The description of the fox says that it will have a high chance of respawning next in the reinforcement list, can we make this passive deactivate once there are no opposing reinforcements? .I feel like it’s too hard and heavy to deal with over the endgame if abused with monsters that make it respawn more than once, I’ve had long games over the endgame due to respawn spam
It was only a matter of time until the passive failed, but it’s insanely tiresome to do it over and over again until it does. From my point of view we could make the passive not activate once there are no reinforcements left and this would not affect the monster at all. What do you think?
Furthermore, I think the developer may reduce the probability of rebirth for Spectrefox. (e.g. 60%)
All other skills of Spectrefox are basically good, so I think there is no problem even if the probability is lowered a little.
I wouldn’t want her respawn to be reduced so that it doesn’t affect the stun protection ability she provides, maybe later if the stun gets a bigger change.
With sleep you have to sleep it first before you can sleep anything else and you can’t kill it otherwise it re-enters and purifies so there’s always the timer of when it wakes it’ll wake up everything else.
With stealth it kills your monsters with stealthbane (because the move is stupidly strong) or it can purify all to remove stealth from your whole team. Again, you can’t kill it because it just comes back and grabs a kill at high speed. Here you don’t even have stun or sleep to disable it.
It’s free blood move charging, as long as you can afford to keep taking the purify all / stealthbane / stun killer.
I’ve definitely messed up a lot of teams by using metempsychosis on it so the opponent is stuck with two Spectrefox all game. A very niche counter, but feels good.
250 max stun would not fix the problem because people would still be able to carefully stun things out of play.
Making things immune until their next turn would make a big difference and I think it’s a fair solution, if we want to go down the route of changing how the mechanic works.
Personally, I think the final thing to fix is having some ways to recover from heavy stun. E.g. More monsters like Nightingale that will be fairly easy to put into lots of teams. If we get that, plus more of the kinds of monsters we’ve been getting recently (stun bisector, ones which absorb but do something when stunned high, etc.) then the problem should finally be sorted. It’ll probably take a while before everyone in the community is happy, but I reckon it’s possible.
Yes definitely would not solve the problem at all , but I feel like it could be a step forward compared to where we are right now . But yes . I agree it does not solve the problem
I think the way is to make monsters immune until their next turn once they’ve already been stunned. That would be spam, which is what really needs review, a stun isn’t bad, however out of 1, needs review
I’m also fine with adding a bunch of monsters rescuing turns, but this has been suggested before here on the forum.
@Dev_VKC hasnt responded to my challenge in a different thread, which suggests to me the mechanic is open to abuse and needs to be changed.
I think having a marker to show when a monster has been stunned and then things act differently would be a good evolution. I often find with Houdini that players can just allow your mons to slip below 200 TU and stun again.
Also agree that the problem lies within the prevention and the cure.