With the arive of new legendary monsters, the old ones become more and more outclassed and useless. Old free-to-play players who invested a lot of time and resources upgrading them are passed by the very pay-to-win players. In high PvP levels we see always the same monsters (e.g. Samael, Llum, Xiron, Faraday and Elvira), and old monsters are very rare to encounter, even the generals. In aim to give some use to the old monsters and bring a variety of strategies to PvP, regular wars and terrotory wars, I made some analysis of some old legendary monsters and here I bring some suggestions of improvements.
It is very important Social Point tries to keep a balancing logic for the future monsters too.
See Monster-Wiki in this link for the original informations of the status, traits, books and skills from monsters.
Hope you like.
The monsters with different background colors in their names were added lately in this post.
If the relics will stay in the game, I think its concept should change. I and other players feel that the relics change the focus of the game from monsters to the relics. "Relics Legends". Instead changes in the gameplay, the relics should works as additional traits to monsters.
One relic may gives some immunity to a specific monster or a special trait. For exemple, I have a Igursus. Igursus is "mountain" and so, He has immunity to freeze and stun, He will be not able to use a relic that gives him immunity to possesion since he alread has a powerful trait. Altough, he may can use a relic that gives him immunity to burning or/and ignite. At least the low level relic can reduce the chance Igursus be affected by these effetcs and high level relics can give him a speciel trait that gives him energy or life regeneration instead be affected by burning ou ignite.
Another relics can give some type of advantage against the same element of the monster who equips it. For exemple, Taiga is a light monster and has a self buff skill of "light" type. He may should has acess to a relic that gives him the "attuned" or "super attuned" trait. When He uses his self buff, he will recover stamina and this trait will be very valuable for light wars. I think this approach will realy give the competitive and strategical purpose that is the main idea of the changes in the game.
I hope help.
Sorry my bad english
Hello, every one.
There are some issues with the currently leveling process in the game. Monster Legends is the unique game I know that we are not encouraged to level up instead keep the lowest level possible. There is no logic to reach high levels in this game since it does not interfere directly with our monster power and some events becomes harder (72-hour challenge and the timed challenges). For example, there is no logic someone level 105-110 needs to feed his monsters with 15 million food to get 20 gems while someone under level 80 feed less than 4 million to get the same 20 gems. Why do the higher levels not gain extra rewards rather than challenges become harder?
How can it be better?
The most logic is higher levels unlock new rewards rather the amount of necessary food, gold, runes points or breeding points increases with the player level. Example: a 105 player currently needs feed 15m of food to get 20 gems, with the changes; this player will get 20 gems with 4 m food and additional rewards for 7.5m, 10m, 12.5m and 15m. Players with a higher level will have new rewards for 17.5m and maybe 20m. There are many possibilities of additional rewards as epic cells, chests, runes, silver or gold relics, and even breedable legendary eggs or cells (as the final reward).
The 72-hour challenge
A similar problem occurs with the 72-hour, there is no logic the number of challenge coins drastically falls with the leveling. It is an event type that benefits the low-level players while penalize the higher leveled ones. You can argue that lv 100+ players can get a 110 monster, although it does not matter since a lv 70 player can get four or even 5 monsters in the same event and can rank up the same monster to 110 with extra rewards (gems, cells, food, chest, etc). The most logic is the higher leveled player is able to enjoy these events and the same proportion or even more. Why not give 120 cells instead a level 110 monster and make the challenge easier? So, the high-level players can get many cells to upgrade their monsters further additional rewards as the low-level players.
I am not saying the game should be harder to low-level players, but easier and less frustrating to high-level ones. Social point needs to encourage its loyal players. Sometimes the game is very boring. Most events give lvl 100 monsters that are useless to high-level players. The players should be encouraged to level up and not to keep in the lowest level possible.
Furthermore, I think they also should reduce the amount of xp of adventure map nodes. Today it is ridiculously high. The leveling progress should be defiant and not something that the players avoid. In my team, I recommend the low-level players not play adventure map since they will level up faster and the game will become harder.
What do you think about it?
