• Dr. Catterall

    @Gentian-Kolonja Welcome to the forum, my name is Dr. Catterall. Pleasure to meet you.

    I think immunity for control should be on magic too. Although who knows, maybe the last warmaster will be its own element?

    Anyway, I hope you have fun with the forum. Oh an uh, don't break the rules 🙂

    posted in Monster Discussion read more
  • Dr. Catterall

    @Marianne-van-Es Or you could warn / remove the comments that spread toxicity and leave the thread open.

    posted in General Discussion read more
  • Dr. Catterall

    IMO, the game is slowly dying. Not in players, but in relevancy. The adventure map islands (for anyone who does them) only come once every decade, there's not enough space for the pros to get more legendaries, the PVP battle selection AI is terrible, the PVP rewards are mediocre, the WarMasters just slowly get more OP and more OP until they break the game, the dungeons give terrible rewards other than gems and maybe like 10 elementium, they're adding way to many legendary monsters for no apparent reason, the old legendaries are useless unless you farm gold (but even then they have lower Gold/minute), team wars is boring unless you very easily entertained, monsterwood just crashes you half the time, fibre and supersonic are scum of the earth and the game is way to repetitive.

    This game at the moment is literally just:

    • Get a deny and put speed runes on it.

    • Get a support and put team speed runes on it (with maybe a life rune if its life is rubbish)

    • Get a attacker and put strength runes on it.

    • Do this about 1000 times for every book and every element and six for PVP.

    • Do random, repetitive dungeons for gems/elementium.

    • Rank up monsters.

    • Once you have about 70 legendaries all ranked up and have runes, Think to yourself "Now what do I do?"

    • Realise there's nothing to do, you essentially beat the game now.

    • Quit or start over.

    Over many years, I've been playing before team wars, metal, freeze, runes and all that jazz, and whilst at first I thought the game was going swell, now I realise it is kind of screwed unless the dev's fix everything and maybe pay attention to the forum a bit more (I know it's hard when you have people post things with literally just the letter a, but it's possible).

    I might just make this its own post. Why not.

    posted in General Discussion read more
  • Dr. Catterall

    This idea has already been suggested by me and 500 other people in the past to no change at all. I'd love to see it happen but I don't think it'll happen 😞

    posted in General Discussion read more
  • Dr. Catterall

    @Nynaevelan I was just asking whether the 😉 in your signature had a name or not. What's your problem? (And if he doesn't have a name, you should name him Austin).

    posted in General Discussion read more
  • Dr. Catterall

    @Gallofus For the 72hr challenge its better to be low level and never ever touch the adventure map. Its why I've started a new Alt yesterday... clearing space takes forever though to get pandaken ready.

    posted in General Discussion read more
  • Dr. Catterall

    @Nynaevelan Would you like to explain the 😉 in your signature. What's his name?

    posted in General Discussion read more
  • Dr. Catterall

    @Marianne-van-Es I don't understand why they can't add the hatch guardian, or merge it with breed guardian and raise breed guardian's price above 7.2M. As for the gem guardian... yeah that wont happen 🙂

    posted in Ideas Generator read more
  • Dr. Catterall

    @Luigi-Tonti As you get more legendaries over time you should delete your older monsters to make room. However, you should always keep one-five (depending on how active you are in team wars) commons, uncommon, rare and epic's just in case you need them in a war.

    posted in General Discussion read more
  • Dr. Catterall

    @R365 Same. Maybe we just have horrible luck.

    posted in General Discussion read more
  • Dr. Catterall

    One: The Situation.


    Dear Social Point,

    My name is Dr. [ᴄʟᴀssɪғɪᴇᴅ] and for the last few years I've been playing monster legends (with considerable breaks in between). It has been a very long time since I had to deal with clearing all the obstacles of every island, but considering how some people in Department [ᴄʟᴀssɪғɪᴇᴅ] may believe I have developed PTSD over it, I think it was bad.

    Truthally, The clear times of some obstacle's in Monster Legends are way to long. We as players already have to wait for breeding, hatching, extracting, building, farming, crafting, upgrading, attacking, ranking, dungeoning, waiting for those 50% discounts on ultimate tree, workers and hatchery-ing, and I feel like we should at least be given a little less waiting with the obstacles to make up for this. However, with Monster Legends, this isn't the case. Instead, we have to wait for a nice one minute... up to 32 hours... for one obstacle. Out of an estimated hundred (Most of which are on the longer side of the spectrum).


    Two: So, what am I proposing?


    I believe that some of the rock type obstacles in Monster Legends should have a reduced removal time. For exact details, this is what I believe the model should be (GREEN = OPTIMAL. RED = CURRENT):

    Obstacle Chart


    Three: Reasons!


    • Saves new players time so they can just get on with becoming stronger / pandaken farming.

    • New players will get more space faster giving them the option to carefully plan their base easier for the future, without having to get rid of everything in the way first.

    • When people buy an island, they'll actually get what they bought faster, an island. Not an smaller recreation of the Himalayas.

    • Spending WELL over 200 hours just clearing stuff and not being productive at all is not fun, not matter how many times someone says "Oh well it'll come eventually you just have to wait a while. Monster Legends is about having fun at the end of the day, because it's a game. This isn't "sit and watch rocks disappear due to some purple people" simulator.

    • What damage does changing the removal times and some costs of the rocks do to anybody? What negative thing happens as a result of this change? You see, all this would be is a positive change in the long run, and glancing players would stick. That way, more people might buy your offers which means more money. Would social point like money? I know I would.

    • Nothing to do with reasons but I swear to God I have so many memories of those damn huge rocks they're so god damn huge and rocky... like a huge rock.


    Four: Conclusion.

    In conclusion, I believe we should lower the removal time of some obstacles in the game as this would only benefit the player base. Furthermore, new glancing players first testing the game wont immediately be put off by the incredible amount of patience the game requires, and might actually get invested into it so they can tolerate the patience first. If they become invested, they might even give Social Point some money.


    Side note:


    If you agree with this post, why not up vote it? (If you disagree with the post, do not up vote it. The reason up vote exists is so people can see what the community wants).

    Who knows, maybe things might change?


    Thanks for reading.


    posted in Ideas Generator read more
  • Dr. Catterall

    @kayno125 800% is also possible with rabies and goldfield I think (either that or 750%)

    posted in Monster Discussion read more
  • Dr. Catterall

    Having easy access to changing a monster's move set gives users the ability to play around with their monster and include many different tactics into fighting and will lead to more competition, and if PVP rewards get better that would combine with the extra competition to make the game more enjoyable than ever. Making it something stupid like 20 gems or just any amount of gems for that matter does nothing but restrict (I mean, 20 gems isn't hard to get F2P but still).

    And if anyone would like to justify making move prices 20 gems when all it does is discourage potential pros from the game who don't want to spend their time doing boring and repetitive dungeons and watching ads even though the ads just crash the game sometimes on an LG K4 phone (terrible phone, I know) that'll be completely fine by me.

