@ Neomega: No, you err here.
The power of Pyre Zombies is precisely not a different topic than the balance for the sheaim as a whole.
In FFH2 civs are balanced on civ-level (as per Kael) not on feature level.
So all inseparable parts of a civ (like these Zombies since non-Sheaim, non-tolerant can't build them) are precisely that topic. Why fix something that isn't broke? (in this case the Sheaim civ.)
(Your other examples which are just as specific only further reinforce the point that the community has quite got that.)
That's why things like changes to overall terrain improvements or Wonders for everyone or techs are an easier thing overall. Unless they unusually effect some civs more than others. Thus those changes have been easy to the Team and Kael recently.
That might have misled you on the matter.
When it comes to individual features of civs only things of a power level like Kyleens Puppets or Meteor Swarm deserve a Nerf (imo but that point has been supported ).
Pyre Zombies are not all that of a big deal. And i have faced them quite often (even though the Sheaim sometimes tend to go under early in the games i play. Sometimes by my hand. Since they seem to go for Adepts early making them quite interesting targets for early rushes since even in higher difficulties that takes its time. And if they ain't near me the Zombies come late.). There are other things which are similarly annoying in the Hands of the AI if you are unprepared.
Also any perceived AI inability to cope with them when used by players is another bad thing to base such a decision on since that aspects of AI have just been started to be tweaked. If at all.
(on that count summons are actually worse since they are free. As is nearly any other Feature of FFH2 a player uses well. Its not for nothing that experienced players here play mostly in the emperor to deity range... Surely not just pyre Zombies. The remedy is not to kill all those features but to remedy the AI ability to cope with the game as a whole.)
Also your point about players being protective of certain features doesn't really hold water in this forums where far harder changes / nerfs and cuts have been accepted, affirmed or even cherished by the majority.
(and Kael seems to have an increasing likeness to simpliy cut general things now as soon as someone just mentions it being bad / useless or overpowered and sometimes doesn't even wait for a lot of feedback.
But don't expect him to act on things that make civs unique (I doubt someone would question that the Zombies are one of the Shaim unique points). I'm sure he is far more reluctant to simply make them nonviable. Also he himself intensively tested just that unit and balanced it to a good point in his evaluation after he was stomped by them in playtesting. So they are already nerfed from the concept and put to a point where Kael thought they were allright overall.).
I would argue on the contrary that these forums are rather on the nerf-rabid side of the divide. Imo some times this has gone over the top (but then I'm not actually fond of things getting cut haphazardly left and right. So maybe i am a bit protective of some features.
Then again. I seldomly play the Sheaim myself so this one wouldn't hurt me to much. But i believe it would hurt the game as a whole.).
Add that FFH2s design focus is replayability and not maximum balance and you might get the picture why the community has clearly not agreed on here (possible extrem swing might still be possible. We will see...).
All said imo with the many tried and tested counters and the new power of destroy undead it seems overall allright now.
Also anything beyond calling it a a nerf would be a cosywash here if you demand them to be reduced in power.
Given that other threads / posts cry for just that in word.
So please don't try to deceive the community here with hard intent in words of smooth packing.
+ the Sheaim just got nerfed to fix a broken feature of a leader non-sheaim.
So yay nerf them again because they deserve to be unplayable so you don't have to endure the pyre-zombies in your games any longer...
Imo the opposite might! be in order right now (not a strong need though, they still should be playable.).
@ Senethro: And your mystical power of over-the-net-divination has allowed you to hack the computers of the voters who didn't agree with you so that you can see what difficulty they are playing?
Or is that just an assumption which might be most easily remedied when just taking a small peak on the thread in the strategy subforums which dealt just with the matter of Pyre-Zombies and what to do against them (and that was about Superstacks with 2 + Promotions out of the box early in the game. Where Tier 2 counters is the max possible without insane luck. With a bulb possibly priests. But that is also luck dependent.)?
If the later i advise you take a look there.
There is alot in this thread about things of equal Tier and cost. Which might or might not also apply to multiplayer (at least it should be easier to field equal tier than in high difficulties vs. AI.). At least take the time to inform yourselves a bit. Heck you might even get ideas of what to do to handle them if you face them.
Unless of course you think that emperor-immortal difficulty singleplayer on overpopulated maps is low difficulty. In which case you might have a point.
But then your comment might be viewed as deity-elitist...
+ would you please elaborate on why people playing singleplayer are wrong on the issue when minding that the Mod was designed mainly for best singleplayer! experience.
With multiplayer being a supported and cared for feature which still might not be as important in comparison.
Couldn't we just turn that point right on its head and still be closer to reality than what you said? (Still not accurate. I give you so much.)
@ Seven05: Your post was a bit ironic / pun in parts, right? Just to be sure...
Yours seems to be the only post of those 3 which actually not sounds dead-serious trough and through.