- Posts: 325
- Joined: Thu Feb 13, 2014 6:09 pm
Dr.Ido wrote:Hod wrote:what is keeping the Wolfen from having a big upper hand in gathering Elixirs, since all of their units can run such a long distance?
Wolfen can run and grab the Elixir, but only one Elixir orb pops each turn, so even if you grab all of them you cannot win until turn 7, and a lot can happen in 7 turns. And don't forget that as wolfen units costs slightly more than other units, they tend to have less units on the battlefield and will have troubles dominating the maps.
I understand this but there are other ways they can also get Elixirs before turn 7. It just seems from reading the rules, that the movement speed of the Wolfen gives them quite the advantage in this new game mode. Think of this win scenario that is completely plausible from my previous experience playing against the Wolfen.
1. Wolfen use their superior movement to take Control Zone in Turn 1. (They did this all the time in KoTH before you couldn't get a point in the first turn)
2. Wolfen use their superior movement to take Elixir in Turn 1. (They can cover the map the easiest)
3. Wolfen use their superior movement and two attacks to kill Hero in Turn 1 or 2. (This happened a lot in VIP when the opposing player left the VIP open)
4. By Turn 2 or 3, they need 1 more Elixir to win, which is easily attainable due to their superior movement speed.
I know you guys have testers testing this. I just really hope you have guys playing Wolfen super cut-throat to make sure the above situation doesn't become how the game continually plays out. Because the only way to counter it is to surround your Hero, which means you can't take the Control Zone or collect Elixirs and once again, Wolfen wins.