I think what bothers me the most about the event, was the inclusion of a reward, which I believe absolutely ruins the purpose of having a beta version. Especially when the rewards included a brand new exclusive monster and brand new, powerful relics. More so, different teams had access to different rewards based on their team score. I have no idea why a beta version, which could potentially be full of issues, would include such exclusive rewards.
But regardless, any reward automatically shifts the focus of the event itself. Instead of focusing on the event, player's main purpose became "how can I qualify for that reward." I think ideally beta should have been released with the mere premise of "try to get as many points of possible," and that would incentive teams to work on strategy alone. Then SP could have seen exactly how many points teams could accumulate when left to their own devices.
Or if a reward was to be given in order to incentive participation, perhaps a simple 100 gems to all winning teams and 25 gems to all losing teams would suffice.
I have no idea how the 113,000 qualification amount came to be.
IF we assume that all of the slots on defense could be earned that would be 90,000 points, which leaves 23,000 left to be accumulated during offense.
IF we assume that all the bonus points could be earned from offense that would be 60,000 points.
However, it's unrealistic that most teams would be able to earn all the points from defense considering the different restrictions, and at the same time have enough monsters to use for offense to earn the additional points, once again because offense requires the same restrictions.
So with that said, on to the different elements of the event itself.
It certainly has a lot of potential and introduces a strategical element that no other mode in the game currently has.
Revival Gem Cost
I think this should be completely eliminated.
Having revival - no matter the cost - places an emphasis on offense. Keep your strong monsters for offense, as you can simply pay to use them again.
Though I will say, having a steep revival cost certainly makes people rethink if they want to pay to revive, so if there absolutely must be a cost, the higher the better.
2 suggestions to replace revival cost
- Monster Usage Limit. Allow all monsters to be used a maximum number of times. Let's say 2. After those uses, they can no longer be used again. No way to revival them either. A player can decide to use them whenever they want. There would be no cool down period. This would allow for players to utilize different team comps against different defense bases.
- Cooldown. Have a high cooldown period to allow players to use the monsters again. Something like 12 hours. The reason for the high cost is to not place such a huge emphasis on offense. Also, no way to speed up the cooldown. This is essentially the same as the monster usage limit, except players would have to attack within the first half of attack phase, in order to be able to use the monsters again during the second half of offense phase.
Bonus - Simply have no revivals. Once a monster is used, it's finished.
(This is where have an appropriate amount of qualification pts really comes into play)
Monsters used on defense cant be used for offense
Monsters, Runes, Relics, are locked during attack phase
Both of these are essentially similar enough and go hand-in-hand.
Both are great mechanics that add to the strategic element that battlegrounds aims to have.
Players have a finite amount of monsters, runes, and relics at their disposal.
The strategy is to figure out if those different elements are better served for offense for defense, or a mixture of both.
If players are allowed to use the same monsters on defense, as well as offense, the strategy is always to simply put your best monsters on defense. Since there is no offense restriction, why would any sane person not use their absolute best on defense.
If players are allowed to remove runes and relics from defense monsters and move them to offense monsters during the offense phase - like how team wars currently works - then the strategy yet again is to put your best resources on defense and simply pay the gold to move relics and the gems to move runes.
Not much strategy involved to simply have access to using the best for both defense and offense.
This I find myself without a finalized opinion.
Is 60 slots too much? Is it not enough? Is it just right? Should there be less slots? How much is the perfect amount?
I think first of all , players need to get rid of the obsession to absolutely fill all the defense slots.
The beauty in the event is the ability to use never-before used monsters that are simply walking around.
Too few slots and the same monsters will begin to repeat soon enough.
Too many slots and there are a bunch of "throw-away" monsters used.
Though what's wrong with using all available monsters at your disposal?
Do more slots increase or decrease strategy? What about less slots?
I'm inclined to say top teams jumped out of habit and due to a lack of understanding how the new system worked.
They got lucky this time around IF they jumped early enough, even after the race started.
At the start of the race there was an issue with the top 100 bracket. Even if you had a top 100 team in your bracket, the rewards were not properly adjusted. Instead it was showing top 5000 rewards. We had the #6 team in our bracket.
It wasn't until maybe 1 day into the race, or a few hours before 1 day that the issue was fixed.
This leads me to believe that brackets were cemented after the bug was fixed.
Had it not been for that bug, I believe that team scores would be fixed at the start of the race, and even if you jumped your entire team within 1 minuted of the race starting, the team score of the race team would be unchanged.
I'm sure by now many of you have seen people demand that SP complete the books. Many of the books are obviously missing monsters; for example, Good Legion and Evil Legion only have 3 pages. There are female monsters in the game not in the female book.. and so on.
So rather than just sending endless complaints and demands for SP to finish the books, how about taking a different approach, and instead, suggest which monsters should be added to the current book selections.
At the very least, we as a community, will be able to plan ahead at which monsters are worth purchasing if we all agree that a particular monster fits a category. Although we may end up being wrong, and SP has the final word about which monsters actually make it into a book, I think it's a discussion worth having.
TLDR; What I'd like to do on this post is for everyone to discuss exactly which monsters are missing in which book.
Those three generals you named are certainly great monsters, but I wouldn't say they are the "best," or that they require any kind of nerf.
In the water element, there are a good chunk of monsters that can rival Thetys. In terms of offense, I'd say Frostbite really stands out.
For fire monsters, Megaosteum, Greedy Dragon, and especially Shallinar I think are significantly better than Darmith.
As for Earth monster, there are plenty of great choices also, with Brontes currently being the most popular. And now that Gregorz and Bab Yaga are out, I imagine them also being extremely popular (assuming people can get them).
The main thing the generals have going for them is their trait "tough" which makes it so you can't 100% rely on an deny skill to stop them from attacking your team, which inherently makes them good monsters to use on defense. But still, given the vast amount of monsters in the game, it's possible to find many counters.
I'll start buy saying the only VIP monster I purchased was Scarr the Outcast when he we originally released. Back in the end of February of 2016. This back when they only released a certain amount of units... everyone remember that?
Good thing they took off that limited number of units, otherwise there would be no ranked 130s until the release of elementium.
But anyhow, back to this topic. I personally think it's a great idea to give all players a chance to get at least 1 nemesis monster without having to purchase it, and to allow everyone to get monsters that are now.. 1 - 2 years old.
Just about anytime or place in life, when you want to be the very first to acquire something, you'll have to pay a premium. And by being the first you reap the benefits, the advantages. In ML, if you purchased a VIP early on, then you had some of the most powerful monsters both for offense and defense. You certainly got your $20 worth. Fast-forward 1 or 2 years the VIPs are no where near as powerful as what they once were. Look at PvP defense... do you see VIPs or Nemesis. Heck, even some of the "regular" monsters are arguably more powerful - Kihaku, Dungeon Master, Al Canine.
So with those two things in mind 1) players that originally purchased VIPs already had time to use them and 2) they aren't as VIP as what they were when initially released, I don't see much of a problem of having them breedable.
I do understand the premise of the whole "it's unfair that I paid X, while you get it for free" argument, but again with times things depreciate in value. I think it's unrealistic to ask new players to pay $20 for a VIP just because you paid $20 TWO years ago. Especially when that same amount could be used on something better now.
If anyone disagrees, please feel free to contact me, I will gladly sell you my 5 year-old phone for the exact same price I purchased it for (;
On a more important note, does the fact that some players (non-spenders and casual spenders) will now have a chance to breed VIPs really have a huge impact on you. Not really...
Again, you purchased VIPs when they were first released. Elementium has been released with several frat events. By now you probably have a ranked up VIP. You probably have really good runes. Or assuming you're still spending, you probably have the new all-to-powerful nemesis monsters.
Some non-spenders or causal spenders walking around with VIPs doesn't really have a huge impact on you.
So why not just give everyone a chance to experience the fun and pleasure of getting a VIP monster?
It's a good attempt to close the major gap that exists in the game.
The only thing I'm a bit perplexed about is selling all 9 VIPs for $99.99 AND THEN having this breeding event.
I mean on one hand you get certainty, whereas with the breeding event you gamble gems with the possibility of nothing but epics.
@Pringles I can confirm that Tryon is on sale for 249 gems or you can even get all 3 of the monsters used in this event (Nexor, Totem, Tryon) for 599 gems.
