TheViper reacts to Hera's "Monk are still totally broken" and gives his opinion

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More TheViper

More TheViper

Күн бұрын

Hera's video (original) : • MONKS ARE UNDISPUTABLY...
DaveHun's video : • Monks are not OP: my take
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Пікірлер: 349
@MoreTheViper
@MoreTheViper 11 ай бұрын
Hera's video: kzbin.info/www/bejne/ipvEmaavaM-dqq8si=kN46dzgGEd_IkyQx DaveHun's video: kzbin.info/www/bejne/d6eVl4ydiq99n8ksi=6389UobClfjMOYIK
@jaspernemo1825
@jaspernemo1825 11 ай бұрын
I feel like the monk counter play should not be so much more expensive that the techs for monks themselves. Like Faith should be a common tech to get if you're up against a lot of monks ((not for your own monks, but for your army), like getting pierce armor upgrades against crossbows. Maybe make it a castle age upgrade with a lower percentage and then an imp tech to get to the full 50%. Now it is an extreemly expensive tech that would be useless by the time the time you already in a 10 vs 10 monk war. Even if light cav counter monks it, shouldn't be the only option.
@bananaslamma35
@bananaslamma35 11 ай бұрын
Because Faith isn't the intended counterplay to monks, the intended counterplay for monks is light cav and eagle scouts, or ranged units.
@idkmybffjill9682
@idkmybffjill9682 11 ай бұрын
I think the counter play of light cav which comes from a feudal age building makes it easy at lower levels which we all are. Maybe we’re blaming a lack of early castle scouting for monks being op
@paulyoung8671
@paulyoung8671 10 ай бұрын
Thank you! For nearly every attack in the game there is both a counterplay and a mitigation. Skirms kill archers, but armor mitigates them. Cav kills siege, but masonry mitigates them. The problem is faith is 1750 resources! That is insane! That kind of cost for something that is far worse than heresy at 1k res, and the civs that need it the most (Persians) only get the unpractical one.
@ZeroIsMany
@ZeroIsMany 10 ай бұрын
Light cav isn't the only counter to monks though. Crossbows, skirms, and pikes are varying levels of units that have a good matchup into monks. Units with range, mass, or low cost take away from the value of monks, which very much already counts as counterplay. Monks are a core part of AoE2, and the goal isn't to make monks disappear from games, just have the options to not allow monks to be an overbearing part of the game.
@jonathanbauman2236
@jonathanbauman2236 6 ай бұрын
I think the devs listened to you by splitting Faith into Devotion & Faith! Crazy!
@ColinAoC
@ColinAoC 11 ай бұрын
All these pros want to balance the game for Arabia. How am I going to go full missionaries on Michi if all civs get Heresy?!
@JaDa9596bird
@JaDa9596bird 11 ай бұрын
It's kinda funny to hear the discussion about monks being OP. I only really use monks for relics and healing. It's difficult to target conversions, and I'm too slow to get them most of the time. Usually I don't have any issues playing against them, just make more army. Monks being OP seems like a problem only for the top handful of players.
@Lokalo1
@Lokalo1 11 ай бұрын
Well completely OP they are at top level, but they are very frustrating unit to play against since like 1.5k, however I guess by describtion it is kind of top players. But if low elo players don't use monks until they grabing relics, they shouldnt care much to begin with, nothing is changing to them.
@mrskinny8555
@mrskinny8555 11 ай бұрын
Totally agree. Monks are in a strange place where they need buffing at lower elo and nerving at higher elo. I think a buff would be to allow auto convert at maybe 7 range rather than their max 9 range. This would allow them to be useful al lower elo while not making them OP.
@Mattroid99
@Mattroid99 10 ай бұрын
At lower elos many units are a lot worse (Archers, siege, militia etc.). Usually units more micro intensive tend to be really bad at lower levels. Even if the player gets a conversion the res swing monks provide barely matter when both players float 2k res in castle anyways Even at mid level monks are very frustrating to play against though, a coverted knight is a big resource swing (260 res, 160 if the monks dies which isn't always the case), sometimes your units get instaconverted anyways and I know a lot of player around and above my range who absolutely hate them and shouldn't be a part of the game in their current form (Which I agree with) Is not just a top level issue, is just blatantly obvious there
@snophund
@snophund 11 ай бұрын
One counter argument Hera forgets is how many monks often get sniped before they give any value back..
@anirudhviswanathan3986
@anirudhviswanathan3986 11 ай бұрын
Also what kinda games is he playing where 475g for Redemption is "cheap" lmao? That's usually such a significant investment. And you're usually researching Sanctity as well, so that your monk has a chance at surviving mangonel shot, worst case scenario. So vs a mangonel push, that's minimum 750 gold (Redemption+Sanctity+1 monk minimum) vs a mangonel(295 res) sometimes isn't a favourable res swing unless you convert at least 2 mangonels.
@grimrapper5202
@grimrapper5202 10 ай бұрын
@@anirudhviswanathan3986 all this nuance and you forget that Heresy cost 1k gold, an anti-Monk tech
@hggtddvbb
@hggtddvbb 11 ай бұрын
Sounds like a skill issue, this Hera guy should practice more then he'd be able to beat monks
@SchemingGoldberg
@SchemingGoldberg 11 ай бұрын
I know, right? Who is this "Hera" guy, anyways? Some 200 ELO noob?
@hggtddvbb
@hggtddvbb 11 ай бұрын
@@SchemingGoldberg even worse, i have recently has 1 elo
@roscaris6541
@roscaris6541 11 ай бұрын
I have heard a good point elsewhere that the RNG aspect does serve the purpose of nerfing "deleting" as a viable counter to monks. I can imagine a world in which the conversion time is precisely set where pro players just get insanely good at timing their deletes. I also like the slight element of risk and comeback potential. All that said, the RNG range should definitely reduced.
@actuallyKriminell
@actuallyKriminell 11 ай бұрын
A unit that can insta kill any unit from a very long range that forces a lot of micro is still good
@iwersonsch5131
@iwersonsch5131 11 ай бұрын
RobbyLava proposed scaling the conversion time based on the target's remaining HP, making it hard to know when you have to delete your unit. Another option would be to make units undeletable while more than halfway into a conversion, unless you have Heresy. That would require a consistently high conversion time tho, for example always 10 seconds
@gauravbhandari732
@gauravbhandari732 11 ай бұрын
There should be two type of monks coming out of monasteries. 1- Monks that can convert 2- Monks that can heal and pick relics Single unit doing so much stuff is bonkers. Every unit in Aoe is supposed to do one thing work or fight, not both.
