There are certain moves that at the moment I find are quite too on the strong side, and to be honest I don’t even really understand why they are the way they are:
- Double Kill Moves (Time’s Up, Defang, Assassinate, Countershock, Nightwatch): why do they deal lethal damage even though only one of the 2 monsters is a viable kill target?
I’d get it if this happened only on monsters of weaker element or with very low defense, but just like Double Poison Eater doesn’t (usually) 1-shot 2 monsters if only one is poisoned, I don’t get why these 100tu moves do.
- Link Slayerbane All: why doesn’t it have a time restriction on the monster’s first turn?
They changed Magma’s SS because it used to be too powerful. Makes sense… but then they changed it into a better one? I get you need to build around it now, but it’s still 4 kills on a Stun Immune, HG, high speed monster. And same goes with the other 2 monsters that have the move.
Plus it only costs 2?! Really?!
- Link Dual Give Turn: why can monsters with this ability be given a turn?
I know this one has been here for a while and is probably here to stay, and I know that unlike the 2 mentioned above, this one does take 2 specific monsters to set up. Still, this has to be the dumbest interaction in the game by far!
- Dolphin Bond.
I loved the Dolphreeze nerf when I first saw it: still does everything it’s supposed to (which is a lot), but now you have to risk wasting those 3 cost if you want the Diamonoids.
I also like the idea of mitigating that risk if you run a specific set up… but come on! A 100% boost is way overboard, expecially on Dolphreeze, who’s already tanky more than enough.
Just wanted to give my 2 cents on those moves, since all top tiers seem to have them and I’m starting to think it’s not a coincidence.
Finally, I still strongly belive mythics should go back up in cost like they used to, and I say so while having 2 mythics in team.
So what do you guys think?