As for the title of this post "unfair breeding challenge," I'd have to say that just because a player or players don't have the required monsters to be used in a breeding event, that doesn't make the event unfair... but instead it means that the player(s) were un-prepared.
I think an argument for unfairness could be made for needing Semargl in the event, when he just got released. Players would have to spend gems to rush the island, plus spend gems to speed up hatching.
I did a video on this a while ago. My recording lines up with what Haka Taka and Marianne Van Es posted.
So if you purchase 80 cells for a single monster that you're crafting for the first time, it would cost a total of 240 gems.
You can fill the remaining cells with elementium and so it's not necessarily a "bad" price for a legendary, however some would argue that elementium is too valuable to use up for crafting. It's better to use it to rank up a VIP monster or a Nemesis monster, considering cells for them are hard to come by and it's cheaper than buying multiples. As for purchasing 100 cells, I imagine it'd be waaaay too many gems.
If you play with your friends or talk to your teammates, I recommend the following:
Talk to them and figure out what cells they need.
Offer to purchase the cells they need from the cell shop if they will trade you or purchase the cells you need from the cell shop.
The price only increases when purchasing the same cells. You can purchase different cells from different monsters without the increased price.
Then teammates simply swap cells and it's overall cheaper for everyone and everyone gets the cells they wanted.
let's say Teammate A needs 40 Frostbite cells and Teammate B needs 40 Voltaik cells.
Both could spend 76 gems each to get 40 cells of the monster they need.
Together that's 152 gems spent between the 2 players.
Teammate A could buy 20 Frostbite cells and 20 Voltaik cells.
Teammate B could buy 20 Frostbite cells and 20 Voltaik cells.
Teammate A trades his Voltaik cells to Teammate B, who gives back Frosbite cells.
Both players end up with 40 cells of the monster they originally wanted.
Both could 60 gems each, for a total of 120 gems between the two players.
The more teammates you can get to trade cells with, the cheaper it ends up being. It takes longer, but it's well worth it!
I'll start off by saying that I too very much dislike all these epic breeding quests! Seems like every lap starting with the 2nd one has had at least 1 quest involving breeding epics. And let's be honest, the only way to pass those is by spending gems.
Either you pay the quest cost, or you gamble breeding and hatching over and over again (not recommended).
That being said, I'd like to shine some light on why the race isn't as "bad" as it's constantly portrayed to be...at least for the winning team
In order to get a rank 3 monster, you need 640 cells + a copy of a monster.
Thus you would need 7 copies of a monster you want to get to rank 3.
In terms of food you would need a total of 16,486,340 food to get 1 monster to rank 3.
(~2.2mil food * 6 monsters you'll feed to lv 100 to extract)
(3,559,020 food needed to level up a monster all the way to 115)
Now assuming a monster goes on sale for 249 gems, you would have to spend 1,743 gems to purchase that monster.
(249* 7 copies of the monster you need)
And how about all that hatchery time and extracting time (more gems if you want to rent extra pods).
So, for just 1 player to get a rank 3 monster, the player would need:
16.5 million food.
~ 1 week of hatching/extracting
If you win the race, your WHOLE team gets a rank 3, plus a legendary monster, plus 60 elementium, plus all those wonderful individual rewards.
If as a team you collectively spent less than 52,470 gems (1,749*30), then you got a really amazing deal!
Now of course there are those team that spend a lot 100+ laps, but I imagine those teams are in the minority, whereas the teams that win with 20-30 laps or less are in the majority.
Furthermore, a team can just not participate in the race. Just get their 4 laps in and enjoy their free legendary monster, 5 elemetium, and 500k food. I think they get individual rewards too, up tp 5 mil food?
I think for higher level players, or those that have lots of lv 100 monsters to use, this is going to be a lot of fun!
But for lower level players this is going to be difficult.
I'm assuming each base with now have 30 coins. On defense players put their BEST defense team possible. So the weakest 10 members of your team have no choice but to face the bottom 10 enemy's defensive "A" team. An even if the cool down is reduced, that would be mean they have to log in ever 2.5 hours to attack with their own "A" team, which I don't see practical seeing as people have a lot going on throughout the day.
