#balance-feedback
1 messages · Page 5 of 1
Buff herrera stamina and oxygen, its supposed to be semi aquatic and catch fish but 4 seconds of being underwater 30% of my stam is gone and im out of oxygen, also its supposed to be an effective tree climber, by jumping tree to tree or branch to branch but it takes away to much stamina
on top of that please make Herrera recover Stam while latched on a tree and not only sitting, it takes zero energy for a sloth to hang on a tree in comparison.
rework palmtrees and trees in swamp so we can use it properly.
Stego fishing needs to be fixed ASAP
Allow ptera to also take advantage of stamina threshold regen. If a ptera is at 60% stam and it simply glides, it should be able to passively regen. This would allow ptera to have actual mobility and feel like the freedom it is supposed to be, but it would also limit excessive pestering of larger creatures/easily crossing the map. If a ptera wants to attack a carno for example, he would have to constantly readjust his height, leading to him being below the stamina threshold, forcing him to disengage and allowing the carno to heal off the tiny ptera damage. A threshold passive regen would solve many of the issues that ptera players experience, but it would simaltaneously not allow obnoxious behavior that seeks to be avoided in stam system.
Small Dinos should be able to move faster in the mud. U could be hunting a big target and the second it gets in the mud u can’t do much bc it’ll just easily walk u down and bite u to death if u go in to attack trying to keep up the bleed/dmg
Are there too many species that can be chosen to be born in the southern plains? This will lead to players being concentrated in the southern plains, especially official servers or private servers with more online players. Have the developers considered this issue?
As the Ai tends to break so often and people need it for food, but from what i hear having no Ai will let the player cap be raised to like 150. What if instead of Ai it was just random dino bodies spawned in at different meat lvl %. I just think people enjoy the pvp or seeing the big map full of other dinos, not the hunt an ai that tends to just stand still. i think small Ai like fish would be ok, but then again i dont know the coding aspects of this. Just a suggestion
Gonna bump this older bucking revamp because bucking is Still in a bad spot.
Give herra a more viable means of escape using water. In practice, they dont swim very fast (most things will just jump in after you), and cant hold their breath very long at all. A fun idea would be to allow them to sprint across water (short distances) like a basilisk. Holding right click while running into water allows you to sprint across its surface, at the cost of more stamina than a regular sprint. You can still be body blocked or grabbed while sprinting. With a high stamina cost, something like this wouldn't be abusable, but would allow them to live a more "amphibious" lifestyle. Or, in the meantime, simply allow them to hold their breath for much, much longer so they can wait out danger or move to a safe place to exit the water.
remove some south plains spawns OR remove the migration zone in south plains. this place is a terrible hotspot and probably contributes to a lot of lag on the server; every time i go there people inevitably start teleporting. plus, why should herbivores be forced to migrate to a location that is absolutely littered with predators? there's always a group of full grown ceratos or raptors at the very least. this is not a healthy location for anyone, let alone herbivores who have no other choice to get their diet
Hate to see people that keeps spawning again and again after death to same place and coming back as baby stego and feeding huge carni groups at shout plains. It breaks the point of game as survival game. Same goes for those whos die in fight and spawns right away as baby omni and keeps bleeding ,blocking, tracking ppl who just killed them.
Add timer after dying so you cant spawn right after you die to same zone.
First dibble impressions
While we don’t have sparring yet and I can’t give a complete feedback on dibble, this is what I’ve noticed for the 4 hours I played dibble.
. Power and weight scaling feels good and balanced. However the alt attack feels REALLY slow and could use without the delay at the end of the animation
. Only seems to have 2 migrations at eastern coastal and southern coast. I feel neither of these spots fit dibble much since we already have Pachy and Teno in those areas.
Instead dibble should be in places like highlands, NE plains/lake, west rail access
. Dibble (and any coastal animal) should be able to open coconuts with some attack
. Juvie dibble should be faster to let them travel a bit more considering they are VERY sluggish atm. Could bump them to 30-34kmph
Deino babies could do with small fish on their diet: In older versions of the game, I remember that diets used to change as things matured. Right now, baby deinos need to scavenge to survive, as elite fish out swim them and they can't lunge anything
l was just checking out the new update and l thought about deinos l mean Deinos already cant able to find food because of the map desing (crossing bridges, big map, unreacable drink spots, other silly and wrong things) and they still nerf it bye adding mutations. (loss less water, regain some water when you eat a plant or when rainy). l mean this just sounds wrong to me. if this stay that way only thing deino will eat is fishs and other deinos.
It is hard to understand why Stego can still attack even when he has no stamina at all.Omni has completely lost its competitiveness Now Stego can still attack even when he has no stamina at all. There are rocks and trees everywhere. They are the best tools to deal with Omni. I think Omni can be deleted.
Maybe Cerato should not be able to get the "HEMATOPHAGY" Mutation.
Since Cerato cant overeat, you can just keep eating to fill up water.
That mutation is a nice add to eating itself but being able to fill up water after done hunger wise doesnt seem right, even its useful 
the size it takes to knock things down much bigger then yourself is crazy rn, a around 30% dibble should not be able to knock over a full adult dibble
Mutations first impressions
While values can be changed around for full release, there are some things that should be changed more.
. some mutations especially in the first section should be moved to the second and third mutation pools (sub and adult) this is to increase the options within each one so that there is no obvious best mutation within the current list of 3-4 at sub and adult.
. the eating to regen health is by far the most problematic mutation. You can eat a few meat chunks and save yourself 20 minutes of healing. Can also be used during a fight allowing yourself to just continue healing over and over
. while nesting gives incentive to be nested in with inherited mutations, there is no incentive to nest. Parents should be able to gain mutations through nesting. Perhaps reserving some of the more combat focused ones for this
Dilo gets atrociously bullied by any kind of stun attack. Omni is essentially a better dilo for experienced players because you can completely avoid stuns by locking on for a pounce. There is a massively higher risk factor playing as dilo vs Omni when it comes to medium sized herbivores. This is made worse when dibble can essentially 2 shot dilo, yet it is weak to bleed. Raptor vastly overshines dilo, dont even get me started on the fact it has a free one shot on every animal in the game smaller than it.
Dibble needs more diets, some way to open coconuts (we have a beak i dont see why we cant), and someway to knock cocos and mangos off the tree (perhaps that Ram mechanic can be used)
nutrients/hunger gained from corpses should be more relative to age/size of the dino, sure a baby Troodon can't swallow an entire chicken, but a single chick should be able to fill its hunger pretty near full at baby stage, like 1-2 chickens/rabbits should bring it to full. And allow all nutrients to be gained from AI, (they have organs too?) just let any other than the main be much gained in much smaller portions...
Stego Impressions
The charged swing is a nice addition and makes Stego feel like a proper large playable rather than a walking happy meal. My only concern is that it can use its charged swing a bit too much. 2% stamina for a 2,000+ base damage attack is a bit overkill.
As long as when Rex is out the charged swing/uppercut can stun or knockback a Rex letting it properly defend itself Stego will be fine for the most part. However I believe the charged swing should be put at a higher stamina cost likely 5-6% for such a powerful attack
Then the regular jab can be put at 3-4% stamina as a weaker but longer lasting attack that can be used while out of stamina at a slower rate
The only other thing about charged swing id change is letting it combo a charged swing/uppercut with a jab.
The final two changes I’d make to compensate for stegos new changes would be needing to consume more base food making it (somewhat) harder to maintain when herbivores are eating in migrations. The group limit could also be toned down to 3 as stego should be far more than capable of defending itself as a near apex level creature who punches up well while still having more group slots than apex’s who likely will only get 2 slots
Change how fast the Stego grows at the beginning, just like you did to Deino, having already 1ton after 20min of grow is ridiculous, spawns too big !
For troodon and Omni, when they pounce or pin something their face and claws get stained with blood, like when they eat. Just a visceral detail
The current omni is too weak against stones and trees. Can the developers strengthen omni in this regard?
barely juvy dibble is significantly too strong across the board, it completely bullies a sub dilo for example. It can easily stun things way higher in growth than it, and does way more damage than any other thing of a similar size
Wouldn't it be cool if the mutations gave us the option to increase our size? With increased size, the tone of the dino's voice would lower a bit. Imagine walking in a rainy forest or along the coastline and hearing a rumbling roar.
Diabloceraptops currently do not have much of a balance problem other than knocking other species (tenonto and ceratosaurus) to the ground. I think it will be enough for them to just stun the adult versions of ceratosaurus and tenontosaurus.
Please revert omni's bite cooldown to one second or whatever it was before this HT. It makes a big difference in its close-quarters, dancing playstyle. There was no need to make it slower again.
65% percent grown cera knocked over by a dibble less then half my size insane please fix that dibble should only be able to knock things over its its same size or bigger
pachys should wait on right click position for a bit more time to crash somethings
Deinos currently only go faster the bigger they get, including on land. You know what that means? if a 80% deino is within view distance of a 100% deino they are dead if the fully grown deino decides so without expection. Its genuinely annoying to wait 5 months to get the most basic balance changes in this game because the developers clearly dont play the game or dont play every single dino
The worst thing about this is you waste 4 hours of your life to get outran lmao and have no chance to fight back
Also im talking about the current version of the game according to changelog there were no changes to deino for hordetesting
Ok, not to be that salty person but i dont think stego should be able to stun with its charge attack. Its strong enough IMO.
Personally i think that only a good amount of damage should be enough. Or make stunning a thing in stegos attack only when its a baby. For ex. From baby to sub
I also dont think a baby dibble is supposed to stun a fg dibble-
Let PT's gain stamina while hanging plz
Juvi Diablo is balanced rather weirdly relative to the adult.
With the stubby horns you would expect it to deal less damage relative to size, but it actually deals a lot more - twice as much as you would expect from an adult scaled down to that size in fact.
Combined with the very low speed it feels way more threatening inside sanctuaries and way more helpless outside of them than it probably should.
Stego powerswing hits further than range (once again may the high ping to blame) and it hits latched omnis, which should not be a thing <-<
juvie stego 2 shots herra in horde test, do I need to explain
dibble should not be knocked down so easily, also more diets for dibble plz
Let pt regain stamina when gliding. similar to trotting to get stam back.
As a dilo, I THOUGHT I had a mutation that said 'cannot die of blood loss while sitting.' Thinking I had this, I sprinted all over the place while bleeding to sit somewhere else, and then died of blood loss while sitting. I would like to recommend we change the description of his mutation if it does not save you from bleeding out- I think it said something like 'no blood loss while sitting,' and I sat down while I still visibly had some blood and my screen was not blacked out, so there was plenty of time for it to save me if that was what the mechanic was meant to do.
It does seem really powerful on dilo, so if we take it away that's ok, but I would have made very different choices had I not mistakenly thought I had such an ability active.
IDK if this is the right spot for this but its for Hoard Test:
Dibble's mz are far & I heard that was changed, for me its the food values right now & values of the diets they give. I just wiped out a single plant that im sure was not nibbled on at all. im currently in NE able to get diets even though my mz is not anywhere near here. Marigold does great for dots with out disappearing from me. oranges not great. cashews not great at all, sunchoke disappears filling your diet but if a nibble is taken its just gone.
Food & Diet values for the plants need to be looked at or diablo itself at least in my opinon. As this is why the mz are changing so so much.
Dibbles stun and knockdown need to be looked at, there is no way that little potato should be able to give a fg Cera the same stun a Teno kick would.
The -20% food drain mutation seems to not do the same with diets, so u will have 20% less food drain but your diets drain the same making it hard to keep all 3 at 100%. almost the same as when diets were first introduced.
Dibble MZ moves TOOOO fast. You basically have to camp a spot for it to come back you cannot chase it or migrate
It would be nice if the nocturnal perk gave an increase in NV range (in addition to its current effects). The daytime perk seems outright better, despite having identical effects, as players generally seem much more active in the day.
Edit: Realised I put this feedback in the wrong channel.
I feel like an adult omni should not be knocked over by a thin flimsy weird green mini palm tree thing (I have no idea) or a slightly tall leaf (again idk these plants) it just feels weird getting knocked down by something so thin or frail
Lower the cooldown for the /unstuck command. I've used it 4 times now and each time I've been teleported to a place that is either inside of a rock/mountain mesh (which I cannot get out of) or it's somewhere I can't leave, like a crevice on the side of a mountain/slope.
Lower the cooldown to 2 minutes or less since we can still be teleported into environment models..
Increase the stamina consumption of the Stego special attack. And lower the speed of Sub Adult Stegos.
A Sub Adult Stego will outrun an Adult Dibble and kill it without any problems.
This is too strong.
Variation that increases damage to the same species should be changed to decrease damage caused by the same species. This is more about survival than encouraging bloodier cannibals.
Please make Troodon able to punce while sprinting, it would help so much
Dilo have rly small attack area (LMB) i make test and small dinosaurs between own legs cant take hit from adult dilo. This is make problem with fast surprise attack.
Even this better. It knocked down my carno (over 1600 kg) like pushing domino and it wasn't even as big as my leg. I'm sure it weighed no more than 500 kilos. Nonsense…Please fix this mechanic soon.
The knockdown power on dibble is kind of nuts, its a very strong addition to the roster but just like a small dibble absolutely ragdolling a 1500kg carno is crazy
decrease stego´s sprint speed while its tail is raised
In addition to dibble being able to knock targets bigger than itself, why does it have the ability to knock or stun on a tailhit?
At first i thought it was latency, but it happened way too consistently under different circumstances for it to be latency only.
(I did realize it started bleeding again, thats why i included the latency part. Dibble still knocks you down on tailhits and the hitbox reaches far. Maybe i should have asked why the hitbox is so massive)
Stego special attack needs to consume much more stamina and I don't even think the fact that it can run while doing so is really balanced at all. Also make tail attacks deal less damage, I've seen other dinos getting killed solely off of tail attacks.
For Pteranadon, let it regen stam while gliding above 70% stamina, if I manage my stamina i should be rewarded to fly. Use it all getting to a high elevation and I can’t regen. That seems fair
Juvi dibbles being able to stun or knock over a fully grown cera is wild, pls take a look at it
not sure why omni even got slower bites again, make them faster again please
My Stego wishlist with the new kit adjustment:
Normal Powerswing takes 6% stamina
Uppercut takes 10% stamina
Unbind the normal swing from RMB to be an alt attack, and make the stam cost 3% or 4%
When Stego goes into charge stance even when moving he does the vocal sound
For the up/down attack, make it based on holding space/ctrl rather than looking up
Hitting an object with charge swing, and getting punished, gives an additional 5% stamina cost
Stego can't cancel the punish with the normal swing
(horde test) i got one shot in the body by a sub stego as my full grown cera i was green health to and had the mutation to take less damage from things that are bigger wild that a 60% or so stego can one shot a full grown cera it was not even ping im at 43 and even have 70 frames please nerf the herbivores teno is really strong stego can somehow one shot body shot a full grown cera and baby dibbles can knock over fully grown ceras and carnos never thought i would say this but there is a huge herbivore bias by the devs right now
Feedback on Mutations
So after sinking more hours and playing around with mutations I wanted to provide more feedback on them and how I think they can be improved.
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Mutation Unlocking:
Personally I find the fact that you get locked out of a previous growth stage mutation slot when you grow to the next stage if you don't equip your mutation right out of spawn. It make far more sense to let players equip their mutations whenever they want to and whenever they unlock a slot -
Unlocking Slots:
Speaking of slots, I think that the nested slot should also be unlocked when you are nesting in players instead of only being available if you are nested in. It would be far more rewarding for players to actually nest (#general-feedback message) -
Passive Mutations:
As I mentioned in this posts, #general-feedback message, I think that instead of passive mutations requiring players to use a big mutation slot in order to equip them- there should instead be a separate mutation tab for passive mutations where you could have a max of three (these can be unlocked and automatically equipped any time in the players life span) -
Mutation Balancing:
So far I've found most mutations to be relatively well balanced however there are a few that I am a bit concerned about:
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Photosynthetic Tissue & Nocturnal - I'm fine with the faster HP regen but that 5% speed boost can really mess up interactions and mess with balance by not allowing things to escape predators they can't fight. Maybe replace the speed boost buff with a stamina regen and/or bleed heal regen during the day or night.
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Congenital Hypoalgesia - The fact that this is a flat value and doesn't scale really enables things to survive hits they shouldn't even though they aren't that much smaller than the thing attacking them. I think that to get the max 15% effect the thing you are getting hurt by is 2X bigger then you are.
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Gastronomic Regeneration - normally this perk is fine- but the problem shows up when you take into account animals like Cerato and Deino can overeat without vomiting and just get an insane HP regen buff. This is more noticeable with Cerato as it has the speed to leave a slower animal in the dust while it runs off finds a corpse and eats it to get HP back and then run back in with far more health than it should. I believe it would be far more fair if overeating didn't give HP back or gave significantly less HP back.
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Efficient Digestion - The fact this perk doesn't slow down nutrient drain can mess with players trying to get their diets to 100% if they aren't low enough on hunger to properly fill up their nutrients.
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Xerocole Adaptation/Hematophagy - I feel like when you take out meat chunks/organs or eat fruit/plant chunks maybe giving less water compared to eating flat out
- Combining Mutations
Some mutations don't really make much sense being separate and add unneeded bloat to the list. These are the following perks that I think should be combined
- Efficient Digestion (which should lower nutrient drain also) and Sustained Hydration
- Hydrodynamic, Wader, Increased Inspiratory Capacity, Aqua Goggles
- Xerocole Adaptation/Hematophagy and Reabsorption
First off. Please just let dilo hallucinations swim in the water, ontop of letting them override spawning on land instead of the water box. This literally makes dilos hallucinations not work and dilo simply loses the moment I choose to go near any water source
I’ve noticed the reason dilo hallucinations are easy to counter isn’t because you CAN hit them, but rather that they make a loud noise before attacking that directly tells me they are about to come. Get rid of this.
Ceratosaurus, his charged attack is very strong, he wins almost everyone except Carnotaurus (if his hands are straight). Maybe he needs to get the stagger back for the bite, as it was in the last update, but speed up the animation a little bit. I remember when the omniraptor was balanced, they gave him a cooldown for a missed rush, then the staggering time was reduced, then they just removed it. I mean, you need to refine it a little, because for 3 infected bites you lose all the food, and the attack animation time for Carnot, tenno, stego and diablo is long enough for a Cera strike. And I'm talking about 1V1 there is a proposal to reduce the % of poisoning per bite
most likely, everyone who plays the cera will not like it.
Maybe I'm just playing poorly against a Ceratosaurus.
Juvi Dibble's speed is kind of a joke. Its animation isn't even faster than the adult like all other creatures. I feel like it's unessecarily vulnerable as a juvenile.
Pteranodon needs more love! He makes barely more damage than any juvie, his stamina depletes way too fast and does not even regenerate while flying or hanging on trees/rocks.
Can we add Diablo to Dilo's diet? It doesn't seem ENTIRELY out of it's league, especially for more than one dilo.
Also, without very many actual mechanic changes, dilo seems to have gone from OP to super under powered. I am not entirely sure why this is, but I think perhaps it might be due to being overshadowed by more-op things, such as the current raptor (namely, how useless bucking is, and how effective it is to slow something down with more than one raptor latched on.) I think we should let hallucinations work properly regardless of whether an envenomed thing is in water or on a rock, because in real life getting on a rock or taking a bath won't protect you from the venom of a rattle snake after it has bitten you.
I do think though, that dilo should need to take some more risks to get venom on some things especially/don't let dilo be risk-free and keep him as a fast and fragile thing.
Current adjustments for Diablo / Stego
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Increased speed for younger Diablos, for one of the faster ceratopsians it's incredibly slow in it's younger stages.
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Increased weight threshold for Diablo's stun, currently a fresh-spawn can stun an adult.
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Stegosaurus's should always make the "roar" sound queue when charging the attack, the charge cannot be held for long periods of time to negate the sound queue's warning.
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Stegosaurus's footsteps while running could be louder, this paired with the sound queue other players should have more than enough heads-up to get out of the way.
so for stego, its battle stance is cool but uses no stam and is spamable. I think baby stegos shouldn't be able to use it as well because it doesnt really make much sense since it isn't "matured" enough to even use the move i wanna say if you are going to make it this powerful don't let baby stegos able to use it until later as a Fresh sub AT LEAST. Not to mention make it use a lot of stam in the stance if it's gonna do a lot of damage and out stam other herbis and carnivores.
[Hordetest] Saltwater-Mutation is gone after leaving the server once
Let's compare two large animals
Stego charge tail attack does 2400 dmg and can stun everything.
Deino have a normal bite does only 500 dmg.
Stego grow so fast and take 5 hours.
deino grow so slow and take 5 hours 50 minutes.
Deino didn't stand a chance at all.
Can we make some improvements to Deinosuchus to make it look like the same level as stegosaurus?
improve herrera stam and oxygen
Stamina regen should be so much faster for ptera. It can't really kill anything, so it's not like it affects balancing at all. Just make it more enjoyable to play. It's incredibly boring to sit around and wait for stamina to recharge. Alternatively you could make ascending in the air consume wayyyy less stamina to allow for longer flights.
Faster stamina recharge, cause it takes ages to get stamina back for all animals especially raptors and pteras, you'il be dead before you know it with the stamina recharge we have now
Smaller Dino’s like troodon, ptera, and dryo should have much better stam/stam regain because they’re always on their feet, running from predators or just needing it to feed themselves like ptera.
There should not be a mutation that increases speed it breaks the balance of the game.
