I can kinda tolerate thlugs in general now that they’ve been nerfed, but this thing in particular is just unbearable. All it takes is a single thlug besides Beckie getting its turn, and BOOM! Free sleep lock. Camo can’t save you, and neither can purify. The only escape is to use either a bane/blacktitan setup(awfully specific), or insomnia/sleep immune, which is unfair to those who don’t have such options, or are unable to sufficiently build around the ones they do have.
This is far too much power for a SE imo. This thing is singlehandedly the reason thlug is still so prevalent and so effective; as soon as thlullaby comes out, they instantly have free reign over the flow of the battle. They just take their time killing who they please, regrouping and getting their scariest sweepers in place, all that. One straggler is immune to sleep? Well, someone had to die in order to make progress anyway, so… just shut him down with their swaths of piercing options, no problem.
“Just use sleep killer!”
Yeah sure, as soon as Beckie decides to put her ugly mug where I can reach it. People always put her in 5th or 6th, which keeps her safe from the instantly aggressive brand of FL, until all the thlugs get their turns at once, get her on the field then immediately theast. Dusicyon and special rocks certainly don’t help matters.
Over the years the devs have been careful about any sort of sleep skills they add, keeping checks and balances in place so that they can’t be quite so oppressive; Yukihime being a shining example. But it really feels like they dropped the ball with thlullaby; sure, it’s shorter than normal sleep, but only by a measly 80 seconds. Given that turns lost to sleep cost 130 seconds, that often won’t even be enough to buy victims an additional turn. If reduced duration is what’s supposed to keep it in check, then it should be a LOT shorter; like, 100 seconds. That’s enough to deny each monster that’s under 100 TU(which, on the FL, tends to include everyone) 1 turn, which puts it about on the same level as Thlug Bob’s stun skill. Still super powerful, still easily enough time to set Thlug Betty up for dreamhunt, etc. but gives the other team much more of a fighting chance.
Lol I have said her revenge passive is OP from day one. It’s stupid. Also the damage thlug Bruno does from one charge is ridiculous for blood crave. Why should he do twice the damage my bloodcrave legends do? It’s the excessive force I know…But it’s dumb. Anyway, back on topic with Beckie…
There is more OP SE that no one talks about like scarleguard (excessive force 2 skills to charge it and a blood move please!!!) and searguard (roaring entrance + time attack and CHRONO KILLER + blood move thats insane) both are cheap legendaries in my opiniom and in top of that since canis nerf is very hard to deal with fire link so there is something to talk about
Scarleguard and Seer are very good but they are no where near as threatening or broken as Beckie. They are balanced and situational. Beckie is rarely situational.
Beckie and all thlungs are extremely slow so with a fast FL you can kill the ones of the enemy FL so the can’t sacrifice it and let her enter the field with 80 sec to kill it as you please
Their speed doesn’t make a big difference because their isn’t a massive amount of FL’s that one shot two of them before they can pull off the Beckie passive. She is often put in 5th and they are well supported with other monsters when built by good players. For a SE’s they out shine heaps of legend FL’s.
I think that instead of quantifying with TU, we should do it with turns; 130 TU is worth 1 turn, so if Thlullaby worked for 130 TU, all monsters under 130 TU the moment the move comes out would be guaranteed to lose exactly 1 turn. As it goes above that amount the chances of losing 2 turns steadily increase, and likewise as it goes lower the odds of losing no turns at all increases.
Again, 1 turn per enemy seems like the right amount of reward for getting the move out since that’s about the same level as Thlug Bob(still quite a bit higher actually, especially given how much easier it is to prepare for stun), so I think it should at least be in that neighborhood. Could go a bit higher with 150 or 160, or dip a little lower with 100 or 120. Either way’s alright tbh. I just don’t want there to be a whopping 85% chance to lose 2 whole turns.
Scarle and Sear both rely heavily on having their targets to be effective; don’t run stun or poison and scarle can’t possibly bother you, and don’t run too many chronos and sear won’t give you much trouble. They’re specialist monsters, extremely powerful in the right situation and absolute ballast in the wrong one. Beckie, meanwhile, is more of a generalist. If you’re not running one of the specific key monsters that can stop thlullaby in its tracks, you’re gonna get to not play the video game for a solid few minutes. Note that in Scarle/Sear’s case you just have to use anything besides a couple specific strategies, while with beckie you’re required to use a couple specific strategies, meaning it’s far more of a team building commitment to prepare yourself for her.
I agree with that kind of thinking, but both potions and acceleration reduce that 130TU to lower so I don’t think it’s worth focusing on too much. I think either 150s or 160s sleep for Thlug Beckie sounds most fair.
240s gives the thlugs way too much freedom to sweep through a few monsters and control the battle to get enough value that your team is in an excellent position for winning. When that’s coming from 10-cost monsters and it’s really hard to punish thlugs once they get going due to their tholid passive it’s not very balanced. If they were more unreliable then they wouldn’t be so worth running. Higher theast TU does that, but Beckie’s 240s sleep still gives too much reliability and you don’t care about passing a bit more TU with each theast when you have so much time given to you by Beckie.