And a similar thing can be said for the top players of a team. They now have to face the top 10 defensive "A" teams. Assuming top players have a really good "B" team, they'd still have to log in 5 times a day.
Even though we have a chance to get 2x the amount of coins, I don't see the amount of coins teams actually earn as increasing that much (unless you are fortunate enough to play against an easy team).
But with all that said, let me just say that I am definitely looking forward to this!!!
I'm always open to new experiences, challenges and events!!
Bring on the RAGE WARS! D:<
This is ONE OF THE BEST events in my opinion. Like with most events, if you're ftp, you just have to be prepared.
Especially considering SP just gave us 200 free gems just for playing the game (well you had to collect b-day tickets).
With something people getting more... And all the different ways to get gems (I got 150 from Season 1).
But anyway, some math.
Usually you get level X runes when they cost 345 gems a piece when they are on sale (The ONLY time you should buy)
so buying 3 would cost 1035.
Here for spending about the same amount of gems buying Legendary cells, you get:
120 Igursus cells
3 Level X Speed
And 20 legendary monster cells for ~38 different legendary monsters (750 random legendary monster cells)
Thanks to the fact that you can buy R cells and you get pts, you'd honestly spend less than 1K gems for all the above rewards.
I have 2 ftp accounts that will gladly be taking advantage of this event.
I don't think it's fair to shout "greed" at everything.
To be honest, the only way to "fix" the race is to completely get rid of it.
There is no foreseeable way that the race can ever be it being truly fair for everyone, or even for the majority of players.
One of the common issues is this idea that creating race teams is unfair to the other teams you get placed against.
Well there's a few ways to look at this idea of creating a race team:
- The more teams that create "race teams", the more "race teams teams" that will eventually have to go up against each other and it thus it's almost as if they went through all that trouble for nothing.
- Even if no "race teams" are created, then the initial pairings would come down to luck and would probably be unfair to begin with. There's usually always 1 or 2 teams that are more active or have more members willing to spend than the other 18/19 teams. So even without race teams, those specific teams have an advantage.
In the very first race for example, my team managed 9 laps. The top team 17 laps. 10 teams did 6 or less.
Those 10 teams didn't stand a chance simply due to luck, or lack thereof.
No race teams were created at that time, yet the race is inherently unfair to most players, and benefits a few.
So regardless if there is or isn't a restriction to building race teams, the whole premise of the team race is unfair.
I guess, perhaps, the only way to make it truly fair is if no team was allowed to use gems. Then we wouldn't have anyone speeding their way through, and instead teams would have to collectively work together to advance through the nodes. If this were the case creating race teams wouldn't be necessary at all.
Since I really don't see this happening, I revert to my original post, that the only way to fix the race is to get rid of it... which funny enough, I also don't see happening.
After I plant my 14 farms of Black Lotus Roots, come back in 1 hour and collect them all, I usually don't get any coins.
So before clicking "repeat all," I plant a Blue Lizards Tail, wait the 30 seconds, press collect and... BAM! 4,516 coins!
Then I plant all 14 Black Lotus Roots.
Try that and see if it works.
If not, it's worth contacting SP.
@Carlos I'll start off my saying that I actually prefer that Gregorz isn't on the island because I'd rather pay gems up front for this amazing monster, than try to log in periodically to collect my items and progress through the previous monsters.
And with that said, the initial in-game notification did say "A new island with FOUR new monsters." But the island itself only has 3 new monsters. Gregorz is a ML Birthday Offer, so he's clearly not counted as one of the new monsters from the island.
Again I don't mind it, but clarity in the future would be helpful to ease the mind of players.
@Frunobulax I'd say he's pretty darn good. Possibly a contender for the top earth attacker. Heck, maybe it's no contest.
Base power of 3,498 is pretty high and for an attacker he's pretty fast with a speed of 3454.
His Silver Sword skill is something truly amazing. 70 special based damage, combined with bleeding and quicksand. This means that he only needs to take out 70% of a monster's health for him to still take out the monster thanks to the DoTs. This also allows a player to utilize the strategy of skipping the following monster's turn when they die because of an AoE.
And he comes built with immunity to possession, but he can also give himself immunity to stun.
Great monster in my opinion!
Hmm this is interesting.