Dibble Deserves to be higher weight, like 2900 KG
so being grabbed by a really tiny deinosuchus of less than 20% growth when u are an adult dibble is beyond broken. Id have nothing to complain if that croc would have to be at least 40% but its crazy as is. dibble deserves more weight and especially since heavy bones, horns and such alone make up much weight so 1.5 tons doesnt really cut it here
Fix deino night vision in deep water. It looks like and endless abyss you can barely even see yourself
In my opinion, Diablo was in a really good spot already, and did not need a 500kg weight increase, its HP was perfectly fine at 1.5t. Nor was it necessary for it to receive a dmg nerf either.
The only thing that I saw most people have problems with Diablo were its stun thresholds on its basic attacks when running. If this was because Alberto and Allo will make mince meat out of Diablo- I strongly believe that there are other ways to counter act such as allowing Diablo to out stam or out run Allos and Albertos and being capable of fending off these animals by herding up.
What I would suggest for Diablo at this time is to adjust the model size to match the 1.5t estimate, revert the weight buff and damage nerf, make the alt attacks the moves players want to use in order to knock over or stun things that are around its size or slightly larger, buff its turning either via sparring stance or baseline, and give juvie Diablo a juvie sprint that doesn't make traveling to a sanctuary a chore
I'm not sure if it's just something to get used to but the dibble's alt attack is too slow and too easy to bait. Maybe it's just how it's combat was intended to be - perfect timing and all that - but this is just an observation at most.
I'd also like to add that juvenile dibbles should not be able to full on knock over any grown dinosaur either. I'm not sure if this is a bug or intended but it's both hilarious and broken.
its just sad for a stegosaurus to literally be able to chase down diablos. pls adjust the stats in a way that at least lets us avoid them its just nuts rn and smaller dibbles are just defensless in any way or capacity
On the hordetesting servers. herrsaurus has had schooling fish removed? Its a Dino that can swim but now has no reason to swim cause it doesn't eat the animals in the water. I know you guys had a reasoning behind that but it needs the fish
Bring back carnos Ram stun
Almost all mid tier dinos have stun: teno, diablo, stego with the new mechanic
nerf juvie and adolescent stegos damage, also their stamina, especially now that it has the power swing. spikes that small should not do the damage they do atm.
Dibble shouldnt knock down on tail hits, it makes hunting them as dilo/raptor just not worth it if you can get eviscerated from a tail hit.
Make all of diablos attacks faster responding. It feels like there’s a delay whenever you click the button
Dryo old dash
Dibble cant buck... why is that? makes pouncing for omnis a piece of cake
stam is awful on ptera, takes way too much stam to try and get over all the big trees and mountains, only just to have to sit for so long to get it back.
please let it regen stam when latched on stuff or gliding
Unclip ptera's wings, he could use a lot more stam, and while we're talking about him I think I know one way that ptera's issue of being able to hover without be hit can be fixed, if he hits anything bigger then ten times his size it will knock him to the ground, but I'd also like it if he got his health buffed to 70 kg, so then the biggest thing he'd be able to hit would be dilo.
Dibble sometimes can just stunlock anything that got knocked once. This should be looked at maybe. Stunlocking isnt fun or balanced at all as we already experienced and saw it being removed from Cera / Teno.
Well timed, dinos just get knocked/staggerd again even without the animation ( from a kinda stationary dibble ), leaving it just standing there getting piked til death.
Dibble should not be heavier than carno
Baby dibble should be able to outspeed an adult, even if by just a little bit and the rest of an escape from an adult requiring skill and agility
If you're increasing diablo's weight is indicative on my theory as to why you are, might I suggest we bump cerato and carno weight by a touch so it can still compete with and hunt it's fellow low mid tier? Right now diablo turns faster (with pivot), bits harder and has way more health than cerato and a little on carno. Carno could easily do with maybe a similar 2 ton weight and cerato could easily be 1.5
THESE MIGRATIONS ARE TERRIBLE- I dont know if the migrations for dibble spamming between SE and E plains as the only migrations dibble smell is a testing feature or what but it is KILLING dibbles- a starving dibble loses its strength & a sitting duck for ceras with their bacterial bite-
There needs to be ambient diet like on spiro- migrations zones should have an over abundance of every diet the animal has (all foods inside mz) & outside of migrations in specific locations. Like on spiro where you could find potatoes alond rivers- or ash near swamps- so that migrating animals can pick up something that keeps their diets up but not enough to keep them placid in one location. The original selling point of migrations was there was diet that you could survive on outside of the migration but its slim- and migrations had a lot of food for everyone- that has NOT been the case please please please fix it ❤️ this hurts inside the horde test.
ambient diet could have lower spawns rates and mzs could be so abundant that animals are placid- which would incentivize still heading to mzs for breeding & hunters could set up ambushes in migration to counteract the "calm" of the abundance.
Galli Balance: Decrease the amount of stamina used for Galli kick attack, Utah can pounce Galli once and it is done for, everything can mostly one shot, it can barely defend it's self against low tier sub adult carnivores sometimes, specially due to the lag it is going to miss a lot of attacks which makes it very hard. Without making it too OP.
Another Idea: Add a Galli scratch attack where it scratches things that run away dealing few bleed and few damage, without consuming stamina, would be nice if the kick attack is asking for too much.
Tenonto Balance: With the current lag and things that are added to the game, latency is kind of a big issue specially in popular places with a lot of lag, slightly increase tenonto's hitboxes for the tail and kick please, as you can barely land anything nowadays on utahs or smaller things that attack you, they easily get away with it.
Another Idea: Remove Tenonto bite attack and replace it with either a lil slap that does some dmg and slight bleed while its running. Or it could be something similar to a Diablo where it runs and pushes something to the ground without dealing damage at all or bleed, just like how diablo can knock things down without damaging them by holding left click.
Could also add a new mutation for less stun time
Also vote if you have played these two dinos and went against everything. Do not just downvote and add laughing emojis without giving actual reason
Can you guys seriously look at Omni balance? Why does it still take a lifetime to buck a raptor off? Look at how much it took to throw a raptor off as a diablo (we were both juvis, but the raptor was a fresh spawn).
Seriously, it's been like this ever since you guys changed the map to gateway. #balance-feedback message
I feel like it's very apparent while the new Stego attack is pretty powerful in its own right, it should be a means of self-defense rather than it's current use of slaughtering every living creature that comes within range. It should not be able to sprint as fast as it currently can while keeping it's tail held high in the air, especially as a fully grown adult. I feel as if to maintain such a stance for an extended period of time there needs to be a drawback not to use it unless absolutely necessary. Whether it's huge stamina usage or the animal isn't permitted to sprint at all, to keep it with being a more fearsome response. It has it's tail stab for mobility attacks, this charged tail smack should be a holding your ground move with how powerful it currently is. It might give people a chance to actually test the new playable instead of being killed the moment they load in.
Future Deinosuchus Features and Balancing
Introduction:
Currently, Deinosuchus gameplay is stressful and limited. Players spawn in small water bodies, constantly at risk of being killed by larger Deinos. The limited diet and gameplay possibilities add to the frustration, and upcoming additions of larger dinosaurs like Rex and Spinosaurus will exacerbate these issues. Deinosuchus players struggle to survive and enjoy the game, which calls for balancing adjustments.
Suggestion:
Increased Bite Force: Deinosuchus has one of the strongest bites (105,000N). The in-game bite force should be doubled to reflect this, causing head/body fractures and heavy bleeding, making rivers dangerous for all.
Diet Adjustment: Deino meat shouldn't be on the diet of other Deinos, but consuming it shouldn't cause sickness.
Lunge Mechanics: When lunging at heavier dinosaurs, Deinos should hold the target, causing extreme bleeding and fractures. Escaping should burn the target’s stamina and induce an "Aquaphobia" sickness, dehydrating and reducing stamina near water. Repeated lunges should stack this effect, making targets more detectable by Deinos.
Resistance: Dinosaurs like Ankylosaurus should have resistance to Deino bites, reducing bleed and fracture chances.
Stealth Mode: Deinos should move stealthily in water, similar to how terrestrial dinos use CTRL, reducing splash sounds and movement visibility.
Charge Ability: Deinos should have a charge attack from water, burning stamina but allowing them to drag targets into the water for easier attacks.
Conclusion:
Deinosuchus gameplay needs adjustments to make it more engaging and less frustrating. Increasing bite force, adding strategic lunge mechanics, and enhancing stealth and charge abilities will help balance the gameplay. This will make Deinosuchus a formidable predator, providing a better experience for players while ensuring fair gameplay dynamics.
Videos for reference on lunges.
Make nutrients active immediately instead of having to be filled all the way before they do anything
I would love for big apexes with little defense around their legs to be vulnerable to leg breaks from smaller animals.
It would give animals big enough to have an impact like ancky a better chance. Apexes, as fun as it is to be unstoppable, need a weakness to feel immersive like actual animals and not killing machines.
It would also help with balance if other animals had a tactical advantage against the brute strength.
To do apexes justice you should give them a niche, give them advantages over only some kinds of prey. Treat them with the same care other dinos have. It'll be so sad to see such a good and immersive opportunity ruined for a power fantasy. There could be wonderful creatures adapted to deal with certain prey with weaknesses and strengths.
Not sure if this is a bug that's never been fixed or an actual balancing issue, but deino bite is awful sometimes. I was trying to bite a frog (my entire jaw was on it) but I "missed" multiple times until I alt attacked it. Idk if this is just me but it's been consistent between updates (In general the hitbox is wonky not just the frog)
when more herbis will arrive in game they should fight also for territory and food (migration zones ) would be realistic but it need to be at least 10 herbis and not every herbi will fight
Now that dibble has strafing to fully utalize its combat capability, I think dibble itself is….fine
It struggles against groups of raptors and I feel it’s mainly good because the likes of Dilo, Cera and Carno just really don’t have the utility to deal with them
Cera is squishy, Carno is very stiff moving and dibble is outside it’s knockdown range, and Dilo is mainly just really poor atm with its venom not working near water and having a slightly poor turn radius
Though I do believe dibble needs more diet options inside migration zones
Dibble should also get a spawn zone at Northern Jungle
You cannot use a pteradon at night... its literally just unplayable without any vision
I understand that this game is a WIP, and things will be added as they are developed and finished, however I feel like the introduction of Rex and Trike will further destroy the already horrid “player ecosystem.” Rex and trike will be yet another addition that essentially destroys everything smaller than it besides omni. Dibble does the same but it is at least possible to kill as medium carnivores. The weight jump from dibble to rex is EXTREMELY large. This will yet again make large omni packs the best killing ability the casual playerbase has against a new addition. I highly suggest prioritizing additions that fill gaps in “ecosystem” and solve issues that we have. For example, deinos can only die if they choose to, and teno and dibble have no carnivore that can really pose a threat solo at all. Something like a baryonyx (depending on how its implemented) would fix both of these issues. This is not necessarily a suggestion to add baryonyx before Rex specifically, all I am saying is that its not a good idea to add things that create bigger gaps in the player ecosystem instead of adding things that fix these gaps.
I know it's not a huge priority but I'd really like it if Herra could bring its kill into a tree with it leopard-style. Currently it can carry something in its mouth but if it cannot swallow that thing, it must go and place it on the ground to eat it. (Ex: A chicken, or baby hera with a frog) I would like it if they could place things in the tree?
And maybe, be able to carry things they can drag into the tree too, but painfully slowly (so they can be attacked while they are doing it) and with higher stam cost so they'd need to rest after.
Might be good to give this to Megalania when it is able to climb trees too. I can also see Meg stealing from a hera who stashed its food in a tree. Or maybe baby meg/hera eating after a big megs kill that he left behind.
Hey Isle Devs,
For pack playstyles, we need voice communication through mics:
- Herbivore Communities: This will allow Herbivores to foster a better more active and engaging communities and let them warn the Pack of Dangers!
- Enhances hunting: Carnivores will talk more often in-game, improving coordination.
- Species-specific hearing: Only the same species hear the mic; others hear generic species sounds.
- Modernizes chat: Updates the outdated chat feature for better in-game communication.
- Cohesive packs: Encourages packs to act as a community through in-game communications, not just Discord.
Example: As a Gallimimus pack of 5, we met and communicated through chat by typing. A Rex or pack of raptors stalked us while we were grazing. When I was typing "hey guys there is a..." BOOM, 3 or more of us died. Voice chat won't stop the Rex or pack from killing one of us, but it could save some and maintain the ecosystem.
- Reduces cannibalism: Helps Troodons and raptors avoid eating their own species by letting them communicate there issues!
- Identifies crazy dinos: Allows players to recognize unstable dinos by their voice.
Thanks for listening to my rant!
Dilophosaurus is in a really weird place. Now that hallucinations are counterable (which is something that needed to be fixed ), it’s almost impossible for dilo to do much as they often had to purely rely on hallucinations to do the job (it wasn’t fun). So I believe Dilo deserves a few buffs. Though these are just what I would personally do in open to feedback on these
. firstly just fix dilo hallucinations not spawning near waterboxs. It’s super unfair that dilos main ability just doesn’t get to work for something out of its control. While Deinosuchus ai is cool for the water, just slap the swimming animation on hallucinations for the time being until a Deinosuchus hallucination is to be made. But the water issue is in my opinion a top priority with at least a band aid fix for now
. remove the threatening 3 call made by hallucinations. It’s a very distinct sound that immediately tells me where the hallucination is coming from and really kills the “is it real or fake” vibe. Instead players should need to rely on their sense of hearing with footsteps rather than being told exactly where they are
. bump the timer for venom to stop healing up to 2 minutes. I can agree that the 5 minute wait time for venom healing was a bit overkill, but a minute and a half just isn’t a lot of time at all to attempt at any mind games
. Tone down dilos footstep audio. I believe Dilo should make footsteps more inline with Pachy and Omni rather than these thundering footsteps that seem to be almost as much as a Cerato or Carno would make. This should help it be able to slip in for bites a bit better
. For the final part this is what I believe has always been Dilos main issue and that was the inactivity from dilo itself. So I believe Dilo should have increased timers on hallucination charges so it can’t sit and spam all day, but should be able to instantly regen a charge by getting a bite on prey. Incentivizing Dilo to go in without punishing it too much
Increase pteranodon stamina regeneration and food retention.
Decrease stamina cost for lower angles of climb at the very least
Stegos powerswing isnt balanced at all. Running with loaded tail and using almost any stamina?
please make dibble faster, its slower than steggo rn
Young dibble really need more speed.
And dibble can knockdown creature 2 time it's weight,stun creature 3 time it's weight.Which is very unrealistic.
Do something about Stegos being able to run down and kill Dibbles with endless raised tail swipes, it's complete nonsense that the hordetest is infested with Stegos who are just there to kill Dibbles. I just got run down by one, who swung an absurd amount of times WHILE RUNNING. He chased my almost full grown Dibble from full stam to near empty before he killed me. There's no counterplay, no skill, they see you, chase you down and just kill you. It's NOT fun.
The hordetest needs the stegos to be fg nerfed, they can chase down and kill adult dibble. Nesting needs to give parents also extra mutations for those small hexes per every patch of eggs layed or by the amount of courtships, and the AI NEEDS TO SPAWN LIKE IN SPIRO. Giving the parents those extra mutations can really make nesting a huge gamechanger, and will provide the mutations for both sides not just the kids. Those extra mutations that parents gain from nesting should also be random, so basically if your kids get the extra mutations from being nested they will later on also get more mutations for nesting. And the AI, oh god.
diablo needs literally 2 working days just to turn arround
I feel like tenos stam can be tweaked.. can kick/slam u 50 times, which is absurd, I'm not saying make it useless but decrease the amount of kicks/tail slams it can do, rn it feels like every kick is like 1% drain
increse the volume pls its to quiet. make it more like legasy when you can actualy hear stuff
Mutations need to get a big debuff because it really breaks the game, so dinosaur statistics, especially speed stamina and health regeneration by eating, cause a lot of trouble. Let me explain this to you with 2 examples:
1-) If you get the health regeneration mutation by eating when you play a scavenger dinosaur, you can change your health from red to green and even to almost 0 damage, even if you fill your stomach with food, if there is enough food in front of you.
2-) If you get the mutation to gain stamina when you take damage while playing stego, you can withdraw your stamina from 0% to 100% with a small hp cost, without even taking 1 minute. and many unstable situations like this spoil the game greatly.
Yes, mutations are a good idea, but the fact that they add so much to the game seriously spoils the game.
let rain, hydrate your dinosaur
Change the speed gain curve its crazy adults are faster than sub adults and stronger, you have no chance to fight back or run away, for example if ur a deino even on land if someone is fully grown they will always catch you with full stamina, for dibble, ceras and probably most dinos this applies too (the ones I mentioned all gradually gain speed until adulthood making u faster than anything slightly smaller than you). This is the most frustating way to die imagine wasting 3 hours growing a deino to have no form of protection against adults OF THE SAME SPECIES
remove the increased speed from mutations it throws off the game balance
Add a forage for frogs on herra near river deltas and ponds
As of right now the hoardtest is unplayable because of the stegos. In the span of 30 minutes I ran into a group of two, then a group of three that kos my entire herd. The powerswing needs to have some sort of down side, like running slower, or draining stam much faster. No one’s going to go to the highland mz if theres just canni stegos camping all the pathways.
Dibble sparring is a bit scuffed atm as any slight m1 towards another dibble's head will put them into a in-escapable spar for a few seconds making circles hard to do and allowing attackers to abuse the mechanic and get free hits, sparring should only occur when another dibble is in either blocking stance or in left ctrl stance. Now with blocking, it doesn't really work most of the time, as the blocking dibble will still be put in the shoving animation when tackled by another instead of locking horns, I've tested this multiple times and haven't gotten an alternate outcome. Onto shoving, the dibble that IS doing the shoving should have full control over dropping the opposing dibble anytime it wants using a key, this might already be a thing but it hasn't worked for me. The shoving locks you into the animation for a long period at times which consumes about a quarter of both the dibble's stamina, as this may well be a bug i just wanted to put it out there.
please adjust hitbox-collisions. For example, cera able to clip through half of dibbles body length looks stupid, or hypsi should be able to get beneath a big enoughdibble for shelter (already adjusted very well like that for stegos collision box)
decrease pteranodon flight stamina consumption
Herrerasaurus should be on pteranodon's diet, preferably as protein.
I hunt them often with my birds, both for their organs and to take out a potential threat in my territory. Also, I've killed wayyy more herras than I have troodons, which ARE on ptera's diet but are an awful match-up.
Ptera and herra often compete for scavengers' rights and territory-- why not let us be true rivals?
By the love of god, please, Fix the damn Stego
I know, i know that the game is heading to a place wich balance is not a constant thing anymore and Stego is getting bumped off to be able to survive in an environment with Rex and Trike, which would be fair, IF we actually had them, what actually is not the case. Stegos now are a true pain in the ass, as their tail slap hitbox, which should be on the sides, hit anything around his head, they can do their running tail attack, that has an insane damage output and hitbox without a fair stamina cost, and the worst of all, they dont need stamina anymore to do their tail impale. Yes, you heard it right, every single way to counter a Stego has been completely removed, as they can still do their tail impale without stamina and can attack while they run, basically getting no punishment for playing poorly. Not to mention the easy life that they get, reaching around 2 tons in the first hour and basically one shooting half of the rooster, along side with too slow nutrient and food depletion, making AFK grow easy. In summary, they basically made Stego a god around the island.
remove the lil ai birds that sit on the floor and gurgle at u, maybe will also fix a tiny bit of performance idk
47km/h dryo
Teno hitboxes were ridiculous last patch. Im glad they were nerfed, however they are absolutely tiny now. Turn-kicks are impossible. This along with no running alt-bites means teno cannot apply any kind of pressure to a carnivore. It just has to sit there and try and hit a slam. Which is not fun for either party. A good teno now will just walk towards geography where only its backside can be attacked.
Stegos tail should not be able to be held up in the air indefinitely it should be like ceras bite as in how after a few seconds the cera stops charge biting and has to activate it again.
Pls fix dilo clones so their pathing doesn’t suck and get countered by almost everything that isn’t a flat plain 😔. Also, more importantly, for quality of life can we see the clones so we can tell whether or not the ones we send out connect with the target and maybe coordinate attacks better?
Dryo Feedback:
Please adjust Dryo's diet, it is limited to only swamp and it is hard to move around in swamp and get the diets due to all the deep ponds around, expand its diet so it can go to multiple places.
__Stego Feedback: __
Expand Stego's diet so it's not limited to only two spots in the map and it can join the other dinos with the migration events.
__Pachy Feedback: __
Pachy's diets are mostly on one side of the map which makes no sense, doesn't give you time to explore or meet up with other creatures because they are all on the other side and your stuck on the right side of the map cause of your diet.
Have all of the herbivores be able to find their diets in the same migration zone, making them go to the same one which will increase competition in finding food, including running into people.
suggestion to revert back to deino growth system when lil deino weighed 100kg.
now deino up to 80% of its height weighs 2-3 tonnes, which means that any encounter with even a substego would end in death for deino. return to the old growth system would allow the huge deinos to survive a battle with a stego on the ground. you gave the stego a new attack? great. now we need to make deinos primary opponent of stego again
The carno charge stamina is ridiculous right now. If the opening cost is set to 5% and the maintenance cost is set to 1.5%, this will be good for the balance of the game.
I´ve been told by people which tested these mutations, that it actually means " The more hunger you have, the more damage you deal" instead of less hunger (full stomach) u have. Please fix this confusing #balance-feedback-discussion message
Can yall please make it that if i have for example an empty diet slot and half S diet and double line diet and i eat S food it'll go into the already existing diet and not the empty slot?
