Dear [ᴄʟᴀssɪғɪᴇᴅ] of Social Point Forums,
Hello, Dr. Catterall here again. I recently received feedback regarding the letter about war masters yesterday night. I have to say, I am impressed by this wonderful organisation. Not only that, but it also received quite a positive feedback, as such, I will continue doing these letters. For example, I recieved a letter from Mr. [ᴄʟᴀssɪғɪᴇᴅ] "Carlos" and it was quite a positive one and I'd like to say thank you for your response. Doing this is better than looking after patient number [ᴄʟᴀssɪғɪᴇᴅ] for phosphorous poisoning, anyway. Damned idiot thought the liquid was some kind of drug that increases your power.
Target Effects: The full opinion.
Anyway, today I shall talk to the public about Target effects and give my full opinion on them, as well as some new ideas regarding the effects. Let us begin.
One: What is a target effect.
A target effect or status effect is something present in Monster Legends, as well as many other titles. It can be used to increase your allies status or in most cases, decrease your enemies status. For example, "burning" will cause the monster to take damage over time until the effect wears away. Precision will cause the monster to have 25-100% more accuracy.
Some target effects can stack too, for example, stacking burning and poison together will cause higher damage than just poison or burning. Adding damage boost and double damage boost gives you 1.5x (150%) more damage.
Two: Positive status effects and the full opinion.
This is the part of the letter where I go over the positive status effects and what I think about them. This will not include all status effects, just the main ones.
Damage Boost: Damage is increased by 50%. Nothing wrong with this effect, it causes allies to do more damage which is a great bonus. Most supporter monsters include this.
Hater: Causes triple damage to a particular book, element or monster with a status effect i.e Burn Hater.
Double Damage: Damage is boosted by 100%. A variation of Damage Boost. Nothing wrong with it.
Triple Damage: Damage is boosted by 200% (+the orginal 100% = 300%). A variation of Damage Boost. Nothing wrong with this either.
Precision: Accuracy of moves and status effects is boosted by 50%. Essential for fighting monsters with Bulwark, Hardened, tough, etc.
Recent Stun: The monster is immune to stun for one turn. Gained after being stunned. This is an extremely important status effect and essentially ended the stun meta when it was first released immediately. Nowadays, the freeze meta is around however recent freeze will also be added soon (I believe) so the freeze meta will end soon to.
Evasion: Monsters don't receive attacks (may receive effects). I'd say it should only last one move. Two on any is bad. Usually it is only one move anyway. Also, it is greatly unfair as mention on warmaster elvira.
Regeneration: Causes monsters to be healed by 20% each turn. A great move for countering DOT moves. In fact, it is so sought after, me and my team at Ao' Espan Poison Ltd, created a drug that is meant to cause regeneration in humans. So far tests prove... invalid.
We'll ignore mention of any side effects, including [ᴄʟᴀssɪғɪᴇᴅ].
Stamina Regeneration: Stamina is regained by 20% over time. A great effect in my opinion as it gets rid of the constant recharging for high attack monsters.
Status Immunity: Adds immunity to a particular negative status effect. I do feel it can be OP in some moves that add pretty much every effect, but for most cases keep this effect the same.
Shield: There are multiple types of shield. They range from 20% to 100% shields. They protect monsters from damage until they are broken or after a cooldown. Their power is a certain percentage of the monster's maximum HP. This is one of those classics everyone loves.
Haste: Monster's speed raised by 20%. A great status effect for controllers. (the monsters, not gaming controllers).
Totem: A range of effects blessed via the totem monster. I'd say buff these effects heavily as they are almost always useless in the long term minus maybe 2.
X Protection: Causes X element attacks to become weaker on the monster.
Three: Negative status effects and the full opinion.
Once again, I will only look at the main status effects as there are even more than positive effects. That's quite a lot.
Stun: The monster has to skip a turn. The monster will then gain the "Recent Stun" status effect. A great effect for controllers and a classic effect.
Frozen: Easily the most broken effect, this causes a monster to skip a turn but it does not gain any kind of immunity afterwards, leading to the current freeze meta we have today. It also does 3% damage. I'd say add recent freeze and then make it deal 10% of HP to make this effect remotely useful and not just a clone of stun.