I haven't really noticed a decreased drop rate, although I'll admit that unlike other events, I'm not really putting in too much effort in this event.
Assuming nothing has been changed in terms of spawn time and pool size, the most optimal way to get all the quest items is to log in every 8 hours and perform all of the tasks. In the past that has always lead to getting the maximum amount of items possible.
A few tricks that have worked for me in the past for collecting items:
Gold: Spam "collect" on a single habitat until you get your item. If you find that you're still missing out on 1 or 2 items, close the game, open it back up and try spamming "collect" again.
Feeding: Breed nature + nature or nature + fire, which will result in a monster who takes 30 seconds or less to breed/hatch. Click repeat on the breeding. Feed the monster to lv 4 and sell. Repeat until you get all your items.
Hatch/Breed: This will be done the same time you do the feeding as you will most likely be breeding multiple Pandakens or Greenasaurs.
During the Island Boost, you should log in every 4 hours instead of every 8. There you can breed/hatch Thunder Eagle to easily keep track of the last time you logged in.
Hope that helps! Best of luck to you!
That's because aggression doesn't grant you an extra turn.
So considering the skill set you have , you'd want to rotate 20k volts and static shocks to attack until all you stamina is depleted.
I highly recommend getting the skill electrodynamic assault as it's your extra turn skill with no CD (great for taking on Timerion, and the recent monsters with CD activated skills).
I'm not sure if this should be in the "bugs" section or if it was an intentional change, so I'm bringing it here to discussion.
Stamina Regeneration has recently been recovering 30% of stamina.
Even on the wiki, stamina regeneration skills show 30% recovery.
However, in-game it shows as 20%.
I don't recall seeing any official updates about a change to the effect of stamina regeneration.
At first I though this was exclusively for Hydratila as yet another way to counter Thetys.
But this appears to apply to every monster (that I've tested at least).
In a way this is cool because now even someone like Caillech can counter Thetys by starting the game off with Cold Blood (team stamina regeneration) before an enemy Thetys uses Stamina Devourers. 41 stamina is more than enough to use just about any skill.
In a way this makes all stamina drain skills a little less effective. As long as you have regeneration on, you won't have to fear being denied from a 100% stamina drain.
This also makes our extra turn friends (Voltaik, Zlya, Volray, Rhodent) more powerful, as they will be able to attack more.
So was is intentional? A mistake? Testing? Maybe this is a part of the balance changes SP mentioned?
Thoughts, concerns, debates, answers welcomed!
In the past I'd say it was easier to make a tier list for the fire monsters. Shallinar would easily take it.
But now we have to take into consideration if a monster can be used in book wars.
Pure Fire monsters:
- Shallinar (fastest fire, immune to stun, extra turn skill (basically immune to possession))
She can pretty much 1-hit any fire or non-fire monster.
Usable in Female wars.
- Greedy Dragon (2nd fastest fire, stun skill, extra turn skill (basically immune to possession))
Can also pretty much 1-hit any fire or non-fire, although you'd need higher runes than you would with Shallinar.
Usable in Dragon, Winged and Underworld wars.
- Megaosteum (stun skill, self buff skill (basically immune to possession), 60dmg 0CD special based attack)
Usable in Dragon and Undead wars.
General Darmith is also a great monster, especially to use on defense because of his trait. He is tied with Shallinar for being the fastest fire monster.
- Shallinar (fastest fire, immune to stun, extra turn skill (basically immune to possession))
This is something I have been wanting for a while, although I would like an added "max level 5 rune" option.
My reasoning for wanting a max of level 5 rune is because that's the level that most players can easily get.
And even if all monsters are level 100, if you have lv 4-6 runes, while your opponent is running lv 8+ runes, then you're in a similar position as when it's ranked vs un-ranked monsters. Sure not as bad, but it's still a huge disadvantage.
Though I think I'd be okay if it was just an event, rather than ongoing. However only if that event was a commonly reoccurring event.
I guess I'll add in some counterarguments:
- Reduces diversity in a team. (If stronger players with ranked monsters can't use their monsters for war, they'll move to another team)
- Less incentive to rank up monsters. (If all you need is lv 100 monsters, then you have not much use for the lab)
Overall though, seeing as how I do like new things and a max level 100 war would really show which monsters the best of the best, I would opt-in!
