I feell like the well of Urd should spawn 5 heroes to start off with, just to counterbalance the really fast power spikes other civs get with their god powers.
What this Ragnarok should be like is to be a destroyable structure for the Norse player that spawns more and more heroes of ragnarok trickling every minute. 5 heroes. 10 heroes. 20 heroes. 40 heroes. Unless destroyed or got to a maximum capped number of like those 40 and then get destroyed. That way there can be some thrill in making it valuable and vulnerable at the same time.
There's probably a way in which something like this would work. 40 heroes would be too many... increasing by 5 and lasting till 20 makes some sense though. There's probably a way to strike the balance with this concept. I'll put my thinking cap on!
@@BoitTVwhat about a radius effect on casting that convert a max number like 10-15 vills/dwarves close to the well to rag heroes? That way it keeps an element of the trade of eco for military too
@@BoitTVif we are keeping the current design, can it be adjusted so that every 12 seconds you get a rag hero? This is still 5 per mins, but you get a much more consistent payoff.
The idea is to give Ra a great answer to MU through the early game to early late game before Mummies take over. There's also just too much cheese with Eggy and Pharoah/Priest shenanigans, of which would become common place with having a kind of normal priest with more LOS... if you know what I mean. Suppe tried to use the new priest/pharoah early game cheese and it just didn't work which was perfection for me :P
The problem with the overhaul patch is that it makes Egypt busted. Their villagers get a flat 10% to 15%+ gathering speed buff while no other civs gets a buff nearly that good. Combining with having a pharaoh makes egypts economy way too OP
From what I've seen, this isn't the case at all. Especially Norse at the moment feels great to play into Eggy. It's tough to win for both sides which is exactly the type of match-up I'm looking for.
Looked like a good match here. I think Redo’s bigger mistake that happened well before his tc went down by the forest, was that he failed to utilized the baldr portable rams. He was in such a great position to use them. With the baldr upgrades in conjunction with the patch buff, I think they might have been the difference between a win and a loss here.
Also just to add, portable rams used to be bad against eggy because of mercs, and they die to towers. But for a solid 5 - 8 minutes of gameplay, Mariano didn’t have towers set up, and mercs aren’t really a thing anymore so they could’ve carried his 4 - 2 tc advantage into a win here imo.
There is this idea I was toying with lately, maybe you might want to give it a try for your overhaul patch, Boit. Atty have two imbalances: 1. they don't have as many civ units you have to keep an eye on; 2. they gather favour by doing nothing (which is also not fun). My idea solves both. What if Atty gathered favour through their oracles? In order to gather favour, oracles need to be spread out in the map, kinda like a market. The farther away they are from each other, the faster the favour comes in. This also means they have to invest pop and res on gathering food, like all other civs. This also makes oracles a unit you train throughout the whole match. My suggestion is heroizing your oracles makes them stop gathering favour. Would this work?
@@BoitTV I'm glad you like it! Perhaps you could take inspiration from the way markets are coded? I'm not a coder so I can't help you any futher, unfortunately. Anyway, keep up the good work, love your videos!
Given the nature of what Ragnarok is, the well should spawn units as you fight. This means a prolonged fight against a Norse player with the Urd going, will net them free reinforcements. This will also be more in nature with the lore.
Estaría bien que en los nórdicos apareciera una unidad del pozo del Ragnarök cada que muera otra unidad cualquiera (que no sea una del Ragnarök). Así tendría también sentido que vienen del Ragnarök (su cielo) y tendrían una ultima oportunidad de pelear. Me parece bastante bien ya que los nórdicos son de pelear constantemente y que aparezca 1 cada que muere 1 o 2 lo haría constante y no tan poderoso de la nada, pero si juntas un ejercito del Ragnarök después de que tu primer ejercito muera, lo haría una buena manera de hacer un contrataque y ahí si sería poderoso.
I know this is going on 2 months old at this point, by why are priests trying to chase their targets here (like the Fire giants)? They have larger range than pharaohs, I thought.
Shouldn't Baldr have an upgrade for it's Fire Giants ? Also Horus an upgrade for it's Avenger ? They are very good in early mythic age, but then when all upgrade come out they fall off quite a lot ( especially for avengers that cannot raid once the map is walled, and gets killed instant in melee due to low pierce armor ) I was thinking, perhaps an expensive upgrade that compensate their weakness so that it does not get picked at early mythic age, but also make them viable units for late game ?
