Will Reusable God Powers Break the Game? | AoM Retold

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Published 2024-03-12
With reusable god powers on cooldown basically confirmed., I've put together a tier list of which god powers with work on a cooldown system and if any god powers will break the game and need some serious changes.

Leave any comments you have below about god powers on cooldown below!

#ageofmythology #aom #ageofempires

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Article stating god powers with cooldowns: www.pcgamer.com/age-of-mythology-retold-interview-…

All Comments (21)
  • @mooseaom
    What are your thoughts on reusable god powers on cooldowns? I think it can work but with some major reworks
  • @Cyclopsided
    I think each god power will have a different cooldown time, as a way of balancing the ones within the same age. A good example is in classical of snakes vs shifting sands. Snakes can have a way lower cooldown. While powerful things like regenerate or flaming weapons will be more than 10 minutes of cooldown time, similar to mythic age ones.
  • @CacneaMain
    As someone who always played AoM just singleplayer (campaign or against Bots), I just want the reusable powers to put the special "buildings" or units somewhere that looks cool xD
  • @xsthetic
    in addition to a cooldown feature, maybe a feature where the power has to be bought with food/gold/wood and favors, or add a new building where you can sacrifice units that will allow to buy certain powers depending on the number of sacrifices
  • @NaoeY
    When I heard cooldowns, I was thinking 10-15 minutes each at least. I think the idea from the devs is that once you reach a late game that's a bit of a stalemate, it would be more fun to have power spikes that you can play for but I do agree though that the one-and-done style adds to the strategy. A solution could be something like an expensive new mythic age building (Or temple upgrade) that once built adds the cooldowns to the GPs; Similar to a titan gate. Also might need to consider that they say they are increasing pop count - having an army twice the size of what we can have at the moment might make something like a lightning storm slightly less impactful than it is now.
  • @moon2schyzo
    Hopefully AoMR will explode the playerbase which will explode your channel. Youre doing a great job..So relaxing to liston to these. Id love you to make more tierlist style videos..would watch them all. Perhaps human unit, myth unit tierlist would be very, very fun.
  • @gebhard128
    I think the cooldown on god powers takes away the strategic decision making of when to use it the best. For serpent plague or curse it should be fine but on the most other ones the cooldowns should be really long, somewhere in the 15-20 minute area when they can help to break a stalemate. Else it just becomes a no-brain god-power spam that takes focus from the other parts of the game
  • @qwerty222999
    You bring up a good point regarding Rain and team games. I think the best answer to that is just to multiply cooldowns across the board based on how big a team is. I also think that would make it better to play against in general.
  • @roninfrog2065
    Here's a couple god powers I think could have really interesting reworks: Meteors: I think a cool rework of the meteors power would be that you get three charges with zero cooldown, and charges regenerate every 4-ish minutes. Each charge would summon a single meteor. That way you could use all three back to back to do a lot of damage to a single area but you would have to wait twelve minutes before you could do it again. Alternatively, you could use a single charge intermittently like a sort of mythic-age version of shockwave and you'd have a much shorter cooldown. Oranos shockwave is good for early-game raids, and meteors is good for dealing with late-game turtled defenses. Spy: I think it would be pretty straightforward to have a 1-minute cooldown, but when you use it you lose your previous spy. Just changes which unit you are spying from and doesn't create more spies. Plenty vault: Can be destroyed/deleted/captured and takes up 8 population. Currently, one plenty vault saves you about 10 population worth of villagers, so each vault gives you an instant boost in economy while being slightly more pop-efficient than vills. While spamming a bunch of them would give you a busted economy, it would really start restricting your ability to produce military past 3-4. If you spam them across the map, your opponent has a good chance to steal one or more of them from you. If you cluster them in one spot it would be really good for turtling but if your opponent gets in you lose your entire economy. Ragnarok: I honestly think this being a one-and-done power would work alongside all the other powers having cooldowns. It would make using ragnarok an even more of an all-or-nothing god power. It's a game-ending god power so it doesn't make sense to be used more than once. Perhaps (this would make it even more of a radical god power) it should disable building villagers for the rest of the game to make it even more of an all-in power while also making sense why you shouldn't be able to use it twice. I really hope that they don't dumb down the god powers, it's one of the core aspects of what makes age of mythology mythology and I'd honestly rather have the game be more fun than more balanced.
  • @SavageTorment
    Suggestions: 1. Lure - empowers farms to gather 10-15% faster. 2. Dwarves Gold Mine - Adds 500 gold to an existing gold mine. 3. Great Hunt - first use works as normal and then it gives you 4-6 random deer like hunt. 4. Gaia Forest - works as normal then after normal charges you get one every 5 minutes (placeholder time limit, adjust with balance). 5. Ra Rain works as normal on first charge and then 50% less effective on future uses. 6. Ceasefire - works normally once then is 50% shorter time. 7. Healing Spring - first is permanent but every spring after has health and can be destroyed. Limit to 2. 8. Forest Fire - sets the forest on fire slowly decreasing the total amount that can be cut down from those trees (but not removing them totally) and sets those trees on fire for a long duration. Does same damage to villagers. Maybe even blocks God Powers while being used? 9. Eclipse - works as normal then future uses don’t block god powers. 10. Underworld - works as normal, only get one at a time and then once destroyed it gets a cooldown. 11. Citadel - works as normal, can only have one, upon death it goes on cooldown. 12. Frost - works as normal but doesn’t freeze villagers. 13. Hespa Tree - first works as normal and then future uses can be destroyed, limited to two total. 14. Plenty Vault - one that can be destroyed and then you can use it after a 5 minute cooldown. Ragnorok - first use normal and then further uses simply spawn a small group of Rag Heroes at a location. For mythic god powers, make the first use normal and then subsequent uses becoming 50% less effective. So either causing less damage, or giving less health, or having a smaller AOE or lasting not as long. Make it a mini version.
  • @arifpiriyev8610
    12:10 OMG i just realized that it's a globe being held in hands.😂😂😂 I always saw it as a cobr
  • @hugocristini9433
    I don't see a problem with the strong god powers having a cooldown. But more like 10-15 min. If you use an earthquake, it's not going to break the game to be able to do another one 15 min later. Because you are supposed to have won already, or then it just wasn't impactful enough to start with. Especially considering your opponent would also something on cooldown.
  • @oskthebold1337
    One thing that would mitigate a lot of the issues you voiced would be, instead of cooldowns (or in addition to them), additional god power uses have to be purchased. Doing this with favor would be cool and add flavor, though would probably have its own balance issues. But it eliminates the more thoughtless spamming of powers like Flaming Weapons, Shifting Sands, Prosperity, etc. and prevents things like every town center having Sentinels just because you can. If you have to pay for it, there's a trade-off again. Powers like Healing Spring, Citadel, and Underworld can be limited to only allowing one active at a time. With a system like this and some minor tweaks, pretty much all the god powers should be fine and not not broken. Even the mythic age god powers would just need their cost scaled appropriately (building a wonder level expensive) so it's a big investment to get them back instead of waiting out a timer, which I agree would be awful. Basically, timer bad, purchase good. Idk why we're assuming these would be on a pure cooldown system (unless I missed something confirming that that's how they'll be) when that's probably the worst way to do it.
  • @EndermanBoss
    If they do add new godpowers to replace the old ones that don't work with their cooldown system I hope they keep them in the editor at least.
  • @gesus6613
    Stuff like Heal Spring & Underworld Passage should on a timed life. I think the Age 4 powers should be kept at the current power level but give them a 30 min cool down. God Powers shouldn't block other God Powers aside from the peace one.
  • I always wanted god powers to be reusable, though many of them would need a long cooldown, the other ideas mentioned about a favor cost or being tied to wonders would be great!
  • @voidgods
    - High impact GP (Earthquake, Cease Fire, Frost, Shifting sands etc): these are the easiest to balance. Part of the fun of these powers are the big moments they create. In order to maintain this feeling (but keep them balanced at the same time) these just need to have really long cooldowns. Maybe add a favor cost as well, like 50 favor per cast, and give the opponent a warning when the CD is close to being up, like the warning for Wonders and Titan gates - Economic GP (Rain, Prosperity etc): Resources, tech advantage and army will always win more games than god powers, so it's dangerous to just allow one player to have more resources. So my suggestion is, these powers help the enemies too, maybe at a reduced (50%) rate. So using it has a risk. - "Passive"/Boring GP (Healing fountain, Citadel, Dwarven Mine, Lure, Hunt etc): Maybe these should just be removed and new GP introduced, offering more active gameplay for both sides - Actually breaks the game: Ragnarok (stupid design), Forest Fire: it is just "anti-fun" design to deny resources without any counterplay. There is also a world where Gaia forest could be used to lame the opponent golds by surrounding it with trees. Should be removed. Honorable mentions: Plenty vault should be fine with a rework. In AoE2 the Portuguese civilization has a similar building (Feitoria) but it takes pop space, could be the same here. So it's only really good in super late game when wood or gold runs out, otherwise villagers are generally better at collecting resources.
  • @haller1580
    I think cooldowns are fine idea but with each tier ability it has to be increased. For example tier 1 abilities would have 5min cooldown. Tier 2 10min Tier 3 15min Tier 4 20min
  • healing spring could be HP based and have a cooldown started after getting destroyed OR could be done just with the cooldown but old is destroyed after new built
  • @KejserKagespiser
    What I think might be necessary would be increasing cool down duration. The more a power is used, the longer until you can use them next.