It’s so people who are too stupid to pay attention can clearly tell what Mon she hits with the entrance. This update really dumbed down the game.
dont be daft.
It’s always been a controversial thing when icons and effects were added to the game (anyone remember the time when stealth wasn’t visible, so you had to memorise what still had stealth applied?) but ultimately they make the game much better to play.
Yes survivor monsters won’t surprise people as much any more, but to be honest that’s not a nice game experience for someone to have forgotten the skill is charged then be punished for it. They’ll end up feeling stupid for their mistake and perhaps with big regret if it was crucial to the outcome of the match. This game is already super complicated, especially for new players to learn. Assistance like these new icons are a really great thing for the vast majority of players to enjoy the game more.
Also, since the icon doesn’t exist at all until the move is charged it can still easily catch players out who don’t realise the move is just about to be ready so they need to kill the monster. In fact, it may even trick people into making mistakes more because they think they’re safe because the icon isn’t there.
We can’t worry about players feeling stupid for their mistakes lol. Ultimately one will win and one will lose and will end up feeling like that anyway. I’d argue the feeling of having a 280 almost charged survivor killed or repulsed is a worse feeling than taking an attack from it.
Sure, some players will leave it late and get attacked or caught out anyway, but that’s only if the survivor monsters is the next to attack, or soon to.
I don’t foresee the devs changing the icon and it does help newer players which I’m certainly all for, but my ultimate point is that this is still effectively a nerf for survivor as a move and it should be reduced slightly to compensate. 250TU makes sense to me.
I may be out of the loop, but as far as I’m aware, Leira’s entrance, Duel and time warp all belong to just one monster each. I can only think of one which has terrorise too. I understand your point, but I don’t think they would pose a problem if survivor became 250.
I think if a player has combined some of the attacks above specifically for a survivor charge, that’s a 3 monster combo and they probably deserve it to be charged, because there are far more devastating combos that are easier to pull off.
I agree that Vanquish might be tricky, so maybe that stays as 300.
I agree with Ducky though, changing survivor wouldn’t shift the meta whatsoever, but maybe we’ll see a little more of it.
Look at the ss of the new legend
Thanks. I Hadn’t seen it yet. But the point still stands
It feels like rather than creating a good balance, it’s much easier to simply increase the size of the restriction list and force meta changes instead
New sound skill effect.
Terrorize , terminal virus, Blizzard, Frozen revenge, vow . Not bad
And heart burst, sounds nasty lol
I don’t play with sound. Are they different sounds for different moves?
There’s no icon that shows until it’s charged, so the latest update won’t be aiding anything when 280s have passed. It’s more likely to be helping at that point because people will psychologically start to feel more safe when the icon hasn’t appeared yet.
250s to charge survivor would radically change some monsters. I don’t think it’s worth fiddling with the balance of that stuff purely because players can situationally react to it better. It’s true that a lot of monsters can charge their survivor faster without any game balance trouble, but some are definitely good/popular already and don’t need the buff.
Yes, but it was mostly things like: heal, damage, critical, critical (alt) and a few others. Now we’ve got a wider variety. I haven’t checked them yet but I noticed Bastia’s goddess’ protection sounds different
@Killerdog Ok let me rephrase. A 300 TU fully charged survivor being repulsed is a far worse feeling than the feeling a player might from taking an attack from survivor because the survivor player has invested in the time in waiting for it to charge.
But even so, to make changes to the game for the sake of someone might feel silly if they misplay and to protect their feelings is a poor argument. No offence there.
I’m curious to know which monsters you think would be imbalanced if Survivor was 250 though? Survivor and maybe double survivor - not vanquish.
Another option would be to track the time on-field. So if repulsed at lets say 210tu, it’ll only need 90tu to charge it and it’s permanent for the monsters life, knocked back or not.
I definitely think it’s time it gets some love. Survivor has been in the game for so long and it’s not a strategy anyone plays anymore. You don’t see those monsters around much unless it’s for the rest of the move set and survivor is kinda an afterthought. Would like to see more diversity in the game by keeping things like survivor fairly relevant.
Survivor was literally always an afterthought on monsters used for PvP (unless you count low tier PvP in the early days). However, it has always been a strong move for PvE.
That wasn’t the argument I was making! That part of my post was to counter the argument others were making that it makes survivor too easy to play against. I was saying the player experience you guys were defending is an overall negative for the game (forcing people to perfectly track how long monsters are in battle, punishing them when they make a mistake with it). I agree that bit could be argued both ways, but my stance is it’s something which is far nicer for players to simply be on display. There’s enough complexity in the game that we can still catch opponents unprepared with various stuff. For example, tracking the number of kills each monster has for blood/slayerbane moves is still a hidden dimension.
The main point I made was that this icon is a very necessary addition for all players who aren’t hardcore/veterans, which makes up the vast majority of the playerbase. We agree on that so all good
Back in the days, people pays a lot of attention to every monster released to memorize what each of their skill means and do, for themselves, and for their possible synergy with their potential teammates - and how you can counter them when they became your enemy, especially how they synergize with the other enemies and the incoming ones.
Even the skill’s seconds are “memorized” so people can estimate when is an enemy can be considered a threat or not just by seeing their turn orders in battle, thinking what could be their next move/skip/mistake.
When stealth icon is not around, you should know who have them, because if not, you’re doomed. When you’re trying to stun a specific enemy but you forget they’re allied by a stun absorber, you’ll doomed. Accidentally attempting to put an enemy to sleep who have insomnia, you’re doomed. Forgetting a non-shielded enemy have already loaded their mortar, you’re doomed. You tried a non-critical damage against a buffed enemy without purpose, you’re doomed. Every second is important because this is a turn-based game, and messing it up by just a single mistake might change the entire tide of the battle.
Most survivors would be in the field doing purifies, AoEs or single attack with high seconds, sitting in non-critical damages to wait and charge their big move. Most of them needs 2-3 moves to charge before starting. Now people will just let them sit and kill/knock them when they’re charged. Why would it be your enemies’ fault if you don’t know your enemies??? The game even have a timer on the side.
Anyways, some icons look like bland vector logos with their styles and coloring - this survivor check, the 3 status immunities… while other icons looks “premium” - HG, stealth, mortar, overwatch, focus, death sentence, mark. The ATT and DEF icons seems fine, very reminiscent when you’re training monsters.
I hope some icons can be toggled off or hidden, some of them just looks off haha I once saw a marked and sentenced Thlug who was given a secret lesson by Onika… goodness the icons
Yes they are different, only some of the move sound the same. It’s hard for me to go into detail, better you should check it out for yourself
I’ve had the game on mute since before most people here started playing
Fair enough! Would it really be too strong in PvE at 250 TU though? It doesn’t scale damage like bloodthirst, so I can’t imagine it’s useful in the highly buffed events.
When you compare it to moves where the requirements are so weak it’s easy to pull off the move, 250 TU still seems like a tough requirement. Thinking compared to the likes of
confidence strike,
fast strike,
slayerbane,
retribution.
Similar damage, Survivor has recoil damage too though and seems a far more difficult requirement.
I would still argue it would be nice to keep it relevant at 250 TU. Keep diversity alive!