Carno needs some love , specially with Diablo in the scene , feeling like the playable stamina cost for everything is too high and you can´t keep up on a hunt (unless youre a full pack)
Regardless to pack hunting , Carno has a limit of 3 which means the playable should be suited for low numbers or even solo and be viable as it , but right now feels like a truck with very high gas comsuption, people said its an ambusher but since charge doesnt knockdown anymore and to do so you need a certain distance where they can see you coming from miles away, feels like missing a charge (or even landing it on certain scenarios) its just a waste of stam and requires a precision not suitable in this game due to diverse factors:
In conclusion, the buffs I would have for Carno could be stamina related, or make it a bit more powerful when landing its main ability , giving back the knockdown (mutation for knockdown speed recovery would help in this MU for herbs) or rather make Carno a stamina machine reducing cost for the ability activation and give it extended sprint time/stamina regen while trotting.
is it possible to put a limit on the number of players who can play as a species at the same time
Revisit tiny tier growth times. After ~20 minutes of full diet growth, a dryosaurus is already outweighed and outran by gallimimus and pachycephalosaurus, but you have to wait an hour to get there for a defenseless dino?
What purpose would any of these small guys have if other options surpass their potential long before they do?
Stego’s charged tail swing needs to take more stamina than the regular tail swing
Increase hatch deino's speed in water and weight. Why did they make stego too strong? Add stamina cost to them when using the new attack. I wouldn't be surprised if they made Rex weak too, since he will offend players on stego.
Can we** edit Dryo Migration zones so I can see another player from time to time. I think dryo should almost always share with a big herbivore** like Dibble, Tenno, or stego so it has a modicum of protection against larger predators especially when nesting. Dryo is almost perfect it just needs some number adjustments and better zones (faster grow time to subadult at least its too slow as anything before that)
Okay so my first day playing Diablo:
I haven’t been able to reach the migration zone a single time, and I’ve been spending hours going back and forth trying to reach a migration zone but just as I’m about to make it, the migration zone changes. It’s taken me literally an hour to reach the migration zone and I’ve played the same Diablo for like 4-5 hours and I’m 52% grown…. Ofc I haven’t been able to get a single diet cause I can never reach any of the migration zones
I was FINALLYYY in the end able to reach a migration zone after walking and running for an hour and guess what?? There’s no diets whatsoever. There were dots IN THE TREES so I couldn’t get them and when i was about to log off I found ONE S and that one s plant alone (my hunger was all the way down) filled one and a half hex and my hunger was full… and then I just logged out of stress.
Please maybe make diablos be able to migrate/walk a little faster and fix the migration zones and fix the food bar
stegos speed with raised tail should be -50% speed
I think Diablos speed and stamina is fine. Its a nice change to walk around and enjoy the map.
The distances between migration zones are also nice to encourage more movement around popular spots, but the zones themselves don't stay long enough. Ive been playing for 5 hours and im still not adult yet. ive been living on grass with no diet at all.
Dibbles eat too much of the food items to be able to keep themselves fed. A single diet item does not have enough capacity to full a diet slot, and there isnt enough of a diet item spawned in a zone to feed a herd of more than 1 Dibble.
If the zones stayed longer and more food spawned in them, or food items had a larger capacity. I believe that Dibble would be manageable. Its incredibly unfair that a "prey item" is harder to grow than carnivores. Carnivores can get diet from any player body, but Dibble especially cannot get all its diet, or keep its stomach full enough to actually do anything other than blindly run between migration zones.
Adding onto this, perhaps for stuff like troodon and dryo, keep the time when on one or two diets. But revert the changes for when they are on a tier 4 or tier 5 (perfect) diet so they grow quickly
Give deino more drowning stamina as it stands you can’t drown almost anything even with full stamina. The whole grab then spam bite attack thing is dumb
fresh spawn/juvie stego needs its damage nerfed abit
Change the "overpowered" mutations or ones that change base stats like speed only be accessed if they are nested in to encourage nesting
Add better spawns for deinosuchus
I kinda want to go back to this post I made a couple days ago- I still am of the belief that Diablo didn't need its weight increased, nor did it need an over all damage nerf. I think Diablo being 1.5t and having the model match that weight range would not only allow for it to fit more in line with our current roster's size range and be tweaked in other aspects to help it deal with larger predators like Allo and Alberto like I suggested in the post I am replying to now and by allowing attacks like charge head swing to stun an Allo or Alberto could suffice on their own.
Diablo's main combat problems stem from its agility, sparring has helped a lot with improving its agility but trying to hit something that's running while you yourself are running and turning is extremely frustrating. I am perfectly fine with Diablo having worse agility when compared to things like Teno but Diablo would feel a lot better with a small general agility buff.
It would also be nice if Diablo's alt attacks deployed a bit faster.
With the new change to Diablo's size and damage came the growth stage attack power scaling tweaks. This meant the only thing juvie Diablo had going for it (its damage) was taken away without any real compensation as it is still super slow and having extra HP doesn't mean much when things can just keep attacking you knowing you can't escape or really fight back.
I'm perfectly fine with Diablo starting to gain more potent damage as a subadult but the younger growth stages really need something because they are walking buffets to pretty much everything as they are now. This is why I would suggest giving Diablo a custom juvie sprint animation (like what Pachy received in the past) so it can be as fast as a fresh-spawn Stego at the very least.
Buff galli's kick , it sucks , cant even kill a juvie reliably.
Tbh I don’t think an Omni should be able to pin a fully grown Galli unless it pounces it from behind, idk galli stands taller and is bigger it just looks off to me. Galli should at least be able to fight back/buck while being pinned
Freshspawn Pachycephalosaurus goes from 40kg to 130kg at 23%, and 23km/h which funnily enough is faster than a freshspawn dryo to 45km/h at 27%. My timing was about 20 minutes for that last statistic. Just trying to drive my point home.
I mean you could nerf pachy but I don't think anyone wants that
increase diablos bleed on its gore attack at the bare minimum, why is diablo doing less bleed than a teno? 💀
buff pachy, nerf fractures.
nurf teno bleed.
remove juvi omni doing bleed to adult dinosaurs, their claws shouldn't even be able to pierce the skin of some dinos at that point. Also readd death timers ppl keep spawning as baby stegos to help kill people
i suggest making stegos slower when holding the power swing, they may be slower than most, but they are good at ambushing with that new attack. or make them do a sound like when cera holds the charged bite, so its not good at ambushing
The footsteps in-game needs to be balanced, a dilo's footsteps start becoming thuds after like 400-500kg, but as a 750kg carno my footsteps still sound like I'm a juvi
I think it might be more balanced if bucking took less stamina to knock off a raptor, and if it worked faster/bucking bucks off the raptor faster but also drains your stamina more quickly, but to still have the end result not be you WHOLE stamina bar.
I would like to see the speed at which a raptor is bucked off, and how much stamina it takes, to scale to the size of the raptor and the size of the animal pounced, and perhaps vary per species.
But right now, bucking seems entirely useless no matter what I'm playing, and even when the raptor is an itty bitty baby.
i think you guys should do something more with the diet system rather then making every dino the same have a base weight you can get to having no diet but with 3 s diet you gain more weight/health max with 3 dots you gain more stamina/speed max with 3 bread sticks you gain more sight at night and hold your hunger longer/ water with a perfect diet you gain a balanced increase to all of them to another base limit that way u can have many different dinos of the same species and not everyone be the same
Dilo venom change:
Dilo is arguably one of the game's more underperforming carnivores, quickly being outclassed by omniraptor in the current balance state. It also lacks a good amount of horror factor, as its hallucinations don't actually distract, given how loudly they indicate their direction and that they're hallucinations. This aims to change both.
Changes:
- Increased stage 3 envenomation duration from 1 to 3 minutes.
- A bite on an envenomation level 3 target will instantly restore one charge of the laugh ability
- Passive hallucinations can now appear on stage 2 envenomation (active hallucinations spawned by the laugh will not work until they are on final stage)
- Passive hallucinations spawn more frequently on stage 3
- Passively spawned hallucinations no longer do damage
- Passively spawned hallucinations no longer threaten call before attacking
- Passively spawned mutations no longer have a "grace period" in which they stand stationary before attacking
- Active hallucinations spawned by laughing remain the same
These changes lower dilo's overall passive damage output as it removes the passive damage venom provides, however, it also makes it harder (and scarier) to go against a dilo as it creates an air of unpredictability. Passive hallucinations will act to distract the prey, not only from the dilo itself, but from its active hallucinations.
I think the key to dilo balance is to make sure it has to engage at least sometimes and not let venom do all the work, and make it so fragile that doing that engagement could mean it's death if it's not skilled or careful or if it is simply unlucky.
Right now, the counter to dilo is standing in water, mud, or a rock and this is really bad for dilo because now the dilo does ALL the work and the venom does kinda, none of it.
I think instead of hallucination deinos, they should just let dilo hallucinations swim. And since these hallucinations are nightmares and figments of the envenomed creature's imagination who's bites symbolize the damage the venom does to them - Even though real dilos can't jump or climb rocks, I think having dilo hallucinations climb rocks in some kind of weirdly unnatural, nightmarish way would give them more horror while also not being countered so hard by creatures sitting on rocks.
Real dilos should NOT be allowed to climb rocks though.
is dippies really meant to fight each other because lack of food?
Hey, just wanted to address something real small about the Ptera and some key mutations, basically all the ones to do with hydration. Pteras are pretty untouchable as is, aside from drinking and the rare Herrera there's very little risk. But with the 20% hydration reduction, hydration from rain and hydration from food there's practically no longer a need to land on the mainland anymore, whenever you need to rest/log off just fly offshore anywhere and find a small island and when you need to eat, catch a fish then just touch and go from a cliff or tree.
I know they're just meant to be a starter playable but it feels like a waste of a playable with such a fun core mechanic and bit too safe in a game where one of the main philosophies is your never 100% safe. If there was a greater incentive to land, such as a reason to scavenge from carcasses or some kind of foraging similar to Beipis crab search but on cliffs or shorelines, then I feel it would probably be more suitable, although still need tuning down a little.
Dilos clones needs to be able to work when the target is in or around water and is on a rock/cliff, it’s crazy to me how someone can completely invalidate dilos special ability so easily in Almost every hunt a dilo player has, and dilo is one of the only playable’s in the game right now that this happens to.
I think migration zones would work best if they weren't constantly active, and the island itself had some amounts of food naturally spread across it.
Having moderate amounts of food all over the map at all times is what sustains the herbivore players with nutrients and lets them explore more leisurely over the long term, away from the hotspots, but then occasionally getting a migration zone to show up after an hour or two gives the herbivore player a goal to work towards and the promise of more food, some action, or just some socialization. Right now it's just, go go go to the next zone always moving always traveling and there's not a lot of downtime to enjoy the other parts of the game like the map design or ambience or feel any suspense at all because you always have to keep moving no matter what. It also makes it so that the areas that aren't in or near the migration zones are absent of any herbivore activity at all, which means it's also absent of carnivores as well.
Herbivores should have the freedom to travel, it's the main perk of choosing to be an herbivore and it gives carnivores more freedom to travel away from hotspots because there still could be an herbivore around the edge of the map, even if it's not a migration zone.
Hordetest feedback:
Omni’s pin feels a bit.. too overtuned. One omni could pin my 1,100 kg dibble without any chance of fighting back 
edit: full pin from full stam, full health, about 90% bleed
rain needs to have a funtion other than making a ton of noise and it does not stop, i have 45 minutes of full rain, i cant hear a thing because of the rain, this is annoying to be honest
Please, PLEASE, remove the wounded status effect or make it less annoying to deal with. Having your damage reduced and having your stamina regen, bleed heal, and hp regen worsened is like several punches to the gut that just aren't needed. It punishes animals that aren't able to choose their engagements more than it punishes players for bum rushing fights. Having low HP is punishment enough you don't need to stack a billion debuffs ontop of that. At most HP should regen slower at red HP and that's it.
Also the stamina regen thresholds and resting stam regen ramp ups are extremely annoying to deal with- I can get the trotting threshold but there is no excuse for forcing players to have to sit down or stand completely still in order to regen any stamina at all (which leaves you begging for things to maul you as you stand there) completely negates any chance of things making a comeback against anything. Stamina regen ramp up takes way to long to get going, somethings even have slower stam regen even with full ramp up. At most the ramp up should take 5 to 10 before reaching max speed
the omni pin is busted, especially when omni is already OP, bucking is useless. And the fact that they can deadass spam the pounce as it doesn’t punish at all. Please take a look and make utah balanced because its the complete opposite rn
honestly all herbivores should have this type of "preferred food," being able to eat in multiple areas and not forced to go to the boring migration zone. I absolutely adore tenos diet because you can travel the map but also still have to go to certain regions for your diet, (grasslands, delta, highlands, coastal). dibbles and stegos have the issue with their diets especially with things like the horned melon that still dont spawn alot and still dont give anything. players shouldnt be forced to stay in 1 small region like swamp for 2 hrs or be punished with bad diet/starving. Ofc giving all herbivores a better diet and being able to spread out more makes it harder for carnivores to find their preffered diet, so just make theirs also more bigger. idk why carnivores are so picky in this game, idk why we can only eat organs but have to leave a whole body left to rot because it doesnt give us diet. give us the players more freedom. let us enjoy the game and the map. stop locking us in small regions constantly forced into pvp.
Im not gonna sugarcoat it slightly. Pounce to pin is a completely brainless skill-less mechanic that punishes players for existing. Its only purpose is to create less counterplay in the game. It would be best if it is completely removed.
The grapple on Omni needs to be fixed, its way to op. Omni went from being hard to ultra ez. Being able to pin an adult dibble thats low stam as solo doesnt make any sense. No one has full stam all the time and when you start a fight you will quickly lose some and than getting pinned by one or 2 omnis and instantly dying is not fair at all. Omnis should not be able to pin bigger dinos that easy!!
the fun thing about raptor is it being somewhat hard to use, so each kill is very rewarding. just as mr alu said, a raptor being able to solo pin a dibble is absolutely stupid, it takes away the fun of it, which is it being hard, taking some effort, yknow what im saying. doesn't feel right when you can just click right click, should be a blood threshold (below X blood) so we can have a good fight before finishing the dino. as mr alu said, it went from being hard to ultra easy
Why does this even exist :( Full grown, full hp and stam pachy btw. This has been a long time coming and it's beyond frustrating
Now Omni can pin down everyone he sees, even if Omni himself has no stamina. This is not relevant when the stamina mechanic literally ruins the game; there is always no stamina. Half of the problems with balance are related to just this.
And why did this need to be added at all? It is not balanced, and will not be at the same pace. Now, Omni becomes the most OP dinosaur that kills everyone with one click of the mouse if there are more than 1 players in its group.
And reworking bucking is useless for the sake of this mechanic. "because now bucking has aged like milk left out in the sun for two weeks", the example is not appropriate. Maybe if the mechanics stay in one place for a long time, then the mechanics are good?
Even if you want a “game without skill,” I’m afraid to disappoint you, it’s impossible. All games have a skill, and it is impossible to remove it, all that can be done against it is to kill the game, in fact, what you are doing now, without listening to the community, and listening only to those who always like everything.
an omni can currently one shot any dino its weight by itself through pin, def needs some revisiting. had a 500kg cera get killed in a single pin with no issue.
As an Omni main, the grapple ability is too much currently. It’s too powerful. It’s not as fun or challenging anymore. If it will be added in the next update I think it needs to either be more punishing, or more limiting. With a limit an Omni pack should have a set amount of adults required to pounce & pin a larger dinosaur.
As it stands now, grapple is a clear issue. It needs to be changed so it’s not an automatic, skill-less win. It should be a risk-reward finisher move and not a mechanic meant to punish solo play of slower playables and reward brainless use of sheer numbers and a single button click and hold.
A possible change to make it more risk-reward and less numbers = automatic win:
Prey is weak (low blood and low stam), and you know it, so you could go for a grapple and ensure it doesn’t have a chance to escape somehow and finish the fight now instead of drawing it out further. however, the risk comes in if the prey isn’t exhausted enough and doesn’t have low enough bleed; you go in for a pack grapple, and you end up pouncing your teammates from a poor evaluation like how pounce usually works (max of one omni per side + one on back).
TLDR: low blood and low stam should both be the prerequisite for grapple due to its nature. When both of those minimums aren’t met, omni does a regular pounce just as its always been with no grapple initiated.
This change will keep the grapple mechanic, but it will change it to where it’s not as devastating on game balance.
A suggestion to balance pounce to pin
Now this suggestion has... a weak point. But it's the only way I can see it working and I do have a possible suggestion for the weak point
So, pouncing before worked like this before. If a prey item is heavier than the omni, they'll latch. If the same weight or ligher, they'll pin.
So, I feel the simple fix would be that an omni transitions from pounce to pin based on weight again. When another omni jumps something, it adds its weight onto the victim as well, meaning heavier targets can be pinned. Here's the math:
1 omni (450kg) can pin = Omnis, herrera, Gallimimus, dryo, beipi, ptera, hypsi,
**2 omni (900kg) can pin = **Pachy, dilo
3 omni (1350kg) can pin = Cerato
4 omni (1800kg) can pin = Carno, teno
5 Omni (2250kg) can pin = Diablo
Now obviously... things from here get really messy, and the theory does break. Because using this formula, TWELVE OMNIS would be needed to pin a stego and that's obviously silly. Similarly, five omnis on one diablo feels too much too. So here are my suggestions for dealing with that:
The four omni auto pin - Once four omnis are on one animal, so long as it's a reasonable size (3000kg or below), they too will get pinned.
How to pounce 3 ton+ animals - Anything larger than 3 tons needs one of two things to happen to them in order to start being pinned:
1 - There stamina needs to be depleted or maybe under a certain percentage like 25% (the stamina regain on attack mutation is busted and would never allow an animal to get pinned)
2 - At least 3 or more omnis need to be pouncing it
How will this fix the issue s
1 - More time for team assistance. If you need a certain amount of omnis on prey, the herd has more time to retaliate and help
2 - Solos like pachys and dilos need 2 on them, rather than be immobilized by one. They can keep their movement while being pounced, to avoid the second or shake off the first in time
To me solo omnis should be able to pin down if the Target have %25- stam and packs should be able to pin down if the Target have %75- stam
I know the devs are probably already working on this and I know that this is all a work in progress mechanic but obviously this new pounce to pin and the whole bucking system in general needs a rework and a lot of changes because bucking isn’t that effective and Omnis can easily pin everything with almost no effort, even though it is fun it’s not balanced at all.
So, here is my idea on what we could do to make pounce-to-pin more fair.
First, I think bucking should be more effective. I think that bucking should knock raptors off within 3 seconds once initiated. This means that if you want to pounce-to-pin, you have a small window of time to jump on with your buddies and you need to be coordinated.
Bucking should take more percentage of the raptor's stam than the prey's, but the 3 second buck shouldn't take anyone's full stam. I think the amount of stam used should vary per prey species and per weight of raptor and weight of prey (ex: how old they are.) Bigger raptors on smaller creatures should take more stam to buck off, the max being the same amount of stam it takes away from the raptor.
Probably raptors could loose 20% of their stam from a pounce and full buck afterwards, giving them 2 pounce-and-bucks before they need to walk to regen, or 5 pounce-and-bucks if they want to throw in all their stam.
The next thing I think we should do is also make sure the prey needs to be a certain bleed-health-stamina threshold. This should also vary per species and weight. A 30% stego might only need to be lacking, eh, 75% of it's bleed+health+stam, while an adult stego would need to be 20% Bleed+Health+stam, or something. So on and so forth for other creatures.
Without this threshhold being met, omni needs to just pounce things like normal to weaken them.
In my opinion all creatures should be able to buck while pinned and creatures that can be pinned by only one omni should should be able to stun the omni if they escape so they don't instantly get pinned again.
Omni should only be able to pin after the target is completely exhausted
Wader mutation should allow your dinosaur to sit deeper in the water than it normal could

Grapple is way to OP. As I suggested in the past please make it so that there is a maneuverability penalty when additional omnis are attached from added weight depending on animal size. I would also suggest that there should be some negative affects from blood loss such as responsiveness of attacks at super low blood levels probably less than 20%. This would allow any animal to strategically bleed out others over prolonged battles. I do not think a full pin is the way to go. Omni should only be able to pin an animal less than its body weight as it was before regardless of how many are attached. If you insist on doing this pin feature, maybe there should be an additional stamina drain based on how many omnis are attached. Once your stam is nill then maybe pinning is possible.
Opinions on pounce to pin
There definitely needs some adjustments. I don’t think a solo raptor should be able to perform pounce to pin and should require a minimum of two raptors
What determines what you can pin should be purely the opponents current health/weight. With stamina acting as a way to loosen the threshold you need to hit
For example, currently 2 raptors can pin a 1T dibble who is 100% health and stamina
2 full adult raptors would only be around 850kg. Thats still 200kg less than me
Basically atm raptor seems to have a bigger pin threshold than its own weight
I think pounce should have the cool-down animation if you miss again to allow for some level of counterplay/risk
Please make Omni vs Omni better it shouldn’t be whoever gets the first pounce in wins that sucks, I understand if it’s from behind but from the side or the front there should be a chance you can escape.
You know how troodons and omniraptors can damage their attacker even when they're pinned? Why not let everyone do that? It would incentivize potential pin squads to wait until their prey had the "wounded" effect or low stamina to avoid taking excess damage, themselves. Some examples-- a deino death rolls to crush the omnis on their back. A stego swings wildly with its head and tail hoping to escape. Teno might drop on its side.
Tone down how easy it is for Omni groups to pin stuff, it’s very over-tuned right now!
Please don't waste your stam, let it do more meaningful things. You only want to see yourself become stronger, but you don't want to see the rise of omni.
The damage on grapple is fine. The issue lies with how easy it is to perform it on smaller animals. I don’t think a single raptor should be able to perform grapple and should require two at least.
