Frozen... Just Wow...

UndeddJesterUndeddJester Registered Users, Member 8 Posts
So... it's Frozen.
Of course it was always going to be strong... but really? It's not supposed to be this blatant. There is so much to talk about here that trying to avoid a wall of text it virtually impossible. However quite simply they are overtuned. Each character has no specific purpose in the game, instead just has a lineup of every buff and effect their respective role could ever want.

I will bullet point their issues that makes them overpowered, with suggestions for improvement, and trt try and make it easier to follow.
Strike through for areas to be removed. Italic to highlight overpowered areas. Bold italic for extremely overpowered areas: -

Anna

Fierce Flame - Offence Up for Frozen characters. Not needed, the high assist chance is already enough, and Sven looking to assist by himself is already plenty. If anything add an additional 25% assist chance for Frozen characters
Some Things Never Change - Haste, Turn Meter and Magic Meter. You could do very happily with only 2 of these, either to counter slows, or to push turns, but all 3 is just too much. + defence up for Kristoff. She already grants defence up on her passive. This is not needed.
This Way Guys - Opposing teamwide offence down + turn meter drop. Teamwide offence down is already strong, most supports get maybe one or 2 at best. Should be only 1, or not teamwide. + haste with Kristoff  gives her 2 self haste methods. She only needs 1.
The Next Right Thing - Out of turn order defence up for 2 turns, with 2 turn 10% health regen and extension of existing buff by 1. The buff extension is not needed. This is already a great passive, extending a buff (likely taunt) even further makes this OP. +5% health restored per Frozen teamate. Needs ot be reigned in signficiantly to say  1% per for a total of 14%, or maybe 2% at best (for 18%). Up to 30% health regen over these 2 turns is insane.

Overview: She simply has too many minor addendums, especially in Frozen. The core features of her kit, notably her passive, speed boosts and offence down are strong, she doesn't need the extras.

Kristoff

Ice Is My Life! - Fine
Meet My Family - REWORK!. This is only broken because of the rest of Kristoffs kit allowing him to flood the field and use up turn counter. Trolls should be stronger healers and attackers, but easier to kill so he can make use of his new passive more.
I'm Here, What Do You Need? - Gain taunt for 2 turns, helpful effect on ally regarding role, and defence up for 1 turn. Kristoff is naturally hardy with a large number of heals available to him, Anna also gives him defence up. + harmful effect immunity with Anna. He already has a purge, a harm immunity is just silly.
Lost In The Woods - Cleanse all harmful effects, restore HP, extend all helpful effects and gain defence up for 2 turns. + Anna death fill speed bar and magic to full. The focus should be purging negative effects and him gaining speed bar, say 30%, that is all. The defence up should not be a natural part of his kit, and if the trolls are healing for more, he doesn't need the heal either. Instead of enxtending helpful effects, instead extend taunt.  For Anna this can be can be 100% bar, but leave the magic out of it.

Overview: When paired with Anna, Kristoff has 4 seperate ways of getting defence up. This is silly. As a summon defence character his trolls should be better, but make Kristoff himself easier to focus down, since his troll army really forces a player to deal with him. If he is ignored he will create a number of decent healers/attackers, who when killed will purge conditions off him (making him naturally harder to kill), which will make him naturally difficult to take down, and increase his turn meter to make more use of his low cooldown abilities. This is more than enough for him to play with.



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