They should make it so that every time you level up you get a gem and for the people that already leveled up you should give them a gem for each level they achieved
Passive: Amnesic: Ignores the passives of all enemies
Examples:
A mon with amnesic can potentially kill others with hold ground in one hit
Can ignore auto protect and always attack the selected enemy
Ignores stun revenge and stunning entrance
Ignores auto poison when summoned into battle and also poison revengeĀ
This may seem a bit overpowered, but this is basically a good counter measure for the broken last biters (hello godfeather and dragaia) in addition to other extremely offensive mons that take advantage of their passives to devastate the enemy (such as auto poisoners and shocking entrance users). To remedy this, if a mon were to have this passive it would be their only passive and also it wouldnāt have access to any sweeping moves (like bloodthirst or survivor or bloodcrave etc).
Suggested move pool for a fully evolved mon with this passive:
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Timestrike
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Stun flashĀ
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Ultra -insert element here- (single target)
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Swiftstrike (opposite to timestrike, this move does more damage to enemies which have less sec remaining until their next attack)
This moveset completely counters the last biters both early game (assisted quake/thunder with timestrike) and late game (last bite with swiftstrike). It also beats shocking entrance users since they canāt timestrike on this mon and also auto poisoners with swiftstrike when they attempt to poison with poison touch.
This set is balanced since it also has many ways of counterplay:
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Protectors (not to be confused with auto protect): these mons will usually have waiting times of about ~100 sec if the user actually knows how to play which is where both timestrike and swiftstrike donāt do critical damage. So they can protect their team and at the same time take minimal damage from this moveset. The moveset also has no aoe moves (all moves are single target) so a protector can fully tank all moves from this mon. Protectors do not absorb the stun from stun flash however (because of amnesic).
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Timestrikers: When playing against protectors, the mon will have to use the ultra move which has a 250 sec timer. This means that a timestrike can easily kill the mon if used correctly.
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Poison --> poison eater: While amnesic ignores auto poison, it still does not ignore poison touch/gas. This means that the mon is still vulnerable to getting killed by a poison eater/massacre.
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Sleep: Not much to explain, sleep --> dreamhunt completely shuts this mon down.
Monster (Legend)
Monster Assassin
Abilities
Mark: Permanently mark one monster.
Assassinate: Deal critical damage to MARKED monster.
Dreamhunt All: self explanatory
Sleep All: self explanatory
Passive: stun proof / nullify hold ground
May be OP but the devs job is to tweak itā¦
A legendary monster which is tank. Donāt think Iāve seen a legendary like that yet.
It can then have a skill of only the enemy attacking the tank monster and cover the splash damage across the party .
Would probably be overpowered .
Like this one in the monster suggestion thread? (PrimalDaemon), which has the move āStealth Protectionā?
Oh thats true, i didnāt think of that. But i do hope they can implement a feature which allows us to get a monster that we want rather than it being random. Iāve gotten loads of duplicates. Hmmm iām interested to see what they offer for winning pvp battles, maybe instead of the neo monster war alliance points you get pvp tokens to get something.
yea bro i think two monsters is fair game to transfer. They have made it avalible to do so once, theycan replicate it and allow it again shurely. Its christmas aswell soon so lets hope the devs are on our side
yea bro i think two monsters is fair game to transfer. They have made it avalible to do so once, theycan replicate it and allow it again shurely. Its christmas aswell soon so lets hope the devs are on our side
I was going to say Angelons ultra evo is sort of something like this. Youād have to make it slightly dif or be specific like Gon listed or else there isnāt really a point.
They should release legendary monsters in the wild with a 0.5 chance spawn rate and make it guaranteed to capture on full health with all 60 training sessions left with a 0.25 chance for limited time legendaries on all spots and if you defeat the monster you still get it and if you have a legendary monster then you donāt get to see it spawn in the wild unless you turn on a setting to want to have duplicates and make gems available in the wild at a 5% spawn rate for each gem defeat to capture it should say that when you try to capture it but canāt use capture card
no pvp tokens and for every 200 wins you get a new legendary when you get all of them you get duplicates and for every 500 wins you get a legendary of your choice come on devs make it up to us for crappy egg system
They should also make legendaries on six spots in a row in a regular egg and all 25 spots available for legendaries like each legendary is new non duplicate until you have them all and 1 gem for every 50 wins
My suggestion: keep eggs the way they are.
