New Goddess Aphrodite Feedback Thread

Baudin Toolan

Grepolis Team
The feedback we've received here on EN be it in this thread, messages, or tickets is very good and helpful. By good I don't mean all positive and loving the new god and her spells/units. I mean it clearly shows how our community at current feels about the Siren unit in particular. We send any and all feedback we get to Innogames regularly and we don't alter what everyone says so as to give our developers a clear look at your viewpoints.

That being said we do want to see how the new God performs as Chios progresses into its later stages and how much an impact the spells and the Siren unit have on the game in a live setting here on EN. So please keep the feedback coming, especially if you have specific examples that show the unit being too strong or more specific reasons on why you don't like the unit as it currently exists in the game. I know we've got a bunch of good feedback already detailing these exact things and more is always a help when it comes to showing why our community believes a change to this unit should be made.

Also yeah Ares has sort of been seen out and about in a few different places and we do hope to have more details soon so look forward to that.
 

DeletedUser41523

Guest
The Siren stats are insanely broken. Need to either make it not affect cses or hard nerf the speed cap to like 30%.

Edit: For the record I also really love the idea of adding effects to some myth units. Especially under utilized ones like centaurs or minotaurs. However the siren effect should be rebalanced.
 
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Zion T

Hoplite
The spell we need is a farm collection spell. U cast the spell, then u can collect ur farm resources from all ur cities(or not) at once for 6h or 12h, the spell would cost 400 pts; more or less, doesn't matter.
one of the main problems this game has is the constant farming every 5-10 min.
 

Sorin Markov

Phrourach
The spell we need is a farm collection spell. U cast the spell, then u can collect ur farm resources from all ur cities(or not) at once for 6h or 12h, the spell would cost 400 pts; more or less, doesn't matter.
one of the main problems this game has is the constant farming every 5-10 min.
That's how they get us addicted to the game tho. You can make collections for longer periods of time, it's just worse resources per minute.
 

OutOfCharacters

Phrourach
Since Aphrodite's introduction, here is what I've observed across several worlds:

1) Good timers becoming unstoppable via snipes/timed in defense when using sirens
2) People who never bothered to properly time attacks before are suddenly "good with sirens" now
3) An explosion of supposed bot use (and admitting it in WCs and discords, with a "who cares" sort of attitude)

I think there are two serious issues these sirens have introduced, and I see the problem escalating the longer sirens are in use in their current form.

First, masking bot use with sirens seems to have become a thing. "Hey, it's sirens" said one day, and finally, weeks later, a ban... Anything that allows greater bot use behind its smokescreen is bad for the game.

Second-- timing attacks to the second takes real commitment and effort. Allowing 50+ anchors on a CS (not to mention other attacks), eliminates the skill required to perfectly time CSs. If you can virtually guarantee landing your CS on top of 10-30+ same second attacks, where is the fun in the game? It reduces everything back to requiring bigger stacks than your opponent, becoming a game of who is bigger instead of who is better or works harder.

I am heavily against sirens being in the game in their current format. I'd rather see both Aphrodite and Ares removed altogether as I think they are a poor addition overall due to the power creep discussed in the Ares thread. But if we must keep her, a siren fix could be as easy as:

Eliminate the incremental speed increases per one siren, and make it per every 10 sirens, which drastically reduces the number of anchor tries. If every 10 sirens gets the 2% boost that 1 gets today, that also eliminates the insane speed boost applied to CSs.

Speed boost for number of sirens:
0 - 9 = no speed boost
10-19 = 2%
20-29 = 4%
and so on


There hasn't been any discussion here since December. @Baudin Toolan you last said devs had heard feedback but wanted to see how Chios went. Any news or perspective from devs on this now that several more months (and more new worlds) have passed? Any chance they are ready to review this feedback and the feedback on Ares yet?
 

Baudin Toolan

Grepolis Team
I don't have any update from our devs. We've been sending the feedback we've received either here on the forum or in tickets players have sent in. Mainly the feedback has been about how our community feels Sirens have impacted the game.
 

OutOfCharacters

Phrourach
Thanks for the response. I've shared pretty strongly on other threads that the lack of response from the devs to our feedback these days is troublesome. If there's a different way we should share it, or more we can do for Aphrodite to be reviewed again, please let us know. I think most of us stop discussing things like this because we just assume we are stuck with it and nothing will be changed--or something worse gets changed and we shift focus to that. But please don't mistake that for agreement from the crowd.
 

DeletedUser52215

Guest
Have aphro in all LS and mobile OLU cities build 7-8 sirens per and you are guaranteed to land everything same second.
I only had 15 attacks land same second here including a cs, but next time it will be more.
You can use sirens in bir cities for perfect snipes but having enough bir cities with sirens as well as the defending city having to be aphro is not very practical. It takes all the skill out of timing even players who can only get 2 tries per launch window can get perfect timing by building more sirens.
Add on to that narc/city protection combo, aphro favours attackers heavily.

Also imagine a WW bust/ conquest break/ olympus temple break where you could have 30 people timing attacks same second. Servers barely cope now when stuff like that starts they will be unplayable.
 

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xFate

Strategos
Have aphro in all LS and mobile OLU cities build 7-8 sirens per and you are guaranteed to land everything same second.
I only had 15 attacks land same second here including a cs, but next time it will be more.
You can use sirens in bir cities for perfect snipes but having enough bir cities with sirens as well as the defending city having to be aphro is not very practical. It takes all the skill out of timing even players who can only get 2 tries per launch window can get perfect timing by building more sirens.
Add on to that narc/city protection combo, aphro favours attackers heavily.

Also imagine a WW bust/ conquest break/ olympus temple break where you could have 30 people timing attacks same second. Servers barely cope now when stuff like that starts they will be unplayable.
Tamir would say you're botting
 

OutOfCharacters

Phrourach
Add on to that narc/city protection combo, aphro favours attackers heavily.

Also imagine a WW bust/ conquest break/ olympus temple break where you could have 30 people timing attacks same second. Servers barely cope now when stuff like that starts they will be unplayable.

Stannis can time lol. I think some players' complaints are aimed at people who they know have never taken the time to precisely time attacks and suddenly claim genius due to sirens. You do still have to put some effort in. Sirens are frustrating enough without lazy botters using them as a smokescreen. Two points that are relevant here--

1) The favoring of attackers exists everywhere, but in CQ worlds at least it can be countered. Usually there isn't as much static defense used, so narcissism has less meaningful of an impact, and players on both teams can time to land on top of a CS, even if there are loads of attacks escorting it. So while attackers time for same second deff on top of the CS, you can be timing same sec attacks to kill it. An argument could be made that this is just the way grep will be played from now on, even if we think it's broken and ridiculous to have effectively eliminated the anti-timer.

In revolt, that breaks down, because while attackers can line up loads of attacks and drop a guaranteed CS on top with sirens, there is no ability to time after the CS and stop them once spotted. If it lands, the city is lost. Yes there are workarounds, but as I play out how that looks, it doesn't seem like a game many revolt players would want to play. People who enjoy those workarounds are probably playing CQ. I'd still say teams could avoid narcissism with proactive CP on the revolted cities, so that part isn't as broken even if I don't like it. (Side LOL, maybe overpowered Ares should be able to lift the effect hahaha)

2) This is the more important of the two. After experiencing a 4+ hour lag in 128 (Olympus) that lasted over 9 hours after the first attack landed, there is no way the servers are intended to handle so many attacks landing in the same second. Sure, it works fine when the number of people with support inside are limited, and with only a handful of players attacking. But alliance vs. alliance-- no way.

I imagine the devs weren't thinking that sirens would essentially eliminate the anti-timer, or how much it would "break" revolt worlds vs CQ worlds. Eventually I'd like to see them reconsider.
 
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1saaa

Strategos
There's a very cynical side of me that's starting to think theses changes have been introduced in an attempt to drive the knife home in what is a dying game.

Just think about it for a moment, they've introduced two new gods that break open the game in so many inventive and creative ways it's almost hilarious. They've then ignored the overwhelming outcry in the community against these changes and pressed on regardless.

One would really have to start questioning at what point is this the devs being stupid but trying their hardest and at what point is this a malicious attempt to tear this game into shreds?
 

Sorin Markov

Phrourach
There's a very cynical side of me that's starting to think theses changes have been introduced in an attempt to drive the knife home in what is a dying game.

Just think about it for a moment, they've introduced two new gods that break open the game in so many inventive and creative ways it's almost hilarious. They've then ignored the overwhelming outcry in the community against these changes and pressed on regardless.

One would really have to start questioning at what point is this the devs being stupid but trying their hardest and at what point is this a malicious attempt to tear this game into shreds?
You see, that's a valid point until I remember that there are people who spend thousands of gold a week on this game, so there's no way Innogames aren't making bank off of this.
 

DeletedUser54755

Guest
You see, that's a valid point until I remember that there are people who spend thousands of gold a week on this game, so there's no way Innogames aren't making bank off of this.
Thousands off gold a week! Thats some bank right there :O.

i dont think this is an attempt to kill the game tho, i just think it wasnt tested enough before they were realeased and hopefully inno understands how these new gods are clearly unbalanced, and i have yet to find anyone who thinks they dont have issues.

What Outofcharacteristics is saying here "
Eliminate the incremental speed increases per one siren, and make it per every 10 sirens, which drastically reduces the number of anchor tries. If every 10 sirens gets the 2% boost that 1 gets today, that also eliminates the insane speed boost applied to CSs.

Speed boost for number of sirens:
0 - 9 = no speed boost
10-19 = 2%
20-29 = 4%
and so on
" Would fix the sirens and doesnt seem like a hard fix at all
 

Shuri2060

Strategos
In addition to the above, I think it would be a good idea if the speed increase didn't affect all units. Eg. if only TS/FTS/CS could be affected.

Then this would be more balanced as you have to weaken your CS/OLU escort for more anchors. As has already been mentioned, making it possible to disguise CS as TS (or faster) attacks isn't a great idea either.
 

Ranga1

Strategos
There's a very cynical side of me that's starting to think theses changes have been introduced in an attempt to drive the knife home in what is a dying game.

Just think about it for a moment, they've introduced two new gods that break open the game in so many inventive and creative ways it's almost hilarious. They've then ignored the overwhelming outcry in the community against these changes and pressed on regardless.

One would really have to start questioning at what point is this the devs being stupid but trying their hardest and at what point is this a malicious attempt to tear this game into shreds?
LOL one would have to be quite paranoid to think this way.

Wouldn't the best way to tear this game to shreads just be to stop it?
 

DeletedUser55224

Guest
more pop and sirens only good thing about this god. Good for LS nukes and faster CSing. Would have preferred a more powerful naval unit that can steal favor instead of sirens but cant have everything maybe in 10 years
 
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