The whole thing feels like it made that you change your weapons every tier your pet/s advances. Which isn't necessarily bad if you have a huge armory. I'm not sure how that's going to fly with more casual or event only battlers who already think battle is too expensive and complicated.
It may technically cost less because there are more cheaper viable weapons until you hit Tier 11. But I'm not sure people are going to feel the savings when they already invested in weapons that use to work for many tiers and now top out in usefulness more quickly. Plus needing to remember a different weapon set per tier also seems more complicated to people that already struggle to understand how to build a single weapon set.
I agree that it makes things so complicated, the dual blocks of most of the weapons in tier 11 changes things a lot and they become more specific on opponents... Also, I do think 200 phy block is unnecessarily against most opponents, it should keeps the 100 phy block and make the extra 100 phy block to every other icons for a little instead
Paint brush blades definitely still need a buff with defense. 30 block at T11 is still really small even with 4 icon type coverage
50 each then unless Purge can find a way to make it so it dishes out multiple curses like when Sophie uses it. Can you imagine the chaos of it applying 3 curses at once for varying turn lengths on the opponent??
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METROID Yes, because Soma does that and it's great, though only OPB. Having it happen through an entire battle would be fun if possibly overpowered if the base weapon stats aren't kept lower since this is supposed to be the budget tier 11 weapon. Up for that changing since more gods the merrier.
Paintbrush blades is also kinda a budget weapon, you don't need to necessarilly turn it into a god weapon.
T11-T12 I think is going to feel the pinch on the healing the most.
for capped pets, to to overcome the loss of 400 healing on each weapon, you only need to block an extra ~20 icons and each god weapon was given 30 + a second block. So theoretically with access to the perfect armory, it should be rare that people backslide.
But the biggest downside to making defense more important is that defense can be hyper specific. So there are going to be times that if you want to chase a HST, your going to need to find a specific god weapon to do it now most likely.
Some opponnets like The Mage probably need to be tested. I actually don't really know if The Mage will be much harder or much easier now.
[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]
Make it stay as is then, but allow it to have a pool of 3-4 random curses it can apply throughout battle. Each is weighted differently in activation chance and turn limits, so potentially all 3-4 can be activate at once, though it more likely would be an average of two being active at once. I forget if it has a blessing already. It's got the natural built-in Bona I think right?
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Could this also be used to limit wins on challengers like Nightlady? Eventually she would be strong enough to hit through either % heal or stated number defense. Wonder if it gets you maxed faster this way. Also what was stated before, you now need the right blocking weapons not just any old weapon with a heal to chase those high wins.
I'm better trying this stuff than thinking theoretically. Why we had test weapons and test pets back when I was on staff eons ago to see how ideas play out.
Yeah for a budget option it did get a buff. I do like the idea of having it do a % chance for all the different blessings/curses Sophie can do to add a layer of uniqueness to it
The mage challengers, lukien, careapier, baen, and any other a opponent that makes you burn through resources because they over heal
OK I was just thinking ..... what if the 200 physical block is dropped from The ether back to 100 physical block and added is a random 50-60 icon block? I know it seems dumb but eh it would be different.
That'd be inconsistent. I'm with the 200 block if only because Angry Meatboy exists
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I don't think that's a bad idea, but I also don't like widely rotating defenses because who knows if it will land on something that challenger actually uses or something that they're using in that turn :P
I think the problem with Ether is that healing physical blockers tend to be powerful. If he had chosen any one element to pair it with, it could become very strong compared to other things. But it may also have limited it to more specific situations when we just don't have that many physical blockers to choose from. Making it defend 200 of only physical was probably the wisest choice.
I like the 200 physical block on the ether. There are at least 8 opponents that can easily do over 100 icons of physical damage. Now you can full block physical with the ether and pair it with another weapon to get a combo block
For T11 the healing cap won’t affect pets until they’re at 6k health, which is usually at the end of T12 or beginning of T13. By then you should be able to beat most challengers anyway. has made the T10 and T11 weapons incredibly powerful for pets in T10-T12. You’re getting raised defense and basically keeping your heal. I don’t think anything has fundamentally changed in those tiers.
T13 might be another story, but I don’t think we’ll fully be able to check until after our wins are reset.
But that's the point, is that you don't have to own a single OG godly to be successful. And it should continue to stay that way. I don't own a single OG godly (unless Ether and Swashbuckle are counted as well), and I'm able to succeed as well as anyone that has all the OG godlies.
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The Glacial Ring exhibits the same shortcomings of many of the higher tier revamped shields and armor (which should be revisited). This time it's lack of defense. Even though it has that special move chance, I think the 3x100 blue defense on the ring should be its base stats.
Okay - I've gotten everything updated. For the Tainted Keeper Skull Staff's curse do you happen to know what type of icon it hits with? The only data I had on SL was that it does 9 icons for 4 rounds but not what type of icons.
Thank you for the confirmation on the blessing and the cap for Shinwas Sacred Bow!
Thank you for the blessing info on the new Flaming Topaz Staff Tip!
Still need healing caps for the following: Oracles Staff of Enlightenment Malerias Staff of Destruction Wand of the Phoenix Blackmoons Staff Sword of the Seven Seas Wrath Of Kahaleitzli Maniacal Essence Ancestral Unrest