Instead, make epics available in the wild with a very low encounter chance. That way itās still good to get an epic from an egg, they are very rare, but this mainly allows you to only have super epics and legendaries in events. This makes it like Hunter island, where only good, useful monsters will be in the events, and if you happen to get one early, it will be an event eventually.
The legendary versions and super epic versions of each archetype straight up outclass the epic versions with they same/similar moveset. So putting epics in the wild would make sense, so you can have those cool strategies, but can get the best monsters for the strategies from the events.
The game is a really great game my only complaint is I canāt progress because I only seem to get epics from egg rolls. As you know epics are useless in the game at this piont.
You all do realise that we had a topic like this once. The devs looked at it. They took most ideas from it and created a new game called Neo Monsters. It was supposed to be a game for the fans with the fans ideas. They knew the fans would like it (as it had the ideas from the fans) so used it to extract as much money as possible without even considering that they werenāt their ideas in the first place. They said that they couldnāt implement them in the old game so they had to make a new one.
This topic will go the exact same way.
Scramble all/ Chaos: Sacrifice the monster to scramble both teamsā line ups
Revenge Heal: Ā Heals friendly monsters upon death
They should make it so that in the tower tournaments that if you lose a battle then you stay at the same floor but then it costs say 6 tickets to do the challenge floor again
During the campaign and online missions the player is often teaming up with other trainers like Thale or Makisa, which tend to be really cool moments, but in the end itās just dialogue. We never get to actually feel like weāre fighting back-to-back with these supposed allies.
How about for these select team-up scenarios you add in that specific characterās āMascot Monsterā (i.e. Thaleās Nightlord, Makisaās Glyther, etc.) for us to use in the same way as Shared monsters off our Friends List?
I like that you already blend gameplay and narrative by giving cameos to these monsters in cutscenes after weāve become familiar with them through multiple League battles, but I think it would be even cooler if you pushed it a step further like this.
It would also make those battles less difficult unless you scaled up the enemy stats, which could be a good or a bad thing depending on how you look at it.
Iām tired of gettin the same stupid auto protect monster idc if itās a diff type they are all the same.
future of the game:
after reading a lot of the comments other people make, i think what this game needs is a more solidified future. some people get lucky with the eggs, some dont, but either way, people (myself included) want to know that at the very least, our money and time is going toward a long term game with assurances that devs wont give up on adding new content and making the game better. nothing would be worse then having grinded hours, or spend hard earned money just to see the game die down in a year and move on to a new game. i think people would be willing to spend more money/time, which obv devs would benefit from if the game became more in depth in its āprofessionalismā. little things like have a database as opposed to the somewhat half -assed facebook page, where players can see schedules of events, a complete monsterdex (like hunter island had), a place where you can also rely on quick developer responses to general question, and a place where players can more closely meet and search for other players. its encouraging to see devs coming up with new monsters (ultimadragon looks awesome) on a frequent basis so we know you guys are still just as into making the game better and newer just as much as we are interested in playing it. so far, this game seems to be the best rpg monster game out there, and def has a ton of potential. im ready to just start seeing things that make me believe its a not just a hot new game, but a long term powerhouse that im willing to really invest my time and money into. i think with some features similar to puzzle and dragons (if people are familiar) this game could really elevate into a really money maker and fan favorite for devs, and a real legendary game for users for years to come! let me know what you guys think
We need the option of obtaining a new Legendary instead of a +1. Perhaps have a Legendary egg granted with the algorithm that excludes existing legendaries in the roll. I truly believe the +1ās can start when you have ALL the legendaries. Iām sure other people would agree with me.
Timers on the special events would be awesome. Just a Day:Hour:Min thing.Ā
I found that some super and legendaries share exact same skills. How lame is that