    PS: the gem tasks (i.e install a game etc) don't do anything for me and I tried contacting both Fyber and supersonic to no avail. I don't really care any more but I'm just saying.

    posted in Ideas Generator read more
  • Dr. Catterall

    @joohnzy Yeah but I don't to have 100000 random F2P people who just get three rank 1 monsters have a full defence of Warmasters, once you get your first warmaster its easier to get the next, you'll usually have more trophies, which means more orbs. BTW This is a f2p who can get rank 1 monsters, not someone whos just joined.

    posted in General Discussion read more
  • Dr. Catterall

    A guess you could treat this as a sequel to very first post, huh?


    One: It's too easy now.


    Echoing @leonardo719, it it too easy to get the Warmasters now. You see, due to the amount of high rank race monsters (and how easy it is to get them (literally all you do is just join a P2W team as F2P lol)) soon most people will have high ranked (at least R3) monsters. Then all it is is just getting Orbs and after that, boom! Every person in existence gets a monster! Metal and Nature warmaster will be particularly effected due to the amount of race monsters recently metal and nature.

    Hell, even without Race Monsters its easy. I believe the second floor should be rank 2 or rank 3. Rank one is way to easy. Take fire for example. To get barbael do the following:

    • Breed vadamagma till level Rank1

    • Buy some cheap fire monster like Darmith's bodygaurd from shop a few times until Rank1

    • Buy some other fire monster from team shop a few times until rank1

    • done.


    Two: Completely absurd.


    I mentioned this in the warmaster full opinion post (the one I referenced in the beginning) but some of the warmasters like jeesssssussss chriiiiiieeeeesssssttt (that was my impression of a stereotypical Wigan accent like myself)

    Warmaster Elvira: Applies evasion to all ally team at start of match... All right, I guess I didn't want a game that requires skill anyway (jk I did). Just rip this monster out and Boom! You automatically recieve full control at the start! And if you both of you have her, whoever is the slowest team wins because they loose the evasion last.

    Warmaster Thalassa: Well, they added freeze immunity after what seemed like an eternity (couldn't they just copy and paste the code from recent stun, change it to recent freeze, assign it to freeze and not stun, change the texture and then be done?)... But its still way too much control like almost every single move is either freeze or mega freeze.

    Keeping this in mind, here's my warmaster "nature" one:

    WARMASTER NATURE BEST MOVE SET:

    Move One: Applies regeneration, stamina regeneration and double healing to all allies for two turns. Removes all allies negative effects. Cooldown: 2. Stamina: 40.

    Move Two: Applies negative healing to all enemies, double healing to all enemies and regeneration to all enemies for two turns. Cooldown: 3. Stamina: 40.

    Move Three: Adds full 100% shield for one turn to all allies. Gives all allies 50% of their current health. Cooldown: 2. Stamina: 28.

    Move Four: All allies gain 100% life back, gain Double Life and Damage Boost for two turns and removes all negative status effects. Cooldown: 4. Stamina: 65.

    To be honest, this wouldn't even surprise me.


    Conclusion: Warmasters will get too easy to get as time goes on and we all keep trying to outbest the previous master by giving it more and more absurd and stupidly overpowered skills.


    posted in General Discussion read more
  • Dr. Catterall

    @esentis alt text

    This monster would be the best counter to warmaster thalassa. See, you can't argue the logic of not adding it in the game 🙂

    posted in General Discussion read more
  • Dr. Catterall

    @Marianne-van-Es Your reply was extremely good but I don't think I'm a fan of the "I don't need gold, I need runes" part.

    I mean no disrespect when I say this (I myself believe in runes > other resources just like you) but not everybody believes that, and your use of I don't and I need bugs me slightly.

    All I will say is this, This post wasn't made specifically for you, it was made for everyone.

    Once again, I don't mean no disrespect (I personally love you as a moderator) but I don't know, it just kind of bugged me.

    Peace <3.

    posted in Ideas Generator read more
  • Dr. Catterall

    @Fox True, although I think we can all agree on the fact that afk players (in terms of war) will never disappear completely.

    posted in Ideas Generator read more
  • Dr. Catterall

    @Dorijan-Lendvaj True, but putting days into decimals makes the post more neat imo (even though it changed half way through)

    posted in General Discussion read more
  • Dr. Catterall

    Question: Can I have a PhD in elements?


    WARNING: Information has been gathered via numerous sources written at different times to each other. Not all statistical information may be correct as of the current time you are reading this, but it should have been factual at one point. Or maybe it is still factual even to this day. I don't really have an alt and it would take a brand new account and farming to level 60 something to check it and to be honest, that's a lot of effort. Enjoy the post!


    There are currently ten elements in the game, eleven if you count movesets as being elements as this will add "physical" into the equation. Each element has their own specialised habitat. Hybrids of elements can go in either of the specific habitats. Special type monsters can only go in legendary habitats. The ten elements are; Fire; Nature; Earth; Thunder; Water; Dark; Magic; Light; Metal and Special. And yes, it is named special, not legendary. Legendary is the 5th ranking of rarity (I'd refer to it as R5 but that'd get confused with Rank 5). If an element is strong against another element, damage will be increased by 50% (1.5), if weak to another element, damage will decrease by 50% (-1.5). Movesets deal a damage percentage and also rely on the power of the monster (one of the four statistics).


    The element fire is the first element you will receive in the game by Pandalf after he instructs you to obtain a Firesaur from the shop.

    It is strong against nature and is weak against fire. The fire elemented monsters will especially give status effects such as burn, ignition, sunburn and other stuff to do with fire.

    Its habitat costs 100 gold, gives 100 exp and takes 15 seconds to build. It will cost 422,100 gold and 32,400 food to upgrade to maximum level and would take 5 days, 3 hours, 10 minutes and 15 seconds. This would give you 422,100 exp. At maximum level it can hold up to 4 monsters and 21000 gold. You must be level 29 to unlock the maximum level habitat.

    Its booster costs 1,000,000 gold (4,000,000 for all 4 in total). Fire boosters give 500,000 exp and take one day to build (2,000,000 exp and Four Days in total). It is unlocked at level 20.

    Its temple costs 1000 gold, gives 1000 exp and takes one hour to build. Getting the temple to maximum level would cost 17,131,000 gold and would take 6 days, 7 hours. This would award you with 17,131,000 exp. This will in turn make the Fire monster able to reach maximum level. It is unlocked at level 7. You must be level 43 to get the maximum level temple.

    The original legendary for fire is named Vadamagma (No.70).


    The element nature is the second element you will receive in the game.

    It is strong against magic and is weak against nature. The nature elemented monsters will especially give status effects such as poison, bleeding and other stuff to with nature, It will also usually give lots of positive status effects.

    Its habitat costs 250 gold, gives 250 exp and takes 15 seconds to build and requires level 2. It will cost 1,398,750 gold and 113,000 food to upgrade to maximum level and would take 5 days, 8 hours, 1 minute and 15 seconds. This would give you 1,398,750 exp. At maximum level it can hold up to 4 monsters and 70,000 gold. You must be level 30 to unlock the maximum level habitat.

