It’s true that fast mythics still break the game, but not everything is negative. The recent legendaries, while restrictive for advanced players, have opened a window for those of us at mid-level or just starting out. For veterans, using them feels like a forced step that limits strategy; for beginners, they become a real alternative to climb a bit and earn better rewards.
PvP remains tough, no doubt, but at least these legendaries give lower-level players a reason to keep going. The irony is clear: what feels like a limitation for advanced players can actually be an opportunity for newcomers.
The problem is that the cycle is badly done. It completely kills the fun when everyone is running the same things over and over again.
The monster changes, but the pattern stays the same. The issue is not offering smaller accounts the chance of being competitive, that’s actually a very good thing it’s offering them ONE chance, including forcing the big account to run the same strategies as well.
It’s getting old. Release a game breaking mythic, everyone who can uses it, release a ‘'cheap” counter to it, everyone uses it, nerf the legendary, release a new game breaking mythic, rinse and repeat.
Is it too much to ask that strategies that cause 12 enemy monsters to be wiped out in less than a 100 seconds don’t become the norm?
Last 3 or 4 releases are creating exactly that scenario, don’t counter straight away and your whole team gets wiped out. There should always be room for a comeback, so we don’t feel pressured to run specific monsters, there’s more freedom to play around with your monsters and strategies.
This is just the price we pay to keep things interesting. What’s the alternative then?? no new monsters except every 4 months? Then players really will get bored. Then we would really see the exact same 10 OP monsters every single season. Just a different set of monsters. if there’s nothing new coming in, that’s what will happen.
Additionally, if new monsters are not strong, why would i want to spend gems if the monsters i already have are stronger? it might get frustrating at times trying to keep up with the new monsters, but it keeps the game going.
It’s the price the devs have to pay for having their revenue solely from selling monsters.
What’s the point of having 3000 monsters if 2900 are becoming useless? You can make experiences fresh by adjusting skill TU, tweaking moves here and there to balance things when certain strategies become too OP or overused.
Or you can focus on selling skills rather than monster. Make it so that the secret skill for each monster can be personalised so every opponent you face will have a TRULY SECRET skill that you won’t be able to see what it is until it’s used. They can sell more skins. Dress up the waifus and sell the less clothed skin version to the perverts, they like to spend $$$ on p*rn anyway. There are loads of ways to capitalise without having to complete wreck the PVP experience.
We are already at the “same 10 OP monsters” stage anyway.
Your idea of a customizable secret skill is interesting because it really could add freshness and unpredictability to PvP. But it would also be extremely dangerous if left completely open: everyone would just equip the strongest skills. Imagine a whole team running Assassin of Assassins (asesino de asesinos) or Void Novablast (novablast del vacío) — that would be absolute madness.
A more reasonable approach might be giving each monster a couple of extra, balanced options, something like thematic variations or alternative kits. That would keep the element of surprise without turning every match into a roulette of overpowered nonsense.
Regarding monsters “becoming useless,” it’s true that at higher competitive levels you need stronger kits and many monsters fall behind. But beginners, intermediate players, and advanced players all coexist, and that natural progression actually requires weaker monsters so the learning curve makes sense. Increasing difficulty is logical.
That said, there is room to give forgotten monsters a second life. Not only through TU tweaks or small reworks, but also with another idea that could be really interesting:
letting a monster’s power scale with its bond or the player’s experience using it.
So a weak monster could eventually become truly strong not just because of strategy, but because you’ve used it a lot, won battles with it, or reached certain milestones. It would reward loyalty and mastery, not just luck or spending. And yeah, it’s a bit like Pokémon, but it works because it creates attachment and real team diversity.
With a system like that, a “bad” monster could become a key part of your strategy simply because you’ve trained it and learned to use it well. That would enrich the meta without breaking it, and it would let every player develop a more personal style.
In short: variety, yes — chaos, no. And if the game wants to stay healthy, it needs strong monsters and creative ways to revitalize the ones left behind.
(Buff Brylhindr please )
The truth is that the iteration of this game is getting faster and faster. If you don’t try to use new monsters, you will be eliminated. This is very cruel. The design of old monsters and the design of new monsters are not in the same dimension. This can stimulate consumption in the short term, but in the long run, it is a vicious cycle because newcomers nowadays basically won’t waste gems on old monsters. They only need to draw new monsters to be very competitive
According to our classification of monster strength in the game, you can obtain a top-level pvp game account with a very low number of awakenings, which is currently the most unfair aspect of this game
Why do you think we need new monsters? There are almost 1000 unique monsters in the game; some are useless, but others can offer a variety of interesting and great combos. But people are only interested in increasingly broken things and they refuse to use their heads to use unique and interesting things.
At one time, there might have been some interest in controlling fast monsters when Prixis and Charydia were still something, but now what justifies it? I’ve always found the obsession with speed absurd. What’s the problem if some monsters are faster than others? It was by pretending to want to manage these so-called problematic faster monsters that the real problems began.
Fast monsters control the game, many games are decided by FL and no matter what you do something will always be more powerful than others, the beat approach is to nerf the broken and buff other strategies to a ideal power so variety can be achieved.
at the moment its just when a new monster is released it is very broken that other strategies become useless.
Which ones are they? Aside from the two flowers and Nyx, no fast monster (80-99) poses a problem. I myself recently lost an interaction against faster monsters and lost 4 monsters before I could even take a turn, but then my opponent couldn’t even kill a single additional monster Because it’s never a good idea to just bring in 4 monsters when your sweepers are more than 80 seconds away from their next turn. Neo didn’t invent anything with this principle of a unit being faster than others, but it’s the only place in Neo where I’ve seen being faster pose a problem.
That’s why I’ve always had trouble using Berry, because she only has standard speed, not to mention the drawback of bringing in two monsters prematurely. That’s why I’ve always had trouble using Berry, because she only has standard speed, not to mention the drawback of bringing in two monsters prematurely.
This kind of iterative intensity is unreasonable. We should ensure irregular iterations of various systems instead of always introducing new mechanisms and keeping them directly at the top level
new monsters so the game doesn’t have to shut down? Unlike pokemon, i don’t think they are making north of a billion dollars a year on just licensed merchandise and TCG alone…
of course for the future, it would probably be wise to start thinking of other ways to boost sales other than new monsters. Maybe a way to purchase a whole new moveset for old monsters. but buffing older monsters only helps older/veteran players since they likely have all the older monsters already. of course that might make new players go after the old ones then. but i don’t know. future plans and ideas are beyond us
Various systems should be able to control variables to enable teams to have coping and restraining relationships with each other. So I don’t like the design of this flower
Is it tho? That terrible fire SE combo is the only I can imagine but how would Nyx or himself be a good counter at all when Aegisdragon is his best friend? no monster at 39% speed has protecter killer so unless you get speed rnged to Unicera, you are not losing anything else other than itself and a well built Lotus team without Selene (Selene sucks)
Only one that is dangerous and can go first, and it’s only Unicera (Mortilys can too but that one needs to win way too many rngs to even come close to beating a terrible Blightosis team by me with limited access to 39% or lower speed monsters lol). Never lost a game to randomness anymore with Blightosis than other teams. Randomness have always existed in every team
The randomness is much more present nowadays. Too many sleep entrance monsters, too many death revenge, then you have the issue of too many copy paste teams, so those also rely on rng when they face each other. Anything in excess will eventually become problematic. I was counting the last 10 games I played I faced 3 blightosis, 2 mortylis and 2 C.W. teams. Mortylis and C.W. teams usually quit straight away because it won’t work against my team. It’s quite repetitive.