Frozen enemy should not be able to counter
Not sure if this is working as intended, but frozen characters appear to be able to counter attack, though it feels that they should be incapacitated completely instead (there is already "trapped" which prevents movement, and "asleep" which incapacitate temporarily).
It is a bit bothering to set the terrain so that an ennemy is frozen and then see that it does not change much things and also removes the frozen effect on attacking.
Comments: 2
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08 Nov, '22
DrewOn the attack that causes the enemy to be frozen, they do NOT counter. But, once frozen, if you attack them again, that attack essentially unfreezes them, and they can counter. Frozen is used more for CC; too many enemies to deal with, freeze one for the next turn. If the initial attack could not be countered and then the subsequent attack as well, that might be a little OP...
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23 Dec, '22
ODS GeeK AdminAs gamers, we have seen being frozen implemented in different ways in different games. Some games envelope the entire unit in ice, which we believe is the experience the suggestion is based on.
The freezing in Lost Eidolons is designed slightly different, especially with environmental reactions in mind. When a puddle of water is frozen, it creates a layer of ice that makes it hard to move and roots the feet of the unit in ice, creating an immobilizing effect. The visual effects in Lost Eidolons aim to reflect this type of freezing and not the hard-CC type.
It came up during our discussion that the counterattack portion may also be related to the explanation above that being frozen in Lost Eidolons is an immobilization and not an incapacitation: once a frozen enemy is attacked, the status effect indeed breaks and they can counterattack.