We all know I’ve been complaining about Deathgazer a lot lately so i decided to finally explain the reasons for it
In my experience is almost impossible to stop Deathgazer from having an impact on the battle because when it enters the field will almost always benefit somehow his user which seems really wrong to me because this is an strategy game an every monster should have several counters in order to keep things balanced.
The main problem imo with Deathgazer is the 50 TU reduction on team mates because to me it’s crazy in top bracket PvP it’s kind of easy to set it up skipping turns to line up your monsters so when Deathgazer enters you have almost a team turn and is extremely hard to avoid for the oponent because many times he is forced to skip back because his monster can’t do anything to stop it. Deathgazer has the power to make incredible comebacks and has the power to stop opponents from doing it which it’s the main issue for me no monster should have that kind of power either is good helping you to make a comeback or stopping the enemy’s one but not both. It’s passive is so Broken that Deathgazer it’s used in some top teams without any other poison monsters and taking in count Deathgazer Move set it’s pretty mediocre without poison support we can have an idea of how broken it’s passive is.
In my opinion the only REAL counter to deathgazer is Bastia (a limited mythics that haven’t been featured in Festivals so most player can afford to roll for her so it’s a counter unviable for most of the playerbase) because there is no other way to stop it but o discussed these in the line chat and many experienced players disagreed with me and some of them share with me some ways to play arround it (i was using most of them before that) wich i will mention again here so they cam be discussed by the community (this was @GMagic suggestions which were the most complete ones)
- understanding tu’s and thinking ahead
- killing multiple enemies at once will mean the fast forward only applies to gazer and one other mon.
- controlling the game. And that doesn’t mean starting to try to control it right before gazer enters, but the whole game. Leave monsters that can’t hurt you as much on the field, eliminate threats.
- if the monsters are asleep, they can’t hurt you
- if the monsters are stunned out, they can’t hurt you
- roaring entrance endgame will guarantee you get to throw some punches after a gazer has come in.
- generally, don’t be losing the match, then unrealistically expect to come back, then get mad at gazer for foiling the comeback attempt
As you can see all this suggestions can be summarized as “clever gameplay” as @Killerdog called it. So i ask you all isnt “clever gameplay” the best counter to anything? How many things would have stayed the same if people had chosen the high road of “clever gameplay” instead of the nerf way… But that’s another story and this is not the case because as BB Spam AP Spam AoE Spam (yes i recognize it had to go I’ve seem how the PvP teams variety has increased since canis nerf and that’s something great for the game) it needs to end. This is a strategy game and strategy means thinking and the fact there are some monsters that can be spammed in your team to get you a 15% higher WR it’s wrong you’re supposed to build good teams not spam OP stuff.
Taking back to the Line chat discussion @Killerdog listed for me some of the good reasons to nerf a monster and i will quote them:
1- Monsters only need nerfing if they’re dominating the meta
2- and either not fun to play against,
3- make the team win too much
4- or way too hard to counter.
5- However, a lot of that can be handled by added counters rather than actually nerfing the monster.
Now i will compare Deathgazer to those aspects
1- It’s certainly dominating the meta
2- it’s nothing fun to play against (what’s the fun of loosing to a less skilled player or a worst team just because they happen to use broken deathgazer how’s that fair or fun?)
3- and in my experience gazer can increase anyone’s WR by a 15 % and i can prove it because i have a secondary account withngazer in it and my WR there is 65 a lot higher than i sould have with an average OoO FL and nothing special in the resto of the team (i acknowledge that the percentage it increases it’s smaller the higher the base WR of the player is)
4- ok… As i quoted above the best counter is “clever gameplay” something that’s only possible after years of playing or a LOT of talent or months with the proper tutoring which all of which are not on the reach of most players what will a newcomer think of the game if he is winning with an 8 monsters advantage and gazer enters the field making him lose…
5- as i explained above Bastia it’s the only REAL counter of Deathgazer and we all know what that naked girl has done to this game so the last thing we need is more of her kind (skill set wise)
So as you can see it deserves a nerf according to KD nerfing reasons.
I know one of the reasons deathgazer doesn’t seems so broken for many old players because they were arround when it was released when it was much more broken (no TU restrictions on it’s passive) or when it was abused in endgame with it’s SS step back and TT (they changed it’s SS from Step Back to Retreat because of that) i understand how all that was more broken than it is know but it doesn’t mean it isn’t still broken in the current power level.
So with all this said i think a nerf is needed and i don’t think the entrance effect not being applied on Deathgazer itself as suggested before it’s the way to go. I think 2 thing should b fixed 1 it’s the passive itself reducing it’s power making it maybe 25 or 20 (Cypridus an awakened mythics does the same to ally entering monsters and it’s only by 20 sec!!! Why deathgazer has to be more) and change it’s SS to something else that doesn’t allows to abuse the passive by itself
Well the read it’s over i hope you didn’t find it boring or annoying or unfair as i found loosing to deathgazer