    Its booster costs 1,500,000 gold (6,000,000 for all 4 in total). Nature boosters give 750,000 exp and take one day to build (3,000,000 exp and Six Days in total). You must be level 24 to unlock the booster.

    Its temple costs 2000 gold, gives 2000 exp and takes one hour to build. Getting the temple to maximum level would cost 17,147,000 gold and would take 6 days, 7 hours. This would award you with 17,147,000 exp. This will in turn make the Nature monster able to reach maximum level. It is unlocked at level 7. You must be level 43 to get the maximum level temple.

    The original legendary for Nature is named Nemestrinus (No.69).


    The element earth is the third element you will receive in the game.

    It is strong against thunder and is weak against earth. The earth elemented monsters will especially give status effects such as stun, daze, damage reduction and other stuff to with earth(?), It will also usually give shields.

    Its habitat costs 500 gold, gives 500 exp and takes 60 seconds to build and requires level 3. It will cost 797,500 gold and 64,200 food to upgrade to maximum level and would take 5 days, 15 hours and 31 minutes. This would give you 797,500 exp. At maximum level it can hold up to 4 monsters and 40,000 gold. You must be level 35 to unlock the maximum level habitat.

    Its booster costs 2,000,000 gold (8,000,000 for all 4 in total). Earth boosters give 1,000,000 exp and take two days to build (4,000,000 exp and Eight Days in total). You must be level 28 to unlock the booster.

    Its temple costs 3500 gold, gives 3500 exp and takes one hour to build. Getting the temple to maximum level would cost 17,163,500 gold and would take 6 days, 7 hours. This would award you with 17,163,500 exp. This will in turn make the Earth monster able to reach maximum level. It is unlocked at level 8. You must be level 43 to get the maximum level temple.

    The original legendary for Earth is named Rockantium (No.71).


    The element thunder is the fourth element you will receive in the game.

    It is strong against water and is weak against thunder. The thunder elemented monsters will especially give status effects such as blindness, daze, stun other stuff to with lightning (thunder doesn't blind people guys...), It usually has some extra turns in the modern line up of thunder monsters.

    Its habitat costs 1000 gold, gives 1000 exp and takes 30 minutes to build and requires level 7. It will cost 615,000 gold and 48,600 food to upgrade to maximum level and would take 5 days, 18 hours and 30 minutes. This would give you 615,000 exp. At maximum level it can hold up to 4 monsters and 30,000 gold. You must be level 41 to unlock the maximum level habitat.

    Its booster costs 2,750,000 gold (11,000,000 for all 4 in total). Thunder boosters give 1,375,000 exp and take 2 days and 12 hours to build (5,500,000 exp and Ten Days in total). You must be level 32 to unlock the booster.

    Its temple costs 5000 gold, gives 5000 exp and takes one hour to build. Getting the temple to maximum level would cost 17,205,000 gold and would take 6 days, 11 hours. This would award you with 17,205,000 exp. This will in turn make the Thunder monster able to reach maximum level. It is unlocked at level 9. You must be level 43 to get the maximum level temple.

    The original legendary for Thunder is named Thorder (No.72).


    The element water is the fifth element you will receive in the game.

    It is strong against fire and is weak against water. The water elemented monsters will especially give status effects such as freeze, stamina leak, stun and other stuff to with water. Some are support/attack whilst most just deny because of freeze (thank god freeze immunity exists now, it only took a couple years).

    Its habitat costs 10,000 gold, gives 10,000 exp and takes 2 hours to build and requires level 12. It will cost 995,000 gold and 75,600 food to upgrade to maximum level and would take 5 days and 20 hours. This would give you 995,000 exp. At maximum level it can hold up to 4 monsters and 50,000 gold. You must be level 41 to unlock the maximum level habitat.

    Its booster costs 3,500,000 gold (14,000,000 for all 4 in total). Water boosters give 1,750,000 exp and take 3 days to build (7,000,000 exp and Twelve Days in total). You must be level 36 to unlock the booster.

    Its temple costs 15,000 gold, gives 15,000 exp and takes one hour to build. Getting the temple to maximum level would cost 17,240,000 gold and would take 6 days, 7 hours. This would award you with 17,240,000 exp. This will in turn make the Water monster able to reach maximum level. It is unlocked at level 12. You must be level 45 to get the maximum level temple.

    The original legendary for Water is named Lord Of Atlantis (No.73).


    Notice: I wrote a simple python program that adds hours and days together, but only gives you the answer as days, hence why from here on it'll say things like "This would take you 5.36" hours instead of including hours and minutes etc.

    Notice: DECIMAL ROUNDED UP TO 3 SIGFIG.


    The element dark is the sixth element you will receive in the game.

    It is strong against earth and is weak against dark. The dark elemented monsters will especially give status effects such as nightmares, confusion/possession, blindness and other stuff to with darkness.

    Its habitat costs 25,000 gold, gives 25,000 exp and takes 4 hours to build and requires level 14. It will cost 1,685,000 gold and 132,000 food to upgrade to maximum level and would take 5.916 days. This would give you 1,685,000 exp. At maximum level it can hold up to 4 monsters and 80,000 gold. You must be level 41 to unlock the maximum level habitat.

    Its booster costs 4,000,000 gold (16,000,000 for all 4 in total). Dark boosters give 2,000,000 exp and take 3 days 12 hours to build (8,000,000 exp and Fourteen Days in total). You must be level 40 to unlock the booster.

    Its temple costs 150,000 gold, gives 150,000 exp and takes one hour to build. Getting the temple to maximum level would cost 17,450,000 gold and would take 6.292 days. This would award you with 17,450,000 exp. This will in turn make the Dark monster able to reach maximum level. It is unlocked at level 14. You must be level 45 to get the maximum level temple.

    The original legendary for Dark is named Darkzgul (No.74).


    The element magic is the seventh element you will receive in the game.

    It is strong against nature and is weak against magic. The magic elemented monsters will especially give status effects such as possession, damage reduction and pretty much every effect ever because y'know... they're magic.

    Its habitat costs 100,000 gold, gives 100,000 exp and takes 12 hours to build and requires level 20. It will cost 1,354,900 gold and 94,200 food to upgrade to maximum level and would take 6.25 (6 days, 6 hours). This would give you 1,354,900 exp. At maximum level it can hold up to 4 monsters and 60,000 gold. You must be level 43 to unlock the maximum level habitat.

    Its booster costs 4,500,000 gold (18,000,000 for all 4 in total). Magic boosters give 2,225,000 exp and take 4 days to build (9,000,000 exp and Sixteen Days in total). You must be level 44 to unlock the booster.

    Its temple costs 400,000 gold, gives 400,000 exp and takes one hour to build. Getting the temple to maximum level would cost 18,100,000 gold and would take 6.292 days. This would award you with 18,100,000 exp. This will in turn make the Magic monster able to reach maximum level. It is unlocked at level 21. You must be level 45 to get the maximum level temple.