@Walkop
@Walkop 11 ай бұрын
​@@gauravbhandari732I disagree here. Don't break what isn't broken. Relics aren't an issue - monks grabbing relics aren't broken, they have easy counterplay. There's a lot more that can be changed other than that.
@iwersonsch5131
@iwersonsch5131 11 ай бұрын
@@gauravbhandari732 Maybe the warrior monk can be a step in that direction, a regional unit to replace the new healing monk
@rubenmaessen4724
@rubenmaessen4724 11 ай бұрын
I have always been amazed by conversion range. Reducing by one tile range would be an overall monk nerf.
@shadowsun4055
@shadowsun4055 11 ай бұрын
That's actually a good one... It would also consequently reduce the percentage of successful conversions since monks would have less time to convert before the units gets to him... I think that might be a good solution.
@sgtpepper8581
@sgtpepper8581 11 ай бұрын
No way, how would you counter bombard canons and onagers push?? What about janissaries and conqs in castle age being powerful too?
@Nysyarc
@Nysyarc 11 ай бұрын
@@sgtpepper8581 Block Printing could be +4 range instead of +3 and just be more expensive, probably quite a lot more expensive, that solves any imp problems like bombard cannons. Conqs are extremely powerful in castle age on exactly 1 map, which I think is fine, and Janissaries are generally only viable on closed maps. 8 range monks would still outrange them, but even with 9 range, monks can still die very quickly to Janissaries, so I don't know if I'd consider them much of a true "counter" even as things are now.
@Kianroth
@Kianroth 11 ай бұрын
​@@sgtpepper8581what about +1 range against siege?
@rubenmaessen4724
@rubenmaessen4724 11 ай бұрын
@@sgtpepper8581 Monks still as an option, but the game has more options like cavalry against siege, skirms/archers/siege against janissaries and conqs. It is an interesting game when there is more than the one option of monks.
@andrewcooper7256
@andrewcooper7256 11 ай бұрын
I think the RNG aspect is very important because if it was a fixed timer, you would know depending on distance and DPS whether or not it's worth to dive a monk, thus we would see perfectly timed deletes. I would like to see the range narrowed a bit, perhaps by 1 or 2 seconds on both ends. I agree with the points about Heresy for all and more expensive Block Printing.
@flyingsteaks
@flyingsteaks 11 ай бұрын
I really don't get how making the game less RNG would be a bad thing
@bewawolf19
@bewawolf19 11 ай бұрын
@@flyingsteaks The advantage of conversions being RNG is that it makes them unreliable, which is a factor one has to then include when using them. There are plenty of high skill ceilings games that prominently use RNG such as MOBA's with crit chances to realistic shooters with randomized recoil. The unreliability of an action then does have to play a factor in the decision, and many of the decisions in games such as Age of Empires are often based on that. Any time you guess what your opponent is doing instead of scouting it, you are gambling. Hell, Any time you decide to try a specific build on a map prior to the match starting you are gambling. The only difference is the chance of monks convertingt is exceptionally visible, whilst the decision to not scout your opponent fundamentally isn't as visible, so the monks are the things that is more prominent. The monk conversation somewhat reminds me of the discussion about random pellet spread in shotguns for TF2, where some players are exceedingly against it in a game filled with randomness just because it is a more visible form of randomness, and then figure it is unacceptable. There can be a point where something is too random, but less Randomness isn't always better as then you are eventually looking at a game that has absolutely no strategy too it as it would necessitate being both simpler and a solved unchanging meta. Good strategy and play is fundamentally figuring the odds of many different things succeeding, and hedging as much as you can into a success.
@flyingsteaks
@flyingsteaks 11 ай бұрын
@@bewawolf19 You point that other games also have RNG, but I don't think that's a good argument. Just because other games have RNG we need conversion RNG? Also, by the end you're talking about removing all randomness that the game becomes stale... what? We're just talking about one feature that's annoying for a lot of players. Removing monk RNG won't make this game stale at all. I understand your point about the unreability of the monks but making them non RNG will just flower other aspects of micro and counter micro that can't be done right now. People will learn when to dive monks but after that people will learn how to counter those dives. This is how this game has grown and will continue if it has enough depth.
@bewawolf19
@bewawolf19 11 ай бұрын
@@flyingsteaks You either ignored or fundamentally misunderstood my point there is *no difference* in the randomness of not scouting the opponent and guessing and the RNG of a monk conversion other than the monk conversion is more visible. There are issues with Monks like the tech cost, monks not losing conversion progress when losing LOS, and the ability to charge a conversion and then switch it to another unit. However, none of these are in the RNG of it. I have to imagine if you fix these issues, then people won't have nearly as much legitimate complaints about monks as the RNG time to convert *isn't* the thing that is convincing people make monks. And monks not having the ability to reliably convert after X amount of time is an interesting attribute to the *strategy* of using them. It means that players can't have perfect knowledge on the outcome of an engagement in low numbers, which for both the player with the monks and against the monks, means they need to factor in a strong risk-reward choice in their action of engagement. Age of Empires itself and many strategic games implement things that prevent perfect knowledge for the purpose of encouraging more diverse and riskier play. Fog of war serves the same purpose, and the reason why really good players invest resources into outposts is explicitly to remove that uncertainty. Remove RNG conversion from monks, and you are adjusting the game to be less strategic and more just micro-tactics focused. If you prefer the game to be more micro focused, that is fine. If you are a player that prefers it to be more strategic, then simplifying a game mechanic for no other reason than just to make it simpler will *never* make the game more strategic. Honestly the current issue with monks is probably just charge time abuse with switching units and some issues with tech, which is then inflated heavily from a small amount of players being massively over-bombastic about it instead of approaching it with any nuance.
@darq7000
@darq7000 11 ай бұрын
@@bewawolf19 There is a significant difference between not scounting and make the consequences random and the inherit randomness of monks. The first can be solved by skill by scouting, the other cannot be solved and that alone make it a huge difference. Talking about no difference is just not the truth. You better compare the RNG of monks with with map generation. For me those are 2 complete different concepts to generate imperfect knowledge. I would understand your point if you said there is no difference in uncertainty of FoW and conversion time. And if i understand correct, the problem is not the removal of RNG per se but more the uncertainy that also get removed by it. A solution to that could be something like a tech that boost conversion speed or conversion speed get boosted by relic count so you still have uncertainty about the conversion speed. There are so many possiblities to create uncertainy without computer generated randomness but randomness of player decision instead. That is also the strength of Age of Empires 2, it creates most of its randomness with player decision and not RNG.
