So with max offense boost - a level 30 Cevia is hitting for 6k or so instant followed up by a 9k or so precise on its first 2 turns on revenge.
Again - I have and use this creature, but it basically turns the game into easy mode when I draw it and my opponent doesn’t (or theirs is slower than mine). There’s NOTHING that can withstand two straight hits like that (the VAST majority of dinosaurs cannot tank the first hit).
Just not sure what Ludia’s thoughts were here - as any counters you need for it completely neuters the rest of your team.
Personally, I dont think they thought this through on how hard it would hit when max boosted.
Agreed. When a creature with no DoT, no rend, and only a .25x counter to bypass armor and remove shields, is capable of beating Ankylos Lux 1 on 1, that’s how you know it does way too much damage.
This is a rework I made. It hinders the absurd stats, adds an actually correct class, and reverses roles for Instant Ferocious Revenge and Distracting Revenge Blow, preventing a 2.25x priority hit on turn 1. It also removes the damage on the counter as it’s unnecessary extra output, and best of all, removes that filthy swap in that doesn’t even contribute to Cevia’s main playstyle.
I thought albertospinus was op cuz it’s able to do 60% dot wkth no cooldown. It’s still broken, just a lot of things are even better which is crazy.
Then I go and see why no one uses it and see albertocevia. That thing is a monster. Ludia needs to nerf op creatures and buff everything for more diversity. Obviously some should be more op than others but this is crazy
No Dino should be able to do over 1400 damage on a swap in with a counter on top of it.
I swear there used to be specific roles in each Dino, but ludia is just having everything combined in one Dino now with on escape, swap in and counter. It’s really annoying