benefit Hoplites, because turns out Sarissa and that shield upgrade are very good on Hades but not for Zeus(?). Or not recommending Hera for Zeus given she's a Minor God exclusively to Zeus, with a focus on Mirmidons, an unit that both Zeus and Athena also benefits, unless you can finish the game early, implying you cannot get more value from Hera in the long run compared to Hephaestus, IGNORING THE FACT YOU CAN GET FREE MIRMIDONS.
I dont know, I understand all points Boit makes but these aspects and mindset of the higher ELO player is just foreign to me.