@momobo5889
@momobo5889 11 ай бұрын
Viper`s suggestion for more monk techs neglects one important principle of aoe: Simplicity (on the surface at least) . We dont want deter new players. For me even the current amount of monk techs were too many and complicated at the beginning.
@flyingsteaks
@flyingsteaks 11 ай бұрын
we already have over 40 civs and they keep adding more and more, one more monastery tech is nothing
@mrskinny8555
@mrskinny8555 11 ай бұрын
That's so true. I think the two hardest buildings in AOE are Monastery and Dock. T90 made a dock video ages ago and nothings changed, so we probably shouldn't expect anything soon for monks with that in mind 😢
@Mattroid99
@Mattroid99 11 ай бұрын
I don't think adding a tech specifically for converting buildings and keeping Redemption for siege makes monks way more complicated for beginners. Is very easy to understand what they do I'd say, which I think is the most important thing rather than the amount of techs, usually new players tend to fail understanding the power of monks (Most of us mostly used them for healing/picking up relics. And then forgetting to pick up relics while improving at the game 11) Honestly I think the only genuinely confusing part of the game is still the Dock and is not even close. Is even clunky to use due to it forcing to change page for some of the ships and upgrades.
@chronographer
@chronographer 11 ай бұрын
There's actually an argument that more monk techs is more simple. At the moment monks do like 5 different things with little to no explanation. Picking up relics, healing, converting units, converting buildings, converting siege. The more options you hide behind tech with explanations the more simple it is for people learning.
@bassegoder
@bassegoder 11 ай бұрын
And AM still wonders why they don't have sponsors... Just compare the way Vipi, Tatoh, Nili talk and argument. Well Daut is Daut, yet there's not this sense of drama and lack of a mature way of expressing....
@viniciusbonatto3943
@viniciusbonatto3943 11 ай бұрын
I think people are calling OP something that its just 'P', in the right hands, maps and circumstances, monks are simply powerful. Its like calling Mongols OP on a map with a bunch of hunt and chokepoints
@IndexInvestingWithCole
@IndexInvestingWithCole 11 ай бұрын
But the Mongols are OP in that case
@JakeDanczyk
@JakeDanczyk 11 ай бұрын
Monks being P is OP. They shouldn't be a power unit, whether the map is open or closed.
@spookynya3066
@spookynya3066 11 ай бұрын
​@@IndexInvestingWithColethe key words being "in that case"
@hickey602
@hickey602 11 ай бұрын
The only expert for Monks is MBL! So don`t listen to this noobs. Wait for his opinion! 🙃
@sobek9558
@sobek9558 11 ай бұрын
Great video. I do think monastery should have a cheap technology that allows monks to convert units, so it will give a little bit of time . 100 gold for heal and convert instantly is too good imo. Just a random idea to slightly nerft the unit.
@sourathghosh5170
@sourathghosh5170 11 ай бұрын
100% agree with Viper's take on heresy being available to all civs. If not all civs at least it must be available to all Elephant and siege civs.
@RapNoseMusic
@RapNoseMusic 11 ай бұрын
unpopular opinion: Monk rng is exciting to watch
@ivanstrydom8417
@ivanstrydom8417 11 ай бұрын
There is a reason why me, a lowly non comp peasant is subscribed to Viper and not to Hera's channel.
@Cynndora
@Cynndora 11 ай бұрын
it's the RNG of the conversion speed that is the big problem for me, seen so many pro players tilt over having the "insta" conversion happen to them, it should not be a thing.
@Atlassian.
@Atlassian. 11 ай бұрын
Just making conversion time standardized would eliminate so much frustration
@kostadinpantev
@kostadinpantev 11 ай бұрын
And fun.
@viktorreiter8811
@viktorreiter8811 11 ай бұрын
your 'risk taking players vs safe players' argument is a good starting point, but you have to recognize that it is the game balance that sets these things up on the long run. there cannot be 10/10 risk taking players on the top if the game is balanced in a way that rewards safe and precise plays. risk taking players just fall out of the top bracket. i'm not saying that this is the case with current aoe2. i think it might be, but i'm not sure. i'm just saying that your argument is invalid here. if 9/10 top players are playing safe (and sometimes boring, tbh), that is in itself a great reason to change the balance a little bit.
@geepfish7935
@geepfish7935 11 ай бұрын
Breaking it down from what I understand, monks are: 1. Converting at random times 2. Cost effective Hera's (primary) argument: 1. Xbows used to counter Monks (I don't see why skirms can't fill this role since monks have low hp and no armour but hey, maybe just give skirms +5 to monks and call it a day lol) Why not make monk conversion speed based on distance? A unit further away takes longer to convert then a nearby unit, it doesn't change the idea that knights are not effective against monks, and would make ranged units as viable as before, the math behind the calculation could be that the more monks are present, the less impact distance has. Formula for conversion with distance should probably look like this: (distance^2 / monk's range^2 * 7) + 5 So at point blank, 5s conversion time, at 4 range this is 6.38s conversion time, at 8 range 10.53s conversion time etc, 5 is the minimum conversion time, 7 is the max time, 12 - minimum. The max might be too harsh here, maybe 10 is more reasonable and the min is probably too small, but the key point is the exponential growth curve for distance to give ranged units an "edge" at countering monks effectively. I imagine something similar to how multiple vills working on constructing a building would be appropriate for having multiple monks affecting their "distance" debuff, but not sure if that's necessary. This would make it harder for siege (mango's, bombards) to get converted at range too so it would resolve the points brought up, another extension is to make it bound to unit type so monks are still effective against ships for example (there was a vid awhile ago of some pro player trying to convert the same turtle ship 2 or 3 times and getting the worst RNG each time lol) Also kind of fits the in game situation, hard to be convinced to betray your kingdom by someone screaming sermons at you from the other side of the battlefield lol Not going to comment about costs of the techs or staggering them, that can open an unexpected can of beans for some whacky strategies
@willmckay4532
@willmckay4532 11 ай бұрын
I’m really sick of this. Look at Dave’s video - it is reasoned, balanced, well argued and tries to see things from both sides. Then Hera goes on a 15 minute rant, not taking into account at all the various negatives on monk play (as Dave Hun says, slow moving, sometimes a big investment with no payoff, easily countered). Thanks for being balanced on this Viper - and if they nerf monks to the ground they will remove a part of the game that 1700 plebs like me really enjoy…
@ellisroe6527
@ellisroe6527 11 ай бұрын
Thanks for the video Viper, I love these debates. Speaking as some1 who watches the game more often than playing it now, I will agree with Hera that I'm tired of seeing monks dominate the meta. Its true that recency bias makes it seem worse because TTL3 had a lot of monk friendly maps, but its also true that many of those maps would not have seen heavy monk play 10, 5, or even 2 years ago. Hera is right when he says that pro player speeds are needed to fully take advantage of monks, but I think one thing to add is that while monks haven't really ever been buffed to my recollection, they have been indirectly buffed by all the little quality of life things we've had since user patch on Voobly, then Wololo Kingdoms, then DE. Things such as farm queuing, then unlimited farm queuing, select-all hotkeys, other new hotkeys, multi-queue, reduced latency, etc. All of these things have made it so pros can keep a strong eco with less and less time spent looking at their TCs, and thus more time looking at their army. And no army benefits more from close attention than monks. So the reason we're seeing a monk meta these days is not just maps, its that in the past, even the best players were not able to unlock the full potential of monks. So I think Hera is more or less right about the need for a significant nerf. Some good ideas that have been suggested are things like increasing the cost of Imp monk upgrades, decreasing the cost of heresy and giving it to every civ as Viper suggested, and decreasing monk base range by 1. And why not make the conversion time not random (or shrink randomness window even more) So what if people know the conversion timings? They'll either delete their units or not depending on their apm and timing ability. Better that than the frustration and unfairness of RNG on such important game swings. I also really like Viper's idea of separating the conversion of siege from the conversion of buildings into different techs, perhaps that come one after the other.