So if you just want to continue bleeding someone you send one in at a time
The threshold for when they can pounce things should also be increased because being able to instantly grapple a pachy as a single raptor is a bit over the top
dont think i should be getting pinned by 1 raptor as a 70% diablo from full health to dead. way to long of a grow time for one OP raptor to end it all.
I don’t see the harm in helping pteranodons stamina situation and buffing it to its previous damage/hp stats. Its not like it can be anywhere near as much of a problem as a land dino could be balance-wise. Just throw a bone to pt im begging
I think omni pin shouldn't just depend on weight but on HP/bleed/stamina as well.
Omni should be able to pin animals that have HP/blood/stamina below 25% IF they are in the right weight range.
(Weight range must be revised because currently, it is way too OP.)
Eg.: Pachy gets attacked by 4 omnis. Omnis can pounce but not pin. Only once Pachy has below 25% HP, below 25% stamina AND below 25% blood.
Reason: A healthy and strong animal in reality is able to defend itself quite well. There is a reason why predators choose the weaker animal to attack. A Dibble or Pachy still more than able to fight should not be pinned down. It should not be game over for the player. Give the players a chance to fight. To have a proper PVP. Do NOT make grapple into a 1-button-kill feature that takes away the literal gameplay and PVP from your players.
Also, it is difficult enough to be a juvenile and start a new animal... Now omnis can just pin you down, giving you no chance to fight or flee from them. So, even with younger animals the same should apply. Omnis should not pin something that still has the strength to fight back.
Pounce/Pin/Bucking need to be reconsidered. I propose:
Pounce should not drain the target's stamina automatically or cause a penalty to stamina loss, and instead should reduce its movement speed (depending on weight ratio of raptors and target) and possibly turn rate to a lesser degree. This makes it harder for the target to reposition or knock off raptors, and easier for additional raptors to land a pounce or bites, while reducing the likelihood the target hits a stamina recovery threshold automatically as a result of the pounce.
The stamina cost of bucking should be reduced, or at least the weight-ratio-to-stamina-loss should be adjusted so that a much heavier bucking dinosaur loses less stamina from a much smaller raptor. But the more raptors are on the target, the more stamina bucking costs to remove them.
Pin should require one of the following conditions:
- The pouncing raptors combined weight is at least 1.5x the weight of the target dino
- The target has raptors on all its pounce slots
- The pouncing raptors combined weight is at least 0.5x the weight of the target and the target has no stamina
Finally, I might also consider greatly reducing the amount of stamina loss for raptors that are pinning unless the pinned target bucks. This would make it so that if you are pinned your only option is to buck rather than waiting for raptors to lose stamina and disengage.
I think these changes would make it so that getting a pin requires more teamwork on the side of the raptors and has more counterplay for the target. It also makes it so that smaller dinos are still vulnerable to being pinned by 1 or 2 raptors, but have an opportunity to use their stamina to fight or flee rather than blowing it all just to get a single raptor off. Pin can be used as an opener if well coordinated in an ambush (the speed/turn penalty making it easier for each successive raptor to pounce) and as a finisher (the target has no stamina so you don't have to wait for it to bleed out)
Omni grapple should not work on animals that have HP above red and more stamina then 25%, if these 2 requirements are met the omni should be able to pin whatever as long as there's enough omni's pounced on.
Dinos that can be pinned by omni that are less than it's weight class should be able to buck out of it and punish Omni's HARD if they manage to escape.
Biting Omni's when they're pinning another dino down should knock them on the ground. This is just some of my feedback after being pinned with no counterplay.
i personally enjoyed being able to fight a creature until it was actually able to survive all the way until that screen went black, but now u js watch as 2 of ur friends pin a fg gator while the rest attack it, free food no fun
Dilophosaurus Hallucination Changes
I feel Dilo should have hallucinations spawn more at stage 3, and thus increases the overall pressure on prey. The hallucinations wouldn't deal damage, which lowers Dilo's passive damage output but sort of introduces a more "complex" challenge for the prey/victim. They should also no longer have a moment of hesitation where they stand still for a bit before aggressing/attacking, the hallucinations should immediately launch the assault and adding to the disorientation, which could help with disorientate dilo's victim.
I think we should make Diablo grow faster. It should grow as fast as teno/carno/cera and be balanced to be within their combat tier as well.
Right now, for an example - It grows almost as long as stego or deino - And has to deal with all the pain of being a slow herbi like stego, and almost all the cannibalism deino sees, and yet deino can just... Oneshot it via drowning, even though they both grow almost the same and suffer the same (with added migration zone difficulty to Diablo.)
Please stop suggesting "raptors should get thrown off after X amount of seconds of bucking." After that set time is up, a teno tailslam and kick combo would stun and then kill a raptor upon dismount. A single stego swing would kill the raptor upon dismount. And for anything else that wouldn't one-shot the raptor upon dismount, would still be free and lazy attacks.
Prey stamina is going to be a lot more important if it becomes a factor as to when the creature can be pinned (which most people seem to be voting for, myself included.) So I do think that bucking should cost less stamina to the creature being pounced, but under no circumstances should raptors be forced off after a few seconds. I think raptor players deserve more free will in their fighting style than that. Could they detach before their X amount of seconds was up? Sure, but then it's basically tap-pouncing again, only without all the blood damage that comes with it. Pouncing wouldn't be very useful at all.
As for pinning, it should have a number of raptors : prey item weight ratio. For example, a couple of raptors could pin a young teno, but all pounce slots would need to be filled to pin an adult teno. Additionally, there should be a set blood (Not health) and stamina threshold (plays into wearing your prey out first) before pinning can happen. I don't necessarily think that the raptors stats should affect whether or not it can pin, because raptors use a lot of stamina when fighting and they're very squishy compared to most other dinos. Pinning should be a way to tie up the end of a fight. And needing a set number of raptors to pin certain things would discourage cannibalism (which should NOT exist for raptors anyway) and promote pack hunting.
I think if pounce to pin can be fairly balanced if the values are adjusted better: like lets say a dilo is getting pounced by 2 omnis, when at full stam, dilo can carry 700 (its own weight) and if 2 omnis pounce it its 450+450=900 so it should get pinned, which is fine cuz its pretty hard to double pounce a dilo, if its below 20% its carry weight becomes halved which is 350 so a solo omni can pin it, I think its fair if it was like this, since 20% stam you dont wanna get down to anyway. If youre below 10% or even 0% stam maybe it lowers the max weight you can carry to 1/4th or 1/5th of your total weight. Dilo is just a reference, same could go for any dino, basically being below 25% making you carry half your weight. Omni used to be fun to play because it was harder to play, now its just a pounce spam bot
How did even grapple went through QA, especially in such OP state? I thought devs said the grapple mechanic will depend on skill and not amount of raptors? Omni isn't fun and it's not fun to fight against them since if you find a megapack of omnis and you're a solo teno for example, you're done for since if only a few pounce you at once, you won't even have the chance to fight back when pinned down and will lose 2-3 hrs of growth in just a few seconds to some dumb ability.
Look into the grapple system. It just doesnt even make any sense, i know you devs wanna make the game reallistic n stuff but the grapple mechanic is not balanced properly. Ik it's hordetesting (thank god), but at least sort it out in the beginning so it would be easier for you to fix something in it in the future.
Make prey be able to fight back when pinned down, make bucking way more effective, make baiting a thing in omni combat again, since with the grapple update omni just has a RMB spamming playstyle.
Bring back the punishments for omni. If it misses a pounce, it would need to recover before moving away, just like pachy after it misses a headbutt.
With each missed pounce omni will waste more stamina.
Grapple should waste more stam, since the prey will be trying to escape underneath the grip of the raptors.
Overall grapple shouldnt be as OP as it is rn.
Make Troodon venomous at 35%
Give parents a extra slot for mutations, so parents actually get something for nesting
Pounce to pin should depend on the weight of the animal and how much stam/blood/hp it has , in my opinion if any of those stats are 25% or less you should be pinnable, for example a pachy or dilo that has 25% or less hp or stam or blood should be able to get pinned by one Omni but for a animal like teno 2 or 3 Omnis should be required for the pin. Also please make it that if you get pounced your speed gets reduced depending on your weight and how many Omnis are on you. Also for example someone should ONLY get instantly pinned if they get pounced by multiple Omnis that far exceed there own weight for example if a single pachy gets pounced by 3 Omnis at once it should get instantly pinned because that’s 1,350 kg vs the 500 the pachy weighs.
I was just pinned by an omni roughly the same size as me (i was a dibble juvi) it just kept pinning me until my bleed was super bad and I died. This feels a bit unfair and unfun. Should't there atleast be some way to counter the pin? I didn't have low stamina either, when this occured.
Perhaps omnis could only pin when the stamina of the pounced reaches a certain point? Or if the pounced animal is actually considerably smaller. Or if there are multiple omnis pouncing. Just a thought.
Also, I really think stagger after a missed pounce should be added back. Omnis are very powerful right now, and it's not too hard to land pounces.
Hear me out:
I just lost 100% cerato to one omni pinning me down while I had 80% stamina would be appreciated if you dont take 3 weeks to release the most basic balance changes to the game
NERF Raptors! thats not normal anymore .... 1. to much bleed damage 2. they are to strong in grabling ... they are able to pin a full grown Stego - he can pin a baby dibblo with 3 people and a large adult stego too.. I see a problem here. It shouldn't be possible to have 3 raptors attached to a baby dibble and kill it together... the hitboxes are totally exaggerated. If three raptors hang on a large stego then that's still okay.
A new mutation that allows you to buck of other dinosaurs and consume less stam
As it is omni is far too strong and has virtually zero downsides to pouncing and pinning. Bucking stam cost needs to be lowered far more then the current or even Bring back the old omni stunned landing animation from missing pounces.
omnis are not OP. pounc itself can be countered by piles of stuff. Throw the omni down on stones and trees, stand in the water or stand on a wall or kill the omni while it punches someone else.
A mechanic-idea for mixpacking haters (or play on a ruleserver):
Try to avoid mixpacking by implementing a dinosaur fear system.
This leads to physical impairments in creatures that spend extended periods of time near species they should not be interacting with.
- Carni with Carni
- Carni with Herbi
- Carni with Omnivore
This realistic challenge encourages strategic behavior and helps maintain the immersive gaming experience for all players!
These physical impairments could be on speed, damage and vomiting (cause of fear)
Diablo suggestion:
1.5t weight, 250 attack, 38 speed.
It's a quick grow small ceratopsia, may work like boar (in real), have not bad speed to run away from big predator and good attack to beat something no bigger than them.
Not a cheap trike or a snack for rex.
Grappling should be based on stamina when the dinosaurs not 2x outweigh the target
700 kg omni should easily grappled 100 kg troodon
But when omni tried to grapple 400 kg pachy then the first thing that pachy experience is insane stamina drain, when it drains completely then pachy will be completely powerless
For larger dino like teno, the stamina drain from holding multiple omni pounce should be less
The bigger the target dino == less stamina drain
So 1400 kg teno when getting pounced by 2x700kg omni would require 2-3x the time of 700kg target dino before it gets to powerless grappled state
Small Tiers as of the current Hordetest patch:
Beipi:
- New stam amount is FAR better for long distance travel, it's overall a very good change and one I deeply appreciate
- New surface swim sprint speed, however, I am less fond of. You barely move any faster than simply wading normally on the surface, meaning it's exceptionally hard to really do anything unless you're submerged. I can understand wanting to encourage more dolphin diving, but find a healthy medium, because current beipi swim on the surface is very underwhelming. When sprinting on land is faster than sprinting on the surface of the water as an aquatic creature, there's an issue.
Hypsi:
- Growth as this little guy is fun. I like the fact it can now acquire all 3 mutations and grows EXCEPTIONALLY fast.
- Charged jump stamina def needs a look at. It drains upwards of 20% stam, and although it does grant a quick regen, the regen is cancelled by any stam-action, including swimming or jumping again
- Please work on giving this creature climbing. as well as INSANELY high/no fall damage. The squirrel niche this animal can have sounds insanely fun, and with growth, there is actually consequences to your actions.
- Perhaps let it be a permanent resident of sanctuaries, able to eat sanc mushrooms for diets at all ages, considering Troodon also is able to live in there permanently, and it would provide young carnivores a consistent resident to try and hunt, given its small size
Troodon:
- Honestly... No complaints. Really fun, venom is stronger, pounce is cheaper, not a single issue.
- Perhaps as a sanctuary hunter, always let it see the position of nearby sanctuaries. If there's no penalty for entering one at any age as a Troodon, let them always find them for if they want to try hunting some nearby juvis? Not an issue, as it's quite easy to remember sanctuaries, would just help new players realise they're supposed to be able to be in there at all ages, and help new Troodons find good hunting grounds as a smaller group/solo.
- Mimicry (please?)
Dryo:
- Ever since Troodon got its health buff, it went from having a fun matchup with Troodon to just being outclassed, and that's even more clear with the recent buffs Troo has been getting. Dryo merely has 10HP more than Troodon, and can't keep up with Troodon's superior aggression and damage output.
- Perhaps granting a stagger to the tailwhip and kick (but only for very small animals) would help a little bit in bringing it up to speed in fighting these threats?
- Also, burrows.
Can we please get a final clarification on the values of health, specifically if and how they relate to weight.
Right now, we've had instances where the Devs have said health doesn't equal weight in some cases, for instance troodon. Please unveil the curtain and show us some numbers, because a 3 tonne diablo I can only assume doesn't actually have 3k health and you've just adjusted the weight and kept the health. If you have given it 3k health, that's another can of worms I won't go into
I don't think I comment much on the game balance anymore as it seems pretty clear that it's just a big waste of time and energy doing so. However this one is kind of too big to miss out on.
Pounce to pin is in my opinion the most ridiculous and busted mechanic ever introduced to this game I have seen in 3 years since I have purchased it. It tops the vomit lock from cerato beginings and the brief time carnos gave fractures on charge on the 4.0 QA (before there was locational fractures).
Pounce no longer has any counter play, since a while now. Recovery animation which used to be around 3 seconds was nerfed to 1.5 seconds then entirely removed under the pretext of "Losing control of your dino is not fun". Nothing was done to adjust for this massive nerf to the entire rest of the roster except some lousy bucking adjustments perhaps. It has been more than a year now since this happened.
As it stands now Omniraptor is an assisted dino. You run up to our target, press 1 win button to unleash a super strong ability at little to no risk and profit from it. It's also one of the most played species by default probably because it's a Jurassic Park fan favourite and of its shorter growth time. At the end of the day this new mechanics is like giving a loaded gun to a child, meaning it's empowering one of the most over picked specie to form huge packs and swarm anything that move with no counter play. Buffing bucking is not gonna cut it. I think it's pretty clear that most players out there will pick the dino with the win button, compounding the negative effect of giving such a strong ability to omni.
This mechanic solely benefit larger packs at the complete detriment of solo / duo players. If there is one thing this game didn't need is more reasons for people to fill up a server with 30-40% of omni raptors mega packing, barking and swarming anything that move.
I don't think any amount of nerf to this ability is gonna cut it unless they introduced again risk as part of the equation like having a good 2-3s recovery back on failed pounces. Risk needs to be part of the equation when deciding if you should hit that RMB win button or not, which it isn't one single bit at the moment.
Adding the animation recovery back would mean:
+ Chances for preys to bait / juke and punish greedy pounces and give more options in fight than just getting swarmed and looking at the circus of omnis doing rince and repeat pounces while hitting bucking / running against a tree
+ Make omni players think twice before pouncing, slowing down the rate at which they will most likely swarm someone
+ Introduce risk attatched to one of the game's strongest abilities
+ More omniraptors dying therefore reducing the amount of adult omnis on the map at any given time
Even with the current nerfs going on on the pounce to pin mechanic (I'm sure there will be more to come). It might be worth noting also that such balance decisions ultimately benefit only large groups of individuals or clans and that typically most players after getting swarmed and wasting many hours of their life growing a dino only to get killed within 12 seconds by a specie representing 40-50% of the server will either apply to good old mantra of "If you can't beat them join them" or move on with their life until the next patch. Which will ultimately compound the issue. If most of your server is playing omniraptor and end up being bored out of their mind because they only bump into a potential prey that they can swarm within 15 seconds once an hour, while you are also introducing a bunch of mutations specifically for buffing "cannibals". What do you think the end result will be other than a gigantic cluster f#ck of bored omnis murdering each others and being super toxic?
Diablo did not need another weight increase, or any weight increases period. It was perfectly fine with the damage and size it was at when it first was released.
And in this feedback post, I want to go into more depth on why I stand by this idea and explain how 1.5t Diablo can be viable alongside Allo and Alberto.
For starters, I would suggest that if Alberto and Allo are going to get an ambush speed boost, to make Diablo faster than Alberto's and Allo's base speed- I don't think this is a tall ask as Diablo's sprint not only looks fine at borderline 38km/h (37.8kmh) with the nocturnal or diurnal speed buff mutation and since most sprint speed suggestions I've seen for Alberto and Allo are around 36-38kmh I think it would be more than possible to have both these animals at default sprint speeds be just a bit slower than Diablo.
On the topic of Allo and Alberto's potential ambush speed buffs, I would like to mention that the speed boost's potency and duration are yet to be specified- the only thing I would suggest is to make the duration of the ambush speed buff should not last nearly as long, or be as strong as it was in Legacy. And/Or potentially have the ambush speed boost drain more stamina then default sprinting.
Considering most of Diablos food is in open areas it makes it far easier to spot these predators and gain distance before they can attempt and use their ambush speed on you.
Next I would take a look at Diablo combat capabilities, as mentioned previously I think reverting Diablos damage back to what it was in the initial HT branch would be more than welcome- but besides that I think allowing Diablo to not grappled/pinned from the front by Allo or Alberto (or predators in this size range) would be a very good idea as it would reward Diablos who manage to get into a good defensive position an edge in a fight. Ontop of this I would enable Diablo to CC these animals with its charged headswing and give Diablo a special property where it can ignore leg damage modifiers, allowing it to do the same amount of damage it would do on a body hit. And finally, I would increase its agility while in the sparring stance and bring back sprinting backwards when in this stance. These changes would help Diablo deal with these larger animals a lot better in a 1v1 and bolster their herd potential as well.
Before I forget, I think that if Diablo is shrunk back to its 1.5t size the model should visually match the weight of the animal. And **PLEASE **give the juvie growth stage a custom sprint animation that makes it a bit faster than juvie Stego at the very least.
So why am I against 2 to 3t adult Diablo? The reason why I am against this massive size increase is because it shrinks the Cerato and Carno sized roster (psuedo-mid roster) down significantly, ontop of this, 2t/3t Diablo feels like another Stego tier playable meaning you can’t approach it as any of the in game carnivores without a large pack and significantly reduces prey options for solo Ceratos and Carnos leaving the only similarly sized game left for them to hunt as Teno. Diablo being at this size also nulifies the complaints people were voicing about its fairly overtuned CC capabilities as it has the weight to "justify" its cc thresholds.
Furthermore doesn't help that Diablos can get in extremely large herds and become extremely oppressive to other herbivores. Diablo being a threat to other herbivores is fine, but right now it feels like it has the power, the CC, and the health to just do whatever it wants to any herbivores it shares resources with. If it had power, reduced CC/adjusted CC values, but not the health Diablo would feel far better to play as and play against and would open up a ton of diversity in prey items and size variation to the rest of the roster.
Crocodylus porosus is able to survive without food for quite a long time due to its slow metabolic rate and ability to store energy. In natural conditions, adult crested crocodiles can go without food for several months to a year, depending on environmental conditions and water temperature. In extreme cases, if access to food is limited, they can survive for up to two years by using their fat reserves and reducing their activity levels.
Deinosuchus, an extinct giant crocodile-like predator that lived in the Late Cretaceous period, could theoretically have similar abilities to survive without food, given its size and similar physiology to modern crocodiles. Given that deinosuchus was even larger than modern crocodiles, it could probably have gone without food for at least several months, and possibly longer – perhaps up to a year or even more, if you take into account its large fat reserves and low metabolism.
It is necessary to increase the capacity of the stomach of deinosuchus or to make it starve less.
I am once again asking for stun on fracture for pachy after that it would never have to be touched again it would be perfectly balanced imo.
My suggestions about changes to grapple/pin mechanic👇
BALANCE THE GAME
Dinos like carno can't even hunt "small game". It can't knock it over because of the horrible changes made to charge. Pachy is literally just legacy pachy with fractures (bring back the stun and increase the damage and nerf dibble back to 2 tons. It takes 17 carno bites and 20 cera bites to kill it. How tf is this balanced. Stego is OP asf and can 1 shot carno to the body with a power swing.
I think there needs to be a patch/update just for balance to rebalance the game
I think there should be atleast 4 or 3 Raptors to grapple to pin.
I think 2 raptors are too few.
Also mix packers can abuse this by sending 2 raptors to pin anything while the slow heavy hitting ones get an easy hit on the pinned dino.
Add modding
Make bucking actually do something: increase attackers stamina loss by 50% when being bucked off.
undo the latest dibble update, do not try anything fancy, you will mess it up, just undo the latest dibble change
Limit dibbles ability to knock down to things its own size. They're currently able to just toss around things far bigger than themselves like ragdolls.
This is just my opinion. But dibble should not be 3T. Dibbles whole thing has been that it’s still not as large as things like Maia and para but can still punch up well. It already has good defensive capabilities with its damage reduction on the head. The extra 1,000 health isn’t justified imo (even if the original model size is scales to 3T
I feel the bumped 2T was fine enough where it was bigger than most things that hunt it but wasn’t too much of a problem.