    The original legendary for Magic is named Goldfield (No.75).


    The element light is the eighth element you will receive in the game.

    It is strong against dark and is weak against light. The light elemented monsters will especially give status effects such as blindness/total blind and its sub-forms. Light, along with nature, commonly features at least some amount of support effect.

    Its habitat costs 250,000 gold, gives 250,000 exp and takes 1 day to build and requires level 25. It will cost 2,166,000 gold and 150,600 food to upgrade to maximum level and would take 6.75 (6 days, 18 hours). This would give you 2,166,000 exp. At maximum level it can hold up to 4 monsters and 90,000 gold. You must be level 45 to unlock the maximum level habitat.

    Its booster costs 5,000,000 gold (20,000,000 for all 4 in total). Light boosters give 2,500,000 exp and takes 1 day and 4 hours to build (10,000,000 exp and 4.6 days in total). You must be level 48 to unlock the booster.

    Its temple costs 800,000 gold, gives 800,000 exp and takes one hour to build. Getting the temple to maximum level would cost 18,700,000 gold and would take 6.292 days. This would award you with 18,700,000 exp. This will in turn make the Light monster able to reach maximum level. It is unlocked at level 25. You must be level 45 to get the maximum level temple.

    The original legendary for Light is named Arch Knight (No.76).


    The element metal is the ninth element you will receive in the game and the most recent as of 16th October 2018.

    It is strong against Light and is weak against Metal. The metal elemented monsters will especially give status effects such as magnetised (weakness to metal).

    Its habitat costs 412,000 gold, gives 412,000 exp and takes 1 day to build and requires level 30. It will cost 9,810,500 gold and 247,000 food to upgrade to maximum level and would take 6.75 (6 days, 18 hours). This would give you 9,810,500 exp. At maximum level it can hold up to 4 monsters and 135,000 gold. You must be level 51 to unlock the maximum level habitat.

    Its booster costs 5,500,000 gold (22,000,000 for all 4 in total). Light boosters give 2,750,000 exp and takes 12 hours to build (11,000,000 exp and 2 days in total). You must be level 44 to unlock the booster.

    Its temple costs 800,000 gold, gives 800,000 exp and takes one hour to build. Getting the temple to maximum level would cost 18,700,000 gold and would take 6.292 days. This would award you with 18,700,000 exp. This will in turn make the Light monster able to reach maximum level. It is unlocked at level 30. You must be level 51 to get the maximum level temple.

    The original legendary for Metal is named Metalhëad (No.150).


    The legendary habitat costs 2,500,000 gold and gives 2,500,000 exp. It is unlocked at level 7. It takes 2 days to build. It would take 112,500,000 gold and eight days to get to a maximum level legendary habitat. This would get you 112,500,000 exp. A maximum legendary habitat can store up to 4 monsters and 1,000,000 gold.

    Vano$$ habitat not counted into research.


    In combat, you can use an element move by clicking one of the four big buttons on the bottom. Red is fire, green is nature, brown is earth, yellow is thunder, blue is water, black is dark, magic is purple, white is magic, metal is grey and special is a purple pink array of sorts.

    The move will do (x)% damage taking in mind the 👍 amount of power (not sure how it works but this isn't elements so I still get my PhD lol). The damage will increase by 50% or weaken by 50% if done on a monster of the same element or specifically weaker element (except special moves).

    Also, I see people say strong! and weak! does double damage gain/loss but everywhere I see says the multiplier is 1.5 not 2.


    All right, there's my PhD on elements, now you can call me Dr... even though I was already called that due to research on poison titled [classified]... I just waisted my time writing this.


    (Once again, this information was gathered of various sources at various times, if you spot any corrections let me know and I'll edit it after verifying it. Also you can get a free follow because why not. Unless I already follow you... then I don't know lol).

    posted in General Discussion read more
  • Dr. Catterall

    @Marianne-van-Es kk ❤ not rly sure what can qualify as emergency on a forum though. Most situations I see just end with someone talking about a support ticket.

    EDIT: of course I'm being serious, it's a great suggestion. If added, it would make teams that want a minimum participation level to enter possible without constant monitoring and make wars fairer. How is it a joke? hmmmmmmm?

    posted in Ideas Generator read more
  • Dr. Catterall

    Please restrain from random posts with no meaning ❤

    posted in Ideas Generator read more
  • Dr. Catterall

    @esentis I mean... Halloween should typically be a dark or magic monster giving the circumstances... What does metal got to do with Halloween?

    Candy production? Capitalism via creating rubbishy poundland / dollar store costumes?

    Sometimes.. I don't even know. And no one at Ao' Espan poison does either. Ironically, it is scary.

    Anyway, rant done lol.

    posted in General Discussion read more
  • Dr. Catterall

    Custom Participation Timed Auto Kick Theory:

    Add an option that tracks a player after (x) amount of wars, then, after that, if their participation falls below (y)%, they are automatically kicked from the team. Therefore, the amount of wars that are unfair due to participation issues would drastically be reduced and would allow better management of teams.

    Very important rules:

    A) You should be able to toggle this feature on and off after team creation.

    😎 You should be able to add users to a white list for a custom amount of time in case people have to go on holidays.

    C) Both (x) and 👍 should be fully customisable.

    D) Should be free of charge, no gems, no gold, no food. Free of charge of all resources. Period.


    It's flawless. I can't find anything wrong with this theory, but just in case someone disagrees, here's some typical Q&A:

    Question: But Dr, What if someone just lies to get on the white list?

    Answer: That's the owners problem, not the fault of CP:TAK. If an owner is willing to fall for someone's trick, the owner is to be blamed. No amount of safeguarding will prevent this from being fact.

    Question: It's a bit mean, isn't it?

    Answer: You want to know what's mean, losing wars because half your team wasn't active. That's mean.

    Question: What if half your team is suddenly kicked?

    Answer: If you're worried, simply don't use it, but if this does happen, then find more reliable players who actually have your back. Remember 👍 should be custom, not assigned.

    Question: What if a glitch kicks everyone out of every team ever?

    Answer: A bit apocalyptic, but that would be a programming, and therefore human error, not fault of the CP:TAK. The devs would have to make sure they thoroughly check the program. If this did happen, they could reset the servers to a save point then give players some gems or something as an apology.

    posted in Ideas Generator read more
  • Dr. Catterall

    @Fox You should add food to all the rewards, it only seems natural for a reward in a game where food = levelling up (which, in turn, equals rewarding)

    posted in General Discussion read more
  • Dr. Catterall

    @Marianne-van-Es I made this reply so you could have a notification just as quick as how long it took me to write this reply after receiving my notification. It might create a black hole.

    posted in Events read more
  • Dr. Catterall

    BASIC FEATURES THAT COULD BE CODED EASILY TO MAKE THE GAME 10x MORE ENJOYABLE:


    1: Collect all gold / collect all food button: Clicking this will collect all gold or collect all food. Saves you quite a lot of time.