@Wannabepirate
@Wannabepirate 11 ай бұрын
Viper, I didn't understand your critique that this is because the player style in the top 15 is to not play risky and play meta. I understand that there will be more variance if players played more risky, but there is nothing wrong with playing meta. It is a problem if the meta is getting so stale that all other options don't play out and so it is forcing players to stick to the "safe" monk heavy playstyle. The meta should not be so stuck. I won't lie, as a viewer, I am kinda bored of the monk-light cav play among pros. The games have become less dynamic and less fun. (because the more "fun" and risky players are also seeing less success against this meta).
@harooooo1
@harooooo1 11 ай бұрын
It seems again that the issue is in how powerful walling is rather than monks? and it speeds up the meta into low eco boom playstyles with little military, where monks excell
@MoreTheViper
@MoreTheViper 11 ай бұрын
Walling has an impact for sure.
@racernatorde5318
@racernatorde5318 11 ай бұрын
@@MoreTheViper What if building foundations would not stop units from walking over them? It would be quite a drastic change. Though surely this possibilty has to have been discussed before
@chronographer
@chronographer 11 ай бұрын
Is there some way that making redemption conversations lower range could be balenced? Like rams and trebs are already only converted in melee range, what if mangos and bombards were 4-7 range or something. Or would that just kill the viability completely?
@kartiksaraf4676
@kartiksaraf4676 11 ай бұрын
Hera's next video - villagers are too OP. Only 50 food and you can collect resources, build stuff and repair stuff. Pls nerf vills 111111
@mkarki2
@mkarki2 11 ай бұрын
I think the solution is opposite. Monk RNG should be even higher. Make it even higher risk, high reward. You said it yourself, that there are less players taking risks and eliminating yet another randomness from the game, would most definitely make it boring.
@AndrewTheFrank
@AndrewTheFrank 11 ай бұрын
I agree with Viper on this. Maps greatly dictate the meta used and many of the top players refuse to do something non standard. Hera complains about monks but he refuses to attempt to find a different meta. He will rather abuse the current meta and then complain about it. But this is kind of why people like Daut and Tatoh. They are two players who are never afraid to try out new things.
@synergygaming65
@synergygaming65 11 ай бұрын
Meta used to be full feudal armies; you never see this anymore. There was a record some time ago of Viper doing it but I think it was more shits and giggles, not something he'd do in a tournament.
@jackwaite4035
@jackwaite4035 11 ай бұрын
Yeah the guy who wins every S-Tier tournament and owns TheViper definitely isn’t warranted in his opinion
@cl8804
@cl8804 9 ай бұрын
i mean... either that, or he's figured out that monks are op
@captain_malaria
@captain_malaria 8 ай бұрын
I think I trust the top player's opinion hahaha.
@Payhellbay
@Payhellbay 11 ай бұрын
Roxy roasting him while Hera gets more and more agitated made my day 😂
@andomlyranonymous6488
@andomlyranonymous6488 11 ай бұрын
Thanks for pointing that out! 11 Not usually what I notice.
@Toralen
@Toralen 11 ай бұрын
Hera is a cavalry player tbf
@77Relax
@77Relax 11 ай бұрын
Open any TTL match and you will see spearmen being used. Spearmen OP!
@jeroendevries6408
@jeroendevries6408 11 ай бұрын
I'm definitely not a high level player, mainly enjoy watching AOE2. The main issue for me when watching is that hopping in TC's and castles. Because that's what makes monks super strong in defence. I would argue that's a bad thing, as it kills aggression. And for spectators, more aggression would be nice on high level.
@Deder555
@Deder555 11 ай бұрын
Idea : replace rng with proportion - more hp make harder to convert.”
@Naccarat
@Naccarat 11 ай бұрын
Are you talking max hp or current hp
@Deder555
@Deder555 11 ай бұрын
@@Naccarat better for implementation for designers is max hp
@verdiss7487
@verdiss7487 11 ай бұрын
I would argue that at a high level, monks hard counter the units they counter much harder than any other unit hard counters another. They 100% shut down early castle knights, and elephants of any sort. If the enemy picks up redemption, they completely shut down aggressive mangonel pushes. And if they get block printing they 100% counter bombard cannons. That's not something you see with other counter units, there's always some squishiness to the counter where a properly played countered unit can beat a countering unit, except like huscarls. The fact that monks can do such incredibly effective total area denial for so many types of units is unique. They're like little mobile castles. I feel like every balance discussion about them needs to lead with an understanding that they shouldn't be balanced in equality with other units, they should be balanced as something genuinely unique and different in terms of role and power.
@mguard9428
@mguard9428 11 ай бұрын
pretty much agree with what viper is saying. Reduce monk rng, make the counter monk monastery techs cheaper, and make the imp monk techs more expensive. Should make it much more interesting and fun to play and watch, even if it doesn't change the meta much.
