So, after sleeping over it I still think something went terribly wrong with this update which is a real shame because most balance changes were spot but still three things didnt go too well in my opinion.
1.) The new potting system
Honeslty, this is really the thing I am most disappointed with. I am playing this game since 2015. Right from the beginning the legend potions have been the holy grail of the game. They were so incredibly rare and hard to get, that you felt special everytime you were able get your hands on one. In Accordance to the level of the rarity everybody was very careful when distributing the Potions. In some cases, battles were decided by the simple fact that both players ran the same monster in the FL but the monster of Player B had more potions on it. After a while the forum was able to figure out how potions exactly worked (There was a thread by buckingham or lochi, official information was hard to get back then). Shortly after that it became common sense that plus 5 is the best amount of pots for most monsters. You can believe me if I tell you that four years (with a 1 year break) is quite a lot of time to get most of your monsters to plus 5. So when I woke up two days ago I had to realise that all of my +5 monsters are now +3 monsters again which basically destroys my progress of a year or more. Without any compensation. I am sorry but this is not acceptable. And you cant compensate this with “We will be giving out more potions”? No, why should I grind for more potions just for it to take months so I can get to the point I was at two days ago anyway. Its like walking home from work and when I am almost home my boss kindnaps me, forces me to get into his car, drives me back to the office, kicks me out of the car and says: Theres a bicycle around the corner, if you use it, you will save some time on your way home.
2.) Bomboid
The problem before the nerf was that the combination of BombFlocc killed every rounded/standard atk and full atk monster of the types earth and storm. Thats basically 60-70 % of the monsters of those arechetypes. The thing is: This hasnt changed. And because of that this nerf is useless. The issue was that bomboid basically pushes earth and storm out of the meta because 70 % of the monsters wont survive the bomb flocc combo. A nerf should have the goal to make sure that this isnt happening any more. But the nerf had basically 0 (!) impact on the problem. Zero. Thats not how you fix a problem. Sherloid got nerfed hard for so much less but bomboid remains fully intact after recieving a no effect nerf. Its a (now) 5 cost monster. I know its only purpose is to die and do damge but not at the cost of making two elements almost unplayable. The best way would be to remove the elemental damage but if that is not possible, then his damage needs to be further nerfed. Maybe he will end up being a joke but better a 5 cost monster ends up being a joke than two of six elements being a joke because of a 5 cost monster. (I know Flocc is part of the problem at least hes a legend).
3.) The dolphs
So from all suggestions this one was the least suitable to fix the problem. As I once said: I think we can all agree that dolphreeze was an S Tier Monster before. And we can all agree that Dolphoenix wasnt very good before. We can also agree on that the change that was made to Phreeze (Diaminoids now being the SS instead of the passive) wasnt actually a real nerf because now you have more control and play Phreeze even in raw teams. And even if you think it was a slight nerf, there was no reason to compensate him for that. Now with Dolphin Bond this very good monster gets stun immunity (one of the best passives in the game) and 50 % stat boost (which makes his times up kill everything, which is actually a huge buff because he wasnt able to kill tanky chrono monsters before). And now heres the question: Why would you do that? Dolphreeze does not need Dolphin bond. Especially not if it compensates his only two weaknesses (stun and slight lack of fire power) on the other hand dolphoenix (who was way worse before) has a far smaller benefit from dolphin bond than dolphreeze. I think the goal of dolphin bond should be to make a weak monster viable (phoenix) if it is paired with a very strong monster (phreeze). Not to make a very strong monster stronger when it is paired with a useless monster the user couldnt care less about. Dolphin Bond should be a very powerful passive but Dolphreeze shouldnt have dolphin bond, only Phoenix should have dolphin bond.
Sherlock signing out