#my idea of difficulty

1 messages · Page 1 of 1 (latest)

vital heron
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i remember when the jojos update came out, everyone hated it. I felt the same, especially since the enemies were invisible for a while there, but after i played it for a bit and got dio 3rd try, i decided that the stage wasnt bad, it was the units.

the stage had this mechanic where only water and nature units (and toji) could do reasonable damage to the enemies, and i feel like this type of effect would be really cool to bring back, where certain elements can hit them but certain ones cant (well they cant hit but with huge dmg reduction).

why? because right now certain types are getting HEAVILY overpowered. take cosmic, unbound, and unknown. most of these units are extremely strong, but other elements like water (not as much but), DEFINETELY curse, and fire. make an effect like sturdy with these elements and people will be forced to use units they might not have used before, and maybe even enjoy it since its not just place down vsjw and win!

TLDR make more effects like sturdy and less like stupid dumb energy drain

opal shellBOT
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vital heron
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OH FORGOT TO ADD

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there should be a traitless ex stage, but with buffed money

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so u can max out non monarchs

tawny echo
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people really disliked this

vital heron
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and energy drain is countered by sigris which is boring

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just more use for sigris

flint flume
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what kind of monster made it suggestion

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is like ice enemies from aa

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💔

vital heron
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nah we need air units

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trust

vital heron
flint flume
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they should bring honest enemies again

vital heron
flint flume
nocturne marsh
safe locust
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air units? downvote