@orCana
@orCana 11 ай бұрын
I'm with Hera here
@AndrewTheFrank
@AndrewTheFrank 11 ай бұрын
I generally don't like rng in games but not sure how to fix monks by removing their rng. they would probably because too powerful, in doing so, or making them not worth having. it is kind of as if they need to be made more consistent but either have less power ramp up or be a little harder to tech into and get running. I think they are one of those units that if they are slightly nerfed they might as well be removed from the game. But many games are like that, especially when there is no rng. If something is slightly better than other options it quickly becomes the only option. it is fairly hard to make everything fairly balanced.
@nicdesmedt7443
@nicdesmedt7443 11 ай бұрын
Honestly, i thought the xbow nerf would create a monk meta the moment i heared about it. I think rather than nerfing monks, the horse patting needs to be fixed and then xbows can be de-nerfed again. Another option could be partial reimbursements, bonus damage against monks by knights, fixed conversion times, reduced range for mango conversions, some cost and tech adjustments, free heresy on imp (like with the chared vision). I am also happy on the other hand that mango's finally have a decent counter in Castle, they used to be such a game braker at one point: you are loosing massively, build 2 mango's and you are winning; was so annoying. It shifted a bit too much though.
@brianabraham8726
@brianabraham8726 11 ай бұрын
What would you think about reducing the RNG range from now 4-10s (if I'm not mistaken), to sth like 6-8s so people can still not exactly time their unit deletes, but the extreme cases are not possible anymore?
@BadAnik11
@BadAnik11 11 ай бұрын
I am a 1450-1500 ish player. Normally I play with knight civs and for the last 2/3 months specially I am seeing a lot of my opponents are using monks to defend and collect relics. I really agree with what hera says in the video the best option ultimately is defending and booming with monk/seige defence and play for imperial. The raid meta with knights has become forgotten past now unless you have significant advantage in feudal age.
@1258-x2q
@1258-x2q 11 ай бұрын
I also think knight is too powerful compared to other castle unit. Knight rush makes the intermediate elo game too monotonous. It's nice that monk counters knight.
@grandengineernathan
@grandengineernathan 11 ай бұрын
monks are seen at mid level, I was shocked to play unranked games (after not playing for two years) and see people around 1000-1100 elo use monks massively while two years ago if I went knight under 1200 everyone would have just spammed pikes
@Lokalo1
@Lokalo1 11 ай бұрын
because people realised, that in castle age pikes doesn't counter knights, especially if knights have few monks to heal. If you want to counter kts, you need monks+pikes, pikes alone in my experience usually doesn't cut, especially if civ has some bonus to kts, f.e. lithuanians, burgundians. Also on top of it, pikemen are easiest unit to counter. Like you get 10 xbow, even archers with bodkin and they do so much in a fight, or like 2-3 scorps. Also there is another huge downside of pikemen, knight guy has few monks for healing, converts 3 pikemen and those 3 pikemen tanks so many hits of your pikemen that it can change whole outcome of fight. But yes, I would say overall level is growing, people learning new stuff and same elo is much better than it was some time ago.
@grandengineernathan
@grandengineernathan 11 ай бұрын
@@Lokalo1 yes I know I went from 1000 to 1200 just by adding a siege workshop with scorps when going knights. And when against knights I was the only one using monks in that Elo range. But times have changed
@demiserofd
@demiserofd 11 ай бұрын
Focusing on the cost of techs like Block Printing is a misdirect, I think. Monks are rarely OP in the lategame; they are primarily OP in the very earliest parts of castle age. Basically, whenever you have just a few units on the field, whether it be knights, or siege, or elephants, monks are naturally OP. But once you have a lot of units on the field, they naturally fall off. The problem is, there are times in the game where monks have ZERO counterplay. If you have put most of your resources into siege and don't have enough resources to get scouts, then redemption monks are OP. If you have put most of your resources into 6 knights and don't have enough resources to get scouts, monks are OP. At that point, you have no choice but to engage and roll the dice, or surrender and go home, which, if you're going for a fast strategy, loses you the game. But the answer to this isn't nerfing later techs, or even nerfing Redemption, because all that will do is make them useless for much of the game, without fixing where they're OP. The simple change that would fix early monks is this: Instead of losing all faith at the end of a conversion, you instantly lose 25% of your faith at the START of the conversion. This means if you are hyper-aggressive with your monks with nothing to back them up, your enemy retreats, you lose the conversion charge, and then they counter attack and you die. It means you can't garrison your monks and try to convert repeatedly. But in the later parts of the game, and for lower-skill players, the negative impact would be much diminished.
@JoycenatorGaming
@JoycenatorGaming 11 ай бұрын
“Hussar spam boy complains about monks”
@leetcoding1
@leetcoding1 11 ай бұрын
Top 20 players aren’t magically all decide to play safe. It’s because the risk takers can’t compete against the passive strategy in the long run so they dropped out of Top 20
@Wannabepirate
@Wannabepirate 11 ай бұрын
Exactly!! the success rate of the risky players and plays has dropped off so significantly that everyone is sticking to the passive plays. I did not agree with Viper's point there at all. And yes, we understand that this is limited more to pro players, but most of the community *watches* the game.
@islesofurth1
@islesofurth1 11 ай бұрын
Monks shouldn't have an RNG conversion, it should be a set timer that gets longer based on the converting unit This way it is more in line with the other mechanics in the game & works well with unit upgrades & civ bonuses. Example: Infantry, 4 sec base coversion +.25 sec per tier. (Champ 5 sec) Knights, 4 sec base, +.25 per tier (Paladin 4.5 sec) Light cav, 4 sec base, +1 per tier (Hussar 6 sec) Archer, 4 sec base, +.50 per tier. (Arb 5 sec) UU, 4 sec base, +1 per tier (Elite UU 5 sec) Villager, 6 sec base
@geepfish7935
@geepfish7935 11 ай бұрын
Other comments have pointed out that at the pro level, players would be able to time the delete too well if it's linear.... But I do feel that different unit types should have a different time, particularly ships since it would allow someone to get back onto the water, I don't think there's a real way to retake water once lost in aoe2 except tower rush but that's not a "real" solution imho
@superstar5042
@superstar5042 11 ай бұрын
Will we get viper reacts to viper reacts video?
@herotalib9556
@herotalib9556 11 ай бұрын
I agree with hera. Appreciate viper response on it but there is a reason why players don't take risk cause those risk will not pay off. Your argument of why the top 20 players aren't risk takers should be interpret as if you take risk you usually won't end up a top 20 player!!
