I thought the way the meta was dealing with these issues was things like chrono killer, times up, stun killer, stun converter etc. Are these things not working? If you exclude protection from these things from your team, you get smashed, the same as almost any other strategy like poison or sleep. I’m definitely a mid level player but I have almost zero interest in PvP. Is the bulk of this thread aimed at PvP or PvE? I think that makes a significant difference. But how is being stunned or the other team using TT significantly different than having your whole team put to sleep?
Sleep is way harder to setup
The only important opinion I saw. We don’t need to nerf stun anymore when we already have 2 stun counters, stun absorbers, stun converters and stun immunity. When it comes to TT, we already have many great chrono killers, time’s up or, just the best counter, time freeze. Just make more time freeze monsters that don’t have a skill that makes them weak to “killer” moves by the opponent.
If you want to still nerf TT, you will also need to look at dual give turn becauee right now we have a combo where a DGT (Dual Give Turn) can get a turn while also give back to GT (give turn) and you can do this 3 times essentially giving 4 turns to a killer monster who might have a blood move that wipes a half of the opponent’s team by its own.
I also have a suggestion on a new skill that is called “chrono counter” and “chrono converter”. (Both are passives)
Chrono counter: whenever the opponent gets a turn by roaring entrance, give turn, DGT, or team turn: this skill negates it and gives turn to this monster.
Chrono converter: whenever a monster gets a turn by roaring entrance, give turn,DGT, or TT: this monster also gets a turn but goes first.
Lastly, I wanted to know when will we get a counter to monsters that have confident strike, purify, healing and mortar skills? Something like this:
Courage killer: this skill deals critical damage to a monster who has confident or overconfident strike skills.
Blessing killer: this skill deals critical damage to monsters who have purify or a healing skill.
Unload: this skill deals critical damage to a monster who has mortar skills, this skill ignores sheilds and hold ground.
Thank you for reading.
Also, thank you for trying to balaance the game as much as possible. I can’t wait to see what you guys do, devs.
I don’t think every move should have a counter.
I literally never use TT in PvE.
Getting rid of TT wouldn’t affect people’s success rates in PvE events
I dont use it either anymore, however when i started i relied heavily on it since it wasnt easy to collect hight tier monsters back then. It was nearly impossible to beat extreme challenges with the limited monsters at my disposal and TT made the difference in me winning, unfortunately should remember that newer players wont have the same knowledge of the game as most of the Vets have so they will make use of the simplest strategies that work and TT( Shockers Aswell) is the main candidate. We should keep in mind that this nerf is for the new and mid level players so should think how it would affect them and not so much us.
Don’t remove TT before I get Mecha plz! I’ve been waiting for over 2 years to get him and finally will be able to do so when I get enough legend tickets
That, honestly, is completely throwing them in the dumpster.
Might as well remove them completely.
Generalization. Just because you don’t use TT doesn’t mean that everyone else doesn’t as well.
I use TT effectively in PvE events.
Yup, low TU like 100TU or maybe 70TU. I know Midas doesn’t need a nerf but TT holds too much power and it’s not like we haven’t had many people rage at the link holy FL with Delugazar and lots of give turns.
I’m surprised we differ in opinion so much on this. I agree that getting stunned to oblivion is where things get ridiculous (which is why I suggested things to help prevent this from being easy) but for the most part there is easy access to very strong counters to stun. There’s definitely enough to avoid having issues with stun. Team turns are easier to recover from and personally I find them not an issue to face but that’s because my teams are made with top tier legendaries plus I have multiple chrono killers and Dolphreeze. Team turns are much harder to deal with in general for mid-range players and I don’t think it’s good for the game to have individual moves which can swing a match so heavily.
We’re talking about a tanky, shield entrance monster with 160TU double give turn and stun immunity. Mecha has a quick give turn to start and Lava has a built in accelerate, making it ~115TU double give turn if potted. There is good power in double give turn on a stun immune monster! Also, these two monsters have been at the top of the game for this whole time so they don’t necessarily need to stay right up there.
@shadow_x Yes this is basically talking about PvP only, but some changes may affect PvE (something people are all saying they don’t want).
@NoelLemon2 We really don’t need a counter to everything. Some archetypes are perfectly fine without a counter and some have counters naturally built in, mainly as poison (e.g. mortar monsters, confident strike).
