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 Fire in Arena mode 
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Bottle Cap
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Joined: May 4th, 2013, 1:43 am
Posts: 21
Not much of a question, but an observation of a lackluster mechanic. I've noticed that in arena mode, fire behaves kind of.... Different...

In the normal game, fire knocks out targets because every target has to activate in a round. However, in arena mode, you DONT have to activate a given model, so that leads to monsters with 1hp and fire to just become roadblocks, as there is no reason to ever try to activate them, because you would just lose their skull value in actions. Meanwhile there is little reason for the other player to kill them, because its not a threat, but while its not dead the owner of it cant summon a replacement.

March 27th, 2014, 12:34 am
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Joined: June 20th, 2012, 8:00 pm
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Location: Sønderholm, Denmark
This is countered by the fact that you can activate a models aura ability and then just forget about the model again.
An Ironscale can provide infinite protection from a single activation.

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March 27th, 2014, 6:37 am
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Joined: July 5th, 2012, 2:03 pm
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Given that we know the base game is going over to a similar activation scheme, I suspect fire and other on activation effects will change too.

March 27th, 2014, 2:23 pm
Dungeon Boss
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Joined: March 14th, 2012, 4:33 pm
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Location: Utah
I don't know that it needs to change. It is nice that fire doesn't equate to +1 damage anymore.

When you Spawn, you remove all status effects on the minions or denizens related to that spawn point, so critters on fire don't have to stay that way forever.

As is, if you want to leave the guy on fire, you can do that too. I've found it's helpful to have a kobold standing in the right place to grant mob, for example, even if he is perpetually on fire.

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April 17th, 2014, 2:44 pm
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