@Walkop
@Walkop 11 ай бұрын
That is not at all the argument that he made. It was a piece of important context , not an argument. The points that Hera is making are not very well thought out; The fact that monks are completely useless with a block printing in imperial age, for example. Block printing is a necessary tech, especially considering monks are still a support unit. If Halberdiers are missing blast furnace, it's not a big deal. The unit still functions, the upgrade improves the performance and costs accordingly. If monks are missing block printing, they're actually useless and impossible to use in imperial age. The cost reflects this. There's a lot of points like this throughout Hera's video that just are not thought out. I don't disagree that monks could use changes, but he's way over the top with this and It could really have a big negative impact on the game if everything he says is implemented.
@herotalib9556
@herotalib9556 11 ай бұрын
@Walkop Yeah but those parts clearly shows he wasn't thinking it all which his video that goes into detail should have. I think viper covered most of things you brought up so im not going to waste my time. Comparing monks to blast furnace is 11. Also your whole argument failed when you started talking about imp upgrades when many maps have monks abused in castle age. I don't know Dave hun very well but seem like a arena player cause most of his argument kinda based on that maps. The rest of his argument about maps was just ridiculous, since he basically telling omg the maps we have suck, yep t90, nili, memb the tounrmanet maps you make that are open or hybrid are horrible. Like we fuxking saw monks armies in migration. MIGRATION for god sake. It's a op unit that should require a conversions to be locked behind a tech. Anyone who calls monks a support unit is a joke. Maybe at low elo but we are not talking about that but pro elo. Freaking andy literally made army of monk only and won so many tournament games just with monk and 0 other unit.
@Manitary
@Manitary 11 ай бұрын
I don't think Heresy is too expensive: it shuts down monk play by itself (by making monks trade 1-to-1 at best), and Sanctity + Fervor + Redemption + 2 monks is 990 gold. You're probably right that it should be available to all civs. Increasing the cost of block printing seems fair. Interesting suggestion about splitting/staggering siege/building conversion, and starting with less range (maybe 8+1 instead of 7+2, to begin with, and see?). Not sure I agree with conversion time being fixed, perhaps a reduced range and/or more individual unit resistance being tinkered with (not just eagle/scouts having extra res). Monks don't need to be massively nerfed as Hera says, he's exaggerating a lot (like you pointed out at times for example with the Bracer comparison, or using the TTL maps as a biased example), it would just become knights play or knights/siege every game instead, which may just be his preferred playstyle/meta.
@Adam-oh1ds
@Adam-oh1ds 11 ай бұрын
Monks are high risk high reward. If they change it so monks cant be garrisoned I think it’d allow less passive defensive gameplay
@Lokalo1
@Lokalo1 11 ай бұрын
which is good for viewership and players who like some action, currently being passive pays off more often than not.
@negobot166
@negobot166 11 ай бұрын
The tihing with monks being the stronger unit in the game is that the better you get with them, the stronger the unit becomes... then the snowball effect beggins. techs to counter the monk play style are the expensive ones (faith, heresy), so maybe making them available for all civs and cheaper would make a counter meassure, maybe(?)
@SirQuantization
@SirQuantization 11 ай бұрын
Personally think they do need a pretty big nerf. Then they will be more circumstantial rather than in every single game.
@mrskinny8555
@mrskinny8555 11 ай бұрын
Especially when you don't see a basic unit like MAA every game, but you see Monks. Clearly the church is more powerful than militia 😅
@ArchsageCanas
@ArchsageCanas 11 ай бұрын
I like the idea of making anti-monk techs more accessible and the imp techs more expensive. It is funny though that Mr. KnightsCounterPikes complains that there is a counter to knights in the game (as many civs don't have camel). It would be a shame if every game would just be knights and thus seeing the same unit every matchup. Where did I hear that before... And his 'The top 50 players can control monks perfectly well so we need a nerf to monks!': I would love me some statistics how many players somewhat regularly play this game and what percentage those 50 top players are. The experts no doubt are important for the game but this is just blatant entitlement of feeling more important than us regular peasants who play a game for fun. A game should never be balanced around the top 1% and disregarding the rest. .... There are ways to rebalance monks without making them worse for us plebs while Hera just drops the nuke on them.
@dustinouellette9302
@dustinouellette9302 11 ай бұрын
I absolutely love these "TheViper reacts" vidoes!
@MasterWololoRealm
@MasterWololoRealm 11 ай бұрын
I haven't used monks much, but does a separate technology for converting buildings really make sense? Players typically invest in this technology to convert siege units, and it also allows them to convert buildings as a bonus. So, why not use it? Is it worth spending resources on a technology solely for building conversion? I'd like to hear opinions on this, as my limited experience with monks might be causing me to miss something.
@Tembies-jk4tx
@Tembies-jk4tx 11 ай бұрын
I lowkey think monk techs are a bigger piece to the puzzle than people realize. The techs are generally very cheap for what they buy, except things like Heresy and Faith which are insanely overpriced. I could see the possibility of fixing most peoples problems with monks just by messing with the techs and costs.
@DrJacobsMD
@DrJacobsMD 11 ай бұрын
Viper's reaction: "STONKS" 11
@p3rp351
@p3rp351 11 ай бұрын
Another factor in the monks being stronger at high level is the scouting. Sure it’s a risk to make enough army to overwhelm the defensive/monk player when he sees it coming. If I’m sitting on 3 TC with 5 monks and 8 light cav, my first thought isn’t “time to go imp” it’s “when are the 25 knights coming from this frank player”
@russoft
@russoft 8 ай бұрын
I've barely made Aztec monks a useful strategy. Yeah, I'm low elo, but I'm part of the majority. I still need monks to counter knights and elephants.
@OytheGreat
@OytheGreat 10 ай бұрын
I think the jist of it is that monks are a frustrating unit more than an OP unit. Losing vs. monks is probably the most frustrating manner to lose in AoE2. This makes the unit a very controversial one and means opinions are naturally going to be magnified. It's easy to call them 'OP' when you lose to them, because you built up a nice army and your opponent can just convert your key units to their side. Feels way worse than losing your army in an honest fight. But as you point out, it's very hard to achieve this as the monk player. You need great timing, reading of the game, heavy micro and you still take a big risk by going for (a lot of) monks. Viper phrased it well when he said the RNG aspect of it is probably the thing that drives people mad. Conversion times take between 5-12.5s (4-10 'conversion intervals'; each is about 1.25s) to convert a regular unit (so: non-scout, eagle,...) which is, IMHO, *way* too big of an interval. Make the interval 7.5-10s (6-8 CIs) and it will be much less frustrating to play against them (or with them!). That's the simplest solution. I would also like to see a change to Monastrery techs. * Faith. It is ridiculously expensive: dramatically lower the cost of it (250 food, 250 gold?) and make it available in Castle Age with an additional upgrade for it in imp. * To offset that, I'd like more upgrades in Imperial Age to make monks a bit faster and sturdier (fervor & sanctity upgrades, just like the blacksmith has upgrades for armour types), with possibly an upgrade similar to Inquisition for a few civs instead of just for Spanish. Less RNG + more tech options for monk and anti-monk plays would make everyone happy, I'd hope.