    2: Turn off animations: for anyone looking for optimal speed or just anyone with a LG K4 bad phone, this would the game run faster as it wouldn't have to keep up with the animations loading etc.

    3: Hatchery level V. Would be useful in breeding events.

    4: Magnificent Breeding Tree: An extra breeding place, useful for grinding. (To make this one just copy and paste the ultra tree and change the texture/model, etc.

    5: Multi select: Why select 1 out of the 100 buildings you want to sell / store when you could just select them all at once and add a little confirmation screen to stop people from selling stuff accidental.

    6: You should be able to chose what threshold you want the gem confirmation pop-up to appear, not just have it at 20+

    7: It should be free to remove runes of any level or type. It encourages strategy depending on what team you'll next be against.

    8: Toggle whether the pop-ups above a unused habitat appear.

    9: Less simple this time, but how about for people who don't own a LG K4 bad phone you add a better quality mode that has different times of day and lighting etc. I put this as bonus because it isn't simple or needed to make it more enjoyable imo.

    posted in Ideas Generator read more
  • Dr. Catterall

    @Marianne-van-Es theres a advert in the UK where some idiot gets scammed then the scammer looks the camera looks the camera dead in the eyes and quietly says...

    "S T O P... ITS A SCAM.

    Then the screen goes black. Idk, i just find it funny.

    posted in Bugs read more
  • Dr. Catterall

    @esentis Thanks. Maybe it'll stop people making rants about P2W players.

    posted in General Discussion read more
  • Dr. Catterall

    How to be a GOD whilst playing F2P

    I don't claim to be a God, but here are some tips to become God. ^.^


    HOW TO GET GEMS:

    • Monsterwood typically gives 30+ gems/week (providing there isn't any cells on).

    • Dungeons can give up to 40+ gems/week if you active (recognise the + on these)

    • Events can award 15-20 gems usually if you beat them, along with potentially 400 gems if you come first (although that probably won't happen F2P)

    • Maze islands award gems.

    • Clearing meteorites rarely gives gems, but it can happen.

    • The adventure map gives gems.

    • Achievements / Goals give gems.

    • Completely all daily tasks will grant you three gems a day.

    • Bronze III - Bronze I will give 5-15 gems every season.

    • Roulette wheels may rarely grant you 1-5 gems depending on levels etc.

    • If the game bugs out or if you install a big update SP may give you 5 gems.


    HOW TO GET GOLD WHILST F2P.

    • Use the gems you get to buy legendaries that are on offer OR breed legendary farms (this will take a while).

    • Use the gems you get to buy high level gold runes when they are on offer.

    • Upgrade all legendary habitats so they can hold max amount of legendaries and gold.

    • Gold dungeons give 500k gold + other gold from its nodes + roulette.

    • Adventure map can give gold.


    HOW TO GET FOOD:

    • Use the gold you got from the gems/breeding to activate the food temple and upgrade all you farms to huge farms.

    • It costs around 96M to get 14 black lotus fruit and the temple activated.

    • Buy the lotus fruit once your temple is 200% food quantity.

    • 96M gold ---> 2.8M food


    FURTHER TIPS:

    • Wait for discounts.

    • Don't buy monsters from store unless they're on sale. 2.3k gems is rip off.

    • Don't waste gems on speed up unless you have the effort to just get more gems

    • Be patient and don't spend it accidental on stupid stuff.

    • Put the thing on that asks permission to spend 20+ gems JUST in case you click the wrong thing.

    • Grind. Hard.


    Thanks, Dr. Catterall.

    posted in General Discussion read more
  • Dr. Catterall

    global chat is an amazing place filled with high IQ individuals.

    posted in General Discussion read more
  • Dr. Catterall

    @Marianne-van-Es Does it count as a scam if barclays life tips says so? (If you don't get the joke I imagine the question would be very confusing, sos).

    posted in Bugs read more
  • Dr. Catterall

    I completely agree on the whole Warmaster thing, I made an entire rant about Thalassa.

    As for the skill gap, I don't think the skill gap itself is being lowered, I believe its just easier for people to progress to the next tier. Maybe that still counts, idk.

    posted in General Discussion read more
  • Dr. Catterall

    @andreacm Why buy 5M food for 25 bucks when you can spend a bit of time on the game and get 5M food free every few days. It may be tempting, but I advise you wait.

    posted in Events read more
  • Dr. Catterall

    @H0lyxxios The roulette spins are scummy anyway. You'd think it would be the same Probability for each one, but It's programmed to be purposely rarer to get the good things (gems, etc) than the bad things. That's why one the adventure map you end up with 500 level 1 stamina runes. This encourages players to buy gems and spin more. Sneaky.

    To quote esentis, "Roulette spin resets your reward for a new one, it doesn't just give you a bonus spin."

    posted in Bugs read more
  • Dr. Catterall

    Suggested by: @Esentis

    Arena PVP and its flaws:


    Hello, Dr. Catterall here again. Today I was informed of a pretty good topic I was planning to talk about in a few weeks by a letter received by @Esentis. The workers over at Department [ᴄʟᴀssɪғɪᴇᴅ] of Ao' Espan Poison Ltd found the letter and were so excited they left their stations just to tell me, so I knew it was good.

    Today, I shall be talking about Arena PVP and its long list of flaws or issues.

    For those who are new to Monster Legends, Arena PVP is a thing where you have a bunch of seasons, you attack randomly selected people who are usually 10x better than you with three level X speed runes, and at the end of a season you get a (usually) average reward depending on how many trophies you got in the season. It'll make more sense once you play it, trust me. Now that your familiar with PVP, let's talk about its flaws.


    One: Way WAY to repetitive.

    Although it might sound fun at first, it quickly gets old. Literally all you do for an entire season is attack one person out of a random three selected, win/lose, attack one person out of a random three selected, win/lose, attack one person out of a random three selected and so on. There is no sense of accomplishment, especially when the seasons last so long. And at the end of it, is there a brand new change in the next season? Does something revolutionary happen that was worth all your effort? No. The only difference is that at the end of the season the number at the top changes by one. The past 33 seasons have all been the exact same thing.

    Solution: Add more variety. Maybe make it so each season has a theme. Or maybe in one season only one type of rune works, or in one season maybe it could be that all runes are twice as effective, or maybe make it were different seasons have different element or book restrictions (excluding exclusive books, nemesis etc), or maybe one season could last half as long and give twice as many attacks, or maybe in one season one or more status effects might become obsolete, giving way to new META each time I don't know just do anything that isn't just "Attack, win/lose, repeat" 500 times with no real change at all.


    Two: The rewards aren't rewarding enough.

    So, it's the end of the season and you've put so much effort in that you can't WAIT to see the goodies you've collected and then you go from excitement to utter disappointment.

