Nothing more frustrating than losing a game because flying bgs are completely overwhelming on the map. They control the whole map by just going for the midfont while you have to either give up your sidefont or put a champ in it to guard it untill hell freezes over. Mobilitycreep on maps like these is incredibly dumb
I agree with burn, some extremely mobile BG's have undue advantages. Like when many fonts were exactly 8 away and everyone with 7 speed was screwed.
I think this has more to do with the unrelenting power of Flying decks (specifically Tailwind decks). If it's just one or two Flying champs, the map doesn't cause problems. But if the opponent's entire deck is Flying while you yourself only have a few Fliers, then yes the game is massively in favor of the Tailwind player. I, along with many others, have said numerous times before that Tailwind needs a range limit, or perhaps to get reworked altogether. The Imp racial was reworked for a similar reason: global AP is inherently toxic to game design if it's provided in such large quantities. Personally, I'd be very happy if the owls just deleted the Tailwind ability from the game. As far as Flying in general goes, there has been some discussion about this before, where the consensus seemed to be that Flying as an ability was thrown around too liberally, with the devs (and players) not realizing how powerful an advantage the ability can be. Chasm maps are just one example, and I think some serious work needs to be done to bring down the power of Flying.
So themes with champs that all have flying require skill and are allowed to win matchups just because. Ignorance? Check.
Its true but I always enjoy the one guy who is dumb enough to end his turn with a champ flying over a chasm....
They also need to get rid of water and snow on some maps too. Those give whole factions unfair advantages.
If you move the affected unit, earthbound lingers, if you move the lockdown unit, earthbound is removed, if you deployed within lockdown's range, you'll have to do the movement twice to remove earthbound
X has flight, Y has lockdown. Y is within 5 spaces of X, so it has earthbound, now: Y moves away 1 space -> Y remains earthbounded, to fix this you have to move again into range and have X to move instead. X moves away 1 space -> Y loses earthbound Y is deployed within 5 spaces of X, it has earthbound, now: Y moves away 1 space -> Y remains earthbounded X move away 1 space -> Y remains earthbounded X moves away 1 space, then it moves closer 1 space and then it moves away 1 space -> Y loses earthbound. Sometimes, replace "remains earthbounded" for "doesn't regain flight"