Possessed: The monster will attack its own team-mates. I'd say add a recent possessed status and then this status is perfect. A drug we studied recently locals named "Devil's Breath." also allows you to control people's minds and they forget EVERYTHING afterwards. Scary stuff.
Mega stun: Similar to stun but the monster misses two turns. It can be OP for monsters like Gortak but it isn't come across too much.
Mega Freeze: Get rid of this effect. Just like freeze, there's no freeze immunity after it, and even with the changes proposed it would still do 20% damage to the monster. It's just annoying to deal with either way and extremely unfair in cases such as warmaster Thalassa, Queen of the Sea.
Mega Possession: Same as possession but twice over. Add recent possession and this move is fine.
Stop-Time / Trolled: Stop time is just stunned. Get rid of it. Trolled is just mega stun. Get rid of it. It's just stun without recent stun. Which is bad (there's a reason why the stun meta was abolished with recent stun...)
Slow: Monsters speed reduced by 20%. I'd say buff to 30-35%.
Burned: Monster loses 15% health per turn. It is a great DOT and can be combated fairly too.
Poison: Ao' Espan Poison Ltd's favourite status effect for obvious reasons. This one removes 10% HP over time and cuts power by 20%.
Bleeding: Get rid of this. It's literally just poison. I understand most of the time its designed for deadly looking monsters or is designed to go with the poison, but you could just add double poison for that.
Nightmares: The monster loses 5% of its maximum HP each turn as well as 10% stamina each turn. This one needs a buff. Maybe make it lose 10% of health.
Daze: An underrated status effect, this one causes 25% blindness, 25% power reduction. Nothing wrong with this.
Blinded: Accuracy cut by 50%. A good, Russian roulette styled deny move.
Damage Reduction: Causes 25% less power.
100% Damage Reduction/Blindness: Glorified stun. Get rid of this one. 100% Damage reduction is only combat-able if your monster can apply status effects to enemies, making it maybe 99% pure stun. I'd still argue get rid of this one too.
Stamina Leak: Causes 20% stamina to be lost each turn. I'd say make this one stop being so persistent. Sometimes you get it for pretty much all game. Maybe make it maximum three turns, not four.
Reaper Countdown: After a specific number of turns (usually 3-4), the monster will die. I think it should be 75% chance of death and add a new effect named "Total reaper countdown" for the 100%.
Toxin T.F.W.N: That damned monster stole our drug and turned it into a toxin... It causes thunder, fire, water and nature weakness.
Toxin L.M.E.M: Not only that, he then took the cure we made for NWH (Nature Weakness in Humans) and turned it into Toxin LMEM. This one causes weakness to Light, Magic, Earth and Metal.
Illuminati Confirmed: Shield is blocked, the attacks targeted against this monster won't miss as well as the status effects and healing is negative, so it hurts instead. An extremely powerful effect, maybe remove the negative healing and just make it no healing.
Very weak to X: Makes a monster very weak to an element (by 80%). Decent effect, stay in the game.
Dis-encouragement: Causes weakness to special attacks.
Four: NEW EFFECT IDEAS
Double poison. This can replace the bleeding effect and it causes well... double poison (removes 20% health each turn, cuts power by 40%). It would be used for moves such as "...causes poison and bleeding." This could now just be "...causes double poison."
Recent freeze(1)/Recent possession(1)/Recent Stamina Degeneration(2). Recent freeze stops the freeze meta. R.Poss stops the spamming of dark monsters and Stamina Degeneration is a surprisingly powerful move for how long it lasts, so adding recent stamina degeneration to last two moves would go a long way. (Maybe 2 is pushing it, maybe try 1 if you want).
X Rune cancel: Causes a particular type of rune to be cancelled out i.e Speed Rune Cancel.
I'd think of more, but I must go soon to work on a bigger post.
Most positive status effects are good. Freeze is too OP. The game needs more "recent" status effects i.e recent freeze etc.
A status effect is something that causes a good or negative effect on a targeted monster/monsters.
Important notice to [ᴄʟᴀssɪғɪᴇᴅ] of Social Points Forums.
I will be making new maze suggestions soon. I have no idea how to lay it out but I typed in search "New Maze" and eventually noticed a banned user named "Awex" had a pretty good layout on the post "NEW MAZE ISLAND... SOMETHING SOMETHING". Now, because he is banned I'm just going to assume his layout is up for grabs, or is that a no? Please reply to this point as well as the post, thank you.
Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall...