Which monster do you want to see Buffed 🄳

I think mortars is fine as is

They a bit slow for pvp but are fantastic for pve

And thats fine we need some arch types that does well in pve so its not all just pvp pvp pvp

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This is why i said cut the speed in half, and let motar monsters have a impact on first turn

Should every legendary mon has a killer move the moment they enter? Though if you think taking half of speed off is good enough to give it a piercing kill on the first turn then I don’t think it’s worth taking about anyways lol

Thes last few days had some outlandish buff ideas.

here’s mine

make prisma vaporize have no element restrictions and have 3 uses

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Who said should every legendary monster ??

Its to make motar monsters useable as they have no place in the game at the moment due to no impact on entrance and being very slow.

With the suggested change they will have a impact on first turn then turn to slow fixing them

They come in strong and get weak after their use, they will not be top meta but have a place in pvp

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Roco has bloodfury too, it’s not much of a mortar monster, I don’t think asking for a buff for him is a much of a buff for mortar monsters, maybe you should’ve said every mortar monster? This just makes you look like you wanna buff roco and not mortar

You keep saying this as if pvp is the only thing in the game

2 Likes

Don’t tell them they can get those HP ores doing 5 minutes of daily quests.

They want it but only as PvP rewards or even completely disable it for PvP.

Its the only thing that is keeping the game alive and its why majority of the players play the game for. The focus should be on pvp

@Dev_VKC let have some data about this. Anyway, it can still be the focus without these buffs. I don’t see your point

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Rocco buff will revive this dying game.

Firstly, the whole design of mortar is they have high speed and need to load mortar before they take an action but all their attacks are piercing or strong and have no use limit. That makes them extremely consistent for PvE and not well suited to PvP. They have various combos/synergy available like Gryphking give turn loops, infinite knockback/pullback with Armadiator or loading teammates with Botanic, Gandalfrog and Sarcrosphinx. All of them combine well with Scyberithe who can give them overwatch after they load+shield.

Not only are they one of the best auto-play options for PvE, they’re one of the strongest setups for a lot of PvE content. In PvP you can make them work very well but they are not top tier competitive.

Talking specific monsters:

  • Rocolossus is incredibly good in PvE and is very strong in PvP in teams that can give it time to charge. You can honestly just throw it in many teams and it does quite well. However, mythics are generally stronger.
  • Gryphking is the biggest standout, being like a stronger TT monster and if you’ve cleared your opponent’s stun protection they are punished heavily whether they kill it or not. Try this end-game with a Gandalfrog just in front for proper GT looping from the first turn or a Deathgazer behind so after you load the turns come super fast.
  • Bloomeluga is not the standout it once was now we can fill our team with big threats and other tanky stun protection options exist plus it doesn’t reliably one-shot all mythics but it’s still a very worthwhile top legendary.
  • Kanna is strong enough. I don’t think many would say otherwise.
  • Tricranium has had a long time in the limelight as a top legendary and only became weaker as the meta became tankier. You could say the same about so many monsters, it’s nothing unique to mortar. I’d count this monster more as a throw monster anyway. Remember also how it had to get nerfed?
  • Arbustodon isn’t really mortar but is guaranteed to see a lot of play for the next few years.
  • Bunkerbeast (both forms) and Astrogolem are commonly used by players outside the top tier. They’re not competitive but this shows people find them to be quite good.
  • The P.G.s and most other SEs are really good choices for newer players, particularly for PvE.

Overall, that means I had something to say about almost all of them. They’re honestly one of the most well-rounded and good archetypes in the game. They’re naturally not suited for PvP so only particular ones or specific setups will allow them to see play competitively.

Perhaps we could get a mythic with a passive that means teammates enter with a mortar loaded. That would be very cool.

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OR…EVEN BETTER…:-

SHINY STATICSPHERE-

Actives -

Load Mortar

Hellfire Mortar (targets one opponent)

Taunt

ELEM Purifying Mist

SS- Clone Next

Passives -

Explosive Revenge

Load Entry - when this monster enters the field it loads all other monsters with the same name as the user (not including the user) they do not gain shield.

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A small tweak to them and they could be played in both pve and pvp. Its not like they will be broken they will be slightly slower then normal monsters on second kill. A testing is definitely needed

Ayna need Hold ground and Void double bloocave

As kd wrote, they are meant to be defensive sweepers, which in pvp is unfortunately not good. In pve, active sweepers usually die faster because they don’t have a shield every iteration of their attacks. Your suggestion is to lower their speed and have mortar loaded on entrance, i see this only as nerf tbh.

But to add, as we saw with the elfins, 1 monster could do a lot for the entire archetype, so I would rather have that than change the way of function of mortar monsters.

Who said Berry needed a buff? That myth is very broken, that SS is tremendous and kills whatever it is, very fast and ignores stealth, I copied it and through it I went back to the game

The thing is i dont want another keiser, there are simple solutions

Was I suggesting a kaizer? I was just implying there are more money making ways to make mortar better instead of changing 30-40 monsters for 0$ profit lmao

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The thing is not everything is suppose to be about money, giving to the community is a huge part of success of any game

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