I would prefer if dibble got bumped back down to 2T in weight to make it somewhat possible for duos of carnos to continue to hunt them with caution or just groups of cerato’s or dilos to hunt them
so idk if the dibble buff is temporary or for testing proposes right now but why can a dibble stun a fully grown stego?
May dilo be allowed to have a better slide?
As in the slide allowing dilo to do a 180. That’s literally all I’m asking for dilo
Improve Hypsi and Beipi stamina. Hypsi wasn't too bad but beipi is worse. I have yet to try ptera but I'm sure that needs stam buffs too.
make grappling purely weight based this would make is so solo grapple cannot be done on most dinos unless they are small and would make it so Grappling would require teamwork to take down larger dinos
Change the time to get up after being knocked over by a diablo, it makes no sense balance wise that they can get 4-5 hits in on a carno before getting up
why on earth is diablo able to knockdown a full grown steg, we all know that it shouldnt be able to do that.
fix beipis surface swim speed, they cant even catch the crabs they dig up, changes to beipi is bad
utah 1 shotting pachy with pounce/grapple is iffy. Let alone carno
Instead of the recovery animation where missing the pounce leads to a short stumble animation where you can keep moving but trip and slow down for a second so that it’s not completely over for you but I sharp witted enemy would turn and get a bite on you
Drowning a player that has time invested isn't fun for that prey player, and is skill-less for the pinning dino. I sit and watch the light drain from there eyes.. its so engaging
Fix that dibble can knock down things 2x it's size(and stun things 4x it's size),it can even knock down adult stego with no extra stamina cost,how could this happen?
What is even the point in playing smaller dinos such as beipi/pt if their stamina is as awful as the largest dinos? The freedom that you would assume comes with smaller dinos just isnt there.
Balance Teno quick it can be possible that steno can easily stun and keep spaming stun and nothing to do, or tail attack or kick but no both stun, righ now are a hard tank to nuke.
Increase attacker stamina decrease by 50% when being bucked off, Reduce stamina loss when bucking by 50%. There have have been times when ive lost all of my stamina from bucking and the raptor was still on me.
fighting on dibble is in need of a rework in my opinion. every single time I’ve run into aggressive dibbles, they have a large group that locks me into the sparring so the others can left click me to death. there is no skill involved in it, it’s just a numbers = win. I’ve seen large groups of dibbles use this method to kill off any smaller groups or solo dibbles wandering into zone for diet and it’s frustrating to lose hours of growth and not be able to do anything about it whatsoever. if skill was involved, being able to have a chance would be nice.
dilo weight 950 kg
I used all my stamina as a galli bucking off a raptor and it still had more then enough for lethal bleed and to run me down. bucking should always drain 2x the stam of the raptor compared to the target so that they cannot use a pounce (not pin) as an immobilisation tool and then just run you down
if posible balance smaller dinos like troodon, pt, hypsi, dryo and beipi to have way faster stam regen then larger species like in spiro. it would also make sense that jumping would cost way less stamina then a utah(omni) or teno. i sometimes get my self in a hard spot as troodon after missing a couple pounces your stam would already near half wich isnt bad but getting that stam back mid fight as a pack hunter is almost imposible in some fights. troodons also die fast due to hitboxes and lag you will most likely die to a alt of any dino. since they all can one shot the troodon.
do something with carnos ram turn rate (bring back drifting) just give us old carno from first versions of evrima also do smth with small dinos stam usage like beipi,dryo,ptera and bring back old dryo dash
Pteranodon suggestions
Pteranodon needs to be reworked. Its stamina is abysmally bad and it is not fit for battle. Here are a few suggestions:
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Charged peck
This would be a cool ability to make Pteranodon combat tough. The attack could be charged during a turn to then attack the prey and repeat the process. -
Diving
If pteranodon were able to dive, it could also hunt elite fish. This would expand its role as a fisherman. -
A reworking of the flight system
At the moment, the flight system consists of two steps: first, gaining altitude and then gliding for longer periods of time. For example, you could gain speed with a dive and then climb back up into the sky. -
Warm updrafts
These would be spread all over the map and help the Pteranodon to fly longer distances without consuming stamina.
(Translated with Deepl)
I think it would be much better for the balance of the game if Diablo returns to 2 tons or its original stats, unless there is something that will prevent the next updates.
About Herrera. First of all, there's no a single animal or never were, that will jump from 60ft high trying to land in some prey, this is ridiculous, if you miss, you will suffer severe damage that will for sure be your death, and how hard must be, to plan that jump and execute that jump, how much courage would take to do so. So there is the super high risk, the needed of skill, and in the game, all you have to do, is point and click, not fair, if was harder, if also required skills, would be ok to hitkill a full omni with a headshot. But atm, ISN'T at all, so my suggestion is to nerf it or fix the system, make it harder to hit and idk how much damage it takes from fall rn, but got to be severe, he must also have the courage to jump to a possible death.
Who asked for dibble to get more weight? Literally nobody, not a single soul. You doubled it's weight within like 2 weeks, with no time to test it. It's so unbalanced I can't understand what the idea of it is.
I get the whole "start high and lower until it fits" thing you guys are going for but you've got to have a rough sense of how high to start beforehand
Knocking over stegos, being able to knock things down for like 5 seconds at a time, being able to spam attack while running, having way too much weight for how big the model is(it just doesn't make any sense at all, what does this creature have bones the density of steel or something?) and being way too op at juvi stage
Please, for the love of God, do something about stego's current (Horde Test) state
When stego's rekit first released, it was disliked (for pretty obvious reasons). It had an insanely high damaging move that it could effectively ambush with due to it being entirely silent, and was an utter bane to young diablo (although that is, imho, far more a statement on how bad diablo is through growth rather than how OP stego is). However, these recent balance changes are insane, given that this is supposed to be a way to fight against rex
The Sound:
This is by far the best and most necessary balance change. The recent changes to make stego actually vocalise when its raising its tail grants players an early response to react, and also is aggressive enough to warrent someone reacting appropriately to it being immediate danger. Fixing the issue where it didn't vocalise while moving was also an excellent change that prevented people from getting around this sound in their "ambushes".
Never change this, this is the nerf it needed to prevent that style of play and give players warning about aggro stegos and allowing them to react. In fact, change the "moving" variant of this call to be as loud, if not louder, than the standing call. It's strange that a literal charging 6 ton behemoth is quieter than the same behemoth but completely stationary, and it again leads into that "ambush" mindset.
The Stamina:
Stego's biggest problem before the rekit was stamina. Its jabs took up a great deal of stamina, and it couldn't do it any more after its out, leaving it defenceless. This has been (thankfully) fixed with the new changes, with stego now able to jab out of stam, but this still doesn't excuse the change to the powerswing now taking 10+% stamina.
Not only is this utterly absurd for ANY creature (that isn't designed to live a very sedimentary lifestyle) to have one of their primary attacks take this much stam (looking at you, carnotaurus), it's meant to be, y'know, the attack it swings onto rex before sprinting to get distance? How do you expect it to do so consistently with such an egrigious stamcost?
The Cooldown:
This is BY FAR the worst part of the changes. I could forgive the stamina, but this cooldown is just horrible. Stego went from transitioning into an "aggressive" stance and being able to use quick swings while staying in the stance or a power swing that would take you out, to literally only able to do one of those attacks before being clunkily put back to its standard state and forced to stay there for 3 seconds. This gives stego INSANELY high durations of just being completely open to hit, an issue it had before, but now its somehow worse.
It makes the animal feel clunky, and not in the "oh it's a big and heavy dinosaur" way, but in the "dear god this is just not fun to try and control/fight with" way. This needs to go. Any motivation I had to play stego is now entirely gone, because it went from "insufferable, horrible, easily countered meatsack that sucks to grow", got a rekit, then was immediately turned back to "insufferable, horrible, easily countered meatsack that sucks to grow".
Make it that if diablo impales something with its horns its still able to attack because right now you cannot do that thus leaving yourself defenseless.
make ceratos give vomit sickness after Atleast 2 good bites and not getting it from a single nip at the tip of my tail
Raise the speed gain on dryo, let it start at >30km/h (much like troodon) when it first spawns and reach top speed before adulthood
The "eat to heal" mutation is absolutely busted on cerato, currently you can just chug a corpse while at full hunger and heal all the way back up. I'm unsure if this a bug or if its intentional, either way it should be addressed. I was fighting some diablos, they got some good hits on me and got me to yellow, I then ran over to a dead baby diablo and healed to full hp before my bleed even started healing. Personally I would make it require filling up your hunger bar to heal, that way you can't just tank a lot of damage, then run off to the previous kill, chug it and heal to full, then come back to the fight and repeat.
Yet another "Diabloceratops should not be able to flip a fully grown Stegosaurus" feedback message. Change it.
Nerf hererra, doing half bleed in one pounce to a full adult cera is insane
thanks devs so much for listening to the beipi swimspeed feedback!
Please give gallimimus back it's 510kg weight (still allow it to be pinned by a single raptor, like it was on release) and reduce its kick from 5 to 2-3% stamina.
Back when galli was 510kg, it had an incredibly fun matchup with raptor on both sides. In a 1v1, both sides felt like they had a unique set of abilities.
Raptor had superior damage, agility, and the ability to pin galli
Galli had superior health, speed, and the ability to stun raptor
In group fights, raptors could work together to pin gallis who had separated themselves from the group, or herd them to a place where it'd be easier to attack or pin, whereas gallis could group up on a lone raptor, or kick a raptor to help break a pinned galli free.
Current galli ALMOST feels good with its fast trot and long running stam, but there's nothing really fun about making a galli herd, or reaching adult galli like there was back in U6.5. I do think that galli's kick should not be free like on release, because that made it far too easy to play, but 5% is simply too costly for a runner animal, especially one with such a lengthy stam regen time.
I really miss the days when galli herds and raptor packs would have these amazing balanced fights, it always felt so cool on either side, and I'd love to see it again. As it stands now, galli just feels like prey to everything, without a really cool matchup to its name. Raptor used to be that, and I'd love to see it again.
since deino starts really small now maybe add schooling fish to their diet so there will be a food source available other then canibalism
slow down crabs in water or increase beipi swim speed on the surface, its almost impossible to catch crabs when they're so much faster than you
Dryo's front directional attack lasts as long as a missed pachycephalosaurus ram, reduce it
I think cerato's charge attack should waste stamina. That way cera players will have to keep an eye on their stamina when they're using charge bite too. Add back the recovery after a missed charge bite as a punishment. I don't think a dinosaur would not be tired after holding its mouth wide open for a long while, dozens of times.
Diablo's hitbox is still terrible.
Was hit in the tail as Omni and knocked over.
I jumped over one and was knocked over when I was in the air over him
Change the mutation when all incoming damage is reduced by 15% when fighting a larger species. This is unfair to creatures like Stego and Deino because Deino is technically larger than the Stego however almost all fights even before this change went to Stego anyway and this change makes the Deino vs Stego battle even more unfair. Remove this mutation for all animals that exceed the 4000kg weight.
Dibble should not be able to take on 4 adult Carnos. 1 sure, 2 maybe, 3-4 is totally broken.
Currently, Dibbles are bulling the entire server.
so ive heard the omnis can pin stuff now with just 2 needed? i feel like carno should have a socket added on its back and take an omni on each hip plus its back to pin it, and for a stego to need at least 4-5 omni at a time for a pin
As a player of 6000 hours of evirma, I can't understand why Theisle's team is so obsessed with adjusting the Omniraptor's left-click attack speed, is that important? And biting too slowly will make the player experience so bad
Dryo Feedback
Dryo currently has the right click attack with charges, make it so that when dryo is pounced and pinned down it can slick its way through using those charges to make them more useful
Dibble is too slow when its young
Dibble grows in size and weight pretty quickly in its early stages unlike its sprinting speed. It would be very appreciated by all us dibbles (trying to get to our nearest sanctuary and/or migration zones) that we could run at a speed that better matches our physical size. In other words, please increase the max speed values of juvi dibble. Thanks : )
So, I have been testing Diabloceratops on the horde test servers and so far, about 90% of the time, I have been killed by the bigger Diabloceratops for no reason, and I was always in the growth phase. The point is, smaller Diabloceratops have zero chance to escape in any way from bigger Diabloceratops. This creates major frustration while playing the game. I understand it's okay if carnivores do this, but herbivores doing it just does not feel right. Maybe like 10% is fine, but in reality, it's not like that.
I hope something can be done about this.
Lock pouncing or just the bleed that comes from it behind an age requirement, like Troodon's venom, their claws'll sharpen when they get older
Ptera has had an awful time figuring out what it wants to be. While it should have fishing as part of its gameplay it should be an excellent small animal hunter (mainly Juvies and small things like dryo and troodon) this is a list of changes you could do to make it better at hunting alongside some small gameplay stuff
. give Ptera a dive ability and to burst out of water instead of just stopping and floating to surface
. allow clinging to regen up to 15% stamina
Combat Stance
Pteranadon will get a combat stance allowing it to properly land and brawl smaller things on the ground. While in the combat stance Pteranadon cannot takeoff and swapping back to passive stance allows it to fly but it will return to the more mediocre stats it has rn
Combat stance does this to Pteranadon:
**.**Durability increases to 115
. Peck damage raised to 55
**.**Sprint speed: 44kmph
**.**Sprint time: 3.5 minutes
This lets Ptera brawl small things on the ground when given the chance
Ptera will also get a high risk high reward attack that allows it to instantly gain the upper hand in a fight against other small creatures. It will get a divebomb that has it burst itself at targets to slam into them knocking them over with somewhat high damage. The maximum weight it could knock over is 300kg
It would work similarly to herreras divebomb where the damage is based on height and weight of the creature. You would still have to aim the attack and messing up will result in you crash landing as you would normally. This leaves you wide open to attack considering you will still be in your passive stance. So the attack is mainly only useful in the scenario of an ambush
This is to all to help Pteranadon feel more equipped to feel enjoyable as a playable while still staying frail when trying to takeoff as this should be when it’s at its most vulnerable
Diablos stun? ability is great but needs to be changed a little bit. Currently, Diablos who stun another Diablo can repeatedly do this, over and over.
This means who ever is getting pushed to the ground can never get away. The moment they are in the 'standing back up' animation, they are instantly put back onto the ground. The stun can be spammed over and over, until you are dead. You cannot run away, you cannot fight back.
This also holds true for Diablos stunning other dinosaurs. A diablo can repeatedly stun a Stego, and even stun them through attacks, like a tail swing. And the moment you are caught, again, there is nothing you can do. The Diablo is able to simply stand there and spam the stun on you.
I propose that for any dinosaur who is stunned, they cannot be stunned again for a short period of time, even if its only for a few seconds. This can give you time to get back up, reposition, fight back, etc.
I think if we make the Diablo weigh 1.5 tons, give it back its 300 bite force and solve the food problem, there will be no problem.
Galli
Please buff Galli, make it have the same stamina consumptuion as Teno Attacks, or increase its weight to match utahs weight, cause its annoying having it constantly get pinned down. Or you could get rid of the speed build up also if you don't like the past two suggestions.
Also please increase Galli healing, it is very aids and horrible and makes me want to jump off a cliff, please.
Update to this because I genuinely wasn't expecting the new Stego nerfs
While I LOVE most of the nerfs you gave it (no joke, they're very good, reducing juvi stage stego's damage output and forcing the apex-level animal to actually grow for a good duration for that endgame power), I cannot FATHOM why this also came with a damage nerf. As was said before, the stamina literally is up to 15% on a running power swing, and 10% on a stationary one, combined with a 3 second cooldown, and now it does less damage.
This is literally going WAY too far, and I'm struggling to see what you actually want from stego. Is it a flank-defender, who swats off little guys and is prepared for packs? Well, obviously not, because the cooldown and stam are so high that it cannot sustain itself in a fight for long enough. Another update of stego fights being simply "make it miss a few hits, count how many they miss, then pile on when its exhausted" (a strategy made even BETTER with grappling).
Is it a larger level brawler, ready to throw down against everything from allo to rex? Well, that doesn't work, because of the damage nerf alongside a cooldown means it has large openings where those guys can just strike back before another power swing, or punish for whiffing.
It has no identity, and has gone back to having the same easy counterplay it did before this rework was done to solve that counterplay. It just doesn't make sense to me, and especially with rex and allo on the horizon (the two things stego is actually meant to throw down with), I'd hope it'd actually be prepared for them.
What would I ACTUALLY do?
- Reduced standing power swing stamina from 10% to 4%
- Reduced running power swing from 15% to 8%
- Cooldown only activates after a running power swing, not a standing power swing
- Increased cooldown from 3 to 5 seconds
These changes aim to actually allow stego to engage in sustained brawls for longer, while not allowing it to get away with running swing spam.
I think that the ptero should be able to pull dead food out of the water in flight - e.g. a dead frog is floating in the water, the ptero could pick it up using the fishing mechanics or G
Going back to this I wanna elaborate more. As it stands, Pteranadon has some of the most boring gameplay ever involving purely fishing and nothing else. It is basically a glorified spectator mode. It brings nothing to the ecosystem and doesn’t engage with anyone
This is why I want it to be more capable of hunting Juvies and other small animals. An easy to grow Juvie killer for starters to play and learn.
The criticism I’ve gotten is that a combat stance feels too “Arcady” for something as small as Pteranadon. I can agree on this and how it’s a little clunky to suddenly have your stats buffed a bit. The problem is that if we don’t give it this stance and straight up buff its stats with the ability to take off. We now have original Pteranadon who takes a hit, flys off and never dies.
I want to nail in the idea that it cannot take off while in the combat stance because there is no good way to make it good at hunting Juvies without making it too bulky where it can fly off after surviving a hit which no one wants.
Buff Hypsi stam. With growth added, it feels like a waste of time to be 1 shot by everything. Even with some muts to help. The stam regen is very slow, and it drains so much when you jump. All they can do to get away is jump or circle jerk around a bush. I feel like with more stam it makes the growth worthwhile and traveling more manageable.
1.Change dibble back to 2 ton,if it's 3 ton it can't be Dibble,it's something else.(and reduce it's grow time,make it easier)
2.give young dibble more speed.
3.give dibble better turning speed
Posted this in the other chat but might as well put it here too while there still exists a minor point to be made about ptera changes
Here's how I'd buff ptera, while thematically keeping in line with its prior niche, rather than becoming a "pseudo-quetz" of sorts
- Allow it to consume rotting corpses without penalty
- Give it an EXCEPTIONALLY enhanced scent radius while in the air, allowing it to fly around the island and find new food to scavenge
- Add compy to its diet, furthering this scavenger lifestyle
- Allow it to dive underwater and reemerge
- Increase its swim speed significantly
- Increase its water vision, and give it underwater NV
- Increase its O2 levels
- Allow it to take off from the surface of the water
No PvP, just making it better and more fun at stuff it already was meant to do. Allow quetz to be quetz, and make ptera more ptera.
I’d be very curious to see Carno with the mobility it had update 5 balance tested with the current roster. It was still clunky, but more comfortable than it is now. Maybe it could be OP, but again id like to see it tested, carno currently is very hard to maneuver with its worse turn radius, even if its acceleration is instant.
If possible, make deinos existing in rivers/ponds spawn less schools of fish. They aren't on their diet. I can see them spawning for pt or other fishing dinos, all can deino do is eat them meanwhile they become a dead giveaway that a deino is in the water and makes the element of surprise disappear unless the prey simply didn't pay attention.
Wheat's concerning feedback about Jeffery Eaton's Devil Horned Face's Guard against Angel Sastre's Meat Bull Charge 
I'm not sure if this is due to Diabloceratops' weight increase or if this is part of the mechanic itself. But I want to say that as a freshspawn Diabloceratops juvenile being able to tank a full grown Carnotaurus charge is just a little farfetched. It's supposed to be a shield, but it might too effective at it. There are two exhibits were I believe the guard is overtuned at its job.
- Freshspawn Diablo being able to tank multiple hits: A charge, a few alt bites, and regular bites.
- Freshspawn Diablo being able to tank many hits from a Carno at a similar proportional size, with very little drawback.
What do you guys think? Vote ✅ if you think this is fine and I'm overreacting or vote ❌ if this seems like a genuine problem.
Give Cerato a way to defend itself against Allos once they arrive. It's already difficult enough to fight back Carnos as a solo Cerato, but with Allo it will surely become pretty much impossible to survive as soon as one sees you. Maybe don't add Cera to Allo's diet?
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I feel like Ptera should have some weak, purely defensive ability, like some sort of small punch with both wings which does little damage, but can knock Herrera n below over, just so Ptera gameplay isn't purely running away from things. It should just be a small stun with decent knockback, so it's hard to capitalise on, but a good thing to use to escape from a juvi that's a bit too big to tangle with, or to deny a Herrera from accessing a branch or rock you're on
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Ptera latch is an amazing mechanic, but it's a bit impractical. on a map where massive, branching trees and spire of rock are commonplace, it's safer and almost as easy to just land on top of a flat surface, so you can at least get stam back. To compete with literally just landing on branches, let Ptera regen a little bit of stamina whilst latching, around half the speed of standing, maybe?
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As an addition to what I'm replying to, taking off from the surface of the water should be much more taxing and take longer than a running takeoff on land, and Ptera's swim speed shouldn't be increased too much, otherwise there would be little reason to skim fish, and also so Deinos can actually capitalise on a Ptera's mistake
As a note, it'd be cool if Herrera's pounce functioned differently on a latched Ptera; instead of damaging it, it could throw the Ptera off of the tree and deal a smaller bit of damage and bleed. Doesn't make sense for a Herrera to be able to "crush" a Ptera when it's not on the ground
If Diabloceraptops is 2 tons, its knockdown and stun abilities will be balanced, and I also think that the extra 1000 hp is unnecessary for this dinosaur, so 2 tons of Diablo will be very good for the game.
