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回報翻譯問題
But it is MUCH easier to build an effective debuff team, where as direct damage teams are much more limited in mons.
There is not one grand skill or ability that will negate all debuff damage. That would make PvP very boring.
Debuffs that deal damage are considered elemental effects, so the resistances of your monsters can be important. Burn = fire, poison = earth, etc. If for example you have a strong attacker with 700 physical or magical attack, and that monster is also weak against fire, then that monster will suffer a lot of damage from multiple burn stacks.
Here are a few good ways to deal with debuffs. There are several more good options, you just have to go looking for them:
https://monster-sanctuary.fandom.com/wiki/Anti_Curse_(Passive)
https://monster-sanctuary.fandom.com/wiki/Mega_Restore_(Ultimate)
https://monster-sanctuary.fandom.com/wiki/Restoration_(Passive)
https://monster-sanctuary.fandom.com/wiki/Restoring_Wand
The main catch, I think, is that debuffs are based on the enemies. So you can stack defense on your team, bury enemies in debuffs, then just wait for them to die. Bonus points if those debuffs also make enemies do less damage.
I've not gotten nearly as much mileage out of other strategies, aside from the highly niche things like shield turtles.
Coming up against late-game keeper battles, my standard tank/support/dps was starting to fail, as raw damage seems to just drop off compared to debuffs that do DoT (despite how many buffs you stack). Then I switched to the classic fungi/fungi/troll build and it just melted everything like butter.
For a game that boasts so many playable monsters all on equal footing to prepare for a 'variety of strategies', and the challenges that experimenting with new teams can afford, it sure does leave the cheese of debuff stacking relatively untouched.
In most RPGs, debuffs tend to be situational at best because your party's main DPS can end the average battle quickly enough that spending turns investing in buffs just doesn't pay dividends. Here, the strategy is inverted since, even with a large level discrepancy it's not common to one-shot a given opponent. (heck, in my playthrough, I've literally not won a single NPC keeper duel before at least Lv.2 Infinity stacks).
And there is a fundamental problem/difficulty trying to balance the buff/debuff strategy against the DPS strategy, because by definition a buff's effect occurs independent of (thus in addition to) future actions. Literally every DPS strategy can be buffed or debuffed (pun fully intended / not sorry)....
Signed, a retired Warlock main in WoW.
It's not that debuff stacking is necessarily OP, it's that other stuff used to be even more OP and they nerfed it, so debuff stacking became the new meta.
Something has to be good, and effective, or nobody is gonna play the game.
Of the current general meta strategies, only one involves debuffs but not to damage. Shieldburst playstyles ignore debuffs entirely, and most others generally focus on building offensive buffs and Charge stacks to do high damage. The one that does is a Death Blow team, where Troll or a similar monster with the same passive does 5% more damage to the target for every debuff stack. They don't actually care much about the damage from the poison, their goal is to obliterate the opponent with direct damage before it can be cured. Even then mass restore is massive pain in the butt for Death Blow teams.