The VIP and Nemesis monsters were the highest stars of monster legends universe in the past. Nowadays, some of them are very outdated even when compared with regular legendary monsters. Some people invested a lot of money buying and ranking up them. To not be injuste, we must to give VIP e nemesis a new light to they bright and leadership again, I propose some changes in their status, abilities, or even the books they belong. Some VIPs and Nemesis are spectacular monsters even with the changes and novelties in the ML gameplay, therefore, they gain little changes of don’t receive any suggestion of balance. I also recommend to Social Point try to update the some old monsters to give them some tatical valor, since the logic of the game is the diverse of strategies and we always see the same top (and new) monsters been used in PvP and Team War. Furthermore, this updates can help old free to play players to have some evolution in the game.
I attached the suggestions of changes in the following images. Hope you like.
Updated in dec 8.
I suggested some new traits in my post to a new monster family to team war shop too. The idea of new traits souds great to me, cause we can have more diversity of strategies to battles.
Dragon Slayer: "Immunity to burn, ignite and stun". Maybe this description could be "Immunity to burn and ignite. This monster causes triple damage against monsters of the Dragon book".
Oracle: Immunity to blind, total blind and all possessions.
Energy Pool: 20% extra stamina, gains 50 samina points when affected by weak types and immunity to stamina leak
Fast Defender: my original description was "This monster receives a 15% shield and taunt every time an enemy uses an extra turn skill. All negative status effects have 20% less accuracy against it".
Guardian v1: Permanent Taunt (All single enemy attacks are always directed towards it). All negative status effects have 20% less accuracy against it. And It gains 50% damage protection (for 2 turns) in the start of the battle.
Guardian v2: Permanent Taunt (All single enemy attacks are always directed towards it). 50% damage mirror. And It gains 50% damage protection (for 2 turns) in the start of the battle.
Hello, every one. Today a bring some ideas (with some images) to improve the habitats.
We have some problems with the limited number of monster we can have and Social Point created the monster vault. The vault has a lot of problems as the prize of each monster slot and the no gold production.
Social Point justify the limited number of habitats due the high device memory usage of the monsters animations, so a illustrated a good method to solve this problem and give some new levels to habitats. The new levels are exclusive to high leveled players and is a method to encourage us to reach high levels (most part of the time we are discouraged to leveling up). With these changes we can increase the number of habitats and give some new aims to the game.
I hope everyone like it.
The illustrative scheme of new habitat levels with some informations about gold, food, gem and cells production.
- For food production, each 100 gold produced over the gold production limit is converted to 1 food.
- The number of legendary habitats could increase in 50% in lv 120 after ALL HABITATS are in the max level.
- The informations about the monsters living in the habitats are show when the habitat is selected.
- Warmasters are not elegible to cells boost
- I recommend the existence of 50% off events to upgrade the habitats (for all levels)
We have limited breedable legendaries monsters.
SP should improve this number. I suggest to make possible breed some of the early legendary monsters: White Walker, Thundhare, Cupid, Firelequin, Shi Hou, some metal legendary and maybe Oghma.
These monster are little used by the players and make them breedable should make them useful.
Sorry my bad English.
Social Point made some changes to the relics after some discussion on the problem of balancing (and bugs). However, relics continue to present a number of conceptual problems within the game. Some relics apply negative or positive effects to monsters and these effects simply can not be cleaned by nothing at all. Other relics simulate monsters' abilities, such as recovering or removing stamina or even resurrect other monsters. In many cases, the monsters only become mere bearers of the relics, and the relics make almost the whole process of winning the battle.
The developers argued that they created the relics to diversify the strategies. However, the game meta has been changed primarily to focus on a handful of high-level relics that replace the monsters' abilities. Basically, who owns them, wins the battle. There are no countermeasures to prevent the effects of high-level relics from activating or clearing their effects.
Thinking about it, I propose a change in the concept of the relics so that the focus of the strategies return to the monsters.
As I already commented on the topic with the discussion of the previously changes: the relics should work as additional traits to monsters.
One relic may give some immunity to a specific monster or a special trait.
For example, I have a Igursus. Igursus is "mountain" and so, He has immunity to freeze and stun, He will be not able to use a relic that gives him immunity to possession since he already has a powerful trait. Although, he may can use a relic that gives him immunity to burning or/and ignite. At least the low-level relic can reduce the chance Igursus be affected by these effects and high-level relics can give him a special trait that gives him energy or life regeneration instead be affected by burning or ignite.