I have to say this is a really good idea! For the time being I don't plan on using any of my war coins. And so they're just going to be there piling up until something good comes along. It would be nice to have extra incentive for wars.
As Sam pointed out, ASSUMING a team was to win 15 consecutive wars... that's only 150 gems and 30 elementium at the end of the month. The cheapest monsters go on sale for is 249 gems. So it would take 25 victories to be able to purchase a monster. For most teams that would probably take 2 - 3 months.
And as counterargument to making them lose money, think about how many more players would be willing to use gems to recover their monsters for fights. Currently I'll never spend gems to recover a monster. However if I knew I'd get some gems back, I'd be more willing to recover here and there if it meant my whole team winning the war and everyone benefiting. Obviously I wouldn't go crazy on recovering all my monsters with only a 10 gem reward, but I'd certainly consider using them.
Yes! I very much agree that this would be an amazing addition to the game, as players would now have to be more strategic defensively. This would also have on impact on offense, as players would always have to assume the enemy is going to do the best possible skill.
I definitely miss the mountain trait. I would prefer it over his tough trait.
Though some would argue that tough is better, as he now has some protection against torture status effects, as well as the other non-control negative aliments.
I suspect the reason immunity to sudden death effects are not blocking Fatid's skills is because the trait blocks "Death Countdown," while Fatid gives "Cursed Countdown." So this is similar to Glitch's special possession skill "Corrupted" being able to bypass immunity to possession.
As for his countdown skills, they can be cleansed. What you can't do is have a monster cleanse it's own 1 turn countdown. This is find really odd. Perhaps it's a game mechanic that needs to be update. This is the first monster, I think, to introduce a 1 turn countdown skill.
I need to test what happens if you have the 2 turn countdown do down to 1 turn, and then you try to cleanse it.
I don't understand the negative feedback of "quite a lot of team jumping."
The reward for the #1 position was 80 elementium and 150 nature cells ONLY IF you happen to have a top 100 team in your bracket.
If teams were jumping, they would most likely find themselves in a under 5000 bracket where the 1st place reward was 20 elementium and 20 nature cells.
Even if they somehow ended up in a top 5000 race team, the reward would have been 50 elementium and 40 nature cells.
I think it's better to state that 990 Orbs cost 378 gems.
And if you really wanted to purchase an extra 50 Orbs, to put you over the 1000 Orb mark, that would be an extra 20 gems for a total of 398 gems.
But let's go with the first ratio, especially since we get 3 orbs per day through daily challenges.
~1000 orbs for 378 gems to get an X rune.
But it's not just an X rune, you also get 4 other runes
Node 1. lv 4-6
Node 2. lv-4-6
Node 3. lv 5-10
Node 4. lv5-10
Worst case scenario you are paying ~30 extra gems for 2 lv 4s and 2 lv 5s.
But there is a chance to walk away with higher level runes, in which case it could very much be better than purchasing a single level X from the shop.
Maybe I misunderstood, but in case I didn't, you can see the "warm-up" of each skill in the skill selection screen. Specifically, make sure you're looking at the tournament set, not the standard.
You'll notice a new icon next the the CD icon. That icon will have a number which informs you of the "warm-up" period.
This is what I've been telling people for years xD
In the event where you are trying to craft a lv 9 rune - assuming the worst case scenario - all 4 of your lv 8 runes would downgrade to a level 7. I'd say that is more unlikely as getting at least one to upgrade to a lv 9.
But even in that even where they would all downgrade to lv 7s, you'd simply still have a 25% chance to get one of those 7s, to an 8, and so in.
In the long run, 111X is absolutely the best method to level runes, regardless of that emotional pain of seeing runes downgrade from time to time.
I did a test of 113 crafts using 1112 to see if they would upgrade up to a 3, stay at a 2, or downgrade to a 1.
The game shows 44% chance to upgrade.
56 upgrades - 42.1%
42 same - 31.6%
35 downgrades - 26.3%
So based on that, I think its fair to say the games percentage chance to upgrade is fair.
I forget if we can post links to outside videos, so if you're interested, the videos title on YT is "1-1-1 Rune Crafting Method | 113 Examples."