    I understand that heroric orbs are valuable. But considering how you pretty much need 1500+ orbs to get one level 100 Warmaster, most of the rewards are completely useless unless you're in the VERY top rankings (the p2w/ spend way to much time on the game ones). I'm not sure if spending 15 seasons just gathering heroric orbs is too long to spend.

    And as for relics, I don't care about relics. I understand they were a nice addition and stuff, and I understand how useful they are in the TOP leagues, but I'd rather spend my food upgrading monsters then upgrading some metal stuff that nine times out of ten doesn't even help me in the long run because I'm not a God with 500 diamond relics. Listen, Social Point, you know your reward system sucks when I'd rather spend all game in the Bronze leagues farming gems and food than move up to Silver or higher.

    Solution: Come up with a reward model that benefits everyone. Here's one I made earlier, you can use it if you wish:

    • Beginner: 4k food, 10k gold.

    • Bronze III: 1 gem, 50k food, 50k gold.

    • Bronze II: 5 gems, 75k food, 75k gold.

    • Bronze I: 10 gems, 100k food, 100k gold.

    • Silver III: 1 bronze relic chest, 12 gems, 150k food, Level IV strength rune.

    • Silver II: 2 bronze relic chests, 15 gems, 200k food, Level IV life rune.

    • Silver I: 3 bronze relic chests, 15 gems, 250k food, level IV speed rune.

    • Gold III: 1 silver relic chest, 20 gems, 300k food, 50 Heroic Orbs

    • Gold II: 2 silver relic chests, 25 gems, 400k food, 75 Heroic Orbs

    • Gold I: 3 silver relic chests, 30 gems, 500k food, 150 Heroic Orbs

    • Legendary IV: 1 Gold relic chest, 35 gems, 600k food, 200 Heroic Orbs

    • Legendary III (Top 500): 2 Gold Relic chests, 40 gems, 750k food, 350 Heroic Orbs

    • Legendary II (Top 100): 3 Gold Relic chests, 50 gems, 1M food, 500 Heroic Orbs

    • Legendary I (Top 30): 6 Gold Relic Chests, 75 gems, 1.5M food, 600 Heroic Orbs

    • Legendary Leader (Best Player): 3 Diamond Relic Chests, 100 gems, 2M food, 1.2k Heroic Orbs.

    And I know I say this every time, but to all the crazy paranoid people, this isn't going to cause Social Point to go bankrupt and die. They still have a number of offers and adverts they can rely on. Calm down and stop fear mongering for five minutes.


    Three: Make it more fast paced and not drawn out.

    Sometimes getting every attack in a season feels like a massive effort considering just how long the seasons last. You'll spend ages waiting for the same average rewards over and over again and sometimes you just think to yourself "Why am I even doing this." Or at least I do, anyway.

    Solution: Season lasts seven days. Weekly seasons!

    And to those who say the rewards are too OP for weekly seasons, may I remind you that with higher rewards with potentially more attacks and element/effect/rune regulations, would cause competition to sky rocket, meaning the same group of P2W people wont constantly get the better rewards, balancing the rewards in the long run.


    HOW TO DO THIS EFFECTIVELY:

    Doing one of the three changes is good enough, sure, but to really make Arena PVP more enjoyable try implementing all the changes together, that way PVP can be weekly seasons with different METAs and tactics each season other than just attack, win/lose, die and the rewards would be better and worth fighting for. Or, more likely, just ignore this post and maybe add something at like season 50 when everyone is already bored to celebrate 50 seasons or something, then at season 51 go back to being the same bland thing until maybe season 100.


    Thank you,

    Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall, Ao' Espan Poison Ltd.


    posted in Ideas Generator read more
  • Dr. Catterall

    "g o o g l e. . . . . . . .  t r a n s l a t e"

    posted in Events read more
  • Dr. Catterall

        Dear [ᴄʟᴀssɪғɪᴇᴅ],  'Social Point.'
    

    Welcome to the 666th suggestion post!

    Upon studying the older monsters and comparing the statistics to the newer monsters it is evident that a big buff is needed to the older legendaries of the game. Now, where as most members of the community only study on the monster's PVP stats, I will be focusing on all statistics.

    1: Gold production.

    All the new legendaries produce 255 gold/min at level 100.
    All the old legendaries produce 155 gold/min at level 100.

    I personally believe that all legendaries should produce 300 gold/min. A nice, round number and it will increase gold production for many players which is good, but it wont break the game.

    2: Breeding Chances:
    All the new breedable legendaries have about a 30% chance of breeding.
    All the old legendaries have a 10% chance of breeding.

    I personally believe all legendaries should have a 25% chance of breeding. A nice, smooth number that perfectly fits a quarter fraction (25/100).

    3: General Presance.
    Most old legendaries (excluding Vadamagma, Arch Knight and Darkzgul) aren't that useful when you compare them to the newer legendaries coming out. They all need a serious buff on power or something to make them useful.

    Level 100 Nemistrinus doesn't break 3000 power at level 100 and only has one useful support move.

    Goldfield might seem like a decent support but when you actually use him in PVP you'll realise how much of a failure he actually is.

    Thorder is terrible after the speed nerf.

    I can't even tell if white walker is meant to be a rubbish support or control with only potential freeze chances.

    Nebotus is the most useless curser I have ever seen. Even worse than Darknubis.

    Worker Hulk is way too slow even for a heavy worker.

    Lord of Atlantis is decent I guess but still needs a little buff to compare to other water legendaries of today.

    The only things these legendaries have going for them is how easy they are too rank up, but even that takes weeks due to how painful the breeding chances are. It took me 46 attempts to breed Goldfield. 46 Attempts.

    In conclusion, the old legendaries need a massive buff in gold production, breeding chances and their move set and statistics to stop them becoming completely obsolete in the near future.

    Thank you,

    Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall, 'Espan Poison Ltd.'

    posted in Ideas Generator read more
  • Dr. Catterall

    Important message to [ᴄʟᴀssɪғɪᴇᴅ] of Social Point before we begin:

    Yes, I'm stealing banned user Awex's layout, because It's very organised and acts as a good template. He doesn't hold a copyright on it, therefore in theory it should be perfectly fine as long as I put my own original idea into it (which I am doing). Peace.

    Thanks, Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall of Ao' Espan Poison Ltd.












    The Kohiki Maze Island:

    Description:
    The Kohiki (Pronounced CO-HEE-KEE) Island would be a new maze island with a plethora of new monsters (and a few returning ones too). It would last eleven days and have a total of eight discounts, the first six being 10% off, the second being 20% off and the final discount being 30%.

    The monsters on the Kohiki island include a monster who lives in the islands volcano, a monster who lives in the surrounding ocean, a monster who lives in its dense forests, a monster who lives in its skies and more!