@@huinianis4113 I don't think buffing Eggy's counter-MU abilities is the way to go. Being weak against MU is Eggy's thing, and I think it's balanced that way. Think about it: in a late game Eggy vs Norse, Eggy has the better human units, but can be countered by the strong MU spam that only Norse can do. The only way to counter Eggy's LG army as Norse, as of now, is forcing Eggy to train many weaker units that only serve the purpose of countering MUs, rebalancing the total power of the two armies. In fact, I'm not super convinced about these new overhaul priests either, tbh. Also, if Eggy is, as a whole, better vs myth units AND you can also go Horus to increase its strenght, then why would you ever go Nephthys? That's her gimmick! All her upgrades are aimed at making Eggy competitive vs MUs, which shows that Eggy was meant to be weak against them. Like, if Eggy is already good against MU, nobody would give up on Rok and Dried mud bricks, or the super strong military upgrades Sekhmet has, and go Nephthys!
@@palofrasca1775 I don't think my point was to buff EGY's abilities against MU. My point was to give Mythic age gods an upgrade to their respective Myth Unit, like an upgrade for Avengers to Horus, or an upgrade of Fire Giants to Baldr, so that these unit are not only strong in the earmy Mythic age, but also in late game when infantry have all the upgrades. You never see avengers in late game, it's all infantry and siege. Would be good to give them an upgrade to make them worth having on the battlefield ( but still countered by heros !) Avengers in their regular stage are simply counters by archers, and cannot raid when walls are up, making them useless lategame. Fire Giant lack damage against infantry that have armory upgrades and are not worth it late game, they are also not as good as siege weapons Colossi have two upgrades to make them absurdely strong and unkilable unless 1 shot unit, mummies have a nice upgrade too
This new rag feels very week. The overhaul buffed eggy that wars already strong and nerfed north which was strugling. Maybe north should have some buffs on early game tô compensate for the weaker late. Make TA have a greater bônus against infantary, and stronger units in general. North late tem sucks. Week armou when compared tô greek, weaker buildings when compared with everyone, weaker siege (only atty is worse), no ranged hero or one hit unit, no pierce damage.
Norse TA go buffed vs infantry. They do 175% bonus dmg, up from 125%. Norse TA and Cav got 5% more HP. Norse portable ram was buffed. You are only saying this version of Rag is 'weak' because the original rag is insanely overpowered. This god power is on par with many other mythic age god powers and Baldr is a GREAT late game god pick for Norse now which they didn't really have before. In other words, if you go Baldr, you can expect to have a good game fighting from an even position. If you want to talk about this game, flip the map around or use forest fire on that forest that caused the problems and there was no way for the Mariano to win from the position reDo put him in.
@@sarazah3897 me neither. I think it is within the Voobly community, which is the main for multiplayer but not official, since that went tits up years ago.
Hope retold changes titan gates to not be disabled after getting destroyed once. Seems like such a boring way to gg after losing it to some rams and just locking out victory entirely.
I feell like the well of Urd should spawn 5 heroes to start off with, just to counterbalance the really fast power spikes other civs get with their god powers.
I was literally going to comment exactly that and you beat me to the punch, yeah for a mythic age god power it should absolutely do that.
I said this in a different comment, but basically it is just not possible to code this. I think on EE it is, but it is beyond my abilitity haha
You don't have to code it into the building. Just add an extra affect to the power that spawns 5 next to building?@@BoitTV
What this Ragnarok should be like is to be a destroyable structure for the Norse player that spawns more and more heroes of ragnarok trickling every minute. 5 heroes. 10 heroes. 20 heroes. 40 heroes. Unless destroyed or got to a maximum capped number of like those 40 and then get destroyed. That way there can be some thrill in making it valuable and vulnerable at the same time.
There's probably a way in which something like this would work. 40 heroes would be too many... increasing by 5 and lasting till 20 makes some sense though. There's probably a way to strike the balance with this concept. I'll put my thinking cap on!
