Nightmare
Passive
Sleeping monsters take damage similar to poison. This damage doesnât wake them up.
I feel this may discourage skipping turns.
Passive charge (passive): stuns opponent monster that skips a turn for 75TU.
Reincarnate (passive): when monster dies, it is replaced by its previous evolution fully healed. When there are no evolutions left, monster is removed from play.
New game mechanic:
Cursed: monsters with this state lose 15% of their health after monster takes a turn.
Iâve got a great idea for the pvp. Itâs sure to fix the problem of people that get smashed all the time because they donât play the game much or when they canât or donât want to spend money on it. Make it operate in, say, 5 different levels of difficulty, where level 5 is anything goes, and the lower levels are increasingly restrictive of your max cost, the number of monsters you can have, the number of ultra evos you can have, and maybe prohibiting supers and legends. Or when 2 people are paired up, the game decides on the restrictions or if one player has an obvious advantage, he can be restricted according to the other playerâs strength.
Silence
Single target
Remove all passives that the target has.
Basically because there is no counter to death revenge right now.
Add a second legendary icon onto the wheel
Also give out 5 gems a week instead of one give higher gem rewards in tower eg 10 gems for top 50 instead of 5 and 10 extra gems for top 10
Add option to purchuse individual legendaries once a week for gems or real cash
Eg 50 gems gets you a legendary
remove duplicates, or at least lower the probability⊠im serious, that is so annoying
I agree actually, if the game is gonna give me a shitty epic, at least make it something I donât have.
Add more teams that we can arrange. Maybe 8 would be good.
Whirlwind: when targeted automatically retaliate(counter attack)
Instead adding them together have a market where you can sell duplicates to other players.Â
In regards to festival and special eggs
I believe this is how it works
During a special egg all odds are the same
But if you land on the legendary icon you get a slightly higher chance to get featured monster but itâs not that much higher of a chance
During festivals the odds remain the same but the chance to get epics is slightly decreased, same deal with the featured monster
So in theory normal egg and festival egg roles are basically the same as the odds donât increase enough to make a difference
I think you should increase the odds for a legendary by a bit during festival egg rolls make these times the chances for people to get legendaries like if you roll 5 eggs you are guaranteed a very high chance to roll a legendary like 50% or more and if you roll 10 eggs you are guarntedd 1 or 2 in that time I hate to see players leave and this plus the chance to win gems Ingame would keep the game more alive without changing much even increasing the weekly gem reward to 5 gems would do wonders
If any of you play hearthstone, it was proven not long ago that a âpity timerâ existed. Basically the more packs you donât get a legendary, the greater the chance of getting one, which becomes 100% after 40 packs without one. (https://www.reddit.com/r/hearthstone/comments/3zaeou/pity_timer_on_packs_opening_analysiskinda_proofed/)
Something like that would alleviate a LOT of the complaints without being too much of a difficulty to implement I think.
I was gonna say that, but i didnt know if someone would understand
I play hs also
Bonjour,
Je pense pour ma part quâil manque un rĂ©el jeu en ligne câest Ă dire avec dâautres personnes comme par exemple des guildes oĂč il serait possible de combattre entre guilde avec des tournois de guildes et des events de guilde etcâŠ
Une arĂšne ou nous pourrions voir notre classement et obligatoirement tomber sur une personne de notre level car le PVP est pour moi lamentable 75% du temps nous tombons contre des Ă©quipes lĂ©gendaires donc avec des epic ou super epic je vous laisse imaginer le dĂ©lireâŠ
Hello,
I think for my part that is missing a real on-line game that is with other people as for example guilds where it would be possible to fight(dispute) between guild with tournaments of guilds and the vents(blowholes) of guild etcâŠ
An arena(bullring) or we could see our classification(ranking) and necessarily fall on a person of our level because the PVP is for me pitiful 75 % of time(weather) we fall against legendary teams thus with epic or epic high-octane gasoline I let you imagine the frenzyâŠ
Scramble and knockback from hunter island. Both amazing strategical skills
Armor drain: defense stats are piled onto attack stats for a duration of 200 seconds (can only be used once per battle)
â> basically the opposite of protect focus
â>the 200 sec time duration is there to prevent it from being too OP.
Shield cut:Â removes the effect of protect teammates and protect focus on an enemy permanently (can only be used once per battle)
Death Pardon: Â used on a target with death revenge. the user of this move has to be alive. After the death revenge monster is on the field for more than 300 seconds after this move has been used on it, it is automatically killed and itâs death revenge is not activated.
Blood Leech:Â HP of this move user and HP of a chosen enemy will be swapped (can only be used once per battle)
Holy Antidote: Â a holy type monster will receive 15% more damage when used on it (no limit on use)
â> holy types have no weakness so itâd be fair if some type of monsters gives it a smack on the head from time to time
Agree with all:
The answer seems to lie with some type of fever meter that guarantees a legendary after a specified amount of misses.
And the removal of duplicates âŠ
This in itself will be enough to alleviate most complaints AND make the game attractive to incoming players.
Thats an interesting idea for sure. Even if the damage thats dealt is pretty low, it would create interesting gameplay with monsters that have holdground + stun + desperate strike, or any monster with revenge effect that has low HP, assuming that when a monster is killed this way it does not activate revenge skills.
Thats very interesting! Would make reflective attack moves more powerful that way!
We could do instead of invisibility, give holdground and slow HP regeneration? Pretty overpowered still but interesting
Weâve considered that, but then knockback sort of does the same already.
Weâve been exploring this for a bit now!
We are being careful with this one as it could potentially be pretty powerful, but we are exploring possibilites along these lines!
Thats an awesome concept/idea!
These ideas to discourage or adding risk to passing is something we are thinking of too, especailly for pvp as it could get annouying with all the passing. We will hard cap passing in pvp, but even so it will likely be too frequent and annoying!
That would be very powerful. We want to be careful though as passive revenge skills do help make brute force strategies where you spam aoes less likely to work.
Icon, on 13 Mar 2016 - 08:38 AM, said:
Whirlwind: when targeted automatically retaliate(counter attack)
> We actually had something similar back in Dragon Island days! I see why not add this one. We could make it so the retaliation attack doesnt trigger revenge effects.
Saul1417, on 14 Mar 2016 - 06:28 AM, said:
Scramble and knockback from hunter island. Both amazing strategical skills
> We have knockback in Neomonsters as well. We thought about adding scramble too, but it was pretty annoying so we felt we had to be carful with adding it back in. Not ruling it out though. Id love to hear what others think of bringing back scramble, actually.
Invertebrates, on 14 Mar 2016 - 08:15 AM, said:
Armor drain: defense stats are piled onto attack stats for a duration of 200 seconds (can only be used once per battle)
>Weâve actually been experimenting with something similar too. We found that with Teamturn, two aoe monsters, and a monster that has this skill, it was not hard to wipe out the first 8 monster in the opponent lineup even with TU limitations like the one you suggested. Would love to make it work though, as its a very neat concept.
Or If you get a dublicateit would at least lower the times even moreâŠ
Just a suggestion on how to implement it, every 4 rolls without a legendary replace one of the epic slots with a legendary slot. Just means you donât have to use some super complicated algorithm. Probably. I dunno, Iâm not a programmer XD