A much broader range of creatures are now viable, so that’s a massive improvement to the game. Overall I think the change has been really good and well thought out.
However, a few issues:
1)Evasive creatures are hard countered by most of the roster
Almost every creature has an ability that bypasses evasion AND slows, rendering evasive creatures largely defenseless against practically anything. Given they’re already mostly countered by barriers, this seems like over compensating. While I think it’s good that some armored, shielded creatures can bypass evasion, I don’t think they all should as their basic attack. I’d say put vulnerability strike on them instead, particularly on the stegosaurs. They already slow, have armor and shields and a lot more HP than evasives, I don’t think they need to bypass evasion on their basic ability as well.
It wouldn’t be so bad if it was just tanky creatures that have these bypassing abilities, but it’s also high damage creatures like Tenonton rex, which can have a base damage of over 2000.
2)Ardentismaxima is way too powerful
With masses of health, armor, endless critical hits, high damage, armor and shield bypassing, evasion bypassing, slowing and invulnerability, Ardentismaxima is by far one of the most powerful creatures in the game.
The only reason it could need to be this strong is as a counter to the overpowered Thoradolosaur. Ardentismaxima can defeat anything in 2 shots, and anything it can’t, it will defeat in 3. It has no real counters except bleed and rend, both of which are highly clostly to the user. It can counter both of these just by swapping out, leaving it to reduce another creature to less than 50% hp in one shot regardless of the situation.
When combined with other high damage creatures, it leaves the unfortunate opponent with no way to win simply because the team is randomised. There are lots of ways this creature could be toned down, depending on what the emphasis of this creature should be. Whether it’s lower resistances, lower damage or some ability changes.
3)Thoradolosaur is too fast
The Thoradolosaur is an unstoppable force of high damage, shattering all defenses and instantly stunning anything that attempts to slow it. It’s role is clear. It is raw, devastating power. The problem is that is can have it’s speed upped to be faster than practically anything else. This wouldn’t be a problem, but it’s base damage is so high that it doesn’t need to boost that much. It also has one of the larger health pools, making it fairly resilient. This allows it to overcome pretty much all opponents through brute force if it is fast enough, at times defeating entire teams without even taking damage. Critical hits mean this creature can often defeat even high health creatures in 1 hit, as it crits often.
A lot of evasive creatures were previously immune to stuns and are no longer, making the Thor’s instant charge even more dangerous than it was previously.
I would recommend reducing the base speed of this creature, or replacing the instant charge with a different one. Or even both.
4)Trykosaurus is a bit TOO good now
As an armored creature that is also one of the highest damage dealers, the Trykosaurus has becoem a fairly essential pick now with defense shattering and slowing hits, as well as a distraction removal. There are essentially 2 counters for this: Bleed and speed. If you can shatter defenses and retain a speed advantage, you can counter this creature (such as the previously mentioned Ardentismaxima). Practically anything else is defeated by it.
My suggestion would be remove either cleanse distraction or bypass evasion and make one of those two things the counter. Given the armor, invulnerability and slowing, I’d say remove the cleanse distraction, as it’s other abilities already counter evasive creatures so it may as well keep that.
5) Formerly immune creatures are still incredibly powerful. In and of itself, this is not such a major issue, but the combination of them, like Ardentismaxima, magnapyritor and erlidominus together can be a bit extreme, as together they counter everything, can swap at will and have practically no vulnerabilities while also being very fast(With the exception of ardentismaxima).
Ardentis has already been addressed and erlidominus is only overpowered when it’s on a critical hit streak.
Magnapyritor is on it’s own counterable, unless it’s highly speed boosted, in which case it counters nearly everything. I’d suggest adding a lockdown effect to swapping in magnapyritor. It bypasses most abilities with most of it’s own, has high speed and high damage. It’s weakness is fairly low hp.
My recommendation would be to give it a lockdown effect for swap in, to give opponents an opportunity to exploit it’s own vulnerability, as it stands often it is deployed when someone swaps in, then the creature swapped in is locked down and has no way to counter the magnapyritor as it bypasses everything, but can freely swap out as soon as something fast and damaging enough is used.
Either that or tone down it’s utility a little by replacing one of the moves. Likely the nullifying impact as neither of its parents have any nullifying abilities. (just like monostegotops had their nullifying impact replaced).
In conclusion, some creatures have too much utility, or their stats are too high to warrant the utility without it unbalancing the game and for diverse strategies to be viable, these creatures should be toned down a bit. I think it’s good to have versatile creatures that fill many roles, but if their utility is TOO high, they dramatically reduce the number of viable stategies and it becomes “who has the faster/higher damage Thor and Ardentis combo” automatically determining the winner. Given that teams with an average level of about 23 can end up facing entire teams of level 30s, this is overly punishing of people who are not already at the top.