@@BoitTVwhat about a radius effect on casting that convert a max number like 10-15 vills/dwarves close to the well to rag heroes? That way it keeps an element of the trade of eco for military too
@@BoitTVif we are keeping the current design, can it be adjusted so that every 12 seconds you get a rag hero? This is still 5 per mins, but you get a much more consistent payoff.
idk. the whole point of ragnarok was that everyone picked up weapons and went to fight. :(
Instead of the priest being speedy, it could have larger LOS (and more range?) to achieve the same. Priests look bit silly being so fast.
Larger LOS was definitely the play.
The idea is to give Ra a great answer to MU through the early game to early late game before Mummies take over. There's also just too much cheese with Eggy and Pharoah/Priest shenanigans, of which would become common place with having a kind of normal priest with more LOS... if you know what I mean. Suppe tried to use the new priest/pharoah early game cheese and it just didn't work which was perfection for me :P
The problem with the overhaul patch is that it makes Egypt busted. Their villagers get a flat 10% to 15%+ gathering speed buff while no other civs gets a buff nearly that good. Combining with having a pharaoh makes egypts economy way too OP
From what I've seen, this isn't the case at all. Especially Norse at the moment feels great to play into Eggy. It's tough to win for both sides which is exactly the type of match-up I'm looking for.
I really love your content Boit! Imagine if the Pharaoh could hop on a chariot (with an upgrade?) can ride off :D
It was also really cool when the first Pharaoh died, he fired one last shot that killed the raven
Looked like a good match here. I think Redo’s bigger mistake that happened well before his tc went down by the forest, was that he failed to utilized the baldr portable rams. He was in such a great position to use them. With the baldr upgrades in conjunction with the patch buff, I think they might have been the difference between a win and a loss here.
Also just to add, portable rams used to be bad against eggy because of mercs, and they die to towers. But for a solid 5 - 8 minutes of gameplay, Mariano didn’t have towers set up, and mercs aren’t really a thing anymore so they could’ve carried his 4 - 2 tc advantage into a win here imo.
Now this rag concept I wasn't expecting at all! Interesting
There is this idea I was toying with lately, maybe you might want to give it a try for your overhaul patch, Boit. Atty have two imbalances: 1. they don't have as many civ units you have to keep an eye on; 2. they gather favour by doing nothing (which is also not fun). My idea solves both. What if Atty gathered favour through their oracles? In order to gather favour, oracles need to be spread out in the map, kinda like a market. The farther away they are from each other, the faster the favour comes in. This also means they have to invest pop and res on gathering food, like all other civs. This also makes oracles a unit you train throughout the whole match. My suggestion is heroizing your oracles makes them stop gathering favour. Would this work?
This is definitely a great idea. I'm not sure I'm able to code this though. Atty in this mod does get 80 pop of civ units though.
@@BoitTV I'm glad you like it! Perhaps you could take inspiration from the way markets are coded? I'm not a coder so I can't help you any futher, unfortunately. Anyway, keep up the good work, love your videos!
Given the nature of what Ragnarok is, the well should spawn units as you fight. This means a prolonged fight against a Norse player with the Urd going, will net them free reinforcements. This will also be more in nature with the lore.
Estaría bien que en los nórdicos apareciera una unidad del pozo del Ragnarök cada que muera otra unidad cualquiera (que no sea una del Ragnarök). Así tendría también sentido que vienen del Ragnarök (su cielo) y tendrían una ultima oportunidad de pelear.
Me parece bastante bien ya que los nórdicos son de pelear constantemente y que aparezca 1 cada que muere 1 o 2 lo haría constante y no tan poderoso de la nada, pero si juntas un ejercito del Ragnarök después de que tu primer ejercito muera, lo haría una buena manera de hacer un contrataque y ahí si sería poderoso.
Ragnarok should turn ox carts into rams and fishing shipd into heroic longboats
I do think rangnarok should get an initial 5 or something Maybe 10. And then start the response after 2 minutes then every minute
This was the initial design but turns out the coding is just too hard... the rag heroes spawn in the well and get stuck lol.
Those changes are so refreshing to watch, thats the right direction
can you tell me the video about the changes? cannot find it but it’s really interesting nice breath of fresh air
is the Well of Urd new as a god power? I don't recall having it available on multiplayer.
I know this is going on 2 months old at this point, by why are priests trying to chase their targets here (like the Fire giants)? They have larger range than pharaohs, I thought.
uh how did the norse gatherers build the TC?
