As the topic says. I see so many of the Japanese players in top 10 using 4 teamturners on there team. One went so far and used three TT including the two legends and shadowwyrm.
He spammed ultra dusk give turn ultra give turn Teamturn repeat 3 times. Leaving all his monsters untouched both legends 100 seconds from bomb - wyrm hyper charged for bloodthirst and no counter play cause they are all stun immune.
Literally all these players use 4 teamturners and although I can beat more than 70-80% of them in a match it comes to show that this combination is way too strong.
I would suggest removing stun immunity from the legends seeing as it would hurt the general population less as super epics are easier to acquire.
If you don’t feel like removing stun immunity at least limit the use of TT to once every 400 seconds. Using TT three times consecutively is way way too imbalanced.
Worst part it doesn’t take strategy whatsoever cause you simply take 3x TT so in essence 16 turns if you count the starting ones before your opponent can make a move without counter play.
This all happens off the back off one monster taking a single turn.
I know people will cry and whine a lot cause they have either lava or levithan on this topic. But just wait till you meet Shika and he kills half your team without you ever making a move just because a single monster on his side got a turn.
When people cried over sleep being too strong they brought bane and lots of poisoners which are the counter to sleepers.
Developers of this game listen to their community as much as you think the game is p2w. As I stated I can beat these guys but that’s only cause I can control them with sleep as they have no purify.
If you’d not be lucky enough to have sleepers you cannot hope to beat them. It’s why so many are in top 10
There shouldn’t be a single counter play to one strat. I cannot think of anything else but limiting TT or have a monster that locks Teamturn or something
I was saying how oppressive TT are like after the first PvP, but everyone told me I was wrong… I hope people will listen to you and realize that. Now that we have a second legendary TT the thing is getting worse. And I’m one of the people who abused multiple TT strategies (it works with many mons, not just shadowyrm)… Still I don’t find it so drastic as you say, but yeah…
Btw I did face him but my super plussed lavaronix wrecked him lol xD he just conceded after that ahah
I think the best thing is introducing some form of counters easily available (like super epics)… This will not make people with them mad (me included)…
They can’t take people into account when the balance of the game is at stake to be honest.
If something is broken you need to fix it.
No matter how many people will b upset. I think limiting TT use for 400 seconds or until the original TT user dies or anything similar to the idea isn’t that much of a nerf. It literally tackles to problem i came across in this pvp
just limit people to 1 TT per (super)epic / legendary incase it´s a real problem but from what you are writing you beat them 70-80 % of the time so doesn´t sound like a real problem.
Yeah keep super epics with stub immune but remove it from the legendaries. They still have give turn and 400sec bomb so there still plenty powerful but not to imbalanced like they are now. Lavaronix is very tanky aswell so can be a pain to kill
Lol this happened to me. Nightrider, lava, levi and aegis. Survivor, team turn, life flip, give turn, desperate all, etc. Wiped my entire team. There is no counter to that except a couple lucky death revengers. I suggest increasing the speed of the knockback monsters or lowering the speed of the team turn monsters. If they are too slow, people won’t abuse the strategy as much. Mega bombs should be slow anyway. Or like you said, having a super epic, similar to death chicken that can bypass that team turn or a passive that locks the battlefield and sec line (no give turn, team turn, step back, pull back or switch places). I don’t know if that would break the game but it might be one the only ways to counter.
It’s because my sleeper team controls the fight and they only come in when 3 others are asleep and I take them out. As soon as I switch away from my sleepers I get murdered.
There shouldn’t be a one team possible strat to beat a strategy that dominates all others.
Also I meet these teams in top 10 - 3 of them so far use it. They reached top 10 for a reason which is just stomping on everyone else
Really they should remove give turn from them as the team turn is not the major issue it is having a stun immune give turn and team turn in one. Also limit it so that TT can not be used twice while the other TT on field is alive. So if lava uses TT then zephy can not use it until after lava is gone from the field.
Yeah I got to 8th thia morning and I don’t have either of them but literally everyone I meet that has 900+ points usually has at least one of them in the front line
The problem is not the monsters themselves, but the fact that you can now run two of them. I’ve been using lavaronix in my front line since forever, and while it’s very powerful it can be focused down or knocked back. Having both mecha and lava offers no counter to them it seems since their only weakness of being focused is negated.
Removing stun immune is too drastic of a change and is like cracking a nut with a sledgehammer. Changing the way TT works to prevent spamming however, is a better way to fix the issue with less ramifications.
Because you don’t have any tuner legendary .i have mechaviatan and he is good .this topic is so boring .PS:post topic useful and please admin close this topic
Lol clearly tracer doesn’t understand that just because something is good because you have it doesn’t mean it isn’t OP. When players think something is game breaking then that is useful information to the devs
All in all I feel like this problem and Galliodragon’s uselessness can be solve with just one change.
Make Galliodragons move a Double ** Stunstrike ** Bypass: being able to stun monsters that are stun immune but not when an absorber is around. If a stunabsober is on the field, the stun is still asborbed by the absorber but the other chosen monster still gets the damage without being stunned.
Still have the rule of 200 secs after each use. BUT the skill should be able to be used once it enters the battle field.
Giving one legend the ability to stun something doesn’t do anything for the balance - something has to change with the way Teamturn works cause the move is just too much if used thrice in a row