Dear [ᴄʟᴀssɪғɪᴇᴅ] of Social Point Forums,
Hello, Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall here again. Oh and, this will be my first post to the public by the way, so I think it would be wise for you to ask the public to refer to me as just Dr. or Catterall. The whole "[ᴄʟᴀssɪғɪᴇᴅ]" thing would be a pain to type out every time, wouldn't you agree.
Anyway, I'm here to tell you and eventually the public my full opinion on the WarMasters and whether I believe they are a good idea or not. Let's begin.
1: What is a WarMaster?
"A Warmaster is a type of monster in the popular game 'Monster Legends' made by SP. In order for a monster to classify as a warmaster, it typically follows the following:
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The monster in question's cells can not be purchased or interfered with via elementium (creative name) and any type of elemental cell. It can not be purchased.
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The monster in question's cells are obtained via a special type of monthly dungeon appropriately named "Warmaster dungeons" (creative name). These dungeons are made up of five floors. Completing the first two floors will give you 100 cells of the Warmaster in question. To enter each node, you must require a number heroic orbs, an extremely rare material obtained via PVP every season or you know... money.
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The monster will usual have two traits including its unique Warmaster trait. For example, Warmaster Gortak has the trait "Warmaster Gortak" (creative name) that blocks all control moves on him, and has a second trait that blocks stun and mega-stun on all allies.
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The monsters (usually) are extremely powerful or useful to their type. Monster types include attacker, curser, supporter, ressurector, tank, denial etc.."
-Me
2: Meet the WarMasters and my opinion on each of them.
ONE: WARMASTER GORTAK:
Now, I'm going to be skipping moves unlocked at level 1-100 because almost all of the time the main moves of the war masters come at level 105-130. However if I come across a move that I believe is unbalanced/overpowered (bad) or extremely balanced (good) I will make note of it.
Firstly, he's special move removes all positive effects of enemies. Not surprising for a monster of this level. It also deals 90% special dmg (5% above spectrum rays by Arch Knight, which isn't even a special move, but is still high none of the less). It applies triple damage to himself and gets rid of his negative effects.
Now obviously, this move is pretty overpowered, but then again pretty much every warmaster is overpowered and kills the competition (this isn't a good thing if done wrong, we'll talk about that to the public later, won't we Mr. [ᴄʟᴀssɪғɪᴇᴅ]?).
Bar Brawl can be noted for having a damage mirror and use of the hater trait, but it isn't too OP.
Next, we have "Watch out, Gortak!" which deals insane special damage (80%, Arch Knight's 85% is just classed as "Very Heavy" lol) and applies megastun. Megastun is a very annoying effect but hey, at least its not AoE freeze... ahaha... Water Warmaster) Overall I'd say keep it.
Next is full yager, which I'd say is too overpowered. Like, remove the 75% damage mirror and keep the immune to control to ALL allies, sure, but don't put them together it's just irritating combined with other moves, especially when it also gives an extra turn too. Nerf this move, but don't destroy it.
Next is Unstopabble Dwarf. This ones up for debate. I mean, he's a warmaster and you get this move very late into his development, meaning pros/p2w only unless you spend god knows how long on it, but at the same time it is essentially blocking you from attacking two turns in a row, whilst the other team can just beat the hell out of you whilst you just sit there. Maybe make it an AoE normal stun with damage instead?
Finally we have Ground split. I'm fine with this move. It's a nice curse move similar to Fatid's poison and bleed move. The effect might not always land so it balances it.
TWO: WARMASTER BARBAEL:
Trait: Status effects -35% accuracy, damage boost to all allies.
Easily for me the most balanced warmaster (SP probably realised they needed at least a FEW balanced warmasters) and most fair warmaster is Barbael.
Firstly, we have his special move which is decent. Removes all enemy positive effects and deals insane fire damage (90%). Not too much, not too little.
The next notable move is Sightless Crowd. It essentially acts as an AoE stun (100% blind) but with continued blindness and fire damage two turns after too. Not too bad.
The first group four move is named "Spiritual Sight." It isn't really that great of a move. 60% AoE damage with immunity to blind all allies. This is pretty powerful, but not exactly warmaster or group 4 material.
Next is purifying pact. This move is extremely balanced. It is AoE sunburn and ignite with main damage to one enemy. It's powerful, but fair. Similar to Fatid's poison and bleed, but Fatid's move deals AoE damage instead of singular like Barbael's.
Master of Blind: This move essentially is a AoE stun with an extra move. It's pretty neat in dire situations. Many PVP defence team monsters do not have complete immunity to blindness.
