I wish that, in the campaigns the commanders wouldn't be so overpowered. The fact that energy makes fighting the same commander over and over boring isn't my only concern. Now, I know the campaigns are supposed to be quite hard matches, but to play against a commander who's got heal all, weaken 2 and rally all AND having to beat him 10 times 'till you're done is annoying. War Bonds are another trip wire on which we can all agree, I believe. Please, developer, update your game!
@Londrick: That's probably a bug... Make sure you're certain about the bug before you'd go off reporting it. If you're sure you're good to go reporting it :)
@srsbsns: No. Most used decks are Xeno and Imperial (and some BT and Raiders) I'd try getting 60 warbonds asap by logging in every day and get those 60+60 warbonds free... Then buy a few nexus packs n prey.
When trying to pick an element for a map you're going to use first look at: 1) Their elements. Always try picking the most frequent weakness as your element, if that's not possible 2) then look at the final waves' weaknesses. The final 5 waves will do, but also always look at 3) The bosses' weaknesses. Even if only the bosses are a different element, make sure you DO NOT add their strengths to your deck. ( + if you think this helped)
I can't join any factions... Help? Here's a screenshot I made which I posted on ImageShack.com... Hope it might help... http://img845.imageshack.us/content_round.php?page=done&l=img845/5935/factionhelpplease.jpg&via=mupload
@Cheeselegs: That's not a flaw, but simply a perk. Flying units fly before they're ready for the fight. Ofcourse they can't strike/poison/stun/siege/mimic/weaken or whatever, but flying units always remain flying, even while incoming. I'm also pretty sure the same goes for dodging units. ( + so he'll get the message)
The interval between arena fights are 4 minutes, so 15 fights take at least an hour plus the time to get to the arena (about another hour) so all together 2 hours for one medium badge quite sucks.
Those different depths make it almost impossible to get a decent cage/anvil kill. I'd recommend upgrading other things. ...or having those different depths removed 'cause they're annoying.
I made sure I had a poison element hero with a Cultist and a Reaper and now I'm practically immortal to ground. Just use another hero with Alchemists and Javelin Throwers to whipe out all air. (Fire/Physical element works best imo) (+) so others can use this strategy.