My problem with ultra rares

Hello my dear readers, after a long break i have returned (some might remember me for the booms i made for every key cost) with some thoughts, dont get me wrong this game is GREAT but i have a topic i think not a lot of people talk about, ultra rares, thisll be a long read so if you dont have the time come back later or something
Section 1: ULTRA RARE (UR) AS A WHOLE
my first problem is the rarity itself, unlike every other rarity in which almost ALL OF THEM in that rarity have some use and you will use at some point, UR… actually has quite a handful of phobies that are pretty mid and that just makes me worried for if i DO get a UR, it isnt one of the mid ones (examples: edgar allen, whuffalo will without le shovell, sockassin, cluck norris, hazmat, cecilia, yes a lot of these are the monthly phobies we got not a big shocker) you cant tell me you werent worried that you wouldve gotten SOCKASSIN of all UR phobies from your furst dreadful pack, as a result, not only do you have to get lucky with getting the UR itself but you also have to get lucky that it isnt one of the mid ones
Section 2: THERES TOO MANY AAAAAAA-
this is a simple one, despite being the rarest to find, there are A LOT of UR phobies, in fact i counted all of the common phobies and all of the UR phobies, as of this date, there are 46 common phobies and 61 UR PHOBIES, and thats not considering a lot of the common phobies are cheap 1-2 keys, as stated, theres just too many UR phobies and every time you open a dreadful pack you have a 2-3% chance of getting one of the 51 (since 8 of them are stress level phobies+jar cannon and guaranteed on first one) UR phobies in each scratch card, and each dreadful pack costs 2k coffee which isnt an easy task to grind
Section 3: THEYRE EVERYWHERE IN HIGH KEYS
what im saying in this section might weird you out, but they shouldnt be so plentiful in a lot of the key costs, what i mean by saying this is this: this is a rough sketch i made on what the main rarities are in each key cost, the coloured circles representing the colours in each rarity


You see the problem? The falloff on common phobies starts even at 3 keys and UR phobies appear a lot more on 5 keys and above, and in 8-9 keys pretty much all of the phobies there are UR, what weirds me out is that UR phobies are treated like expensive but high value phobies, the best way i can describe it are like uber rares in the battle cats (battle cats is a tower defense game where you collect very weird cats to fight off againdt enemies, and uber rares are the higher rarity in the gacha system where theyre like what i described here) it isnt bad as a concept, but doesnt make sense really, they should be treated as very unique, stand out phobies that differs a lot from your average heavo, and i dont like how few commom phobies there are in the higher key costs, theyre COMMON, they should be EVERYWHERE in the key costs compared to URs, at minimum 6 in each key cost and about 3 at 8 keys and at least 1 in 9 keys (though thats optional) im talking a lot about comparing common and UR phobies because the uncommons and rares are ALMOST perfect at where they are, though they should still be plentiful some of the key costs, especially since there isnt A SINGLE RARE PHOBIE IN THE 8 KEY COST-
Section 4: THEY DONT FEEL ULTRA RARE
A lot, and i do mean A LOT of the UR phobies just dont feel very UR, as in very unique, i think the perfect examples of this are some of the 9 keys like smother mother and chuck in particular, smother mother is just a puller but with insane stats and chuck is a 3 tile lobber with good dmg, that just… feels not unique for them, smother mother feels uncommon even and chuck feels rare for the good stats at least, i feel the stats play too much into what rarity a certain phobie is, and that just bugs me a lot, the ABILITIES should define the rarity at default and then the stats should be a small add on with how much higher the rarity feels

Conclusion-theres too many UR phobies to pull out from, a lot of them dont feel very unique,theyre too plentiful in the key costs compared to other rarities, and i feel they should change A LOT of the rarities in the phobies, this is all an opinion of mine tho so feel free to say something different about this to me

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TICK… TICK…
Jar Cannon was already bad, but man, this gives it a whole new perspective.

As long and rambling as this message is, i think it makes a good point.

Rarity should be the ability, not the strength of the unit. A simple way to think of it would be that basic move, and attack units should be common from 1 key to 9 key. Whether they do move 1 or 2, or range 1 or 2, or normal or area attacks, that all sounds pretty ordinary. You adjust their strength and health to compensate their cost, speed, range.

Rarity depends on their ability. Uncommon units are flying, poison, shock, lob, range 3. Rare units have fire, ice, push, pull, etc. Ultra rare are units that have ultra rare abilities, healing pool, teleport, area effect fire, beam ice, etc.

That way, you could have an 8 key monster that just walks slowly, has high health, strength, but no ability. You could also have a 2 key unit that’s weak, but also does area effect ice. The former is common, the latter is ultra rare.

My only slight concern is you end up with a set of pretty much identical units at each level. I.e. every key has a move 1, range 1, common, and a move 1, range 2 and a move 2, range 1, common unit, and the only real difference is the race.

Before i posted, i thought i should just check and what i see is that this is roughly how phobies is layed out. Barzilla is common, hi- five is uncommon, the boss is ultra rare. There is a tendency to change the proportion of common to ultra rare as key cost increases, but that doesn’t seem unreasonable.

There are some of things like charon that has a unique ability to stop tiles working but is uncommon, though none of this needs to be formulaic

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Yeah i mightve yapped a bit too much but they dont have to ALWAYS do the 1/1 2/1 or 1/2 deal with common phobies, even commons can be unique, take cassowary for example, who has a simple lunge(and then you have primate 9# who is basically the same but with more hp and is uncommon-), they could take inspiration for those common phobies, maybe they could add an 8 key that has high damage with some lifesteal? (Like suckee, not 100% like alastor but some percentage at least) maybe they could add a 7 key 1 movement 3 range phobie and with no abilities? (like inoculus but with more steps), maybe they could add a high key phobie with aoe attack? (Like minotaur/flail) i just feel like commons feel pretty left out in the higher keys for what potential they can still give yknow?

I especially agree with how many are mid. I have 2 unique ones and i never get any value from eithwr of them. Prometheus is so niche and basically unplayable on most maps since fire is not very abundant, and Wuffalo will… i have leshovel but to commit to thw play is very difficult since good players know to distance from him if they can see the play, and evem then your only ever really gonna play Wuffalo if they have a strong melee card.

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