Nebel

Bloodclone does 3 things:

  1. It makes it so that autopoison doesn’t automatically screw him over.(seems like a reasonable buff.)

  2. It would shift his game impact to the mid game insted of the end game. He would be a mid game disruption monster rather then an end game fallback that doesn’t always work.

  3. It would make him a lot more fun IMO.

Keep in mind that he will only get 1 kill currently because the other duplicate will be at the end of the team where it can be killed without any repercussions.

Honestly just one word for this: No

Reason: if you change nebel like this you have to change Cosmo as well because of the exact same reason now imagine mid game nebel and Cosmo coming in dropping bloodclone there is 4 death revenges in a row and you are forced to kill them or they will death revenge you to infinity while I have had seen tons of complaints about rhyno and puff being anti-fun cause of death revenge you wanna make it worse - no thank you I’ll pass.

By making this change youd force the PvP meta into a full death revenge meta which is let’s be honest the least strategy-involved passive in this game. An always garantueed 1 for 1 trade as long as you don’t hit something that has HG is disgusting.

I repeat: No

thats totally what i meant

Fair point.

Make it so that nebel and cosmo can’t dupe around each other and problem solved.

While beeing behind midgame he will just be killed before getting a turn, so he will trade 1:1 which might be a hg target or something of high tu etc. so still not very good.

While beeing ahead midgame he will still be a worse doomengine/wraithcaptain since doomengine can bloodclone and kill prime targets your arguements just makes no sense from a balance standpoint but is a valid point against having DR atall in the game.

He means both cosmo and nebel together will be OP.

Easily fixable by make bloodclone not work when nebel is near cosmo.

How is he even on par with doomengine ? If doomengine comes in and gets killed than that’s that - if Cosmo or nebel come in they will do something whether they die instantly or get to copy they will always take someone down. Giving them bloodclone next and combining them will be the best cost efficient monsters in the game cause they can get you at least 1 or maybe 2-3 kills depending on how midgame is going. In worst case doomengine gets you zero kills.

that won´t change my points that while beeing behind they will 9/10 never get the bloodclone off due to their speed but atleast they will force the enemy to kill them before they get their turn,

even if they come one after the other unless the DR gets the lucky shot on a prime target which again does not make them OP just toxic to play against because of the not needed RNG there.

That´s why I wrote the 2 cases, behind they will be better but ahead they will be worse and we can´t forget that nebel is paper compared to doom.

They don’t have to be next to each other to benefit. The key about create duplicate Is 1 HP and end of team meaning if they land into auto poison or if they are the last to die the copies lose their impact on the game. Bloodclone next will give them direct lethal impact on the game as long as they can get the move off. If not they will still take someone down.

You will always be forced to kill them under the pressure that if he takes one turn it’s a 2 for 1 trade. Same with the clone when it comes in.

Exactly. Doing this would make it so that nebel actually has some game impact. Currently he creates a duplicate, then he dies. The duplicate often dies without death revenge too. He has no game impact currently.

Look at all the other legends. Most of them will get several kills. Nebel gets 1 at most currently. This would make his game impact the same as most other legends.

Wrong. Nebel gets one at LEAST. Consider that it’s a guaranteed kill even if it just dies as soon as it comes in. 

The reason the low cost death revengers were nerfed was because A: there is no real counter for death revenge (protect focus doesn’t always work) and B: it is very cost efficient. Nebil’s only counter right now is an autopoisoner. As soon as you nullify that you have a monster that can not only guarantee one kill but must be immediately killed or it will kill more monsters each turn. And not only that but there is no counter to this, you either kill it and take the penalty or it kills you.

Nebels counters right now are rhynobrawl, puffoxin, abyssraider, terrordragon, banedragon,
Flarevern, omegasdragon, tiamazus, and a bunch of In game monsters.

That is a lot more counters then just one. Anything that can poison without damage counters him, and that is a lot of monsters.

I say at most one because most of the time he will die before getting to create duplicate. He has one of the most abysmal speeds in the game. So he will die before he can do anything. This makes one kill. Even if he does get the duplicate off you just kill it last. Besides, even if we give him bloodclone you can still use knockback and you don’t have to deal with him.

Agree that the bloodclone mod would be too OP.

But still think a mod wouldn’t be OTT - assisted wave rather than ultrawave, or a shield entrance passive, or a speed buff, or a huge increase in defense (at the expense of attack which is useless for Neb) or something similar… don’t think it needs to be too good, as we’ve already mentioned that it’s a guaranteed kill at least (with no HG).

The guarenteed kill is also random and can have negative effects. Hitting nightrider before his turn will decide the game. A lot of the time you will hit someone that costs less points. A single 13 point death revenge isn’t worth putting in a team.

Shield entrance and soul shield block death revenge too. So he could get 0 kills. A legendary shouldn’t have no game impact.

the argument of rhino and puff are beyond any logic yes they have been COST effiecient because they did The SAME as nebel does in PvP atm for a fraction of that cost. How can you even say that nebel is cost efficient makes no sense.

“Giving them bloodclone next and combining them will be the best cost efficient monsters”

I meant after the change you have in mind - just please read carefully and not what you want to read to make a counter argument. Also may I note that I have both nebel and Cosmo. It will benefit me to see them buffed like you intend, I just feel it will break the game and take a lot of the fun away relying on death revenge for kills.

The only thing that makes Cosmo and Nebel better than Puffoxin and Rhino is that they haven’t hold ground and they can create duplicate AT THE END of the team, so you can easily set up a poison-end strategy to make their dupes useless. So how the hell a 13 cost legendary could get the same number of kills of a 1* and 2* ingame mons? Come on guys let’s be realistic, at least increase the hp of their dupes to guarantee another kill at the end (maybe).

They still have abysmal speed.

Bloodclone would give them the same game impact as the other legends.

You can more or less control monsters incoming if you built a strat around it with them having bloodclone and step back I can probably get at least 5 of them in a row before the enemy makes a move if you play your cards right.

I understand as a F2P you might have limited legendaries at your disposal but you should pretend : I have all legends, how does this change affect gameplay especially on PvP. You’d reach the same conclusion most likely.

I’m a f2p and only have cosmo and mecha ( I’m happy of it because I can’t complain about him) so I tried to study a good strategy for Cosmo in my team. And the strategies are very limited to make him kill 3/4 mons which a lot of legendaries do. So I’m not asking for a huge buff, but at least one improvement should be done with him.