Megastrike Posted March 28 Share Posted March 28 Hello devs, Please give me a 2 orb fire frost spell that freezes my troops and gives them unity, a t2 melee that gains shield on attack and a t2 ranged that gains rage that gets stronger based on how many hits it does and when it stops attacking gains a shield based on the rage that lasts for some seconds or until it beggins attacking again. A t3 ashbone pyro like that gains both shield and rage. Sincerely, Magestrix Link to comment Share on other sites More sharing options...
Megastrike Posted March 28 Author Share Posted March 28 I will give an explanation as to why, in T2 mix you dont have the survivability of frost nor the damage of fire. When counter attacking with mixed troops, there is a clear way of breaking a push ->frost sorceress ->fire troops -> low attack frost troops remaining. Defense is good because of the kobold trick. And you dont want us to have a T2 that can push because of tremors and silverwinds but at least let us have a decent counter push. Having a unit that over a 1 min defense stacks 600 shield is fine, it can counter attack, it can get crowd controlled, it survives! and has the possibility to deal damage! Support it with a ranged unit that deals damage as it should have as a fire splash, while being able to retreat safely, frost splash! Give us the chance of playing fire troops amidst frost troops without them being destroyed, remove their damage for sometime and give the army group survivability! For T3 make it so tremors are less desirable, by giving the t3 troop real survivability (avator of frost (pure frost) has none) with the possibility of damage (virtuoso???, vulcan???) Let me counter crowd control my troops as Coldsnap doesnt compete to aura or oink. Make it happen! as it should! Link to comment Share on other sites More sharing options...
Majora Posted March 28 Share Posted March 28 Besides technical limitations (EA never released a Fire Frost card) our team decided to first pursue making the Amii faction properly playable. We know a lot of players want the final faction in the game, but its not happening anytime soon. Metagross31 likes this Link to comment Share on other sites More sharing options...
shaulani Posted March 30 Share Posted March 30 When do you consider the amii faction as playable? What vital cards are missing? (beside being too few) I've seen it quite often. Though I haven't seen amii phantom yet. (maybe that one is a pvp thing) Spirit gate seems weird to use too. Why can't we teleport to allies? Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted March 31 Share Posted March 31 (edited) 11 hours ago, shaulani said: When do you consider the amii faction as playable? What vital cards are missing? (beside being too few) I've seen it quite often. Though I haven't seen amii phantom yet. (maybe that one is a pvp thing) Spirit gate seems weird to use too. Why can't we teleport to allies? T2 amii is inexistent in PvE. Same for T3. There’ s 0 defense building. There’s 1 support building. In term of spells, we got 1 rpve spell at T3. So 0 T2 or T4 PvE spell, 1 buff type T3 spell. The 2 new cards are ok, but are more design for a rainbow like deck (3 or more mixed orbs). So not only is amii lacking 10-15 cards, but it’s lacking in almost all aspects of the game save for T4 units. So, how long before the faction is over ? Well, I guess quite a lot of time. Edited March 31 by This Is Halloween_2 Link to comment Share on other sites More sharing options...
shaulani Posted April 3 Share Posted April 3 Tranquility isn't bad. The teleporting spell is bad though, as you can't teleport to allies. It's not like the other colors have plenty t4 or t2 spells. You aren't supposed to play no more nature cards beginning with t2. Link to comment Share on other sites More sharing options...
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