filmov
tv
The Top 10 Worst Cards in AOE 3: DE

Показать описание
Which are the worst card in AOE 3 right now? Find out ;)
Screenshot Credit:
00:00 - Intro
00:25 - 10
1:30 - 9 & 8
2:50 - 7
3:50 - 6
4:35 - 5
6:20 - 4
9:30 - honorable mentions
11:05 - 3
12:50 - 2
14:10 - 1
10 - Peace of Münster (Dutch, Age 1): 1 envoy + envoys can construct military Buildings + tps.
This card saves some Villager Seconds in early game and allows in the late game for funny /sneak attacks. Overall it seems very mediocre, especially considering you would need villagers at the front in lategame to build towers/walls. This can be mitigated by using age 4 fort card, which allowes your Explorer to construct outposts and forts.
To make it completely viable, it could increase the envoy limit by 5 and enable them to construct walls, so you dont need front base villagers anymore. But really it might just be viable, since it is incredibly good with dutch if you can keep your overpop Villager (Age 4 Politician)
9 Advanced Estates and variants:
Increases Estates Hp and reduces cost by 200 wood. Allows Estates to be built in Age 1
Hp on Estates doesn't matter, because when your estates are attacked you lost anyway (90% of the time) and during raids estates are not a target, but rather the villagers which are working on the estates. 200 wood/ mill saving means you need to build around 4 estates for this card to be better than an age 2 wood shipment. In lategame in total you save a maximum of 2000 wood with this card (= 10 estates). In this scenario a wood chopping card is almost always better. For this card to be decent it either needs to give a gathering bonus or it would have to allow villagers being garrisoned (and maybe even shoot)
8 Advanced mills
Increases Mills and reduces cost by 200 wood.
Same as Advanced Estates, only even worse
7- Zen diet (Japan, Age 2): Replaces the food cost of Villagers with a cost of 60 wood.
Japanese are stretched for wood early and the cost reduction isn't enough to justify putting it in. It is a bad medicine Type card, which doesnt reduce the traintime of villagers, and medicine type cards are only used in niche cases anyway.
Could be improved by also granting train time reduction, so it would be on a similar power level as medicine. Probably will still always suck, because you are stretched for wood anyway with japan and putting in a boom card means you either send it when you are already winning or you send it instead of another boom card (which is almost always worse)
6 - Akincis (Ottoman):
Cav Archer deal 100% damage to Villagers. It makes CA a lot better in situations where you typically don't use them. Raiding with CA/ Dragoons is just not common and sending an age 3 card to make it somewhat viable is not worth it, since it is countered very easily by some walls. It feels like you are always better of just making huss if you want to raid. This card would be decent if it also gives an increase to the overall attack of cav archers, something like 10% - 20%.
5- Florence Nightingale:
Florence Nightingale (British - Nearby units are healed)
Healing in AOE 3 is not useful in a lot of scenarios, because army sizes quickly reach a point where it is impractical to pull single units back and heal them up. Also the high value units (canons) are hard to keep alive and oftentimes you would only start to retreat once these are dead. Healing on houses means you have to go back and stay close to your base until your units are healed or spend a lot of actions filtering out the weak units and sending them back. Also remember even a 1 hp unit does full damage, especially ranged units stay alive surprisingly long with little hp, if the enemy is not specifically alt-microing. Another downside to this card is that its age 2, which is filled in a british deck with cards, since the game plan with britons typically is to stay long in age 2 and boom/ pressure. This card also is useless in late game, since you would rather retrain units than keep them idle for long.
How can you make this card better? My best idea is that in addition to the effect you get a padre healing unit. Alternatively you could enable them to train priests with a limit of 5 and at a highly reduced cost (-75%).
No more Space in Desc - Sorry you have to watch the video ;)
Twitch (I sometimes stream):
Join our Deathmatch Community & Hop into some teamgames:
#AOE3 #RTS #AOE3DE
Age Of Empires 3 DE Gameplay
Screenshot Credit:
00:00 - Intro
00:25 - 10
1:30 - 9 & 8
2:50 - 7
3:50 - 6
4:35 - 5
6:20 - 4
9:30 - honorable mentions
11:05 - 3
12:50 - 2
14:10 - 1
10 - Peace of Münster (Dutch, Age 1): 1 envoy + envoys can construct military Buildings + tps.
This card saves some Villager Seconds in early game and allows in the late game for funny /sneak attacks. Overall it seems very mediocre, especially considering you would need villagers at the front in lategame to build towers/walls. This can be mitigated by using age 4 fort card, which allowes your Explorer to construct outposts and forts.
To make it completely viable, it could increase the envoy limit by 5 and enable them to construct walls, so you dont need front base villagers anymore. But really it might just be viable, since it is incredibly good with dutch if you can keep your overpop Villager (Age 4 Politician)
9 Advanced Estates and variants:
Increases Estates Hp and reduces cost by 200 wood. Allows Estates to be built in Age 1
Hp on Estates doesn't matter, because when your estates are attacked you lost anyway (90% of the time) and during raids estates are not a target, but rather the villagers which are working on the estates. 200 wood/ mill saving means you need to build around 4 estates for this card to be better than an age 2 wood shipment. In lategame in total you save a maximum of 2000 wood with this card (= 10 estates). In this scenario a wood chopping card is almost always better. For this card to be decent it either needs to give a gathering bonus or it would have to allow villagers being garrisoned (and maybe even shoot)
8 Advanced mills
Increases Mills and reduces cost by 200 wood.
Same as Advanced Estates, only even worse
7- Zen diet (Japan, Age 2): Replaces the food cost of Villagers with a cost of 60 wood.
Japanese are stretched for wood early and the cost reduction isn't enough to justify putting it in. It is a bad medicine Type card, which doesnt reduce the traintime of villagers, and medicine type cards are only used in niche cases anyway.
Could be improved by also granting train time reduction, so it would be on a similar power level as medicine. Probably will still always suck, because you are stretched for wood anyway with japan and putting in a boom card means you either send it when you are already winning or you send it instead of another boom card (which is almost always worse)
6 - Akincis (Ottoman):
Cav Archer deal 100% damage to Villagers. It makes CA a lot better in situations where you typically don't use them. Raiding with CA/ Dragoons is just not common and sending an age 3 card to make it somewhat viable is not worth it, since it is countered very easily by some walls. It feels like you are always better of just making huss if you want to raid. This card would be decent if it also gives an increase to the overall attack of cav archers, something like 10% - 20%.
5- Florence Nightingale:
Florence Nightingale (British - Nearby units are healed)
Healing in AOE 3 is not useful in a lot of scenarios, because army sizes quickly reach a point where it is impractical to pull single units back and heal them up. Also the high value units (canons) are hard to keep alive and oftentimes you would only start to retreat once these are dead. Healing on houses means you have to go back and stay close to your base until your units are healed or spend a lot of actions filtering out the weak units and sending them back. Also remember even a 1 hp unit does full damage, especially ranged units stay alive surprisingly long with little hp, if the enemy is not specifically alt-microing. Another downside to this card is that its age 2, which is filled in a british deck with cards, since the game plan with britons typically is to stay long in age 2 and boom/ pressure. This card also is useless in late game, since you would rather retrain units than keep them idle for long.
How can you make this card better? My best idea is that in addition to the effect you get a padre healing unit. Alternatively you could enable them to train priests with a limit of 5 and at a highly reduced cost (-75%).
No more Space in Desc - Sorry you have to watch the video ;)
Twitch (I sometimes stream):
Join our Deathmatch Community & Hop into some teamgames:
#AOE3 #RTS #AOE3DE
Age Of Empires 3 DE Gameplay
Комментарии