What I wrote to Saitama above. I think you’re being too quick to judge and not imagining what a tanky, stun immune monster with reusable double give turn would be like. Back in the old days give turn used to be a top tier strategy… it’s not anymore but 160TU double give turn should be very viable.
@NMEGaryOak I also like to use TT in PvE events and find it effective. They’re very good for newer players too, just something you take out of most strategies once you have a collection of strong monsters.
It would be far, far worse then we have now, especially when it’s raw double give turn.
Unprotected team turn in the current meta gets exploded super fast. Your suggestion forces that unfavorable setup for it, thereby with the amount of anti TT in the meta, would mean that the TTs would be deadweight serving only to charge an opponent’s anti-chrono monsters.
I tagged raw onto it to reduce the TU from 200 to 160. Making it link is way too restrictive and solo isn’t nice either. Raw isn’t too bad to build around, even if it does force you to not use it in its most powerful way.
Like you said earlier, the meta may change and we don’t have lots of counters to TT around… especially if people aren’t so scared of it.
I will happily admit I’m biased and don’t like what TT does to the game. Swinging matches like that isn’t something I enjoy and we’ve all had battles where we’ve lost/won simply because the monster that could kill the TT was a few seconds before or after it got a turn.
Here’s the list of directly anti-TT counters:
Regalion
Dolphreese
XYZ-999L
Chromera
Huskegon
Searguard
Maggatsuoh
Delugazar
Rexotyrant
Ashterios
That’s not to mention the list of unconditionals that can kill a team turn:
Gyomurai
Valsareign
Tygoron
Solblaze
Jingledragon
Burnsalot
There are also slews of conditionals that can kill a team turn. The list of those consists of basically anything with a blood move, or notably retribution. Probably more.
I never said that there weren’t many counters to team turn. I only stated the Best counter.
Problem right now is the protection, and the fact there are only 2 monsters in the game right now that can directly prevent a well protected team turn from doing what it wants to do. One of which is complete and utter trash.
Add Raizen to the list
I just think those that need changes.
1-rework shocking monsters. (Full rework)
2-team turn should have restrictions like not useable first 100 seconds of the game.
Just lower the HP on the TTs so that you can kill them. Everything else is one shot in this game now. Why not TTs as well.
Taking away their singe GT would be a good idea too.
And leave the shockers alone. They’re fine for PvP and necessary as is for PvE.
You can list any number of things which can kill monsters, anything in this game can be killed. For stun we have even harsher counters that not only render the stun monster useless but actually give you an advantage. Only time’s up or time freeze go into that category.
I’d like to point out that with my proposed design of the TT moveset if you use it with another give turn monster you can effectively give a sweeper 3 extra turns every 160TU, 5 times. Also, you get a more reliable first move because the monster is shielded even though it can’t be protected. I’m sure people could come up with retribution strategies too like they have a Diamonoid in the front line with a “TT” then slayerbane to pass time (if needed) and once the Diamonoid is dead they are able to give turn twice to a sweeper then get cracking with their setup.
Anyway, that moveset change and other changes were just my proposal and I know it’s radical. I hope that the Devs do consider it properly but I understand if it’s too much. It looks like people are more open to the idea of adding RAW as a condition to TT and I think maybe also we should have the restriction from start of battle. Doing one or both of those would deal with most of the issues with TT, making them easier to deal with. For me, I’d like for them to be less “get this move off and the match swings one way” which is what the Devs seemed to focus on too. I like games being won over lots of strategy and good plays, rather than one big play paying off and getting someone the win.
P.S. Always good to see Burnsalot make a list!
Dont make me talk about Angelion’s tankiness. @MonkeyDluffy won’t be happy🤣
I always felt TT need to be tanky because of their low speed. I can live with them being one shot though
They are working fine. This thread is about baby sitting players that have no patience or strength of mind to see things from a long term perspective. They want to start playing the game and be in top 50 from day one.
We all put in the hard yards facing crazy teams with TT, Shocking entrance and way worse combos when we were noobs. It’s never been easier to counter and now devs decide to re-visit these moves.
Agreed.
Agreed
Change Tean Turn to Overwatch all