Okay before y’all kill me hear me out. I thought of 2 reasons to make this thread; it could funnel all the nerf suggestions into here so they won’t pop up elsewhere, and there’s a few monsters I feel have slipped under the radar quite a bit over time that could stand to be discussed once again. I certainly won’t pin this one, and you don’t really need to take these suggestions nearly as seriously as the buff thread ones. I’ll also discuss plenty of mons that I myself own, keeping my bias firmly under control. Also most of them are really just little tweaks that I think would be fair balancers, while still allowing the monster to be plenty powerful regardless. Just figured this could be a thing to try out, ya know? Like, ripping off the bandaid if you will. Needless to say, we should try extra hard to keep things as civil and non-confrontational as possible.
Anyway, here’s my list. By all means, disagree if it doesn’t seem right to you, it’s merely what I’d like to see. In the end, it’s really up to what the devs see fit to do, all we can do is try to come to the best conclusions we can to help them along.
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Ahuizard
The case: Wayyyyy too much power for a SE. Decent speed, no weaknesses, stun immunity, and of course a 50 TU sweeping move that can bypass protectors. There are legends and MYTHICS that dream of having that sorta sweeping power. Don’t want to gather a bunch of rocks? Fear not, not only can he supply plenty of his own after a single kill, but he can fall back on bloodcrave for 100 TU sweeping instead, which is still rather impressive. If you look at the latest pvp report, you’ll see that Ahuizard is the only SE featured on top 10 most used overall; and he’s number 3. That just ain’t right.
Proposed solution: Raise the TU of RAW throw. Perhaps also lower his speed or take away stun immunity. -
Novadrake
The case: Similar vein to Ahuizard, but not quite as egregious. This dude’s quite frustrating to face up against, primarily because of the SS potentially forcing you to hit him 3 times to kill him properly without piercing or poison. But mainly, the amount of power his 50 TU moves have is downright ludicrous, it’s an absolute wonder the devs thought this guy needed a buff early on.
Proposed solution: Raise all his TUs to 60, back where they initially were. Still very strong, but far more manageable. -
Padrinorca
The case: Holy hell this thing is scary. 2 of the best passives in the game, coupled with low TU raw moves with an incredibly vast assortment of potential targets, and topped off with not only a highly accessible fallback option in bloodcrave, but a literal free kill if there’s a protector around. This legit feels like a mythic moveset… still kinda amazing to me that he’s only a legend.
Proposed solution: Once again, raise the TUs of all of his RAW moves. Given the ridiculous potential of ignoring protectors, on top of everything else orca’s got going already, the TU reduction just isn’t warranted anymore. Maybe make his SS swift while we’re at it too. -
Cynthia
The case: This isn’t a complaint for Cynthia as a whole, but rather a particularly… nefarious combo with a certain SE. Cynthia can simply spend some time marking up enemy reinforcements, then Nefariodon comes in and BAM! 2-4 mons gone. Then their reinforcements come in and get marked, and if Nefariodon steps back before the enemy can catch him, that’s yet another wave of impending doom. I’ve used this strat quite a bit myself, and really wouldn’t mind in the slightest if something was done to get it under control.
Proposed solution: Have Mark Field disable when there’s mark allies on the field, like Quick Draw. This would severely limit the potential for a second or third wave of trigger deaths, and further encourage Cynthia to really be a proper lone ranger like she’s meant to be. -
Thlug Beckie
The case: Feel like we’ve forgotten just how absurd this thing is. Just one theast, and the entire enemy team goes to sleep for free… that’s just not okay. 240 TU is still a very long time considering that it’s your ENTIRE TEAM being put out of commission here.
Proposed solution: Make the sleep last for 100-130 TU. This way the effect is far more comparable to that of Thlug Bob, still giving you lots of control over the battle but not an egregious amount. Still would be getting off super easy if you ask me. -
Lemon
The case: Just read the skill description for Fairy’s Dust. Kinda speaks for itself.
Proposed Solution: Make Fairy’s Dust an active instead. -
Floccosaurus
The case: My only gripe is with Aggressive entrance. It’s just downright stupid… storm SEs are one shotted and legends are put into red, and all flocco has to do is literally just exist. Gotta say, noooooot a fan.
Proposed solution: Make damaging passives not factor in element interactions; perhaps make them deal a fixed amount of damage regardless of the opponent? If it’s going to ignore stealth in direct defiance of the otherwise well established rules of the game, this seems like a fair tradeoff ya know? -
Double Retribution mons
The issue: Retribution jank has always been such a pain in the rear… just voluntarily kill a mon that you won’t need for anything else, and presto, your lethal double moves are instantly charged. It was clever the first time someone thought to do this, but now it honestly feels cheap. And I speak as someone who used something of this sort in this very pvp.
Proposed Solution: Make Retribution not trigger when an ally kills another ally. Thematically it makes sense, and it’ll really ensure that the move can only be used precisely as it’s intended. -
Tricranium
The case: I’m kinda shocked that I’ve only recently discovered how gross this thing is. With rocks it can double sweep at 80 TU, which is kind of absurd when you really think about it… Not to mention he’s got stun immune, payback revenge AND free shield generation to make him an absolute nightmare to deal with. It wouldn’t be quite so much of a problem if he were just a little more accessible, you know?
Proposed solution: Make rear load mortar not apply a shield. Bloom’s SS is a 30 TU loading move that doesn’t provide a shield, so… why not? Obviously not all mortar moves are obligated to come with a shield, there’s botanic too. I just feel that the vastly reduced TU is reward enough for the price of a rock, especially since Tri is capable of producing his own. -
Spectrefox
The case: Okay this one might be a little petty… but this thing’s revival rate is kind of ridiculous. It’s come back on me upwards of 10-20 times in the past, in one extreme case costing me the whole game through sheer force of odds. Why should Snowhulk have a lower rate when he’s not nearly as overall capable?
Proposed solution: At the very least, put a cap on the number of times mons can return when it’s RNG based. 5 seems good; there’s still tooooons of room to make an impact, or at least divert attention away from allies, but it won’t be able to be taken to an extreme. And perhaps lower the respawn rate to something like 60%.