Dibble can defense carno and dilo well,but it's not good at deal with cerato and omni.
It's because of dibble have a bad turning speed.And such problem won't be solved by increase bodyweight.
I think dibble shouldn't have this bulky problem,and dibble also shouldn't be too big.
Dibble is a middle size creature like Teno and Carno(only 4-5meter in reality),it need better flexibility and to deal with Cerato and Omni(1.5-2 tons and better turn.).
And Dibble is a basic ceratopsia in game.So it need a easier grow experiences like carno and teno.(4 hour grow is too long,1.8-2.5 hour is more suitable.)
Man, Carno kinda sucks…
Carno pros/cons
Pros: can’t deny that carno does decent damage
Carno is also the second largest carnivore in the game, so he’s gonna be pretty tanky for the current roster
Neither con, nor pro: speed, carno is really really fast, but that becomes a disadvantage as soon as small hills come into play, I now know what it’s like playing ptera
Cons:
bad bleed
The obviously bad turning
Oddly bad night vision
Very slow swim speed,
Kinda slow bite speed
Straight up worst special attack
Bad bleed resistance
Bad stamina
And finally… there are just better picks… dilo, omni and galli all essentially do what carno does, but better. Aside from straight damage or bulk
Carno:
Add a lil stun even though the ram is not fully charged up, similar stun to where a teno kicks another teno however with a cooldown
Pachy:
Add that same slight stun to pachy where a teno stuns another teno with a kick, with every creature below 2k weight when it gets rammed by a pachy with a cooldown
I think maybe for dilo a buff is needed for his venom hallucinations. I think buffing the time of the hallucinations up to 2:30-3:00 minutes, a middle ground compared to the initial 5 minutes during it's first release, would help bring population back the the dino immensely. Since the updated dilo had come out, I have barely seen any dilo players. I believe that a buff like this would bring back some population as well as make it easier for solo dilo players to be able to hunt, as their low health value and not having a pack due to there being hardly any other dilo players would make it easier for the solos as it's a lot of risk.
please decrease ptera's stamina cost when you start to fly (holding space till the start of a flight), its already a slow enough animation time why make the stamina cost this high 🙏
Increase stam for babies. its horrable.
Change dibble back to 2 ton
About the deino lounge, first search in Youtube for this video, skip to 5:25 "Deinosuchus: The ULTIMATE Predator of Gateway". Did you watched that? Man I love deino too, but that is just ridiculous, they need to fix that, a 8ton deino couldn't be able to go NEAR that far off, and up hill, even at top speed, and you're with zero speed, that was the most broken deino thing that I`ve ever saw ! Shouldn't be able to go far AT ALL, up hill, without rushing to it, just walking, lol
Dibble alt attacking should be able to stagger/throw opponents over, as you are 3 tons and a normal attack does the same thing, so why not the alt attack? Pachy can throw over Raptors with alt attacking as well. As the Animation for alt attacking on Dibble being so long (Which makes you VERY vulnerable) it should do something to counter that.
Something needs to be done about Pteranodon
I used to main this guy, but since the new map was added I have yet to be able to fully grow one. There are no fish anywhere, and once night falls they are unable to fly at all due to having extremely poor night vision. This may be realistic, but because of how unrealistically fast food and water drains most Pteranodons starve to death overnight because they are unable to get food or water.
Spawning in at night or dusk is a guaranteed death sentence.
Nerf Herrera Bleed. For a Dinosaur that jumps on you from tree's, the bleed damage is way too high. They already do a lot of blunt damage, and them bleeding out a Raptor (in 1 Jump) or Cera in 3-4 jumpes is a bit much.
just straight up remove cannibal mutation pls
Buff Ptera stamina regeneration because right now it is unplayable. 80% of your gameplay is sitting because of a lack of stamina
Please give Beipi back its previous faster swim speed at the surface. From what I know, only the animation was returned.
We all know that when someone gets threaten buy a omni, the first thing they do, is to hug a rock or a tree, who can blame them, but what sucks if the delay to jump off from the pounce, omg, takes too long, when we let the button go the raptor needs to get off right away, that 500ms or more of delay is deadly, cuz omnis are so weak and there is the tps, the lag, is too deadly and unfair.
Pack animals for example Omni should not have access to the cannibalism mutation because #1 if your in a hunt and one of your members die then you can easily eat the body and so you don’t behave to worry about food so you can continue the hunt and #2 it discourages people from working together in a group like they are incentivized to.
Nerf diabloceratops health or damage and the ability to knock over dinosaurs 2x its size because its impossible to fight them if they will knock you over every few seconds
Decrease Beipi's stamina consumption while diving. As a juvie it's very decent and it's possible to swim under the water surface for a long time, but as an adult it's not possible. That sucks, for a dino that is supposed to be semi-aquatic.
Perhaps a way to fix the grapple for Omni and any future playable
The grapple mechanic right now is overpowered, lacking any effective counter play or difficulty to execute, and for many is an instant kill feature which I believe in the game like the isle should be avoided. Seeing as right now there is a horde-test going on it is prudent to bring forward these issues and perhaps a way to fix them for the future.
The future in my eyes currently looks daunting with packs of raptors able to run and catch up to most things on the island and secondly Allosaurus coming with the same mechanic of grapple tied to an ambush ability giving all their prey little chance of fleeing.
The main cons with the grapple mechanic right now:
• Grappling is easy to perform and can happen instantaneously in a fight regardless of the opponent's condition.
• How weight needs to factor into the grapple equation.
• What the opponent can do or think to do.
Addressing these points:
First point, Grappling being easy to perform is one of the main issues to confront with this mechanic as just being able to perform an almost instant kill feature is not fun for either side as infuriates the recipient or denies the aggressor any sense of achievement. So, my proposal here is to include blood levels into the grapple mechanic. Disregarding the weight or size of the opponent to the second section, looking objectively at making an opponent only able to pin at 50% bleed adds an interesting dynamic.
This gives the predators an objective to get an opponent to bleed as much as possible either by inflicted damage or having the prey item run around inducing more blood loss. Whilst giving the prey an opportunity to think on taking an offensive or evasive approach. At the very least this invokes the need for more time to occur during a hunt and for a pin to be enabled, allowing for hopefully cooperative and satisfying gameplay. (PART 1)
Sorry for the long feedback but here is the rest 🙂
Second point, Weight is important in this equation let’s say for example an omni pouncing a Pachy should only be possible in a 1v1 scenario to occur at 50% blood loss but can be pinned at 50+ by 2, this goes for creatures like galli and Dilo. Whereas Teno could be pounced by 4 pounces at 50+ blood level which is very unlikely unless you have a complete drop on the opponent and by 2 raptors at 50 blood loss, which I feel promotes solo play for the teno a bit more than it does now and gives the raptors a more thrilling experience. For creatures like a full grown Stego where the weight exceeds that of any one raptor by masses should only be able to pin at blood levels around 25% with four pounces. (However, this section is highly debatable for how much weight or blood loss is required to pin an opponent please take that into consideration).
The** last** point, the opponent when approached by raptors will have to think about how they deal with the situation moving forward far more methodically, either try to flee to a better position, perhaps try to conserve as much stamina as possible or go guns placing, the point of the matter is that by implementing these changes would allow the importance of stamina, diets, mutations (and the balancing of bucking) to become more clear and important in moving forward. So long as the opponent has possibility for a reaction and options available, I am all for it.
So, to summarize my points, I think this one of the best ways to make it go forward especially to prevent the power creep of many of these payables and features by giving options to the players to influence their game and experience in their choosing be it foolish or intelligent anything beats opposing complete obliteration which we see in our current climate. I hope I am somewhat intelligible and made some of the points clear and will let me know what you think of this suggestion. (FINAL PART 2)
Decrease ptera's starm reg or lower the stam draing while flying. Also, it need waiting carry increase for flying. After killed a hatching, you prolly lose it cause can't carry the body
My Carno Rework/List Of Changes
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(Buff/QOL) When eating a 700kg and lower corpse/playable with organs inside,Carno now receives a 225% diet bonus on "Organs", Example a omni gives a carno 17% diet from the intestines meaning you would need to kill 6 Omni's to get your 2 lines diet activated But with the 225% bonus it gives you 55.25%,So with those changes you would only need 2 Omni intestines to active your diet making "The Small Game Hunter" get "Rewarded" when taking down "Small Game".
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(Nerf) Cant apply "Knockdown" to Playables above 900kg.(It can still stun just not knockdown)
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(Buff) Increase overall agility/drifting Capabilities by around 30%.
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(Buff) Instead of a 2.5 seconds of a run up to reach max output Reduce it to 0.5 - 0.75.
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(Nerf/Buff) Reduce BiteForce from 175 to 150 but Decrease the bite cool down by 25% so that the dps is higher But the Burst dmg is less.
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(Potential Changes)
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(Nerf) Reduce max charge dmg from 300-450 to 290-435.
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(Buff) Increase knockdown time by 25%.
Fr do Smth with carno i used whole stam just to ram a cera without body BUFF and IT did only 20% DMG fr its like no sense and didnt even knocked IT down Also do Smth with smaller dinoz to be playable last time i have seen a dryo , beipi or hypsi was before diets not including beipi all playable is like most Omni cera stego tenonto less carnos and pachys and almost zero troodons and other playable
Any reasons why Beipi's claw attack is on LMB on land, and on RMB on the water? It's confusing, especially when it's time to fight. Can you please change the claw attack to a single button on both land and water?
so we have 4 stages and first stage hatchling and as it is now it drain food more because it need nutrients for growin after that is juvie and it also need to drain food faster cause its most intense growin time in life and will prevent from afk growing also sub should drain food more but slower than juvie & hatchling and adult lowest food drain cause the body stopped growing
PLS give carno the charge knockdown back 🙂
New Mutation/Mechanic for slower dinosaurs
This mechanic/mutation should help slower dinosaurs to not have such a bad experience in regard to getting water. The map is huge and it's hard to travel through as it's expected from a Map that has 4 domes that you need to go around and basically 70% of the map is hilly or mountain.
Dowsing
- You are able to sense spots of water underground and able to dig it up. Having rainy weather/after raining increases the chance of finding the said spots and it should contain 5%-10% water and once it's digged up it's usable by everyone.
If you want to make it a little bit more RNG or "realistic" you could have multiple digging spots and only a few has water in em.
Stegos spikes should damage to raptor who jump on them and any people who bite stegos tail should take damage.
Make slower nutrient drain and slower food drain into one mutation. Going slower food without slower nutrients fundamentally hurts you cause you can’t fill diets properly
(Or just rework how diets drain)
Cerato Septic Bite Redesign:
Problems with cerato's septic bite:
- Poor dissuasion tool, excellent hunting tool. Cerato's septic bite hardly discourages you from fighting cera, because there's really no lasting penalty for doing so. Puke works better as a stun than a tool to remove other threats.
- Absolutely doesn't synergise with cerato's ability to smell vomit. Given that the vomit is instant on bite, there's no room to use cerato's unique ability to smell vomit to track down targets and finish them.
- No urgency to remove the effects. The effects of septic bite vanish quickly, and can be easily removed via salt.
- Very little impact against small creatures like omni, as you kill them too fast for septic bite to matter
Application:
- No more "buildup" over stomach, every bite applies 30 seconds of the "infection" debuff. Charge bites apply 60 seconds of it.
- Each consecutive bite will add to the infection timer
- Juvis will apply the debuff for 1/3rd time
- Sub adults will apply for 2/3rds time
Effects of infection:
- Random vomiting. Will continue until the disease is cured. Every 10 seconds, a 5% chance of vomiting will proc. If it activates, you will puke, and you will have a 30 second grace period if you vomit before the chance to vomit again will occur (cured instantly via salt licks).
- No healing. Infection just flat out cancels healing until cured (cured instantly by wallowing)
These changes encourage you to bugger off and not deal with the cerato's BS, while not doing stuff like stunlocking a dibble so you get free bites, allowing the dibble to counterattack, for instance. Also means that little guys aren't safe from the bacteria, and should still back off and respect you, as well as ensuring that every bite will have value against an opponent.
Finally, the multiple cure requirements make the act of removing the infection more difficult, thus forcing players to consider if a brawl with a cerato is worth it, adding to its niche.
Adding in a unique mutation that lets a select few terrestrial dinos have the ability to dive under the water and swim like an aquatic or semi aquatic?
Mainly Dryo would be able to utilize it so far, but also maybe could be an option for Bary or something if it's built to be more terrestrial compared to stuff like Sucho and Spino. It adds some varied gameplay and for Dryo anyway it's already a really good swimmer and loves being near swamps for its diets, it'd add a bit of extra fun to play as it IMO, as well as just give it more options for escape other than just run or burrow which isn't implemented yet
Restore deino speed to that of previous patches
Juvenile/Sub-Adult Deinosuchus is incredibly unbalanced. Whereas in previous patches a juvenile or subadult can run on land much faster than an adult ever could, in the current hordetesting branch I as a 2.2 tonne deino ran at a mind boggling 15.4 kph, and got caught by a full grown adult and killed in 5 bites, the fastest a deino goes during the entirety of its growth is only 16 kph. In previous patches a deino this size could run upwards of 25 kph. Now smaller deinos are slower both in water and on land than their adult counterparts. Especially being a cannibalistic species, this needs to change.
This means that smaller deinos can't escape from cannibals unless they get a large headstart, especially babies as until 30% which takes well over an hour of perfect growth to reach you're slower than a full grown on land and water by far. Basically defenseless from 0-30% Then from 30%+ its basically who has the bigger croc wins.
Stamina regen and drain should be more finely tuned depending on the species, and not be nerfed for everything like it is now.
this also applies to dibble, cera and few other dinos, I dont know what made you think that making random dinos have slower sub adults than adults was a good idea. You dont want bush camping right then why do you have to do it to survive your own species until u are grown till the last percent. There is only one situation where balancing like this would make sense, in a game where you dont waste hours growing a dino but nope 3 hour deino dies to 5 hour deino without expection
Mutations Tweaks and Balances:
As the Hordetest has continued to be updated, I still find that there are a handful of things that need to be adjusted in terms of mutations balancing and unlocking. Some of these points I've made will be repeats of what I had mentioned in my previous Mutations feedback post here, #balance-feedback message, but I still think these points still hold up.
Mutation Unlocking
I still think that locking players out of a mutation slot if they don't pick a mutation before reaching their next growth stage is far too punishing. It doesn't feel fun to have bad luck while trying to grow and right when things settle down you realize that you never picked your first mutation and it's too late to equip it essentially shooting yourself in the foot.
Furthermore, there is still the problem of parents not receiving any benefits from nesting in other players, while nested in players get an extra mutation slot and random mutations from their parents. I strongly believe that when parents have successfully hatched a set amount of players (maybe 4?) the parents would unlock an extra mutation slot
Passive Mutations
I really dislike how passive mutations are equipped currently. Not only are players forced to use up a mutation slot to equip them, but they are only accessable on the players second mutation slot which means that if the player doesn't grind for them when they first spawn in, meaning that if a playable that grows faster is under more pressure to unlock the passive mutation than a playable that has a longer growth time, but if they had already filled out there second mutation slot they are essentially locked from equipping the passive mutation they grinded to get.
Passive mutations don't really feel all that passive when they have to take up a non-passive mutation's slot to be used after grinding for them.
This is why I suggest that passive mutations either should have their own tab where players can have up to 3 passive mutations that automatically activate and equip per playable or the three passive mutations are listed on the left hand side of the mutation hud (the text would disappear when a player clicks on a mutation slot that doesn't have an active mutation so the mutation list can still appear) so that an extra mutation tab doesn't need to be made
Mutation Balancing
Some mutations really need to be rebalanced, and these mutations go as followed
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Photosynthetic Tissue & Nocturnal - I'm fine with the faster HP regen but that 5% speed boost can really mess up interactions and mess with balance by not allowing things to escape predators they can't fight. Maybe replace the speed boost buff with a stamina regen and/or bleed heal regen during the day or night.
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Congenital Hypoalgesia - I think that the max 15% damage resistance should only be applied if you are getting hurt by something that is 2X bigger then you are.
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Gastronomic Regeneration - It should not let overeating give health back and frankly you shouldn't really be getting health back once you reach 75% hunger. There have been countless times where predators run off to eat a corpse and come back with almost full HP, and it really doesn't feel fun to go up against when you are an animal that can't really pressure predators that failed a hunt.
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Efficient Digestion - This mutation should slow down nutrient decay and water decay ontop of hunger decay
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Xerocole Adaptation/Hematophagy - You should get water back when swallowing a meat chunk or fruit/plant chunk.
Combining Mutations
Some mutations don't really make much sense being separate and add unneeded bloat to the list. These are the following perks that I think should be combined
- Efficient Digestion (which should lower nutrient drain also) and Sustained Hydration
- Hydrodynamic, Wader, Increased Inspiratory Capacity, Aqua Goggles
- Xerocole Adaptation/Hematophagy and Reabsorption
Id say what's the point of sanctuaries if adults can get in and hunt babies, at this point remove them so I don't have my ui filled with something that doesnt work
Augmented Tapetum feedback:
I love this mutation, I love the idea of a nocturnal-based animal, I hate the way you're supposed to get this.
"Kill 5 players at night". This requires you to kill 5 players as a juvi or sub, at night. Now, the issues arise when you consider what this does. Playing a smaller, less hostile animal like hypsi, beipi, ptera or dryo? You're never killing that many animals to get this mutation, so nocturnal is just off the table for you, even if it'd significantly improve your nighttime experience.
Playing an animal that only has its lethality really come into play later in life like herrera or carno? Good luck getting this mutation, you'll have aged too much to obtain it later down the line.
Playing an animal literally designed to be nocturnal like troodon or dilo? Ironically, venom, your main killing tool, DOES NOT EXIST until you reach a certain age, which by that point, you've missed out on the ability to attain the mutation.
This mutation seems awfully catered towards bigger creatures, not at all towards smaller things, which very much makes a mutation that could be beneficial to all creatures just not a possibility for everything that should benefit from it. I suggest either removing or reworking the unlock method to be a more passive unlock method that all animals can engage with.
Make apexes growth 2x longer but make perfect diet growth boost 200%, so i'll be hard to grow, not like in legacy
I also don't like that everyone chooses apex.that's not fun.
I agree that there should be some threshold for top predators.
Maybe, give apex some kind of spawn cooldown.(Or allow the server owner to set up that cooldown)
Since the first apexes are coming very soon to Evrima, I have some issues to bring more to light:
- Carnivore apexes should not be cannibals
- Carnivore apexes should not have a cannibal mutation available
- Carnivore apexes should not gain diet from other species of carnivore apexes
If apexes (specifically carnivore apexes) are cannibals or able to gain diet off of each other, they will be self sufficient. What does this mean? This means if everyone on the server chooses to grow carnivore apexes, there will be no trouble finding diet. There will be a hotspot as always, and it will be a battle royale with endless diet available and no struggle to get diet or grow.
It will be the same problem carno had back on Spiro when it was still a cannibal.
For anyone who was not around when carno was a cannibal to see the effects of the diet, roaming megapacks of carnos were very easy to grow and sustain because one or two carno bodies could support and feed the entire megapack. This led to extreme scarcity or difficulty for other land dwelling playables.
I think most people can agree that Pachy could use some love. It's been underperforming ever since it's stuns got removed (which was a partially good change) and feels even more-so now that raptors are so strong.
I propose a few changes:
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Pachy's left click bite needs to be removed and replaced with an attack similar to dibble's. If Diablo can get the no-bite-treatment then I think we can agree that Pachy should get the same as it has no reason to be biting it's opponents. Perhaps a medium damage thrust that can throw enemies away from it (50 or so damage). This allows it to have an attack that's very effective at keeping smaller targets at a distance whilst also providing a very small opportunity for a follow up attack, but does not feel unfair with high damage, bleed or bonebreak.
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Slight speed buff could be introduced. After playing Pachy with both the night and day-time speed mutations I feel that this fits much better for Pachy's kit (43.9km/h). It places it at a more comfortable speed-gap from Tenonto and Cerato, which feels fair as its a much lighter Herbivore in the same size bracket as some of the fastest creatures. This does not place it above raptor thus allowing creatures who are threatened by it to still safely flee.
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For creatures such as Cerato, Carno, etc, Pachy should apply it's original stun ONLY if it inflicts a bone-break. (Eg. Bodybreaking a Carno would stun it, but hitting in the same location while it's already bodybroken would NOT. This can influence the hit-and-run style the developers wanted, whilst still causing great risk for the pachy to continue to engage in the fight, as stunning the larger opponent would become increasingly difficult.
I would make a comment on stamina as Pachy struggles in prolonged fights (using a large amount with its attacks) but with the addition of the new left-click attack I don't feel that it would be at all necessary anymore.
Ptera loses half its stam just.. getting elevation above a tree line, and that with a massive down time to regen stam, its actually more efficient to land and walk up a ridge than try to fly over it.
Troodon Rebalance:
Troodon, as it stands, is weirdly balanced, having a recent health buff that has ruined the enjoyability of its fights with Dryo and Beipi, and in my opinion, betray the identity of Troodon as a hyper-fragile but nimble predator. As such, I've decided to rebalance in a way that compliments this playstyle further, as well as grant it an identity as interesting as dilo's.
New Mechanic: Venomous Bite
- Like cerato, Troodon builds a unique venom that it can apply to other players. Unlike cerato's bacteria, this builds passively over time (highlighted by a purple background on the stamina hexagon), taking 10 minutes to build from 0% venom reserves to 100%. This venom does NOT impact the pounce damage multiplier venom, nor is it applied by pouncing.