@mikelivingood7797
@mikelivingood7797 11 ай бұрын
Why can't GL and AM collectively make suggestions on price changes?
@steffengroe5973
@steffengroe5973 11 ай бұрын
In general, monks aint built that much.. but Hera was 100% right.. he won TTL by quite a good portion via monks / LC in every game ;) So tbh, he proved his point being completely true ^^
@ironsentinel5847
@ironsentinel5847 11 ай бұрын
My only problem with monks is the amount they can do...Heal, convert units/siege/buildings/Ships other monks, hop in and out of tc/castles etc....they have to much versatility and it feels really oppressive when they have like 10 monks sitting under a castle constantly converting all your buildings/units..gl sending in your light cav with castle fire and a few castle/pike units Maybe just up the price of their upgrades? I dunno...people are getting better at this game and pushing it to min/max limits...I don't think the Devs ever expected people to get as good at the game xD....so there lies the problem....amazing players using a very good unit....so its a delicate mater imo (all civs need Heresy fight me)
@christophercharba1891
@christophercharba1891 11 ай бұрын
Anyone play Star Wars Galactic Battle Grounds? Jedi could convert, were tanky, cut you with lightsabers oh and could turn invisible... Lol. Let's talk about OP! I found out later bounty hunters countered them well but bounty hunters could only be trained at the fortress (castle) and I don't recall them being good at much else.
@surg23
@surg23 10 ай бұрын
Guess it doesn't matter what I or anybody outside of the top 100 players think as according to the testimony of all three contributors here monks are only OP in the bracket that can use them at peak efficiency. You could even say, following that logic that nerfing them might have a trickle-down inverse effect for lesser players. Maybe then the question becomes what's more damaging to the scene; stale repetitive meta at pro level OR crappy monks for the majority of players. In terms of RNG I feel that it should have very little influence in high-stakes competitive gaming. Game should be focused as much as possible around skill. Even though good and bad RNG goes both ways, that doesn't preclude the possibility of RNG spikes in tournaments which open up that potential because they are by nature a relatively small sample of gameplay.
@JJBeauregard1
@JJBeauregard1 11 ай бұрын
Hera might be right but man, does he do a poor job of getting his points across. He's completely biased, rambling to list things monks do like the wiki and essentially screeching "Monks are OP because! Period." That's not very compelling...
@Not-The-Expert
@Not-The-Expert 11 ай бұрын
I love the idea of little techs to upgrade the monks. I’ve always been a fan of adding techs to the game, as it makes the game keep progressing. And that is a good point about Bombard cannons getting +1 range for 1100 while monks get 3 for so much cheaper. I think they should obviously be able to reach that range, but with multiple upgrades, maybe +1 or +2 at a time with increasing costs. This would allow other civs to be sprinkled with some more monk techs too, so it’s not ONLY “monk civs” that have a chance.
@paulyoung8671
@paulyoung8671 10 ай бұрын
Viper: "And then you have faith which is just ridiculously overpriced." So if it is not just overpriced, but ridiculously overpriced, why skip over it when listing cost changes to tune monks?
@tilmerkan3882
@tilmerkan3882 11 ай бұрын
The meta destroyed Guild Wars 1 within two years. And AoE2 is alive after 25 years. Maybe the developers whant you to try more "combined arms" or mass infantry?
@leonardols1
@leonardols1 11 ай бұрын
There is no logic in comparing gold with food in "total ressources". Gold is much more valuable. If you set your build order to have that much gold to ressearch all that monk techs in castle age (*and* have a number of monks to justify that) you will definitely be way behind in economy
@lukasvideosify1596
@lukasvideosify1596 11 ай бұрын
If they really nerve the Monks as much as they suggest, Aztecs will feel unplayable in late-game.
@DT-yt2zh
@DT-yt2zh 9 ай бұрын
I agree with Hera: Monks need a tweak for balance. I'd also like to see two different types of monks out of the temples - offensive and defensive. I'd also like to see monks strength or access to OP monk techs based on the villager population! (I know, dynamic power will never be a thing). I think the monk conversion randomness is good - keep it - but need to make it more balanced.
@xolotlnephthys
@xolotlnephthys 11 ай бұрын
Tbh I don't love the argument that because less feudal army leads to monks, the solution is more feudal army. Because castle age is just full of power spike units, and not limited to monks. A mangonel destroys feudal archers, Knights destroy most feudal units, Camels destroy scouts. And these require little to tech into, it's not like going monks is a decision you have to make long in advance. Really the broken unit is the palisade wall.
@edufachini
@edufachini 11 ай бұрын
viper, lets be honest you are thinking just on top level gaming monks are broken and the cav path makes it even worse, agreed maybe you should start thinking how is the ladder at all. if this problem came to the top level, imagine how bad is to the all the other 99%. aoe players are "trained" to watch their own games and try to see their own problems (to getgud), but the monk issue is a such a huge problem that the community hardly can see or handle you said "just dont play monks" but you should see how it affects the ladder itself. one player abusing an OP strat will get a lot of elo and when the "fix" patch comes, they will be in an elo that they will not be able to play and they will start losing, and inflating other people elos and so on and on and it will just be a massive of frustrating games until we maybe will be close to "real" elos. sadly or not, who maintains the game is the casual player. if the ladders becomes that bad, you know how hard the game will struggle. so please, i know you are pointing in a technical POV, but now our lovely game is just a stress. if this problem came to pros, be sure we mortals are suffering 10x more. regular monks are op, so what about the civs who gets bonuses?? jesus christ, a nightmare. and the new ones coming, able to garrison, fire arrows... devs, mercy!!! i don't think i need to "prove" how or why monks are op, hera made the points. its not about maps, monks are good in every single one - and that is a good sign that they are OP, right? aoe is all about civs and unities being good in a situations and bad in other ones. i hope you'll take this message with all my good intentions.
@IndexInvestingWithCole
@IndexInvestingWithCole 11 ай бұрын
Make monks unable to garrison like siege, or make garrisoning reduce faith by 50%
@thefire-nanceguy4440
@thefire-nanceguy4440 11 ай бұрын
I feel like it can be strong all in castle/tower play with monks. They keep hopping in and out of the castle/tower forward and just convert everything. Put all vills on stone/gold only.