Shouldn't Baldr have an upgrade for it's Fire Giants ?
Also Horus an upgrade for it's Avenger ?
They are very good in early mythic age, but then when all upgrade come out they fall off quite a lot ( especially for avengers that cannot raid once the map is walled, and gets killed instant in melee due to low pierce armor )
I was thinking, perhaps an expensive upgrade that compensate their weakness so that it does not get picked at early mythic age, but also make them viable units for late game ?
I'd love for avenger to be able to deal with MU better, that'd be a great upgrade!
@@BoitTV maybe an upgrade like Chimeras or something, upgrading their hack damage to 35, hack armor to 70% and pierce to 60% ? Or increase health ?
@@huinianis4113 I don't think buffing Eggy's counter-MU abilities is the way to go. Being weak against MU is Eggy's thing, and I think it's balanced that way. Think about it: in a late game Eggy vs Norse, Eggy has the better human units, but can be countered by the strong MU spam that only Norse can do. The only way to counter Eggy's LG army as Norse, as of now, is forcing Eggy to train many weaker units that only serve the purpose of countering MUs, rebalancing the total power of the two armies. In fact, I'm not super convinced about these new overhaul priests either, tbh. Also, if Eggy is, as a whole, better vs myth units AND you can also go Horus to increase its strenght, then why would you ever go Nephthys? That's her gimmick! All her upgrades are aimed at making Eggy competitive vs MUs, which shows that Eggy was meant to be weak against them. Like, if Eggy is already good against MU, nobody would give up on Rok and Dried mud bricks, or the super strong military upgrades Sekhmet has, and go Nephthys!
@@palofrasca1775 I don't think my point was to buff EGY's abilities against MU.
My point was to give Mythic age gods an upgrade to their respective Myth Unit, like an upgrade for Avengers to Horus, or an upgrade of Fire Giants to Baldr, so that these unit are not only strong in the earmy Mythic age, but also in late game when infantry have all the upgrades.
You never see avengers in late game, it's all infantry and siege. Would be good to give them an upgrade to make them worth having on the battlefield ( but still countered by heros !) Avengers in their regular stage are simply counters by archers, and cannot raid when walls are up, making them useless lategame.
Fire Giant lack damage against infantry that have armory upgrades and are not worth it late game, they are also not as good as siege weapons
Colossi have two upgrades to make them absurdely strong and unkilable unless 1 shot unit, mummies have a nice upgrade too
Uh thats just a plenty vault. I really like the feeling I get from ragnarok. When Im wasted in the middle of 80 strong and angry norsemen
Hermoso game y buen CB del egipcio
from URD word in title i thought it was in urdu language today video hhhhh
wtf is well of urd?
Boit's dream of seeing the Well of Urd actually in action has finally come true.
nice match. os egípcios foram feitos pra destruir os nórdicos.
This new rag feels very week. The overhaul buffed eggy that wars already strong and nerfed north which was strugling. Maybe north should have some buffs on early game tô compensate for the weaker late. Make TA have a greater bônus against infantary, and stronger units in general. North late tem sucks. Week armou when compared tô greek, weaker buildings when compared with everyone, weaker siege (only atty is worse), no ranged hero or one hit unit, no pierce damage.
Norse TA go buffed vs infantry. They do 175% bonus dmg, up from 125%. Norse TA and Cav got 5% more HP. Norse portable ram was buffed. You are only saying this version of Rag is 'weak' because the original rag is insanely overpowered. This god power is on par with many other mythic age god powers and Baldr is a GREAT late game god pick for Norse now which they didn't really have before. In other words, if you go Baldr, you can expect to have a good game fighting from an even position. If you want to talk about this game, flip the map around or use forest fire on that forest that caused the problems and there was no way for the Mariano to win from the position reDo put him in.
as an odin main i truly prefer this rag. good decision
Im confused. I can’t find anything online about any changes.
@@sarazah3897 me neither. I think it is within the Voobly community, which is the main for multiplayer but not official, since that went tits up years ago.
Hope retold changes titan gates to not be disabled after getting destroyed once. Seems like such a boring way to gg after losing it to some rams and just locking out victory entirely.
Yep, HUGE pain in the ass!
perhaps if you invest the same resources again. otherwise is too easy to relocate in another place.