    DESIGN INSPIRATION (Rightful respect to their owners):

    Monster Information:


    DISCOUNTS:

    Day One: 10% off for half an hour. Time: [Developers choice]
    Day Two: 10% off for half an hour. Time: [Developers choice]
    Day Four: 10% off for one hour. Time: [Developers choice]
    Day Five: 20% off for half an hour. Time: [Developers Choice]
    Day Six: 10% off for one hour. Time: [Developers Choice]
    Day Eight: 20% off for one hour. Time: [Developers Choice]
    Day Ten: 20% off for one hour. Time: [Developers Choice]
    Day Eleven: 30% off for one hour. Time: [Last hour of maze]


    NEW MONSTERS:


    1. Treelien


    Name: Treelien

    Price: 2300 Gems

    Type: Nature

    Rarity: Legendary

    Trait: "No Blood" (Immunity to poison and bleeding)

    Design Inspiration: Think of a tree but its alive and can move and has a mouth... with big teeth too because why not.

    Breeding: Non-Breedable

    Description:
    Treelien was created following the strong release of Sulphur Dioxide after Mount Kohiki's massive eruption. It spends the day killing enemy monsters and protecting friendly monsters with powerful healing from the gasses power.

    Monstagram Stats:
    Health: Green
    Power: Orange
    Speed: Green
    Stamina: Green
    Gold: Green.

    Stats at level 100:
    Health: 29,273
    Power: 2945
    Speed: 3401
    Gold: 255/min
    Stamina: 140.


    Stats at level 130:
    Health: 43,483
    Power: 3528
    Gold: 255/min
    Stamina: 140.


    Moveset (Dmg = Damage. Acu = Accuracy. Ace = Accuracy of Effect):


    Pre-Unlocked:

    • Twigged Slap: Deals low physical damage (Dmg=25%)(Acu=100%). Cooldown: 0. Stamina: 12.

    • The Tree of Doom! Deals low nature damage (Dmg=30%)(Acu=95%). Cooldown: 0. Stamina: 13.

    Skill Group No.1:

    • Poisoned Slap (Nature): Deals moderate nature damage (Dmg=35%)(Acu=95%). May inflict poison onto target for four turns (Ace=95%). Cooldown: 0. Stamina: 16.

    • Sticky Sap (Special): Deals moderate special damage (Dmg=35%)(Acu=95%). May inflict slowness onto target for two turns (Ace=80%). Cooldown: 0. Stamina: 16.

    • Nettle Sting (Nature): Deals low nature damage to all enemies (Dmg=30%)(Acu=95%). Cooldown: 1. Stamina: 15.

    Skills Group Two:

    • Poisoned Soil (Nature): Deals moderate nature damage to all enemies (Dmg=35%)(Acu=95%). Poisons all enemies for three turns (Ace=95%). Stamina: 20. Cooldown: 1.

    • Regenerating Leaves (Nature): Applies double healing and regeneration to an ally for two turns (Ace=100%). Cooldown: 3. Stamina: 25.

    • Spiked Bark (Special): Deals heavy special damage (Dmg=50%)(Acu=95%). Cooldown: 0. Stamina: 18.

    Skills Group Three:

    • Ultimate Thorns (Nature): Deals heavy nature damage to all enemies (Dmg=50%)(Acu=95%). Cooldown: 3. Stamina: 25.

    • Ultimate Cleansing (Special): Heals 40% of all allies life and removes all allies negative effects (Ace: 100%). Cooldown: 3. Stamina: 26.

    • Ultimate Sulphur (Special): Applies either stun, daze (two turns), blindness (two turns) or confusion to all enemies. Cooldown: 3. Stamina: 24.

    Ultimate: Beware of the Treeliens:

    Applies quadruple damage, precision and gives the next turn to an ally. Poisons all enemies for two turns.

    Role: I'd say support or curser (especially of poison)


    2. Virginafish


    Name: Virginafish

    Price: 2300 Gems

    Type: Water

    Rarity: Legendary

    Trait: Immunity to poison

    Design Inspiration: Think of a big jellyfish with 20 tentacles. There you go.

    Breeding: Non-Breedable

    Description:
    Virginafish was created following the strong release of Sulphur Dioxide hit the ocean in plumes after Mount Kohiki's massive eruption. it is said one punch can cause a tsunami. Imagine twenty of them...

    Monstagram Stats:
    Health: Green
    Power: Green
    Speed: Green
    Stamina: Green
    Gold: Green.

    Stats at level 100:
    Health: 28,253
    Power: 3552
    Speed: 3382
    Gold: 255/min
    Stamina: 140.


    Stats at level 130:
    Health: 41,279
    Power: 4721
    Gold: 255/min
    Stamina: 140.


    Moveset (Dmg = Damage. Acu = Accuracy. Ace = Accuracy of Effect):


    Pre-Unlocked:

    • Punch (Physical): Deals low physical damage (Dmg=25%)(Acu=100%). Cooldown: 0. Stamina: 12.

    • One Tentacle Deals low water damage (Dmg=30%)(Acu=95%). Cooldown: 0. Stamina: 13.

    Skill Group No.1:

    • Three Tentacle (Water): Deals moderate water damage (Dmg=35%)(Acu=95%). May inflict poison onto target for four turns (Ace=95%). Cooldown: 0. Stamina: 16.

    • Tidal Wave (Water): Deals moderate water damage (Dmg=35%)(Acu=95%) to all enemies. Cooldown: 0. Stamina: 18.

    • A Shocking Touch (Special): Deals moderate special damage (Dmg=35%)(Acu=95%). Applies "stung" to target (New effect: causes low electric damage overtime) for three turns (Ace=95%).

    Skills Group Two:

    • Ten Tentacle (Water): Deals high water damage to all enemies (Dmg=45%)(Acu=95%). Cooldown: 1. Stamina: 25.

    • Stunning Waves (Water): Applies stun to all enemies (Ace: 93%). Applies "Stung" to one enemy (Ace: 95%). Cooldown: 2. Stamina: 25.

    • Strongest Tentacle (Special): Deals very heavy special damage (Dmg=60%)(Acu=95%). Cooldown: 1. Stamina: 22.

    Skills Group Three:

    • Twenty Tentacle (Water): Deals very heavy water damage to all enemies (Dmg=60%)(Acu=95%). Cooldown: 3. Stamina: 26.

    • Poisoned Waters (Water): Applies poison and "stung" to all enemies for four turns (Ace: 95%/each).

    • The Sulphuric Wave (Special): Deals large special damage to all enemies (Dmg=55%)(Ace=95%). Applies stun to all enemies (Ace=95%/each). Cooldown: 4. Stamina: 26.

    Ultimate: The Tsunami Of Kohiki:

    Deals insane water damage to all enemies (Dmg=80%)(Acu=95%). Applies poison and "stung" to all enemies (Ace=95%/each).

    Role: Strong Attacker


    3. Hawkskul


    Name: Hawkskul

    Price: 2300 Gems

    Type: Light

    Rarity: Legendary

    Trait: Hardness

    Design Inspiration: Think of a massive hawk. Long talons. Light based.

    Breeding: Non-Breedable

    Description:
    Hawkskul was created following the strong release of Sulphur Dioxide intoxicated the air after Mount Kohiki's massive eruption. It spends day spending time to find the perfect moment to swoop in and kill the prey.

