Sven
Reindeer Dash -
+20% critical damage, +20% damage per helpful effect. This
is a basic. +20% crit power is not needed, the fact he generates
guaranteed crits is enough. As such +10% damage per buff will be
sufficient.
+10% damage per Frozen teamate. This is getting absurd. His damage is great already, he shouldn't be gettng this much for free on a basic.
Crunchy Carrot -
Kristoff also healed. Should be purge a negative effect from Kristoff, tying in to Kristoffs purge and heal style gameplay above.
Table Scraps -
40% copys (100% Kristoff) expired buffs, with duration reset.
Buffs should be when expires naturally and for 1 turns in all cases,
expiring at the end of his next turn. His assists are where he can
thrive, but needs a team that exploits it.
Reindeer(s) Are Better Than People -
20% chance to assist, guaranteed for Kristoff, 30% offence up chance for 2 turns when assisting. With
changes elsewhere this should 30% chance to assist, and remove the
chance of an offence up buff (this is huge for his damage).
Overview:
Currently Sven's damage is insane, with a single auto ripping off half
to 75% of a characters health bar consistently. With this greatly
reduced by making his damage tied to buffs, he becomes a buff magnet,
and in a high buff team, and with his guaranteed crits, he can still
deal damage and get really going with an improved assist chance. Having
things only last a turn means he can't take big long buffs and keep
dealing such huge damage continuously. Removing offence up from his
natural kit means players will have to invest in a character that can
provide this boon for him for great reward, but not for free.
Olaf
Snowball Fight - Fine
Living The Dream -
Grant tactics for a turn. Extend duration of helpful effects by 1. Gain continuous healing per harmful effect up to a max of 1. Extending
all helpful effects is too exploitable, switch extending duration of
all helpful effects to picking 1 at random. Compensate with a purge of
heal block, and no limit on the continuous healings applied per harmful
effect. Olaf should be a strong anti heal block healer
. + Target is Anna or Elsa, gain harmful effect immunity. Remove this. Simply purge another harmful effect.
Warm Hugs - Fine. Buff this with purge heal block as well.
Water Has Memory - Fine-ish.
Fill Anna's speed meter by 100%. Simply make this 50%. Anna has plenty of speed already.
Overview:
Olaf is largely fine, and the least obnoxious of the Frozen team. It is
why he is often excluded. Tactics is a powerful effect however on the
right character, and extending a buff is always helpful (if ally on has
one, such as taunt, this can be very very good). If he is also given
strong anti healblock healing effects, he actually has a unique niche
for healers that would make him worth considering more.
Elsa
Holy moly... could cut out half of this kit and it would still be great.
Ice Magic - Chain effect when empowered.
30% chance to gain offence up for a turn. Offence up is simply not needed. See overview for playstyle change.
Force Of Nature -
50% chance to gain haste for 1 turn. Again not needed, the damage, speed meter, and silence effects are plenty powerful on their own.
Show Yourself -
Increase duration of 2 random helpful effects. Unavoidable damage. 5% extra damage per helpful effect. Empowered follow up attack with 20% chance +10% per helpful effect to inflict stun. Good
grief. She has a damage boost already from the Bridge, and this attack
attacks twice when empowered. The helpful effect damage boon is far far
too much, as is the stun if anything SOMEHOW survives the double volley.
Remove everything, and simply make it 2 attacks, with the second being
unavoidable.
The Bridge - Increase defence
and offence by 2% per spirit. At 4 sprits, gain empowered 8% offence and 8% defence,
attack for damage and gain harmful effect immunity.
Plenty of AoE damage already, remove the attack. She has her cleanse
and stasis from glacial armour remove harmful effect immunity. Remove
offence up per spirit while not empowered, only increasing her defence.
When empowered, remove the 8% defence up boon, and switch existing
defence boon from spirits to offence.
Glacial Armour -
Grant Anna Haste. Anna already hastes herself. Upgrade should give Anna magic, haste should be removed. Otherwise this ablity is fine.
Overview:
Elsa should be a monster, but it should at least take a few turns to
build into, rather than her being the machine she is already from turn
1. Players should need to defend her to get her power rolling, and the
removal of offence ups, the removal of offence from The Bridge while not
empowered, the removal of haste and harmful immunity, and the removal
stuns from her kit gives you some degree of a chance to try and stop
her/survive. Once empowered she starts doing a heck of a lot more, and
becomes very dangerous. Her glacial armour ties into this idea of
keeping her alive until she gets her damage and can nuke, and the buffs
she gains from the bridge is plenty of scary damage. The rest of the
frozen team works well in keeping her alive, it will still even with all
these changes be strong, but at least it wouldn't be so obnoxious.
__FINAL THOUGHTS__I
know this guts out a lot of the Frozen team, but tbh even with these
changes I still think they will be extremely hard to deal with. As I've
said I think you can probably rip half their kit out in every case and
them would still be strong. This at least hopefully makes them a little more interesting instead of jsut being overstacked to high hellThanks and best regards!
UndeddJester