Which monster do you want to see Buffed 🄳

Yeah that’s fair. Always happy to listen to other viewpoints. I think even at mid level there’s plenty of bypassing monsters or counters now. The AP spam meta years ago was the worst. If they were raised for individual protectors but then it was less as more were on the field to prevent spam I’d support that. Appreciate people feel differently though. I just hate losing due to lucky bypasses.

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I think they should give individual buffs to some APs, specifically the ones that I’ve been using.

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They better improve y ddraig goch, their SS in 25 seconds :smiling_imp:

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Why this change of opinion?:joy: Didn’t you say that the protectors were working well for you?

They are, but it would be pretty cool if they worked even better.

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I think plum needs buff. She was great before but now meh.

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Meanwhile me , hate losing when I can’t bypasses single AP with 5 attack. :moyai:

especially for players who play doomgoo & cyclophina behind ap.

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Ahh don’t be relying on bypasses lol

Yes!!! :joy::partying_face:

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Try to play Celeshine or cattmander, againts 1 hp doomgoo behind AP, Very annoying. :joy:

Its just one AP, imagine it was 3-4 ap back to back. Doomgoo solos is real

Ahhh don’t be playing Katt :sweat_smile:

We just need some more guardian execute.

I’m pretty sure if some of the auto-protect monsters got buffed to be auto-protect+ people would go nuts and complain about how broken they are.

I mean, fairly recently we had special rocks have their cost increased because a newer player was heavily moaning about specifically Diamonoid (the reason I mention they’re newer is they presumably had less ability to handle monsters behind protectors).

If we got more guardian execute monsters to counter it we’d just be in a state of total rock-paper-scissors where it’s a luck of the draw for how things line up or perhaps becoming something like stun was in the past where it was worth removing all counters from the enemy line-up so your strategy could very reliably do its thing.

My take has always been:
I think people who use protectors should just accept they’re relying on the RNG and when it doesn’t work then that’s a drawback of their team. We already have that with sleep.

However:
The idea of the block rate of multiple protectors not stacking as much (or not even at all - always 2/3 total) is a really interesting one I think. That might be a good way to handle protector spam if that becomes a meta issue. It could also justify some rare instances of protectors with, say, 75% block chance since you know they won’t be possible to combine crazily effectively. I think they’d have to be about as rare as auto-protect+ monsters though.

What I wish is that monsters with skills: Protect Teammates and Protect Focus would not count as protectors until they use those skills and become actual protectors.

Monsters with active Protect skills are pretty bad and outclassed by those with Protect skills in their passives.

#JusticeForIride

How about the devs fix the AP rng to make it make more sense intuitively (so the bypass rate is a true 1/3 chance per AP) and prevent APs from blocking attacks directed at other APs?

Yeah, they’re so much worse! 100% block is great, but not when it means they need 150s+ to get a proper turn. It works for low cost monsters but with high cost monsters you want to do something more than just block a couple of attacks. The only way they work is having a very powerful revenge or a moveset strong enough to stand alone without needing to be a protector.

Making them optionally dodge their direct counters would go a long way to rebalancing the two versions of protectors and make their designs more interesting where you have focused protectors (auto passive) and optional protectors.

In a similar way, I think Taunt should become 70TU because it’s so slow to chain into any other attack and doesn’t give anywhere near as much protection if that’s what you actually want.

@NMEduck Personally, no. That encourages AP spam which is the opposite of what I think most people want. Diminishing returns is probably a bi-product of some weird coding but it’s positive for us.

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One monster which I think needs a buff is Huskegon, it literally is too slow to ever start getting kills. Even if you get a perfect stun (100s) it enters with 72% spd, being at approximately 20s lag after using show if might (40s + 1 sleep). You’re really luck based on the sleep then to get any good use out of it which should probably not be the case for a cool looking dog mythic. But idk, seems Haneri and Tengu are doing the job with sales :sob:

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Didn’t know we would ever hear a buff request for Huskegon where it now does stun + daunt + sleep and has raw sweep.

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The game does need to announce this tho, ap looks misleading if they’re tweaking the probabilities when more than 1 ap covers the field

I’d buff APs to 75% block rate so you can actually rely on them to do their job; but keep Rockoid variants at 66% block rate

And consider multiple APs on the field at once having less block to prevent spam.

Would love to see it an SP rule.

Oooooooooor

I’d scrap all that and try a special rule where normal protectors are not vulnerable to protect killer and assassinate until they’ve used thh protect moves

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So you’re saying that it’s disappointing because it can’t chain shocking entrance + show of might into raw bloodcrave without the enemies ever getting a turn? Dude that’s 140s for your other three monsters to do stuff plus an enemy is slept!

The control it gives you is huge and it then becomes a 100TU raw sweeper plus removes any dead weight from your team. It fell in popularity basically only because the second form got nerfed. It’s pretty much the perfect mid to mid-late game monster and it’s a good thing we have enough stun counters to keep it in check.

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