    Monstagram Stats:
    Health: Green
    Power: Green
    Speed: Green
    Stamina: Green
    Gold: Green.

    Stats at level 100:
    Health: 27,372
    Power: 3283
    Speed: 3465
    Gold: 255/min
    Stamina: 140.


    Stats at level 130:
    Health: 40,899
    Power: 4018
    Gold: 255/min
    Stamina: 140.


    Moveset (Dmg = Damage. Acu = Accuracy. Ace = Accuracy of Effect):


    Pre-Unlocked:

    • Winged Smack: Deals low physical damage (Dmg=25%)(Acu=100%). Cooldown: 0. Stamina: 12.

    • Bird of hunting Deals low light damage (Dmg=30%)(Acu=95%). Cooldown: 0. Stamina: 13.

    Skill Group No.1:

    • Bird of stalking (Light): Deals moderate light damage (Dmg=35) (Acu=95%).Cooldown: 0. Stamina: 16.

    • The sun and the moon (Special): Applies precision to all allies for two turns (Ace=100%). Cooldown: 2. Stamina: 18.

    • Peace Feather (Light): Heals 10% of all allies life and stamina. Cooldown: 0. Stamina: 18.

    Skills Group Two:

    • Bird of Blinding (Light): Deals moderate light damage to all enemies (Dmg=35%)(Acu=95%). Blinds all enemies for two turns (Ace=95%). Stamina: 22. Cooldown: 2.

    • The sea and the land (Special): All allies regain 15% life and stamina. Applies regeneration and stamina regeneration on all allies for two turns. Stamina: 22. Cooldown: 3.

    • Enraged Feather (Special): Deals intense special damage (Dmg=85%)(Acu=93%). Cooldown: 2. Stamina: 18.

    Skills Group Three:

    • Bird Of Prey (Light): Deals heavy light damage to all enemies (Dmg=50%)(Acu=95%) Applies blindness to all enemies for two turns (Ace=95%/each). Cooldown: 3. Stamina: 28.

    • The Empire with a Constant Sun All allies receive double damage and precision for two turns. Cooldown: 3. Stamina: 28.

    • Your last Feather (Special): Applies four turn death countdown to all enemies. (Ace=92%)

    Ultimate: Hawk of Kohiki:

    Heals an ally to full health, stamina, removes all their negative effects and applies double damage to them (two turns).

    Role: Support or attack (chose which one you prefer)


    4. Incenditum


    Name: Incenditum (A mix of forever burning in latin)

    Price: 2300 Gems

    Type: Fire

    Rarity: Legendary

    Trait: "Cooled" (Immunity to Burn, Ignition and any other fire based negative effects)

    Design Inspiration: Think of the spirit of an angry volcano.

    Breeding: Non-Breedable

    Description:
    Ever since the day Mount Kohoki erupted, this surprisingly good spirit has protected the island from evil monsters such as Virginafish. He either will fight, control or support his monsters.

    Monstagram Stats:
    Health: Green
    Power: Green
    Speed: Green
    Stamina: Green
    Gold: Green.

    Stats at level 100:
    Health: 27,172
    Power: 3000
    Speed: 3283
    Gold: 255/min
    Stamina: 140.


    Stats at level 130:
    Health: 41,283
    Power: 4217
    Gold: 255/min
    Stamina: 140.


    Moveset (Dmg = Damage. Acu = Accuracy. Ace = Accuracy of Effect):


    Pre-Unlocked:

    • Bad Spirit: Deals low physical damage (Dmg=25%)(Acu=100%). Cooldown: 0. Stamina: 12.

    • Good Spirit Applies fire protection an ally for three turns (Ace=100%). Cooldown: 1. Stamina: 14.

    Skill Group No.1:

    • Attacking Spirit: Eruption One (Fire): Deals moderate fire damage (Dmg=40%)(Acu=95%) to all enemies.

    • Controlling Spirit Eruption One (Special): Applies "Sulphuric Suffocation" (new effect: Causes 30% less power, 30% blindness) to all enemies for two turns (Ace=93%/each). Cooldown: 2. Stamina: 23.

    • Sulphuric Precision (Fire): Applies precision to all allies for three turns (Ace=100%). Cooldown: 2. Stamina: 25.

    Skills Group Two:

    • Attacking Spirit: Eruption Two (Fire): Deals heavy fire damage to all enemies (Dmg=50%)(Acu=94%). Applies fire weakness to all enemies for two turns (Acu=93%/each). Cooldown: 2. Stamina: 30.

    • Controlling Spirit: Eruption Two (Special): Applies blindness and slowness to all enemies for two turns (Ace=93%/each). Cooldown: 3. Stamina: 29.

    • Sulphuric Power (Fire): Applies damage boost to all allies for two turns (Ace=100%). Cooldown: 2. Stamina: 28.

    Skills Group Three:

    • Kohiki Eruption (Fire): Deals moderate fire damage to all enemies (Dmg=45%)(Acu=95%). Applies burning to all enemies for to turns (Ace=93%/each). Applies burn hater to itself. Cooldown: 3. Stamina: 35.

    • Opressing Erruption (Special): Applies daze and "Sulphuric Suffocation" to all enemies for two turns (Ace=95%/each). Cooldown: 3. Stamina: 30.

    • Sulphuric Revolution (Special): Applies damage boost, haste and a 50% shield to all allies for two turns (Ace=100%). Cooldown: 4. Stamina: 40.

    Ultimate: The Big One:

    Deals catastrophic fire damage (Dmg=90%)(Acu=95%) to all enemies. After this, applies fire weakness to all enemies for two turns (Ace=95%).

    Role: Which one, YOU decide... (It's your playstyle!)


    A message to the Social Point Team: Remember you are allowed to nerf / buff these monsters, I don't mind at all! 🙂






    Thank you for reading,
    Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall, Ao' Espan Poison Ltd

    posted in Ideas Generator read more
  • Dr. Catterall

    @Eiwinskaller Dr. Catterall has received your letter and says he is glad you enjoy his style of writing! Much love from both I and him.

    Thank you, [ᴄʟᴀssɪғɪᴇᴅ] of Ao' Espan Poison Ltd.

    posted in Ideas Generator read more
  • Dr. Catterall

    @esentis Dr. Catterall has received your letter and has told me to pass his message of thanks onto you. He greatly appreciates it!

    -Thank you, [ᴄʟᴀssɪғɪᴇᴅ] of Ao' Espan Poison Ltd

    posted in Ideas Generator read more
  • Dr. Catterall

    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


    1. 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."

    2. 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).

    3. 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.


    Summary:

    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.

    Yours truly,
    Dr. [ᴄʟᴀssɪғɪᴇᴅ] Catterall...

    posted in Ideas Generator read more
  • Dr. Catterall

    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:

    1. 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.

    2. 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.

    3. 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.

    4. 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.

    posted in Ideas Generator read more

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