- When activated by fully reaching the pre-requisites of the venom, the prey will vomit blood. Unlike a regular or cerato vomit, this vomit does not reduce or lock food/water or prohibit nutrient gain, and will instead reduce their health, blood and stamina by 10% and force them into the vomit animation.
- When a player is bitten, Troodon will expend 20% of its available venom reserves on that bite. The venom will build up on the victim's stamina bar, activating when reaching the victim's current stamina amount (similar to how cerato will cause a vomit when the bacteria reaches the victim's current stomach amount)
- The amount of venom applied depends on the envenomation state from pounces (stage 0 = 5% per bite, stage 1 = 10% per bite, stage 2 = 20% per bite, stage 3 = 30% per bite). This is to encourage teamwork and stacking venom, as you cannot independently force a full-stam opponent to vomit blood without using a team or pouncing several times.
Pounce:
- Works as it does now, with the introduction of interactivity with the bite mechanic
deino... playing as a deino dosent really feel like your playing the game. your kinda just a big dude sitting in a lake praying something will walk up to the water. the only real player interaction you get is from other deinos like talking to the babys or getting canned by a random full grown that just logged in. it just feels like something needs to be added to the game thatll make deino more vulnerable to player interaction like something that can chase them into the water rather than a stego just sitting on the shore being bored.
Pounce Change Suggestions:
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Pouncing a packmate is too punishing for both Omni and Troodon, you get stunned for a while and take decent damage + bleed, and you are most likely in a fight when this happens so you pretty much are guaranteed to die from you or your packmate's mistake, I think changing it so that instead of pinning a teammate you both just get a short stun and maybe a small bit of damage, also if it is not a packmate they will still pin them since it is not a teammate.
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Staying latched onto something that is in water shouldn't just knock you off, since water is pretty much everywhere it gives Troodon and Omni a major counterplay, especially Omni since they need to stay latched to get the most out of their pounce. I think a good way to balance this is to make it so that if something is swimming while being pounced they will increase stamina consumption along with the dinos latched on.
Pachy shouldnt be able to bone break a 40% deino. 2 pachies killed me and another deino while we were tring to get to water.
rework deinos diet its nearly impossible to get a perfect diet on them and takes the longest time to grow
Juvieniles should weight less. Old weight gain was far more better. .
Mutations:
What I have seen players do select enhancements for battles and fighting in a small effort progression and fights becomes “unfair” between the opponents. And the majority of other mutations for better food, water consumption, nightvision and others becomes irrelevant or ignored.
A suggestion is to implement a more rewarding system that keep some selections for “better survival” unlocked (Reabsortion, Social Behaviour, Gastronomic regeneration etc) and lock “battle mutations” that can get an edge in fights (Tactical Endurance, Osteosclerosis, Congenital Hypoalgesia etc) behind the taskmanager. These “battle mutations” can be unlocked by doing a certain action. For a roughly tasks:
Tactical Endurance - “Take incoming attack damage from a carnivore (excluded by same the species) and meanwhile regain stamina under a period of time.”
Osteoscleriosis - “Get a full fracture by a dinosaur (excluded by same the species) and heal it completely 2 times.”
Congenital Hypoalgesia - “Get total damage equal to 2x of the same amount your own dinosaur weight by heavier dinosaurs (excluded by the same species) and survive.”
This suggestion is inspired by the mutation “salt water consumption” where the player has to do a certain action to become better adapted along shorelines. The idea is to keep it “fair” and justifiably that a player has better perks/mutations in fighting. All from surviving to winning earlier encounters instead of just “let the growth do its work”.
What do you think?💭
I think it’s safe to say that carnotaurus has… a bit of an identity crisis
This is probably why “carno changes” were mentioned in the latest devblog. But since there’s no explanation of what “carno changes” means, I thought I’d give my input as to what I think carnotaurus should do
I think you should drop the “small game hunter” thing, now hear me out. It sounds good on paper, a fast as hell creature That would end the existence of any smaller creatures with its immense speed. However it doesn’t turn out like that. Carnotaurus is never going to be the greatest small game hunter (if he keeps his identity as speed at the cost of agility). Compared to other creatures, carnotaurus is simply inferior at hunting smaller game. As an example:
dilophosaurus, although Well designes for punching up, is also incredible at pinching down. With his High speed, agility, good night vision and fast bite speed, dilophosaurus is great at catching and keeping track of smaller creatures
This is where carnotaurus falls flat, his inagility, slow bite speed and large size make it tricky to keep track of and hit smaller targets consistently.
This isn’t to say that carnotaurus shouldn’t be hunting small prey, a snack is a snack. It just shouldn’t be carnos speciality
I think you should emphasize carnos core aspects, mainly the god tier speed and crappy agility. Because of this I would say that carno should be the mid sized ambush hunter. Carnos immense speed will ALWAYS make it a great ambush hunter, so why not embrace that to the max. For this play style I’m gonna list some pros and cons of this theoretical carno
Pros:
God like speed
Good stamina
Good damage
Quiet footsteps
Above average night vision
Slow hunger drain
Cons:
Not very tanky for its size
Terrible agility
Slow swim speed
Bad bleed damage
Bad bleed resistance
Bad relationship with gravity
This should make carno a great ambush hunter without making him too powerful
And I appear to have run out of space for words…
Isn't it odd that Dilo and Troodon, which are supposed to be nocturnal, don't have a better NV than other carnivores?
add carno ram stun back 💯
Please buff dilo's night vision.. it has such little range for "the night terror" niche
Fix carno and cerato hit box It’s very hard to hit things that are small even right it your face
Ptera could have speed based damage like herra, or alternatively sprint flying bites just do flat extra damage
Mutation:
Slippery Prey
- A mutation exclusive to small playables such as dryo, troodon, hypsi, herrera (can be debated), beipi, etc. that allows a single escape from a pinned state with a cooldown
The pounce will still apply bleed which will allow the attacker to still be able to track, but it offers a fair chance of escape which we don’t currently have.
Not many people like playing playables that can get pinned and basically one-shot with no counter play and an extended death screen (except for troodon applying devastating bleed to smaller omnis when pounced. That can be considered counter play, though it’s still useless with the mutation that doesn’t allow bleeding out as long as you’re sitting). This mutation will encourage people to be a little less hesitant of playing smaller playables because there will no longer be the lingering thought of “Yea I could spend an hour or two growing this, but it’s a complete waste of time if I get a single pin. I should grow a bigger playable to not get instantly pinned”
Changes to ceratopsian spar/straf
Spar is a fun mechanic to use against other ceratopsians/diablos, but I think it could use a little more utility against carnivores and other non ceratopsian opponents.
Currently the main problem I find with spar is that the attack move it has lasts too long. Because of this players usually resort to using the normal head swing attack that can be used while running or switching out of spar mode. So when fighting carnivores, spar mode gets most of its value from the improved turn radius.
The solution should only be to make the spar attack move faster. Whatever the case, I don’t think players should have to switch out of spar mode this much.
- On a side note, ceratopsians should also have a charge attack that is basically the same as carnos. Easy to add cause the code is there. And imo you can’t have a ceratopsian without it.
When running as a dibble, I notice that my hitbox often seems to be extended well past my head, so when I hit something, even if by the tip of the tail, It gets knocked down.
When playing cera and fighting dibble, I notice that even more. When the dibble sprints and left clicks, the hit box seems to extend very far forward. Even when completely out of the way or to far ahead of it to actually hit me, I get bowled over. Please put the hit box for dibble closer to it's head because even when hit on the tip of the tail, I get knocked over. Don't know if it's just me, but it is very annoying
Revert diablos weight back to 2 tons. Not only does its current size at 3 tons make it too similar to styracosaurus, leaving it more difficult to distinguish their identities, but I also speculate that it will be difficult to balance. At its current weight and health, Diablo can comfortably bully and harass animals twice their size. A full adult Diablo can knock over stegos by itself without much counter play for the Stego, and in some instances, kill them with little penalty. With the implementation of more large animals, I can see it becoming a problem, especially since they will not be able to outrun Diablo. Additionally, I think the high health pool and weight will not scale well with the implementation of allo and even Alberto. The excessive health and weight threshold that Diablo has may make it too difficult or simply impossible for the carnivores to predate on them without in turn inflating their abilities as well which will effect the whole roster
I wanna talk about some mutations and how I’d make them better or change them
“More blunt damage on fractures”. This feels more like a lazy combat specific mutation, I’d change it to lessen the amount of hits to apply a fracture (once we have fracture tiers)
“Hear footsteps at extended ranges”. Overall a decent idea but I’d push it more where you hear calls from farther away. Also merge with less noise when talking
“Bucking removes more stam”. Wait for the bucking rework to change this, or remove it entirely
“Both day/night speed mutations”. Remove the speed parts and it’s fine
“Slower food/nutrient drain”. Merge into one mutation because food without nutrient messes up diets
“Reduced damage from larger species”. I hate this mutation it’s just a combat meta perk. Though I think it can be fixed. Make it so when fighting larger species, when you take a headshot it doesn’t do 1.5X damage and instead is like a body shot for 1X damage
“Better O2 and Better underwater vision” merge these mutations
“Better wading and better swim speed” merge these mutations
“Reabsorption” make rain not so often so it isn’t triggered all the time
“Jumping costs less stam” honestly make jumping take 1% stamina with this because you have to go out of your way to get it
“Drink saltwater”. Reduce the amount you need to drink so I don’t have to vomit 4-5 times. If it’s only 2-3 times that’s a bit more reasonable
“Convert damage into stamina”: I’d just say get rid of this one I can’t think of any good way to fix it
“Buff overeat capacity”. Just make it so you don’t vomit from overeat anymore and you can gain nutrients when full on food by eating (cera should have this by default)
“Eat to heal”. Remove the current concept. Instead make it so based on how much food you eat you heal faster for a certain amount of time instead of this stupid meta perk where I can heal almost all my health from food
Make sub adults faster than adults for dinos of same species that this does not apply to for some reason or you get obliterated from anything thats slightly bigger than you requiring you to bush camp till the last percentage, deino cera, dibble are a few that work like this and deino wasnt even like this before (on land)
Maybe make bucking actually useful because running against objects is the only reliable thing no one is gonna waste 50% of their stamina on one omni but if you want u can keep it the same just saying its a useless feature right now
Change omnis weight pin requirement from 65% to 70% since right now 2 omnis can pin a fully grown cera and waste nearly his entire hp if they had same growth times I would understand to make him die like a ragdoll but thats not the case (70% makes omnis require them to be 910 kg therefore needing more than 2 omnis for a cera)
Make herbivores gain more weight during growth, than carnivores.
Instead of this making another meta, basically necessary, mutation slot, just give things smaller some sort of default counterplay against pin.
Like, eg, if you jump into a pouncing raptor and you’re above Beipi size, instead of being pinned, you take a set amount of bleed and damage, but both of you are stunned temporarily, the Omni for a little bit longer so you have a chance to get some distance
You sacrifice health, stamina, and have to actively close the distance between you and the chasing Omni, and have to time the jump right, otherwise you’re easily punished by giving the Omni a predictable trajectory, but at least you actually have a chance to escape, instead of getting, what has aptly been called an extended death screen.
Having to spec into it through a mutation is almost as bad to me, because, with the prevalence of Omni as a playable that would mean that you have to give up a mutation slot just to be viable
Buff Ptera's stam regen and allow it to regain stamina by latching on a tree/rock
Make it so the stegos can't hold there tail up indefinitely.
That attack seems pretty OP since that charged tail can knock you down and stun you and hits faster than normal swings.
Considering how powerful the stegos already were in the current roster, I don't believe that they need a heavy swipe that they can hold at the ready indefinitely.
Galli Balance:
I have made a suggestion regarding Galli but I don't think it has been looked at so I am going to resuggest it again to please buff Galli as it is so weak and horrible to play as, all it takes is one thing to get in front of you and it slows you down for a long time and everything gets a bite on you, the healing is very bad as well even if you apply mutations to it, the stamina consumption during attacking and defending your self is also very bad, and it needs to be buffed, all it takes is one Omni to knock it down and pin it, even if Galli runs full speed at an Omni and attacks it, please make it fair for Galli and Omni to go up against each other.
Previous suggestion: #balance-feedback message
Please make it so herrera's get less pounce damage or no pounce damage at all. It's annoying wasting two hours regrowing after accidently getting tk'd.
Not pounce damage in general. What I mean is less herrera pounce damage taken as a herrera.
Remove cannibalism from deinos or at least decrease growth time.
This map is not good in any way for croc players, it takes hours to grow one even with a perfect diet but it most likely you will die to a cannibal 100% duo. It can take hours to even find a single dino to kill, which makes it boring as hell. The only way to find lots of dinos to kill is to travel to ponds or south river, where you will most likely find 100% cannibal crocs already.
New players need at least a chance to grow a dino and improve.
Make dilo able to apply venom through base of tail hits, just make it take more bites to fully envenomate someone than if you were to bite their body or head, this could probably also be added to cera just make it apply less bile to someone than biting their body/head and whatever dino that has an effect on its basic bites.
Diablo's weight should go back to being 2 ton. I would probably SLIGHTY buff it's turn radius or decrease the time it takes between 2 attacks, but it should definitely not be 3 tons/have 3000 health.
Dust on dinos:
Please lower the amount of dust and how fast dinos get dirty, it covers the entire skin and we can't see as many skins anymore, please up the time it takes for the dinos to get dirty.
make herbivores spawn closer to sanctuaries, by the time i reach these sanctuary mushrooms arn't in my diet anymore :(
Troodon Pounce Change Suggestion:
Have Troodon use charges instead of stamina for pouncing, I think Troodon having 3-5 charges that recharge after 15-20 seconds would be great, Troodon's pounce currently uses 5% Stamina and since it needs to tap pounce to be efficient it just burns a lot of stamina and chasing something constantly running in 1 direction will just drain your stamina before you can do decent damage, staying latched will continue to drain stamina.
Having Troodon use charges will help it catch stuff much easier without worrying about wasting too much stamina from something running away and Troodons will be less likely to accidently pounce each other since it as much allowing for players outside of voice chat to have an easier time working together and hunting anything with decent speed/stamina will be less difficult
mr photovictus (non-canon niche) said this and sums it up very well and adds on some stuff I didn't mention:
#balance-feedback-discussion message
Make it possible to stay in group for 5-10min after disconnecting/losing connection, to achieve staying in your group in case of fatal error, internet lagg, etc.
- make it so every group member invites to the group and thus won't create a new one 🤞
There’s so much “mindless” killing rn because generally speaking the only reliable way to get diet is from organs. Meaning you’re pretty much kos’ing everything rather than actually hunting, because you’re always either low on food or chasing diet. Kinda takes away from the immersion imo.
Increase Omni and galli fall distance before damage it seems super low for both being fast jumping agile dinos.
ALSO pls get rid of the super speed rocks that launch you off hills to die. That’s not how gravity works
Make carno knock down dinos below cera Weight and bigger than cera but smaller than carno(teno,cera,stego below 1500kg etc ) should only get a stun and ram in the head should do little more DMG
If Omniraptors hit a wall while clining on to a dinosaur they will fall to the ground and be stunned for a while meaning that raptor will die with a 100% chance during pvp It would have been fairer to land directly off that dinosaur when they hit the wall instead
Remove floating nametags which are unrealistic and immersion breaking and make nametags appear when hovering over other creatures in your pack instead. This would promote use of better coordination within a pack but would also make in-game calls and callouts more prevalent instead of having 24/7 awareness of all your pack members locations(perhaps make it so that nametags appear in an organic fashion when using your scent, revealing your nearby packmates locations)
With the improvement of immersion in other aspects this feature just seems out of place, for a game like this I feel like having as little UI as necessary is important. I mean this is why you removed the health bar from the status tab.
This is undoubtedly an unpopular take among a lot of players but so is any feature that's not a new creature or skin variant, I feel like this would fit in nicely along the new camera changes when they roll out
how to get rid of corpses faster, prevent corpse hoarding, and hopefully reduce lag. make corpses decay relative to the amount of corpses in a given area. The more dead bodies in an area the faster they decay. once a body has rotted it accelerates the decay of any other bodies within a determined radius of rotted corpse. the rate of decay increases by the amount of rotted corpses.
Teno's are way too OP, in terms of bleed.
The kicks and alt attack are quite ridiculous, when compared to the bleed that their counterpart carnivores cause.
Please consider buffing either ptera's stam or stam regen. Right now, ptera has pretty much no impact on the game's ecosystem, they fly around, chat, and nest. Sure there can be situations with ptera's harassing or killing babies, but that seems to be quite rare in my experience, especially with the lower popularity of ptera at the moment.
Buffing their stam would simply just make it more enjoyable to play as ptera, with almost zero impact on anything else. Of course this can be tweaked in the future, once other airborne playables make their way into the game and ptera plays a bigger role in the ecosystem. But currently I really don't see the harm in increasing the amount of time a ptera get's to fly around.
This is a general suggestion, different dinosaurs have different abilities and the point is to balance the game, when two dinosaurs from different species become a pack it unbalances the game and I think there ought to be some kind of punishment for it. Like for instance, within a given radius if you’re a carnivore and you’re spending too much time near another dinosaur that’s a part of your diet your own hunger/diet decreases faster than normal.
*Edit: I realise having a balanced game isn't for everyone but if you dont like it go log onto roblox and play their survival games [its where u belong
]
When implementing the new teir fracture system please add more sources to fractures instead of only falling and pachys, examples of these could be carnos charge causing mild or minor fracture to the target, or herraras jump be able to fracture bones of its victim, these examples were picked as it makes sense these attacks would cause minor fractures at minimum when thinking about them logically, I understand adding this feature with the current fracture system would be unbalanced as all hell but maybe if implemented right with the fracture tier system could help fit carno and herras role of being ambush predators.
Cerato doesn’t feel as resistant to bleed as it should imo
not sure if this was a change or not, but i love how ptera holds itself up in the sky now and not falls down constantly, just needs to regain stamina while gliding and its perfect 👌
please increase stam regen rate on ptera 😭 🙏
Hypsilophodon spit could easily be a multi-charge mechanic that only consumes hunger/thirst/whatever once your charges are exhausted. Ripped straight from Diabloceratops sparring of course.
You're free to fire at people with a ridiculously fickle yellow line without worrying about when you'll next have to make yourself vulnerable to eat, so long as it's done at a moderated pace.
Why Is Beipiaosaurus so weak in terms of damage? 60 damage would be enough for him, his damage does not correspond to his claws, although they really look like +/- damage. Stamina is also consumed very quickly.
I got a couple things for Ptera.
- Allow them to eat while flyin
- Allow them to crawl up surfaces when latched on
- Increase stam regen or lower stam drain (debatable)
- Give them a poop mechanic. No I'm not joking. Or like a regurgitating mechanic that gives their opponent a slight vision block (idrk about this one but yeah). Make it like Matilda from Angry Birds!
If gallimimus runs at the same speed for its whole life then why does it need longer stamina time in its juvenile stages? At 50% growth it runs for twice as long as an adult and I think it can be tuned back.
Gali has a design concept I think is really cool. It’s your base speed being tied to your diet. Your current speed being perfect diet and every diet tier you would have a different speed slightly lower than before
I think this should be made a universal mechanic
carno bite force should be change ,it has a smaller mouth than cerato
Give omni another line option. Dyros are basically extinct and if you do come across one you are legally obligated to worship it and keep it alive as long as possible. Dilo's can be pretty easy unless they're in a group. Stego's can be pretty difficult when they're solo and nearly impossible in groups. Maybe give omni's goats for lines? Just give them one more thing for their line option please 😩
Why isn’t tenonto or galli on Omni diet
Buff Ptera stamina regeneration, because right now it is unplayable. 80% of your gameplay is sitting because of a lack of stamina
I don't understand why small-tier Carnivores don't have all AI on their diet. They are extremely limited in terms of player interaction as they are either only can hunt a very small portion of the playable roster or they need a group for it. To me it makes absolutely no sense not giving them the chance to eat and make bank anything they find.
remove stun from tail hitbox
Players should leave a scent tail which you can track, should only show up after like 2-3 minutes after they move. would really incentivize player interactions, and would make playing a carnivore actually possible without restarting due to starvation 10 times. Perhaps this would also allow for fewer AI needed because it would allow players to find each other without going to a "hot spot"
There is an issue that really affects the game during PVP in the game. And this problem is caused by the hitbox in the tail being stunned by other playables. In general, we know that there is a hordetest lag problem, and this lag problem also causes the desync problem to fuel the problem. While running away from another player, the player we are running from deals stun damage to our players tail. I think this shouldn't happen. Instead, if the player lands an attack that stuns us on our, that is, the tail of the character we are playing with, it should not stun, and since the damage it deals us hits our tail, the damage should decrease.
For example right now in Hordetest, Diabloceratops, although there is a distance difference between the player and the diablo. Diablo knockdown other players to the ground.
I know coding isn't easy. And I realize that there is nothing we can do but wait, and sometimes things don't go as they should. But please read what I wrote. Please consider removing the stun effect from the tail, thank you.