@shnoogums1
@shnoogums1 11 ай бұрын
Lol I have to say, as a player and tournament spectator, I haven’t noticed any of these issues Hera is talking about. Sure monk light cav is standard on clown maps but even then it’s not necessarily guaranteed. Monk light cav simply isn’t the meta on open maps from what I’ve seen. And I’m not sick or even remotely bothered by the prevalence of monks
@pdv457
@pdv457 11 ай бұрын
I really liked your suggestions towards the end of the video. Making monks worse from the start with the need to improve them gradually over time would require better planning and strategy for it, instead if being an easy solution for when needed
@exinexi
@exinexi 11 ай бұрын
Maybe stop obsessing with improving the game and enjoy it more for what it is, as this is not a new thing that needs addressed. Reminded me of an old joke about a woman that married and started asking her husband to change this and that until she left him as he was anymore not the man she fell in love with. Monks are spicing up the game quite a lot. Although I can see Hera still being tilted after that legendary ending with MBL converting his siege and flattening his archers and castle attempt. To balance, just make heresy much more affordable for everyone, like 300 gold.
@yourembassysoftworks
@yourembassysoftworks 11 ай бұрын
I feel you misuse the term "biased". The implication here is that Hera is incapable of making an even judgement on the unit, which is false. His judgement is extremely reasonable and well justified. It would be more fair to say that he is open with his opinion.
@kostadinpantev
@kostadinpantev 11 ай бұрын
Monks are horridly underused in lower ELOs. Nerfing them will make them unusable.
@justincronkright5025
@justincronkright5025 11 ай бұрын
But Light Cav upgrades with it all being FOOD, the monks are just so cheap early on with them being gold. I think cheap in the sense of not expensive it can be seen as not necessarily or wrong in some cases. But in the sense of cheap in early to mid castle, then Hera is correct.
@ocircles738
@ocircles738 11 ай бұрын
1. conversion speed based entirely on faith 2. start faith on 0 (or higher with tech) 3. conversion timer resets when target is out of range (but it remains if new unit is picked without losing range, still allowing monk zoning with good micro)
@geepfish7935
@geepfish7935 11 ай бұрын
Lol how about conversion speed on whoever has the lower score? There's a greater need for faith in your fearless leader when your loosing, makes monks more of a backfoot recovery tool then a dominating strat
@VenturaPiano
@VenturaPiano 11 ай бұрын
Not that I play enough, but I think heresy should not be researched in a monastery. If you're the player not going for monks you should be able to research that without having to get that extra building. The castle or university is my pick
@Chesties
@Chesties 11 ай бұрын
monk nerf i think is needed is longer conversions times and the range needs a decrease for sure. like block printing either more expensive, or not +3. that shit is wild. but yeah for 99% of players monks are fine otherwise. but obviosuly most civ/unit adjustments are for pros so something needs to change a bit
@Sportfuck
@Sportfuck 11 ай бұрын
Also, viper saying "upgrades are not cheap" because you shouldn't evaluate what it can get is absurd and objectively wrong. Upgrades only ever are researched for what it can get.
@wildKawa
@wildKawa 10 ай бұрын
Lmao, monks living rent free in Hera's head 😂 Actually prefered Dave's take a lot, Hera seems extreeemely emotionally biased.
@brandonadams5402
@brandonadams5402 11 ай бұрын
I am not smart, but I love the game. Monks are good. it's just that some have mastered a new way, and some need to catch up , Leave things alone unless it affects majority, not minority, next it will be light cav cause everyone walls
@TheForhekset
@TheForhekset 10 ай бұрын
Im a noob so my opinion on balance doesnt really matter but like it sounds like this monk problem is only a problem at the highest level of play. Like it seems silly to balance the game around what Viper says are like the top 10 players in the world. It feels like theres a lot salt because Mr Yo is really good at monks and getting fast conversions. Like are they supposed to balance the game around Mr Yo. Maybe if the remove the rng that would be good but beyond that like i dont think monks negatively effect the player experience.
@raultherad2380
@raultherad2380 11 ай бұрын
Don’t hate the monka hate the meta. Adding a recharge when they exit buildings and their range lowered until imperial maybe? Or even removing some techs from civs that aren’t monk civs might help
@johannkrause3262
@johannkrause3262 11 ай бұрын
But if you nerf monks that much, wouldnt "bad" player never use monks again?
@saladink9987
@saladink9987 11 ай бұрын
The thing is that the way we are calculating resources for techs and units is wrong. The cost of monks and monk techs is in gold. You need more than 100 food to get 100 gold in the market. I think that we need to nerf market. Also to maybe increase the price of techs in the imp.
@smaoproducts
@smaoproducts 11 ай бұрын
First Urumi Swordsmen and now monks. The drama never ends! 😱 (In all seriousness keep this going, it amuses me. 😏
@lolcats4ever
@lolcats4ever 11 ай бұрын
something interesting could be based upon the amount of monks created or currently existing reducing their power potential - like how too many cooks spoil the broth or decentralising their power makes them weaker if that makes any sense??
@bigdeal9394
@bigdeal9394 11 ай бұрын
I think the nerf is good but Viper may think increase the cost of monk is better, however may let more casual people refuse to play monks.
@bat353
@bat353 11 ай бұрын
making heresy cheaper would be a huge fix. lower to 750ish and it would be a lot easier to get in an emergency
@in4theride75
@in4theride75 11 ай бұрын
Only thing they really need to do to fix monks is remove the random range for conversions and make it a set amount of time, give all civs heresy, and cut the price of heresy to 500g.
@siprus
@siprus 11 ай бұрын
I think one think that should be noted that early castle age. Gold is the second most abundant resouce after wood. It's easy to start mining a lot of gold, compared to food which requires twice the investment in the economy. This means that it's easier to get the monk techs that cost purely gold than lot of other techs that cost gold and food. Of course it does have long term cost in sense you might less gold for yourself in late game, if the game goes late and if opponent is able to equalize the map control.
@Igor369
@Igor369 11 ай бұрын
In theory militia line also counters monks because they are cheap on gold... but that is just that... a theory...
@codyoxcutter
@codyoxcutter 11 ай бұрын
Yeah sure, nerf the monks because the top 50 players are too good at using them that are getting sick. Don't mind the other thousands players who don't care and like the game as it is.
@L_bow
@L_bow 11 ай бұрын
I don't like the idea of adding a bunch of new technologies for the monks. There are already so many monk techs, I don't think it's the way to go.
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