We need to talk about monster cost

Gonna have to agree with coltraz on this one. Legendaries 4% 1 time hatch vs mythics 1% 4 times hatch. The cost should be worth it

Also this comment didn’t even mention mythics. They wanted to make some SEs with 8 cost and some with 12 cost and so on.

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In any case, it’s not realistic to expect the devs to nerf every single mythic all at once. The best we can ask for is to have them balance the most problematic mythics.

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But then what about the mythics that need the same 4 copies and still suck overall?
If we are trying to base things on that, it’s even worse that there are actually legendaries better than mythics, it doesn’t make any sense.
We are talking about overall game balance. I mentioned Carmilla because I have her so I know you can get a lot for a cost of 14, but a lot of mythics are also cheap to run without their SS and a lot of times they are 95% as powerful without it.
We have to look into the Meta and see statistics of how players are running certain monsters.

One more example, Bridalith enters the battlefield and shields every monster for a cost of 11? Not massively different from her awakened form. And it cost only a single point more than an SE?

^

That :point_up:

When mythics first came out their base cost was 15 (2 more than legendaries). I think this was very balanced in hindsight, but the problem was that they weren’t strong enough to justify it at the start and without an overall team cost increase it’s basically asking people to play fewer monsters if they want to play mythics.

I’ve always thought the solution is this:

  • Make mythics have 15 base cost again (12 in second form)
  • Increase max team cost from 206 to something like 212-214

That way people can afford to play 6-8 mythics in their team without any difference to what it is now, but playing them is a steeper cost than playing legendaries.

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I think that would defeat the purpose of balancing the cost. In my opinion the whole point would be just so you can’t just stick a bunch of OP monsters and have virtually no drawbacks.
Unfortunately this is sort of a case by case situation. You can’t put all the mythics in the same pot and say they are all going to cost X. Same.with legends.

That all being said, in the case of mythics costing 11 in their second form, like Momo, it’s just completely crazy.
Same with the base cost for monsters that don’t gain much from SS to work well, 14 is too low, 16 is more realistic. They are too OP for a cost of 14, but some are completely dependent of their SS, so maybe 14 would work in those cases.

And then finally some monsters should be pushed into 18 (like Vixenblade since her “nerf” wasn’t really much of a nerf).

There are different perspectives on this. Trying to use cost just to limit players who have good collections isn’t going to go down well with the community, especially big spenders, and so the Devs are super unlikely to do that. At the end of the day, people spent good money to get those monsters and it would be silly if they could only play a handful or if they were heavily penalised for doing so.

As for making it a more dynamic cost system, monster-by-monster. Unfortunately this kind of thing overcomplicates the game. It also leads to yet more power level discussions of monsters in the community and to be perfectly honest if a monster is broken / too weak then you may as well balance the design rather than alter the cost dramatically. Given the history of the cost we see granted to monsters on their release, I also have very little faith that the Devs will correctly cost the monsters for their true power level. We’ll also see things like the Devs want a particular monster to be meta-changing so they’ll cost it lower and people will moan it’s too strong but the Devs do not want to make it too costly that it doesn’t see much play and have the impact on the meta that they intend (which in turn makes people moan the meta is stale, etc.).
Long story short, it’s easier to not go down that route. The +1-3 system they have with secret skills is enough.

Forgot to mention that bit. Yes, second form mythics should increase back up to 12 like they were on release.

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I think if you focus too much on a handful of big spenders you end up losing a lot from the little spenders (which I include myself in), because the big spenders will spend anyway as it’s very likely they have the disposable income to do so. The little spenders can ultimately bring lot of money in terms of their larger number so why pick a side?
If I don’t see any benefits in spending the little disposable income I have, why would I? As I mentioned in another post, I won’t spend a penny unless there is a guaranteed mythic, if the devs want money, just release more of those banners. Keep monsters super hard and expensive to get, and you limit the growth of the game, it becomes niche and the same 5 players fight for the top spot as there’s no real competition when it’s down to who’s got the 5 or 6 key monsters and the devs can’t do anything because the rich people will cry.

I see too much of the ‘big spenders’ argument being thrown around, which implies that all the other paying customers are not important. Not saying you specifically are saying that, but that’s how I think a big part of the community acts like.

You have to look at it for the little spenders and f2p too.
If you spend 1 year saving up gems for a Mythic that is then heavily nerfed/cost increased drastically, you’d feel cheated out of your hard work too.

The game is already complex enough with what costs what, I would be fine if it reverted back to the original +/- 12/15/17 and adjust from there. Honestly, it’d just be a blanket +1 to all Mythic form’s cost with minor changes to the more problematic Mythics.

This applies to Legendaries as well like Doomgoo, element shift mons like Posieden, etc. that are way stronger than the rest of the legendaries stuck at 15/16 cost with SS to be usable.

Always nerf this nerf that…… like if you ain’t got mystics just say that or spend money like everybody else

I agree with the cost of the mythics being 15, but not with the second thing you said, because we would practically not be doing anything. If you raise it to 15 there will be a little more balance,and also I think some will have to use some legendaries instead of the team full of mythics.At that time perhaps the mythics were not competition for the legendaries, but now they are, and much superior, so I think it would be a good idea for the mythics to return to their base cost of 15.

And as always, money is above everything, you forget that a large part of the community does not buy gems.I personally cannot do it because in my country Cuba I cannot, and in the game there are hundreds of Cubans perhaps thousands who cannot do it either.

There’s two separate things:

  1. Increase the cost to reduce the number of mythics people can play.
  2. Increase the cost to make the power level per cost more balanced.

You’re thinking about the first one. I am only responding to and agree with the second one.

I have always been a champion of the idea that the most profitable way to do things is to get a little money from a lot of people. However, it’s not the way mobile games are working in recent years. Ideally you obviously want to maximise the amount you get from all levels of spender and to encourage even the most casual player to drop in a dollar or two. Doing that is tricky though, and the easiest way to make the most profit is to make a lot of money from a few individuals. That’s the model many mobile games have been following and NM is no exception. Go look it up if you’re unconvinced.

Therefore, something that restricts/penalises the collections of big spenders isn’t an approach the company should take. They need to be careful about actions that might push those players away or make them stop spending. My suggestion still penalises players who want to use more than 6-8 mythics in a team, but that’s much more acceptable to “mythic spammers” than saying all their monsters cost more and not changing anything else.

Also, mythics need to be highly desirable for the whole economy to work, especially since now the gems we get from the fortune shrine has made collecting legendaries a complete joke. So making them harder to play isn’t a good business decision. However, many of us agree as players that there is a balancing concern so some middle-ground can hopefully be met like my suggestion.

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I think that’s quite literally the bottom line, I completely understand the concerns in keeping big spenders happy, but that should be more in terms of speeding up the process of acquiring things rather than releasing broken monsters. The two things should in theory be unrelated. Some F2P or little spenders also have the same monsters, just not all of most of them like the big spenders. Ultimately, as I said before, there’s probably around 6-8 key monsters that massively affect PVP balance and there are a few monsters that although are not quite game breaking, don’t have a cost that is proportional to their strength.

In short, it seems to me that everything is perfect as it is, it’s just that some of the mythical ss should cost more

Hot take but what if the team cost was increased to 210 rather than 206

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You mean so it’s even easier for people to just shove a bunch of tanky monsters in their team without any restrictions or without having to compromise on anything?

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Im down im struggling on cost right now :eyes:

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I would increase the cost of the most powerful mythics.

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