So I’ve been dancing around the 3500-3600 trophy range for some time now, probably 3 or 4 weeks (leveling dinosaurs is slow going for me). And I’ve come to several conclusions about the meta for this arena, and endgame PVP in general. Compared to the earlier arenas, the game has become far more “sacky,” as some competitive circles call it. There are two huge offenders in this game’s meta that, in my opinion, ruin any tactics to be had: Stun, and Dodge.
Stunning Impact is a common move, which gives you a 50% chance to stun your opponent. That is to say, your opponent has a 50-50 chance of losing their turn. That’s really high, but can’t be spammed due to its long cooldown. Greater Stunning Strike/Impact/Rampage, and most recently Instant Charge, offer 75% chances of becoming free damage. This is really high, but the distribution of these moves is at least small. The real problem, is when dinosaurs have multiple high-stun moves. Stegoceratops, of course, is the first one to come to mind, but I don’t think it’s the only one with that trait. The end result is a decent chance of your opponent missing out on multiple consecutive turns, which in a game like this where most dinosaurs only live about 3 turns or less, can easily cost you the game while requiring no actual skill on your opponent’s part. You aren’t being outplayed, you’re just being out-sacked.
Dodge is another problem, for a different reason. The single biggest offender here is not the Indoraptor, but the Indominus rex. It’s quite spammable and with good luck on your part (or bad luck on your opponent’s part), you can quite easily Cloak, Rampage for a kill, switch out to sacrifice another dinosaur, send Indom back out, and repeat the whole process. This is a potentially game-winning strategy that can only be played around by a very small number of individual dinos, and without hitting through Cloak early on you can lose multiple dinosaurs easily to this. Because the chance of missing is tied to Indominus, you have few options for getting out of this coin toss. Many dinosaurs with Nullifying attacks either don’t have high attack or are stuck with a basic Nullifying Strike. This means that often, what can combat Cloak, can’t easily punish it.
I have proposals for both of these mechanics.
For Stun, I propose one of the following:
-Changing movesets so that no dinosaur has more than one Stun move.
-Adding a new mechanic where, when a dinosaur recovers from Stun, they have Immunity until after their next turn (or perhaps a new Resist status that, again, prevents them from being stunned for a second consecutive turn).
-Grant dinosaurs a 30% speed boost during the turn after they are stunned. This way they, once again, cannot be stunned for multiple consecutive turns.
For Dodge, I propose adding these possible changes:
-When hit after using a move granting Dodge, the damage taken is always a Critical Hit. This alone does not eliminate the “sackiness” of the status but adds additional risk to it, making less “free.”
-Getting hit during a Dodge-granting move now nullifies the move completely, in Cloak’s case also eliminating the damage boost.
-Add a move which acts first with nullifying properties. I also recommend the move does extra damage if it successfully nullifies anything.
-For Indominus/Cloak specifically, I recommend lowering its attack slightly, AND/OR reducing Cloak’s modifier from x2 damage to x1.5
If anyone has other suggestions please post them. This is probably the single most annoying aspect of PVP late-game, and I really hope Ludia takes effort to change it much like they did with the previous “raptor meta.”