Another relic can give some type of advantage against the same element of the monster who equips it. For example, Taiga is a light monster and has a self-buff skill of "light" type. He may should has access to a relic that gives him the "attuned" or "super attuned" trait. When He uses his self-buff, he will recover stamina and this trait will be very valuable for light wars.
VoltaiK is hardened and He also could have access to a relic that give him "energized" trait or even "super attuned".
The relics can continue being separated into rarities (gold, silver ...). Thus, better relics can give better additional traits to the monsters.
The relics can continue to be divided into the same categories they are now (armor, essence, staff, etc.). Each category can be focused on one type of trait. For example, shield relics can be focused on immunity to a control effect and armor relics can focus on counter torture effects. Another important thing is to reduce the number of relics per monster to just one since it will already have two traits when equipped with one relic. Three traits per monster will leave the game out of control (again).
I think this approach will really give the competitive and strategical purpose that is the main idea of the changes in the game.
Okay. Now we have the problem of changing the relics equipped on the monsters and switching them to the new ones.
How can Social Point solve this?
First. relics can be automatically removed after the upgrade.
Second. developers can add an in-game tool that may be available for two to three weeks. This tool will exchange the old concept relics for one or two chests containing the new relics of the same rarity and the amount of food used to evolve it. I think it's possible for experienced developers to do that.
Each chest will contain a relic. In case the old relic is at its maximum level, two chests should be a fair price for the exchange.
I hope the community gives their opinion and developers rethink the relics concept.
Following the relics categories and their proposed functions:
Shields: focus on immunities against control effects. A bronze shield may give 35% of chance to be not affected by one type of control effect. A silver shield may give 75% of chance to not be affected by one type of control effect. A gold shield gives the immunity against one control effect. A diamond shield can give special immunity effects as “mountain” of “celestial” to some monsters.
Armors: focus on immunities against torture effects. Similar to shields. A bronze armor may give 50% of chance to be not affected by one type of torture effect. A silver armor may give immunity against one type of torture effect. A gold armor gives especial traits against torture two effect (e.g. immunity against Ignite and Burning). A diamond shield can give special traits against the torture effects and give positive effects instead affected by them (as life regeneration instead the burning effect).
Helmets: focus on reduce the damage received by one element. A new category. A bronze helmet reduces the damage received by attacks from one element by 15%. A silver helmet reduces the damage received by attacks from one element by 25%. A gold helmet reduces the damage received by attacks from one element by 35%. A diamond helmet reduces the damage received by attacks from one element by 50%. This category should be very useful in wars and specially for tankers.
Swords: focus on improve the damage dealt against monster of one element. Example: Taiga deals more damage with his light skills when equipped with a “holy sword” against other light monsters. A bronze sword improves the damage dealt against one element by 15%. A silver sword improves the damage dealt against one element by 25%. A gold sword improves the damage dealt against one element by 35% and the diamond sword improves this damage in 50%. Therefore, swords and helmets are opposite categories.
Essences: focus on improve energy management and should have at least two types of them. Type 1, relics with “attuned” effects against one element: a bronze one gives “semi attuned” trait and the monster regains 5 of stamina when affected by its types. A silver one gives “attuned” trait. The gold ones give “super attuned” trait. The monster equipped with a diamond one receives “ultra-attuned” trait and them regains 50 of stamina when affected by the own weak type and an additional type. For example, If Taiga is equipped with “Dark Diamond Essence” the effect “ultra-attuned” works against Dark (of the relic) and Light (his own) types.
Type 2, relics with “energized” trait. A bronze one gives 10% of extra stamina. A silver one gives 20% of extra stamina. A gold one gives 40% of extra stamina. A diamond one gives 60% of extra stamina (VoltaiK approves).
Amulets: relics focused in reduce the stamina cost of skills of an element. Bronze ones reduce the stamina cost of its element skills by 10%. Silver ones reduce the stamina cost of its element skills by 20%. Gold ones reduce the stamina cost of its element skills in 30%. Diamond ones reduce the stamina cost of its element skills in 50%. How it works? If Thunder monster has a thunder skill that costs 40 stamina and it is equipped by the “thunder diamond amulet”, the skill will cost only 20 stamina.
