18 costs legends lmao.
Now I’ve heard it all…
I’m sure the thread is about SEs but hey ho… haha
18 costs legends lmao.
Now I’ve heard it all…
I’m sure the thread is about SEs but hey ho… haha
Wasn’t overpowered at all tbh…
He was ruined straight after an update.
Ok @Dev_VKC look. I’m going to attempt to summarize all of these points.
Perfectly put…
Magmarinus is 16 cost (I believe Gyo as well) with SS unlocked so adding 2 is not that big of a deal if you think of how good they are. It would be a nerf without touching their firepower or other stats. Also Whiskers was nerfed so he was overpowered…
Lochis point of Devs using the cost changes to pull more money out of us is the best counterpoint here.
@GMagic bro KD and i both posted a long well thought plan for how to do this so i would hardly call it half thought and thrown out.
As to everyone else posting about the Devs not doing anything else we’ve asked for, i get your frustration, but the devs have asked a question about how to improve the game. Its no wonder they hate talking to us.
Topic is about SE cost increase, not nerfing legends with cost increase.
Still goes to my original point above… It’s about SEs not LEGENDS.
This is an excellent point I hadn’t thought of. But now theyre almost certainly gonna do it!
Incoming 20 cost, total immunity excessive force, triple blood thirst, dual slayerbane, taunt friend monster guaranteed in your 12th pack.
They’ll just ignore us on those points you mentioned. Sad life
@MonkeyDluffy @Has88san There are other people taking about friend points so why not tell them as well? Besides I made my point on SE in my original post and said that legend cost should be increased rather than SE.
Sorry didn’t mean to single you out.
But if the legends cost is a problem for you please open a new topic solely based on legends cost.
I think this idea without proper context and explanation can very easily get taken the wrong way. Dev_VKC did explain a little bit by saying…
However, being players we can all too easily focus on this simply being a cost increase for some of our monsters. I think we all need to think here from a design perspective and about what’s best for the game overall. Also, not a single person commented on the “9 cost Epics” bit of this thread! This is basically them saying they want to introduce some viable epics into the game, which is a very cool idea and might make things a lot more interesting… especially in combination with cost increases to super epics.
So here’s the context! There was a thread a short while ago about “power creep” in the game and what can be done about it. This is considered a big issue by many of the top/older players and it is likely that something needs to be done about it for the future of this game. We all want this game to continue thriving! I came up with an idea about doing an overhaul of the cost system and then Boilertribe got on board and started throwing in ideas/perspectives too. Here’s my original post along with the later bit explaining it:
The power creep is slow and steady in general but when you compare monsters two years older than the new ones then yes there is a fair difference.
I agree that what makes the newer monsters stronger is they have strong passives that result in fewer counters to them and more guaranteed value when used in the right team (e.g. sleep immunity with OoO). New passives like sleep immunity and tranquilizing entrance are super strong and so if the monster itself is good then in practice it’s far better than other monsters.
I think that we’ve all got to accept that there will be a certain level of power creep going on in the game. Old monsters WILL become outdated even if they get improved with a secret skill and still remain uniquely useful in some teams.
Also, I think it’s too easy to wrongly compare monsters. For example, Cry is Free in the first post here compares Wraithhost to Magmarinus even though they work completely differently in practice. Wraithhost is for controlled time wasting teams (sleep/stun) and does especially well with OoO since once it’s survived 300s it becomes deadly and a high priority target before it gets its novablast. It’s basically a super buffed version of the novablast monsters. Magma comes in and quickly gets a turn where it instantly begins to wreck havoc with the very powerful dual slayerbane then quick killing moves. It can keep itself alive nicely but the main thing is its incredibly fast killing speed of 70TU or 30TU. A big feature of Magma is the inability to select the target which means it can’t be used in control teams (exact opposite of Wraithhost) but it will add so much value for a stand-alone monster that it is brilliant to use in a PvP team and works better than Wraithhost if used alongside 3 other good monsters. Hence it can be easy to see Magmarinus>Wraithhost if you look at them in practice.
Here’s what I’d suggest:
A complete overhaul of the cost system which allows more freedom in the cost of monsters.
E.g.
1-3* = same as current (1-7)
4* = 8-10
5* = 10-18
6* = 15-25-30 (up to 30 including secret skill)By increasing the overall cost of these monsters it also allows for further expansions to the cost without it being drastic. The max team cost could also be slowly increased as these further expansions happen.
