Social Point made some changes to the relics after some discussion on the problem of balancing (and bugs). However, relics continue to present a number of conceptual problems within the game. Some relics apply negative or positive effects to monsters and these effects simply can not be cleaned by nothing at all. Other relics simulate monsters' abilities, such as recovering or removing stamina or even resurrect other monsters. In many cases, the monsters only become mere bearers of the relics, and the relics make almost the whole process of winning the battle.
The developers argued that they created the relics to diversify the strategies. However, the game meta has been changed primarily to focus on a handful of high-level relics that replace the monsters' abilities. Basically, who owns them, wins the battle. There are no countermeasures to prevent the effects of high-level relics from activating or clearing their effects.
Thinking about it, I propose a change in the concept of the relics so that the focus of the strategies return to the monsters.
As I already commented on the topic with the discussion of the previously changes: the relics should work as additional traits to monsters.
One relic may give some immunity to a specific monster or a special trait.
For example, I have a Igursus. Igursus is "mountain" and so, He has immunity to freeze and stun, He will be not able to use a relic that gives him immunity to possession since he already has a powerful trait. Although, he may can use a relic that gives him immunity to burning or/and ignite. At least the low-level relic can reduce the chance Igursus be affected by these effects and high-level relics can give him a special trait that gives him energy or life regeneration instead be affected by burning or ignite.
Another relic can give some type of advantage against the same element of the monster who equips it. For example, Taiga is a light monster and has a self-buff skill of "light" type. He may should has access to a relic that gives him the "attuned" or "super attuned" trait. When He uses his self-buff, he will recover stamina and this trait will be very valuable for light wars.
VoltaiK is hardened and He also could have access to a relic that give him "energized" trait or even "super attuned".
The relics can continue being separated into rarities (gold, silver ...). Thus, better relics can give better additional traits to the monsters.
The relics can continue to be divided into the same categories they are now (armor, essence, staff, etc.). Each category can be focused on one type of trait. For example, shield relics can be focused on immunity to a control effect and armor relics can focus on counter torture effects. Another important thing is to reduce the number of relics per monster to just one since it will already have two traits when equipped with one relic. Three traits per monster will leave the game out of control (again).
I think this approach will really give the competitive and strategical purpose that is the main idea of the changes in the game.
Okay. Now we have the problem of changing the relics equipped on the monsters and switching them to the new ones.
How can Social Point solve this?
First. relics can be automatically removed after the upgrade.
Second. developers can add an in-game tool that may be available for two to three weeks. This tool will exchange the old concept relics for one or two chests containing the new relics of the same rarity and the amount of food used to evolve it. I think it's possible for experienced developers to do that.
Each chest will contain a relic. In case the old relic is at its maximum level, two chests should be a fair price for the exchange.
I hope the community gives their opinion and developers rethink the relics concept.
Following the relics categories and their proposed functions:
Shields: focus on immunities against control effects. A bronze shield may give 35% of chance to be not affected by one type of control effect. A silver shield may give 75% of chance to not be affected by one type of control effect. A gold shield gives the immunity against one control effect. A diamond shield can give special immunity effects as “mountain” of “celestial” to some monsters.
Armors: focus on immunities against torture effects. Similar to shields. A bronze armor may give 50% of chance to be not affected by one type of torture effect. A silver armor may give immunity against one type of torture effect. A gold armor gives especial traits against torture two effect (e.g. immunity against Ignite and Burning). A diamond shield can give special traits against the torture effects and give positive effects instead affected by them (as life regeneration instead the burning effect).
Helmets: focus on reduce the damage received by one element. A new category. A bronze helmet reduces the damage received by attacks from one element by 15%. A silver helmet reduces the damage received by attacks from one element by 25%. A gold helmet reduces the damage received by attacks from one element by 35%. A diamond helmet reduces the damage received by attacks from one element by 50%. This category should be very useful in wars and specially for tankers.
Swords: focus on improve the damage dealt against monster of one element. Example: Taiga deals more damage with his light skills when equipped with a “holy sword” against other light monsters. A bronze sword improves the damage dealt against one element by 15%. A silver sword improves the damage dealt against one element by 25%. A gold sword improves the damage dealt against one element by 35% and the diamond sword improves this damage in 50%. Therefore, swords and helmets are opposite categories.
Essences: focus on improve energy management and should have at least two types of them. Type 1, relics with “attuned” effects against one element: a bronze one gives “semi attuned” trait and the monster regains 5 of stamina when affected by its types. A silver one gives “attuned” trait. The gold ones give “super attuned” trait. The monster equipped with a diamond one receives “ultra-attuned” trait and them regains 50 of stamina when affected by the own weak type and an additional type. For example, If Taiga is equipped with “Dark Diamond Essence” the effect “ultra-attuned” works against Dark (of the relic) and Light (his own) types.
Type 2, relics with “energized” trait. A bronze one gives 10% of extra stamina. A silver one gives 20% of extra stamina. A gold one gives 40% of extra stamina. A diamond one gives 60% of extra stamina (VoltaiK approves).
Amulets: relics focused in reduce the stamina cost of skills of an element. Bronze ones reduce the stamina cost of its element skills by 10%. Silver ones reduce the stamina cost of its element skills by 20%. Gold ones reduce the stamina cost of its element skills in 30%. Diamond ones reduce the stamina cost of its element skills in 50%. How it works? If Thunder monster has a thunder skill that costs 40 stamina and it is equipped by the “thunder diamond amulet”, the skill will cost only 20 stamina.
Staffs: relics focused in improve of chance of your monster applies a type of control effect in enemies. Bronze ones improve the chance of applies one type of control effect by 10%. Silver ones improve this chance in 15%. Gold ones improves this chance in 25%. Diamond ones improve this chance in 40%. If a monster with a “50% of stunning the target” skill uses a diamond “stunning mask” its skills will have “90% of stunning the target”. These relics are the opposite of the shields.
Masks: relics focused in improve the chance of your monster applies a type of torture effect in enemies. Bronze ones improve the chance of applies one type of torture effect by 10%. Silver ones improve this chance in 15%. Gold ones improves this chance in 25%. These relics are the opposite of the armors.
I do not find no new use of for the banners and traps. If a think in something I will add to this post.