#Cymanti water hexapod buff

27 messages · Page 1 of 1 (latest)

lofty ice
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Hexapods are especially useful in the water due to how they trade well with boats. But they need bridges to be able to get into water in the first place.

So my solution? Hexapods become the bridge! Allow hexapods to throw themselves into the water to turn themselves into algae for other units to cross.

lofty ice
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Cymanti also needs better early naval expansion on par with other tribes. I think this is the best way to let them expand across water early while still keeping them at a disadvantage since they need to keep sacrificing units if they were to cross large bodies of water.

obsidian lichen
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and I'm pretty sure raychi aren't that late of a first naval unit?

lofty ice
lofty ice
obsidian lichen
lofty ice
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Yeah and that just makes them a worse rammer

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It's so much easier to get rammers than it is to get raychi

obsidian lichen
lofty ice
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Ok yeah lol

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I still like the idea of hexapods throwing themselves into the water to die though lol

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Fits Cymanti's theme of having units who's entire purpose is to die

obsidian lichen
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I don't have cym on steam so i can't check sorry

obsidian lichen
# lofty ice Yup

yeah that hexapod change would make buying algea redundant
although it is an interesting idea

lofty ice
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It's for stuff outside borders

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Also it should be made so that algae from drowned hexapods don't spawn fruit like normal algae

lofty ice
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Ok on second thought

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Yeah we should just buff raychi :P

spice valley
# lofty ice Yeah we should just buff raychi :P

Raychi is in a very awkward spot. They are at a quite equal powerlevel with warrior scouts and warrior rammers. So any buff to them means that Cymanti will claim early dominance of the seas. But that in turn means that they are far behind defender scouts and defender rammers, so they will become obsolete somewhat soonish as naval gameplay continues. I don't really see a way for them to not overpower warrior ships while at the same time being a relevant pick into defender ships

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So I think the problem should be addressed by giving Cymanti more naval options elsewhere.
Sharks btw had pretty much the exact same issue, but they kept their relevance by being slightly more specialised and by having other units that cover their weaknesses

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One option I could somewhat see on Raychi is to give them a very limited 1 tile escape movement (let's call it reposition). With full escape they would be way overpowered since they can just attack without giving the opponent any chance at all to chase them down and kill them (and if they try, they are now wildly overexposed).
A 1 movement escape however would allow raychi to pull back just a little. Enough to make space for other units to attack. Enough to kill a unit in a port and pull back away from the shorelines with its pesky warriors and their clubs. Enough that the opponent can't kill the raychi while at the same time moving backwards. Enough to kill a poisoned enemy and then move off of the algae so that a land unit can use the algae that same turn to advance (!).

Overall, I think this mechanic would be a minor buff to how they fit into Cymantis overall package withotu significantly changing their direct matchups. The single biggest downside however, is that it would mean there are now 2 different very similar mechanics in the game, and that is something Midjiwan is very wary off (although it does happen)

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I do also think that reposition would be a good trait in general to give to units who you want to feel more mobile, whithout immediately giving them the full escape package

sleek jacinth
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One possible solution to hexapods, phychi and raychi is a passive that gives them more atk vs poisoned enemies
It would be the simplest solution to their power level I feel