Mechanics the game is missing
Posted: Mon Mar 03, 2014 11:43 pm
Here is a list of the mechanics this game is missing and i would like to be implemented:
- skills made to counter healing -> either going from a 50% healing malus or 100% healing prevention for x turns. Ram is the best candidate for it as it had something similar in the original game.
- Unavoidable destiny...i want that skill back! in closed beta the priest of saluel had this skill: -1 to all stats everytime an attack was parried/failed by the cursed unit + 5 points of damage. It was on the same level as transfer and the aura...but it made the priest lvl 2 viable + a good sinergy with bad omen. Why it was removed is a mistery, especially in favor of the aura of crapuscular princes (which seems it will be slightly buffed next patch).
- General pool of spells to modify your casters/faithfuls that are available only to certain paths. This would make the path choice actually meaningful.
- Maps that offer interesting buffs, made especially to avoid turtling and/or running units
-2vs2 maps even non-ranked. Giving the possibility would make this game amazing. Bigger community -> bigger revenue.
- Melee units that have some sort of ranged attack (ranged/melee hybrids)
- Bestial charge (+1 attack if charging) as a talent for certain units (Lion for example)
what other mechanics would you like to be implemented?
- skills made to counter healing -> either going from a 50% healing malus or 100% healing prevention for x turns. Ram is the best candidate for it as it had something similar in the original game.
- Unavoidable destiny...i want that skill back! in closed beta the priest of saluel had this skill: -1 to all stats everytime an attack was parried/failed by the cursed unit + 5 points of damage. It was on the same level as transfer and the aura...but it made the priest lvl 2 viable + a good sinergy with bad omen. Why it was removed is a mistery, especially in favor of the aura of crapuscular princes (which seems it will be slightly buffed next patch).
- General pool of spells to modify your casters/faithfuls that are available only to certain paths. This would make the path choice actually meaningful.
- Maps that offer interesting buffs, made especially to avoid turtling and/or running units
-2vs2 maps even non-ranked. Giving the possibility would make this game amazing. Bigger community -> bigger revenue.
- Melee units that have some sort of ranged attack (ranged/melee hybrids)
- Bestial charge (+1 attack if charging) as a talent for certain units (Lion for example)
what other mechanics would you like to be implemented?