Staffs: relics focused in improve of chance of your monster applies a type of control effect in enemies. Bronze ones improve the chance of applies one type of control effect by 10%. Silver ones improve this chance in 15%. Gold ones improves this chance in 25%. Diamond ones improve this chance in 40%. If a monster with a “50% of stunning the target” skill uses a diamond “stunning mask” its skills will have “90% of stunning the target”. These relics are the opposite of the shields.
Masks: relics focused in improve the chance of your monster applies a type of torture effect in enemies. Bronze ones improve the chance of applies one type of torture effect by 10%. Silver ones improve this chance in 15%. Gold ones improves this chance in 25%. These relics are the opposite of the armors.
I do not find no new use of for the banners and traps. If a think in something I will add to this post.
I hope you like!
I pretend to update this post with more suggestions of monsters to "Wild Book" and some visual concepts to the guardians.
Common Monsters: Treezard, Rockilla.
Uncommon Monsters: Firekong, Firanda, Sheluke, Rarawr, Vixsun, Gigram, Utochomp, Bloomskips, Greensaur, Jonskeer.
Rare Monsters: Tarzape, Pandaken, Bumblesnout, Dendrosaur, Bonbon, Rudicius, Komocat, Molem, Rhodent, Sludger, Crushmore, Nereida, Thunderon, Mudflow.
Epic Monsters: Rhynex, Pandalf, Rabidex, Skipples, Erpham, Wolfkami, Dragonian Beast, Griffex, Arnu, Elder Sporeling, Donaturtle, Rootziel, Hydnora, Evaranae, Scorchpeg, Pegasus, Lepu, Ophiuchus, Koarim, Semargl, Cybele, Mothman.
Legendary Monsters: Nemestrinus, Rockantium, Laomu, Cyan Nathura,Ouros, Igursus, Cryotan, Lord Mammoth, Raccoon, General Atum, Atum's Pet, Atum's Bodyguard, General Alces, Alces' Pet, Alces' Bodyguard, Gullin, Griffin, Osur the Brave, Ape-X, Learnean, Drekk, Sylvannis, Taiga, Fightreer, Kiridar, Psilotus, Mountezuma, Clivia, GaiaNova, Living Forest, Oikawa, Nadiel (the tree forms), Shork, Borjork, Alpha Cliviast, Furrius Robin, Rabbish, Balor, Talika, Amphidator, Pedragelum, Fatid, Firca, Warspellz, Warmaster Zahra, Cloud, Tijen, Patrion, Burotgor, Treetopog, Belbreath.
Battery: Thunder attacks heal half of their potential damage instead harm this monster. Instead lost life when affected by shock this monster recovers its stamina by turns.
Burning Body: Burn and Ignite heal the life of this monster every turn instead harm it. Sunburn recovers the energy of this monster every turn instead harm it.
Burning Aura: Immune to burn and ignite. There is 35% chance this monster applies burning or ignite when a enemy use a melee attack (whose the animation has a melee effect) against it.
Toxic Body: Poison heals this monster every turn instead harm it. Poison also gives 25% more damage to this monster.
Acid Blood: The blood of this monster is acid. All enemies lost 10% of their lives every turn if this monster is bleeding.
Underwater breathing: This monster can not be drowned and it receives 50% less damage from Sea Book monsters.
Flying: This monster is immune to quicksand and can not be damaged by melee earth attacks.
Sage: Control effects has 35% less chance affect this monster. There is a chance this monster throw back the control effect it avoided.
Sacred Body: This monster receives 50% less damage from magic, light and dark attacks. It is also immune to nightmares and curse.
Hacker: Immunity to nanovirus, trolling, corrupt, hacking and reboot (regular possession can affect it). Monsters of Machanic Book have 35% less accuracy against this monster.
Spectral: Immunity to melee attacks. This monster ignores shield, skill mirror and damage mirror when it attacks.
Ghost: Immunity to possession, nightmares and melee attacks.
Evasive: Individual attacks have 50% less accuracy against this monster.