⏬ Which monsters need a Nerf?

@Dev_VKC buffing nyx isn’t actually going to solve the fast frontline problem; all that will do is make nyx even stronger. I’m thinking the same would go for directly or indirectly buffing APs. From what I can tell, there aren’t any slow frontlines that counter nyx that don’t suck in general.

This might sound weird to some people, but nyx frontlines aren’t all that different from the top fast frontlines. The current top fast frontlines have the goal of killing enough of the enemy frontline so that the opposing player can’t make an effective response in the early game. Nyx frontlines want to slow down enough of the opposing frontline so that after the enemy’s initial opening set of moves, they’ve falled behind in the early game and often can’t come back. Both involve making the first opening move so that your opponent’s opening move is ruined in some way. Killing all the mons that are needed to make said opening move and slowing them down by a factor of 2 accomplish the same goal.

In short, it’s a difference between killing frontline mons at a high speed before the opponent can respond vs. disabling frontline mons at a high speed so that the opponent will have an ineffective response. Both accomplish the early game advantage all top frontlines seek out and both must this faster than the other.

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I think first thing is to fix Nyx, it’s a broken monster that doesn’t do what it should be doing. Change fermata to only hit monsters over 70% speed. That’s a fast frontline.
Right now, if you run a fl with any monsters over 50% you might as well run 4 99% monsters as Fermata will hit you the same way.

Yeah I get that. I’d probably scale it. So 50-69 only get hit half as much.

The problem is that we have 1 super powerful counter instead of 2-3 slightly weaker but viable ones

I am already said the NYX is similiar like fast FL

NYX is similiar case like OOO. But you can’t purify it + ignore Stealth. The team building also Similiar. OOO play with sleep imune, and NYX play with slow + tanky monster .

Other option to fix this :
Fermata should not ignore Stealth. Or
the opponent at least able to (remove fermata effect) . Or
Fermata only target 3 enemy monster.

A nice compromise might be for it to scale so 50-69 speed mons increase by 50%, 70+ to 100%, but if accelerate is used, it reduces the new TU increase by 20% instead of resetting and then reducing.

@Dev_VKC don’t ont listen to mythic spammers they enjoy too much hiding their beloved mythics behind protectrors , it’s their right their strategy…fine but what isn’t right is complaining and targeting any monster punishing them , they want more chance of AP BLOCKING , nerfing true hit and remove it from other monsters , while this can be really toxic and a true pain for people with low collection like me and a lot of players here

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Yes Thats nice option

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I’d have thought it would benefit you tbh. For the record as I feel much of your post is aimed at me, I’m perfectly fine with dealing with the high speed FLs, we just need variety. I didn’t see anyone ask for a true hit nerf.

You’ve said yourself all of your recent FLs recently have been fails, yet if you could viably used APs, your lower speed non mythic monsters might stand a chance.

It’s not to benefit mythic spammers, it’s for everyone else lol.

Honestly nooo it’s not personal but for sure you are included

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I was honestly thinking about this too
I was thinking that fermenta should not be able to be removed for the user but for the opponent but I can’t help but think that the meta will just be a bunch of shield dragons or might also just kill Nyx

This should loose hold ground

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Is that opinion in general or are you simply looking for nothing to affect your FL, it seems very cowardly of you to say that only because you lose to some who have nikki-apollorexus.

:rofl::rofl: wtf that never did that one to me. Gg translated fl into UK it’s a change from the usual Florida lol

Guys calm down lol. APs are crap and anyone who abuses them should be punished for their use. You don’t know the pain you can feel facing Shield+ 2 other AP and a doomgoo :cold_face:.

  • Nyx is OP and needs to be reworked, either the Fermata effects can be canceled or it doesn’t affect monsters with 75% speed

-The fl fast but what are you deluding yourself with? Scarle, unicera and shadow are weak and useless dead weight bruh. To a lesser extent Megalo can seem strong to the extent that you have a monster with more than 83% speed or a damn AP. Otherwise he’s not really a powerful guy.