Unfortunately this change would make things more complicated as monsters will no longer have a formulaic cost structure. Team building will become complicated and people may get confused. However, for balance in the game this could do SO MUCH and be a good way to control things as time progresses. I personally think there’s a bit of an issue right now with strong monsters which don’t require a secret skill so you can have an “overpowered” monster at only 13 cost. Also, some SE monsters are excessively strong compared to some of the older legendaries.
I’d like to point out what my suggestion is doing:
- Giving a larger range of costs to differentiate the monsters (more than 14-16)
- Allowing some SEs to cost more than legendaries (their power creep will exceed weaker legendaries, especially when considering combos)
- Allowing further expansion of max legendary cost, because the numbers are larger overall (currently increasing it to 17, 18, etc. will be proportionately quite high compared to 30->31,32,etc)
- Allowing the starting cost (pre-SS) to be different and in many cases higher than other monsters who have secret skills, which means secret skills can be properly costed rather than them simply creating the “true cost” of the monster
- Tweaks (minor or major) to the costs of specific monsters will be easier and more effective because there is a larger range of costs it can be set to and the overall cost of a team allows for far more customisation rather than picking “X number of 13 cost monsters and Y number of 14-16 monsters with Z 10 cost or below” as it currently is
Here’s Boilertribe’s input:
I agree with KD that a reorder of the cost system is necessary at this point. All legends shouldnt automatically be 13 + SS cost. For example:
Sanct,Cryo, even with their “buff”: 12/12
Valza, Warca, Bane (needs an SS): 13/14
Magma, Tago, Deo: 15/16
BB,Gyo,Angel: 16/17Where the first number is without SS and the second is with SS.
Note, I dont value Sanctalion enough to be a true legend, nor does its SS bring that much to the table when its primarily FL stun bate.
Valza, Bane Warca are a middle tier that’s still very useful and competitive but nobody is gonna say they’re OP.
Magma, Tago, and Deodragon are can wreck a line up and change the match, but they’re still vulnerable.
BB, Gyo, and the new Angelion are the ones that at 13 team cost bring a ton of value to their team and are true game changers. Game as in NM, not as in an individual match. They definitely need a cost increase to offset the power of adding them to your lineup.
I know that’s a long read but I don’t think anyone could jump onto the forum and properly consider this idea from the Devs without knowing what it’s about and what made them come up with this idea. We’re talking about controlling power creep and giving flexibility to the design of new monsters, not something to hurt the players by increasing the cost of their currently good cheaper options.
I said I would agree to the idea thrown by the devs but that has to be balanced by increase in team costs and the ability to devolve some mons.
You can’t control power creep by nerfing all the time. As dev VKC said the legend base will remain as 13 and stay that way. So we don’t need to keep talking about an issue which the devs have said they won’t change.
I definitely like the idea of viable epics and NEW epics. Nowadays only legends and SE are added to the game (last time they added a new one was probably egseccutioner). At least then we could roll new epics from 10 packs
Yeah I fear this may be because they don’t want to mess with the virtual goods people spent a lot of money for. Unfortunately though I feel like this is a problem with any cost changes to epic or super epic monsters. Too many of the legendaries are overpowered without their secret skill and you can’t really compare a 12-cost strong super epic with a 13-cost overpowered legendary. If you were comparing 12 vs 15 then it could work but not 12 vs 13.
I like the concept and the overall idea of this proposal but I don’t think it works to just increase the cost of the strong super epics and new ones they design without taking another look at the legendary cost system.
Yeah that is definately for sure. Like sear going to 12 cost but chrome is 13 doesn’t make sense at all.
But I do like the idea epics getting some kind of buff. They are a waste of time
Like we spend the initial part of the game with epics and they mean nothing
Why they even in eggs because they are a waste of time.
They’re in the eggs to keep you spending on the next pack!
This is basically them saying they want to introduce some viable monsters to eggs to force people wast money for then and queep giving old monsters Over and over again
By old monsters im talking about heavenshorn,flutters,volca,moltempede,bull etc not the really old good ones such as robin,frostrider,those are forgoten unless they are avaiable on eggs… Been playing for almost 700days and never saw then back again
Thanks for pulling in the background, KD.
I guess I see Legend, SE, E, Rare, Common as catchu marketing labels only. It feels cool to say a monster is legendary and to see the word legendary sparkling over a hatched rainbow egg. As Lochi has pointed out numerous times they’ve done a magnificent job with the rainbow egg art and along with the category labels and it all fits into the pathos of the game. We’re all victims to the marketing lol.
Monster cost is what i see as the actual metric of monster value, and the actual way of keeping teams equally matched and competitive. Its a moot point because it brings up all sorts of marketing/revenue generating nightmares for the devs, but for quality of game I think increasing the precision of monster cost is a huge bonus ti game quality.