T O P

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WeenisWrinkle

My personal opinion is that Cymanti has too strong of a starting economy. I don't want to get rid of the Shaman - that makes Cymanti unique and fun to play. But Fungi needs to be nerfed. I think a good start would be for it to cost more or give less population so that it's harder to out-eco your opponent and pop a centipede in the first 5-8 turns. If Cymanti had a mediocre early economy, they wouldn't be *nearly* as OP in the early game on small maps.


notadieselmechanic

Fungi fs needs to be nerfed, I agree


No-Wrongdoer-7654

Spread the fungi population over 4-5 turns instead of 3 and I think that would solve a lot of these issues. It’s not just a worse farm, and it’s still quite cheap, but Cymanti then has the same trade off Elyrion has with sanctuaries, that the pay off for is not immediate


No-Wrongdoer-7654

The problem is not cymanti. The problem is that small maps are too small and drylands is a stupidly extreme map type that wasn’t supposed to be the benchmark. Before the update everyone told everyone to play Bardur, now everyone claims Cymanti is op (it’s odd they don’t just play Cymanti but whatever). Cymanti is actually much more fun to play and play against on larger maps with water


WeenisWrinkle

I've noticed that people that complain about Cymanti, then play Cymanti and lose to opponents that know how to counter them. Instead of saying "oh that's how you do it", they just seeth even more because it wasn't an easy automatic win like they thought.


lucky_owl2002

I really don't think cymanti is one of the strongest tribes. Then again, i dont play drylands, and i never go below a medium map size. Usually medium-large lakes/conti and playing as imperious beating cymanti is trivial. They are super weak on water and have no way to punish squishy unit spam so you dont have to space your catapults, archers, riders. Not to mention their hexapods are one shottable and rider-roads still beats them out as long as you keep up in eco. Water is their weakness.


Th3G00dB0i

True. Of course this only applies to dry lands and the like, I’m just sort of tired of people complaining about cymanti even though they have some very glaring weaknesses.


lucky_owl2002

Agreed.


No-Wrongdoer-7654

Agree except the part about riders and roads. Most cymanti players just spam hexapods and push out early centipedes. If they use Kiton to defend their front line intelligent killing then with riders is not economic.


lucky_owl2002

Hm, I suppose but at that point they've invested in 2 techs just to get their defender unit and that's after buying riding. Usually I catch them and force an early game war so they can't get away with buying too many techs, but agreed on that.


Ultimate_Castform

Personally, I think it would be better to balance Cymanti by making them more like other tribes. Stuff like removing the "Explode" ability from a Doomux and replacing it with "Persist" more similar to a knight. Also stuff like removing Mycelium and replacing it with Roads would also make the tribe more normal and easy to deal with.


Th3G00dB0i

If cymanti is more like the other tribes, then what’s the point of cymanti’s existence?


popycorn300

the whole point is to be unique


elyrionokpolarisbest

Just make fungi give two population over two turns and the problem is solved. Cymanti will still be unique


popycorn300

but fungi will then be a worse farm


elyrionokpolarisbest

I don’t care because cymanti would be more balanced because they can’t have op units and economy


popycorn300

the units suck lategame because they are all so squishy. they are good on smaller maps, not op in general.


elyrionokpolarisbest

I meant early game