Oh, I do believe a nerf was needed. This is just way too much of a nerf.
Right now, .76 is less enjoyable then .75 despite the nice fixes in other areas. I'm going to see if there's ways around- you may have to do military techs early and get better units, but that's still leaving a large chunk of early game where you're spamming doing nothing- which is unfun.
BTW: I do understand that balancing takes time/issues, and overnerfing happens. This is a beta, it's important to get it right, and there are tons of variables involved.
I do think defeated champions should be forced to retreat to town still and immobilized. In a way, leaving it as it is could lead to a situation where a champion could die several times due to being low on health and not sent to town to heal.
I've only tried three games, each game I've ended up hemmed in by monsters way too strong for me to handle on all sides. That's not fun. If I try building military up, I run into deficit quickly. There is too much doing nothing right now due to these changes.
Maybe if monsters were nerfed it wouldn't be so bad. (but I wanted troops buffed initally, but nerfing champs and monsters is a way to get to that point)
The next option will be nerfing down world difficulty and seeing if that works, but I'm trying to do Challenging/Challenging because that's Brad's optimal/no cheats setting, which is what I think we should be testing.
As for maul, maybe it should be removed from weapons.
What I would try if I was modding this and could do what I wanted:
- nerf to monsters of some sort, see if that solves the problem
- XP curve would not be adjusted yet, as nerfing monsters would work
- champions who are KOed return to town to recover, victory or defeat
I think the monster change might be sufficient, as you'd be able to move a little more quickly, yet you wouldn't be able to steamroll with champs. I'd be looking for something in the middle between .75 and .76.