Monster Sanctuary Battle Overhaul and Balancing Update
Hey Monster Keepers,
We’re working hard on the next area and more new Monsters! In the mean time, we wanted to release an update with a balancing overhaul.
Our main goal here, is to make normal battles and Keeper battles feel more similar. Here's some of the changes we’ve made to do this:
The difficulty of the game should still be very close to how it was before. Healing and shielding your monsters now takes more effort in normal encounters but wild Monsters aren’t dealing as much damage relative to the doubled player Monsters' health.
We've also fixed the issue where some players experienced problems when connecting with each other in PvP.
Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)
We’re working hard on the next area and more new Monsters! In the mean time, we wanted to release an update with a balancing overhaul.
Our main goal here, is to make normal battles and Keeper battles feel more similar. Here's some of the changes we’ve made to do this:
- We’ve roughly doubled the player Monsters' Health.
- Healing and Shielding is no longer halved in Keeper Battles, damage multiplier was also adjusted.
- Wild Monsters' health is no longer as inflated as before compared to player Monsters. Instead, they get more damage reduction.
- Wild Monsters deal more damage.
- All passive effects which were related to max Monster health got halved (except for poison.)
The difficulty of the game should still be very close to how it was before. Healing and shielding your monsters now takes more effort in normal encounters but wild Monsters aren’t dealing as much damage relative to the doubled player Monsters' health.
Other balancing changes:
- Aquatic Predatory crit chance value increased to 5% (from 3%)
- Stampede damage value increased to 10% (from 7.5%)
- Rampage crit chance value increased to 6% (from 5%)
- Polluted Water debuff effectiveness increased to 8% (from 7%)
- Nature's Wrath damage increased to 13% (from 10%)
- Fish Scales reflect chance increased to 30% (from 20%)
- Insect Charge stack count increased to 6 (form 5)
- Magic Barrier value increased to 100% (from 75%)
- Pecking Order damage reduced to 30% (from 40%)
- Aerial Maneuvers dodge chance reduced to 6% (from 7%)
- Reward Box level 1 + 2 now contain more items and have higher chances to open upgrade materials
- Blessed Strikes damage reduced to 360% (from 380%)
- Glitter Damage increase and reduction value increased to 3% (from 2.5%)
- Elderjel now got another Critical Consistency passive node
- Caraglow now got Mass Protector instead of emergency channel
- Sycophantom now has Multi-Barrier instead of buff charging
- Mana cost and values of active healing and shielding spells slightly increased,support monsters now have to care more about mana
- Vaero and Silvaero got Blessed Strikes replaced by Aerial Strike
- Vaero got Phoenix Affinity replaced by Cleanse and both shifts get 1 less base attack
- Toxic Feedback healing now increases if a monster has multiple stacks of poison (half as much for stacks beyond the first)
- Bubble burst cost less mana and does less damage on lower levels now
- Overheal now converts 50% of the heal amount into shield and is an unique aura now
- Attack Powered Shield, Magic Powered Shield and Hybrid Shield values increased
- Infinity Buff stacks are now granted a turn earlier in PvP (7th turn of the non-starting player)
- Infinity Buff stacks for PvE Keeper Battles are granted from turn 10+ on (starting with the human player)
- Phoenix Affinity heals now for 15% of max health
- Fungi now has Initial Poison instead of one of the Toxin passive nodes
- Monk now has the Concealed and Multi Glory passives
- Asura dark shift now has 1 less defense
- Salahammer light shift now has -1 base health
- Light shift frosty now has -1 base health, dark shift has +1 base health and -1 magic
- Damage reduction provided by defense slightly increased
- Barricade chance increased to 4% (from 3%)
- Goblin Brute now has Mass Protector instead of Barricade
- Ice Blob now has Defensive Presence instead of Barricade
- Imori now has Defense proc instead of barricade and Preemptive shield instead of Copy Shield
- We reverted Blob’s skill set to before he got Slime Volley and moved Bubble Burst a tier up. Also he got an additional Magic Proc passive
- Shield Burst is doing 300% damage for both PvE and PvP
- Health plus and Defense plus nodes now grant you slightly more Health/Defense
- In PvP, you now see during the monster choice who will have the first turn
We've also fixed the issue where some players experienced problems when connecting with each other in PvP.
Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)