-Nikki is only a problem with OoO. The only very strong serious speed monsters were katt (he died) and bundam can get two turns before a lot of other monsters lol

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Just enjoy the game quietly and be creative. Plus the ranking is in two days, focus on that. Plus if we have to complain it’s the lack of story content online and offline, obtaining gems which is difficult, summons which are a real pain and that creates an unhealthy cycle where we try to get powerful monsters for our competitive team, we get nothing/waste our gems and have to grind for 3 months. Without forgetting these restriction lists where the same monsters always appear every 1/2 month or when we put legendary in limit 1 and mythics in 2 with boxjaw (wtf)

About Nyx:
I think there’s a lot of fuss made about this monster but not enough practical experience and insight into how this monster plays. It’s not a problem. I think people just think too much about it and imagine it’s a problem. Design-wise it could be better, but that’s a different discussion. In saying this I don’t expect to convince anyone to change their mind, but it got brought up a bunch above so I’m just speaking my mind about it.

About protector counters being nerfed:
Okay, so I get the logic that protectors enable lower speed strategies but honestly I think that’s completely skirting around the actual issue and would simply cause others.

Here’s the reasons why I don’t think it should happen:

  • I don’t want the only way to play low speed teams to be running protectors. That actually heavily limits what you can do.
  • Protectors have counters for a reason, they’re super brutal when strong monsters hide behind them.
  • Wouldn’t people just run fast monsters alongside protectors… best of both worlds!

Personally I wouldn’t fiddle with any mechanics like that and their counters. Instead, the way to tackle high speed FLs are in two ways:

  1. Make the movesets of high speed monsters that see prominent use in the FL be narrow/situational or require heavy synergy.

  2. Add some counters that properly impact high speed FLs.

Good examples of (1) are:
Azida - situational killer move, requires dragon for zealous attack to be good and even then won’t one-shot tanky stuff
Azuraidos - requires link water and random target is killed
Megalodragon - sonic strike + frenzy is narrow
Padrinorca / Unicera - three situational moves
Nyx / OoO - requires heavy building around
Jurlungur - killer moves + heavy building around

Bad examples of (1) are:
Charybdia (pre-nerf especially) - generic, powerful disabling moves
Prixis - low condition piercing, focus sweeping
XYZ-999L - instant KBN + double piercing sweeping is situational but super brutal when it lands and likely results in two monsters entering stunned
Onyxia - instant KBR + poison an enemy at above average speed can mess up any slow strategy and set up a lot of different monsters while being tanky stun protection (i.e. other slots are more free to be whatever)

I think there’s mainly just a few examples of problematic high speed monsters, so those are the ones to deal with. As soon as we have a handful of low condition high speed monsters it suddenly enables silly things because they cover for when the situational monsters don’t perform well, removing the usual trade-off.

Some examples for (2):

  • An aura passive that doubles the TU of every enemy monster until this monster gets its first turn.
  • An aura passive that gives all your teammates frozen revenge against monsters with 50%+ speed.
  • An entrance passive that pushes all enemies with 50%+ speed back by +50TU.

P.S. I realised while writing those final ideas that an alternative to the “let protectors have fewer counters” idea is to make more monsters with pretty high speed that can instant/swift shield an ally. I.e. They can help a slower monster survive until their turn more easily… hopefully achieving the same goal but without the risks that letting protectors loose will have.

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Are you delusional ?

The main point of her is screw up fast front lines and not only she does it soo well, she basically murders something called fast front line and she is fast herself, while there is only one counter to her which is megalo.

Playing slow fl without nyx is basically handing out wins

Personally, I think adding new mons simply to counter another may seem like a good idea for business, but really limits teambuilding if everyone uses it.

An example is back when orca released, a month or so later shiny spectrefox released for free.

It was so overused back then that s fox became MANDATORY. I think that’s the main issue with simply adding a counter in another mon rather than reworking the problem mon itself.

Monster with 51% speed. Oh ■■■■ here we go again :sleeping:.

I am more prefer the punishment based on scaling ,Not just punish monster who have speed above 50% .

Example:
More faster more hard punished. 50-60% speed its different like 80-90%
More star= more hard punished. Use fast SE its different like use fast myth meta.

I have idea but its a bit radikal. What If we make those fast myths get speed or stats nerfed. Similiar like they did to charybdia. Since the most monster they Complain basically same monster.

Take example xyz , prixis, azida ,Vixen ,Nyx get speed reduction by 10-15% maybe?
Tanky FL such onix and maybe unicera get stats balance .

2 Likes

revert the buff keep the speed leave my dragon mommy alone thank you very much