Trait Convent: Takes the trait of one enemy and total blinds all enemies. Once again, it acts as a AoE stun move. I'd say remove this and just replace blind with burning or normal blindness. Having too many, what is essentially AoE stun moves but without any kind of immunity after, is slightly broken. Same problem with possession and freeze but they will be fixed soon, maybe same for total blind?
Easily my favourite warmaster for its balance, except maybe the 10000 moves with AoE total blind.
Next up is my most hated warmaster (or at least until freeze immunity after freeze is added), Warmaster Thalassa, who takes the word "control" a bit too far. Like... really far.
Firstly, we have her special move. "Removes traits on all enemies, applies mega freeze and drowned to all enemies, removes all positive effects on all enemies." This is way too OP with the current freeze meta. Considering how she has a bunch of other aoe freeze moves, having a two turn AoE freeze with damage from drown with it AND trait disabled on top of it for more effects from allies is a bit too extreme. Maybe when the next meta appears.
Pretty much all of the group 4 skills contain SOME amount of "Adds freeze to all enemies" or "gives extra turn." Listen, Social Point, when your game is plagued with people just randomly throwing together freezey monsters with level X strength and speed runes for fun, having a monster that has freeze hater to all allies, double stamina, disables traits, gives itself extra turns and has THREE moves that apply mega freeze to all enemies (two of which aren't even ultimate moves) then we have a problem. DEFINITELY NERF THIS MONSTER. (Or just remove it, I don't care I just think this monster is way to OP)
Next up we have the monster with the most creative name of all time, "Warmaster Necromancer."
His special move applies mega possession, not too bad but can be infuriating at times.
A noteable move is Anima Suctus, it has a nice 100% life steal.
"EV" is the first group 4 move and gives an ally a extra turn. That's it. Perfectly fine and goes well with his other moves.
"Klaatu Barata" resurrects an ally with double damage and an extra turn. OP but not the worst thing ever.
"Fumus Corporis" deals high dark damage (60%) to one enemy and clears his negative effects off himself. Not that good of a group 4 move. Maybe try remove negative effects of all allies?
"KBN" resurrects all allies with 50% life. Combined with a healer, this is OP unless theres a death countdown, but wiki says there isn't. Correct me if I'm wrong.
Finally, we have the light warmaster, Elvira.
Right off the bat her trait angers me. "Applies evasion at the start of the battle." Now, a lot of people defend this saying it is anti speed rune but... It's still an immediate AoE stun in terms of core damage dealing at the very start of a game... in an RPG...
Her special removes positive effects/applies mega stun to all enemies. Not too bad.
"Rebuke the sinner" applies AoE sunburn to all enemies with some initial damage too. It is a nice yet simple move.
"Warmaster Aura" heals all allies by 35%, gets rid of all bad effects, applies damage boost and applies precision to all allies too. Essentially, combined with other supporters, it resurrects them all like Fatid if they haven't lost to much health with Dragon Soul's like abilities. Not to bad, a great clean up move to get rid of 99.999% of all those harmful bleeding bacteria.
"Ethereal Vigilance" applies evasion to itself and deals very heavy damage to one enemy. It gives them sunburn and bleeding too. Not to bad, once again.
"Light of Salvation" is essentially a two turn evasion unless the team defending has a light monster in it. It also deals some damage. Maybe make the evasion one turn not two.
Three: Are the WarMasters good or bad, The full opinion.
Overall, I'd say the warmasters are a good edition but with an extremely obvious flaw.
They're getting carried away.
First it was Gortak, a nice monster with balanced things for pros to get. Then there was Barbael, a nice monster with balanced things, but with the flaw of having so many AoE total blind moves. Then it was necromancer who had a couple OP ressurect moves. Not as balanced as the previous too but not major. Then there was the light one, with the stupid evasion immediately at start thingy that most (not all) people can't defend without blindly screaming "SPEED X IS BAD SO THIS MONSTER IS FOR SKILLED PLAYERZ TIVBITUBVUBT"
Then... there was Warmaster Thalassa.
Really, SP? A monster with two moves that apply megafreeze to all enemies and applies megafreeze AoE with special move. A monster with a move that gives an extra turn. A monster with a move that disables traits or applies freeze hater... This monster is way to OP for control. It's meant to control other players fairly without ruining the fight, not just dictate everything that happens in the fight. If it was, it would be called "Dictator."
So yeah, that is my opinion.
SUMMARY: THE WARMASTERS ARE A COOL EDITION BUT RECENTLY SP IS GETTING A BIT TOO CARRIED AWAY.
This letter will now be going to the public, Mr. [ᴄʟᴀssɪғɪᴇᴅ].
Yours Sincerely,
Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall, Ao' Espan Poison Ltd.