True, but this is such an interesting nerf. Hachi's power is tied to the number of cities he has. So hurting his ability to get cities makes perfect sense. I'm thinking there is a better way to nerf him, but I don't know what it is.
@@raydespoir Taking 3 turns to cap instead of 2 means his opponent would have an easy time grabbing contested cities, and even a few cities normally in Hachi's territory. In a 40 property map, that could easily mean 22k to 18k or even 23k to 17k. And I surmise it would be hard to mount a counter-offensive to claw back those cities, considering his income curve is also ruined. It's a double whammy of both low income and low acceleration. So now, it's the opponent with the economic advantage. A big selling point of Hachi is his economy. This nerf not only slows down Hachi, but also gives his opponent a big economic boost. The big question is whether his Super CO can make up for the absolutely awful early game. Personally, I have doubts. Yeah, Hachi's would get a unit count lead but 30% discount is not enough to make up for the income deficit, so in all likelihood he might get one neotank and a bunch of infantries. I agree Hachi needs a nerf but this feels excessive.
The problem with balancing hachi is that he's a snowball CO, so once he gets the ball rolling it will be progressively harder for the opponent to fight back. And while you could do something like colins nerf with -10% attack, that doesn't change the fact that the matches have to end fast for hachi to lose, otherwise he just wins. This nerf however effects how fast he can snowball, so you could actually see his power and the game isn't just over instantly. So i think slowing his momentum is the correct way to nerf him, but maybe leave his discounts the same. But it'd be interesting to see how he would perform, i assume the meta with him would actually be to skip some safe captures, and try to start capping the forward cities earlier. Another fun fact is that his captures are unaffected by up to 2 dmg, since an 8hp inf from him still takes 3 turns to capture, so thats something i guess. But tier wise i'd guess tier 3 probably? i think most tier 2 co's stomp him, max, sami and kindle even more so than eagle or olaf. But he would probably have a hard time against adder as well, so maybe he'd really be tier 4.
A part of me loves the idea that Sturm is still "alive". Also it makes Hawke betrayal a slightly less impactful. The thought that he killed the almighty Sturm was sending a clear message. Congrats on the S rank!
30:43 - "Next turn". Lol he doesn't realize. 32:35 - Now he gets it! Honestly, I love Sturm's balance change. I'm fine with him still being overpowered. He gets less move on heavy vehicles but given how many maps have terrain he will often get first strikes anyway, mitigating his first strike weakness. Plus with his 20/20, you don't want to attack him directly. I hate Hachi, but his nerf sucks SO bad. I actually love the thought behind his nerf but it feels bad to take 3 turns to cap. I have to just imagine his infantry start off at 9 HP to justify it. It feels wrong. But Hachi has been godlike for so long he deserves a huge nerf.
An idea that I thought about going around to nerf Hachi is giving him a kind of reverse Sasha d2d: he still gets 10% off his units, but he also only gets 900 funds from properties. I don’t know if it could be good, but I reckon it makes sense if you still want Hachi to be super strong like Sturm but not extremely broken: his powers are very good but he doesn’t have a flat 10% army value advantage because he gets 10% less funds.
@@O52T Ive thought about that. I think it could work. But I feel it doesn't make sense from a story perspective that he gets less funds from cities. Maybe the cities provide him with less funds because he strongarms them to get regular discounts.