Possible solutions to Grapple being more fair
1: firstly rework bucking we all know it needs one
2: adjust how collision works so if a raptor is pounced on someone the mesh will stop the pounced target from moving in a certain direction if the mesh hits the raptors hitbox
However running into said object will allow you to knock them off
3: remove pounce stopping walking and running when weight is applied
4: Change the checks of health and stamina to pin to instead be based on bloodpool and stamina. Because raptor is a bleed based dinosaur, not ripping out your health based
5: As a form of punishment for missing a pounce. Instead of having a recovery time just make it so you lose more stamina on missed pounces (this can apply to pachy ram as well)
Conclusion
Grapple currently kinda ruins Omnis focus of bleeding targets because it’s basically just a health check. Meaning they just need to rip out your health which doesn’t fit the playstyle well at all
I think carno should get his knock down after a ram back, regardless of distance. Being that it was the only way for a solo carno to stand a chance when being ganged up on by lets say 2 aggressive teno (which there are lots of them, regardless if your hunting them or not). Just seems quite unfair that tenos can slap a carno around and kill him very easily if he doesn't have backup. As such a carnos only chance in this situation is to run away or fight and most likely die to stun lock. Even if they don't change the charge stun back to how it had been earlier, I would like to see another attack added for carno for when it is up close and personal after lets say a successful ambush, or even a missed ambush. Wy not give him the ability to use his weight by giving him a shoulder bash ability to knockdown/stun an opponent up close. Would make it much fairer when dealing with enemies that don't give you room for a charge (even though you need a really good distance to be able to knock something down now).
I know this is kinda unrealistic but it'd be pretty cool if herbis could drop coconuts from a certain height and have it crack open like that!
bro, the herrasaur is very op, it can't grow from a dilophosaur, I've already tried it 5 times, herrasaur needs a debuff
Please give Ptera some Love,
I'd recommend greatly improving their Stam regen and considering making it so they regen stam very slowly only when latched.
As for why:
- They have a terrible turn radius and can be easily dodged when diving for an attack if noticed.
(Lower chance of successful hits) - Fights on uneven ground which is most of the map consume a TON of stamina cause you constantly have to descend to strike and ascend to dodge consuming way more stam.
(Massive increase Stam costs during fights) - It requires a high amount of skill to execute a successful hit. To high you miss to low you're likely dead.
(High risk and low reward for small damage) - Most prey that you stand a chance against are very small making them extremely hard targets to hit speaking again to the need for skill.
(More lower chance of successful hits.) - Popular climbing predators or cannibal Ptera also exist now that can easily reach them.
(No longer safe when Latched)
Like others have said they can pretty much fly around the map, scout maybe and nest. Which if the goal of the Ptera experience is a bird simulator it's spot on but this is a Dinosaur Survival Horror game so I don't think that's the final intent.
I miss being afraid of them as Juvie and searching the skies to make sure the coast is clear. I get them whipping around like drones before wasn't great but I think the accumulated nerfs went a little heavy.
I look forward to see what changes come. I've been really enjoying the updates so far keep up the solid work.
- fresh spawn diablo: 15km/h
- by the time it is sub: 32 km/h
Linear speed increase feels OK for diablo, just the curve does not make sense. It does not even fit diablo's moves currently - it has this cool 180 slide but doing it while moving like a slug feels really awkward.
The tail hit-box sometimes feels too punishing, this was a normal swing from a 70ish% stego that knicked the tip of my tail's hitbox. When we have locational DMG in-game I can't fathom why I received a fully 1000+ DMG from the tip of my tail.
I fully understand this could be a connection issue but this happens more often than I'd like to say, including the stuns via the tail.
give dryo burrowing or some sort of actual niche (i.e nocturnal herbivore or smthn) because as it stands, dryo is just a worse gallimimus that can turn better. It bothers me that it's been in the roster for so long but has no purpose besides being utah food.
Buff NV for Dilo, Troo and Dryo. Give nocturnals their prime advantages.
Please let smaller Deinosuchus (without any speed mutation) be faster on land again than bigger Deinosuchus (without any speed mutation)
Herrera is too unbalanced... The damage and bleeding afterwards is far too high.
Herrera is just stupid right now. Damaged two full grown dilos in one leap to orange hp and more than half bleed, and wasnt even fully grown. He can outright deny any kill next to cliffs and trees. It is just bad design that a mf just sits whenever he wants and kills dinos 5-7 times its size. He was undoubtedly too week before the last changes and needed help. He still needs balancing.
I honestly feel herra is sent from the special place to teach people you cant just willy nilly walk in a wild full of predators. Well balanced. Was able to take down 2 last night on 27% carno purely because i was cautious
what is this falldamage??? (FG + Full Life)
Fix teno hitbox... I stand in front of it where he could only bite me, he kicks the air and I'm teleported behind it with orange hp where he finishes me off.... Rly?..
fix diablo attack hitboxes im not even close to them and they are killing me ? how im like 10 meters away and have around 60 ping so
maybe change the way of tracking prey work (when sniffing for footprint or blood) because i almost never found a hurt target (wich is bleeding and running away) based on the scent, sometime the blood just stop spilling even if the bleed is recent and the footprint indicate you a direction while the prey might already changed direction (sometime i just track something, go in the direction of the footstep but i give up after 5min of endless tracking
if changing the scent system isnt even a thing to consider then i think it would be good to make you able to sniff a bleeding target (like you can sniff corpse) from pretty close (but instead of giving you the exact location it could give an area to search
i second this, please fix weird fall damage i was fullgrown with only minor injuries and was herra with fall damage mutation :/
Edit: someone pointed out I had bleed applied meaning I either got grabbed by a dieno or obliterated by a canni herra still fix dysnc I wish to see what's killed me even if it's just for a frame to remove confusion
Altho i love the Ceratosaurus, the amount of food it has to gobble up is UNSUSTAINABLE, Even with the ENHANCED Digestion mutation. In comparison, my fully grown Carno needs about 1/3 of the food. So please decrease the Cerato hunger or add MUCH more AI Pray, IMO Galli should be AI.
No playable should take fatal damage if their tail is attacked.
Bleed and damage to the tail is fine, but it's very odd for an animal to keel over and die if something bites an area of the body that lacks any vital organs.
An auto walk button could be pretty cool. It'd be especially helpful for migrating. My poor finger from having to go from swamps to highlands is suffering 😭
Not anything too crazy. Just having your dino walking in a straight line after pressing a button and letting us alt look around and stuff like that.
Balance the water vfx and audio fx to size/weight. 30kg herrera does the same splash sfx and vfx as a 5 ton Stego
Would it be possible to turn down the volume on storms just a smidge? (Not as an ingame setting I mean)
Not by a whole lot — I know the noise of thunder and rain have advantages and disadvantages to a few animals within the game (especially as a predator sneaking up on herbivores) so I understand why this might be a bit of a stretch, but just enough so it's not as overstimulating?
More dodge charges and less cooldown time for dryosaurus. Keep recharge time the same. Or make it a mutation.
I feel like being nocturnal hunters, dilo and troodon should get a slight buff at night time. Like increased night vision (which they already have lul), increased scent range, increased audio range, etc during the night. This honestly might be a bit too OP but I'd like to hear what other people thing of this.
Herrara does way to much damage, kills a full grown rapt in 1 shot. and the fact that it has unlimted stam while grappled is too much, needs a nerf to dmg and shouldnt be able to hang sideways on a palm tree forever
buff ptera stamina and night vision + make it able to eat rotten corpses/bones since its already hard enough to get full diet with it
Carno bite hitbox / radius should be enlarged. The carno is one of the larger dinos and should be able to take down smaller dinosaurs with a few hits. Doing this becomes incredibly tough when you are unable to land hits on a dinosaur standing directly below you..
When fighting for example dilos, it becomes incredibly tough to land hits because they stand too close. Adding to that, there is no way to reverse at the moment which makes these types of encounters very off balance.
I could've landed at least 5 hits in a recent encounter but landed only a single one..
How I would change Grapple
While I think it’s better than when it first released on hoardetest, I do still think grapple needs some major adjustments.
Now I could be wrong on some specifics, but from what I’ve seen/heard, if raptors pounced on a victim reach a combined weight that exceeds about 60-65% of said victim’s weight, it results in a pin, and this is on a healthy victim, no reduced bleed or stam. In my opinion this is too easy for the raptors, and here’s what I think is better.
For healthy victims, raptors should exceed the total weight. So yes, for a 1,600kg Teno, you need 4 adult, 450kg raptors (totaling 1,800kg) to successfully pin the Teno, 3 adult raptors (totaling 1,350kg) would not be enough. I also want to encourage pinning to be used more as a finishing move. So if bleed or stam is brought below 50%-30% on a victim, they have reached a point where it can take less raptors to achieve a pin. IMO this should be a set margin instead of scaling smoothly with the victims stam/bleed level, if that makes sense.
Now there are other factors to this of course. If the above system applies, it would still mean it only takes two raptors to pin a pachy or dilo. But this is where changes to bucking are needed, which already seems to be acknowledged by the devs. I do think raptors use too little stam when pounced, making it too easy. So while I can’t think of specific solutions to bucking at the moment, I do think addressing these should be taken. I’m also open to the idea of giving more options for animals to fight back when pounced/pinned. For example, what if a raptor should avoid pouncing a cerato on its shoulders, since a ceratos neck is flexible enough to where it can bite the raptor latched onto it. The raptor would have to pounce on the legs or back to avoid this. Bary in its concept also shows a great example by literally pulling them off. More options like these would be helpful for balance.
Beipiaosaurus has giant rake hands and looks like a juvenile therizinosaurus, yet they do 25 damage compared to its 20 damage beak nibble. If I get backhanded by a duck with hands larger than its head, then I want to feel it. If it were up to me, I'd put it in the 35-50 damage range.
Beipiaosaurus seems like it offers a playstyle that only a few on the roster share. Its little body is a facade for the world of hurt it can bring upon animals, even of higher weight. Some others I can think of are Pachycephalosaurus and Protoceratops (seen gnawing on an austroraptor in the concept art).
Even the glance sheet #isle-phase-three message covers that behaviour.
Also after just playing it, I didn't realise how atrocious the stamina was in water. Thank you for changing it in hordetest.
Simple but effective, for carnivores. If food is below 20% the sniffer will start to pick up AI and other Dinos so that they don’t starve themselves and now they get a reward for hunting down a meal. If food is above 20% other players will not be on the sniffer.
While beipi should deal a bit more damage maybe 50. I would like its claws to mostly be bleed based
Make galli have some defense from Raptor pounce like od they are pinned they could kick the omni or something cause its pretty unbalanced that galli has no chances vs Omni
Fix the EXTREME abundance of S in all Migrations for Herbies.
Also // I've seen almost none
Irl, grass and some other plants give off a scent or chemical to alert predators that herbivores are eating it. It'd be kinda cool if a carnivore could smell and see if a plant has been recently nibbled on by a herbivore.
This might be too OP in hindsight but I think it's just a cool idea. I could def see it being a combat hell increase though...
Dibble can stun things 2x it's size just made stego their play toy.
Knock down and stun cost no stm,exaggerated head defense(even stronger when hold Ctrl).
I really discourage herbivores attacking each other,but it happens all the time.So we have to think about the balance between herbivores.
What would happen if herbivores could kill herbivores more easily than carnivores?
https://youtu.be/MSfUejsfn0w?si=VhfbYa2K_VfS8Nmx
(I Don't talk about what the player did, just think about balance)
food not spawning in swamp migration hordetest
Idk if this is a bug or a feature but when hererra has the enlarged meniscus perk (increased height you can jump from without taking damage) when you land you get knocked down.
carnotaurus adjustments
I feel like increasing its turn radius by a bit would help it be effective in killing small game. Right now escaping one is a walk in the park, it dosent feel threatening enough because a simple press of A and D can completely counter it. Anything caught in the plains shouldn’t walk away untouched.
Allow it to knockdown anything dilo sized and below no matter the distance.
And I’ve noticed that ceratos organs dosent fill up its nutrients or much of its stomach. That should be changed if carno is a small game hunter
there needs to be a harsher punishment for players that kill without reason other then griefing and players that canniblise when playing animals that dont normally eat the same kind, not be rewarding them by giving a mutation in the horde test for more players to caniblise and grief
we need more diet from the horned melon!
I feel like ptera's should be able to eat rotten food / bones by default. It'll definitely improve the scavenger aspect of the dino
Defensible positions utilised by large Dinos feel unbeatable to Dinos like Raptors and Dilos. If any larger Dino finds a spot that secures their flanks, they can completelly ignore Dilo hallucinatons or just stun any Raptor that dares to latch onto them. As long as the lone large Dino holds the positon and manages their stamina, no number of predators can take them down.
Carno Charge Rework:
- Put it on a two charge system, like dryo dodge or dilo laugh
- Increase the cooldown of regenerating a charge to 1 minute
- Make it cost no stamina at all
- Make it that a charge can only last up to 3 seconds, with the damage hitbox coming in after 0.5 seconds of charging to prevent instant taprams.
- Make it that carno increases in speed by 25% while charging (to a 69.5km/hr), but loses most agility
- Reduce the damage from 350 to 200 on bodyshot
- Reduce the knockdown from 100% carno's weight to 50%, and the stun range 50%-100% of carno's weight
- Remove the current ramp up system required to make a knockdown (once the hitbox is active, you will knockdown anything without needing to charge for a prolonged period of time)
- Change that grunt to a literal warcry, make it more like the galli's speed boost, but angrier, deadlier, and more hunter-y
This turns charge from the "knockdown tool" to a tool that can be used as an attack, stun, a gap-closer, an escape tool, a simple traversal tool, etc, and focuses carno more on an endurance hunter playstyle, using its charge to keep up with even a herd of speed-boosting gallimimus (a prey item carnotaurus should be a primary predator to).
It also makes carno have a scarier, more notable presence in the plains, as their loud calls indicate them hunting to warn possible prey that this is carno territory. This, of course, comes at the sacrifice of damage and knockdowns, meaning carno will have to be more careful around creatures near its size like cerato or tenonto, but with its vastly improved movement, stamina efficiency and ability to hunt smalls, this shouldn't be a huge issue for the animal.
Young pachycephalosaurus doesn't need 47.8km/h running speed.
I saw in the dev blog that the developers are making a tool for easier balancing between different growth stages for different dinosaurs. This is one of those imbalances that are pretty noticeable if you go looking for them. The stamina duration that a juvenile has combined with the speed it runs means it has the potential to kill tiny tiers and other juveniles fairly consistently.
Being slower would mean a higher infant mortality rate but that's been constant across all the playables.
Carnotaurus Ram Changes Carnotaurus' ram ability shouldn't take 10% of your stamina for every second it is charging at a target, as it is simply lowering its head. Along with having a 20 second cooldown which is excessive. It also has had its knockdown basically rendered useless as you have to be charging for almost all of your stamina pool to knock something down, and if you are lucky enough to land a successful ram that does knockdown, the target can get up almost instantly, all of these things added up make its ram almost useless. Carnos ram should do knockdown or stun to anything smaller then it like Dilo, Omni, Cerato, Teno, etc. but for things like Cerato and Teno, if you tap right click while running it should be a slight stun, and if you run for 3-5 seconds it will do knockdown, and the knockdown should last for 4 seconds to smaller prey, and 2-3 seconds for creatures larger then 1 ton. Giving the carno an upper hand in a fight against Tenos or Ceratos. The ram should have a 10 second cooldown still so Carnos cannot stun lock Teno's or Ceratos. If the Cerato is losing the fight, then it can easily just cross a river or enter a forest, as the Carno will get stuck on trees and get out-maneuvered by the much more agile Ceratosaurus. Or in Teno's case where it can jump up on rocks. In my opinion these changes to the ram will make it so Carnotaurus is better at ambushing prey to get the upper hand, BUT if the Carno misses its ambush it will struggle to keep the upper hand on creatures such as Cerato and Teno. rather than being almost guaranteed to lose to a Teno which was allegedly meant to be a 50/50 fight. Carno's ram was pretty much the only way to win against a Teno. In my opinion these changes will make Carno more formidable instead of struggling to do what it's meant to be good at: Killing smaller foes.
Dilo Venom
Honestly not sure if it's a bug or by Design but can we make Hallucinations stop being blocked by water?
- It doesn't make any logical sense. (Use salt or a plant some other kind of antidote)
2.It's already very hard to get the venom off especially on larger prey which this mostly applies to. - Water extends far into land making venom pretty useless in regions such as swamp and deltas.
- The duration of venom has already been nerfed to a reasonable duration.
- Climbing and Jumping units already have ways of avoiding the Hallucinations.
Carnotaurus Instant Charge
It makes no sense as a Carno to charge out of a standing position, and do the full force damage you would do if you sprinted beforehand. Carno charge out of solely standing position should do way less damage, or not exist at all. Being able to charge after sprinting for 2-3 Seconds to get the speed, should make more sense, and be more fair. If people are unhappy with that, maybe reduce the Cooldown to around 10-15 secs to balance the removing of the instant charge. So far, it is not fair and makes getting close to a Carno punished immediately by death... If not remove the instant charge, maybe lower the damage of it.
Buff Ptera stamina regeneration, because right now it is unplayable. 80% of your gameplay is sitting because of a lack of stamina
Ok while I can give a thumbs up for the quality of life things that they do I gotta give a big thumbs down when it comes to balancing.
EVERY predator should have AT LEAST 1 matchup thats not in his favour. At least thats the most logical thing to do.
If we take the upcoming T-Rex for example (to not make specific mains butt-hurt).
It will annihilate almost everything in a fight. One of the few dangers it will have is probably raptors and other playables which are not released yet. So of course when youre going to balancing you will have to keep in mind how the changes will affect the matchup with its (should-be) biggest counter, if this matchup turns to the favour of the T-Rex its VERY poorly balanced. (Only an example of course)
Now keep this in mind and think about the current rosters matchups. VERY questionable choices noticably on very few species (balancing teams mains?? who knows).
(Dont wanna name the dinos because I know the players behind it will annihilate the downvote button)
The mains will always complain if they have one bad matchup the devs just shouldnt listen to every crybaby and try to keep an objective view on balancing.
EDIT: yeah dilo wasnt a great example my bad guys 😄
Add recoil or charges to Omni's pounce I think it's kind of unbalanced that a raptor can just miss a pounce and instantly pounce again with no risk or punishment. Especially with pounce to pin being added to the horde test. Maybe give it charges like Dryos dodge or Dilos venom instead of having it drain stamina and pounce instantly.
I feel it makes very little sense that if pachy misses it's ram it needs to recover yet if omniraptor misses a pounce it doesn't.
Dilo Crouch Movement Feels to Slow
I'd like to recommend it be increased to be more inline with small-medium sized predators or even be a tad faster. Other predators close to it's size can jump and move far faster when crouched so it only feels right that the Dilo be a better stalker. Right now I tend to sit rather then crouch walk as Dilo to hide my profile and wait for prey to come to me.
It would help a Nocturnal Stalking Predator experience overall and lead to more jump scares which feeds nicely into the Survival Horror theme.
When ✨️the fan favourite allo✨️ comes out and inevitably the server is gonna be 99.9% allo players make it a cannibal so that people can have some diets and encourage some dino diversity. ‼️Just for a week or two until the hype goes down‼️ and then change it to the original diet.
Tenos bleeding is too much, it alrdy can 2 shot smaller carnis so why the bleed is so strong also?
The nocturnal stalking predator also sounds like a full grown teno whenever it is walking/sprinting, and for an animal slightly heavier than a pachy it feels insane that it's as loud as it is.
Vomit sickness possibly giving the same debuffs as malnutrition? Would make it far more punishing for overeating/consuming rotten food/Cerato making you vomit
Adding a system that punishes a player if they are a herbivore that is killing more than 1 other herbivore.
faster stamina regeneration for ptera please, if you want the ptera to be on-ground a lot just do faster stam regen while resting
i just flew up a bit while pressing W and then had to sit for 20 mins
Nerf Teno's ability to stun with alt tail attack, shouldn't be able to stun a full grown Carno like it can to the point of stopping fully while at top speed
Nesting QoL Mutations:
(Some have been combined to avoid mutation selection bloat and to make them more appealing to avoid mutations not worth wasting a slot for)
Scentless, Effective Nest: AI no longer spawns when both parents are a certain distance away from the nest, and nest temperature takes longer to naturally cool (allows parents to stay away longer to access food/water, giving opportunities to egg stealers)
- Requirements: No requirements
Adaptive Struggle: As long as at least one diet is active, feeding hatchlings will result in the hatchlings receiving perfect diet
- Requirements: Survive through hatchling stage with only one nutrient for the entire duration
Efficient Feeding: (Possibly combined with Prolific Reproduction?) Food, water, and nutrient cost of feeding hatchlings is reduced
- Requirements: Raise at least one hatchling through hatchling stage while maintaining a hunger of under 50% the entire duration
Nesting is still currently a hassle that isn’t worth the effort a lot of the time unless you’re nesting exclusively with friends for friends. Hopefully with more nesting-friendly mutations to make it easier, more people will be inclined to take the time to nest.
(SANCTUARY'S) Stronger punishments for carnivores camping sanctuaries (ill be honest i have no idea how you'd even do this) or more sanctuaries closer to spawns. Sanctuaries are designed from the ground up to help Juvie dinos/players get into a strong enough state that they can start exploring the map/enjoy migration. however dilos and raptors simple camp these sites. resulting in hundreds of dead juvies who cannot make it to sanctuaries that are WAY to far from spawn locations, and even MORE dead players leaving sanctuaries who have no chance against hordes of Canivore trolls. i understand that it makes total sense for a carnivore to be where the food is, however the harder you make this game for new comers the sooner this game dies. Please move sanctuary closer to spawns. i just had 2 friends request refunds after 5 failed attempts at trying out the santuary mechanics. the dev team is bleeding money the longer that they keep players from getting to the point where this game is fun, i have 500 hours, this game is fun, but not for new comers
Reworking some of the most problematic mutations in the game
Gastronomic Regeneration: Gain a health/locked health regeneration boost that increases with your stomach's fullness.
Standard value: 15%
This helps encourage a more healthy style of play, encouraging you to eat after a tough fight and rest so you can get back out sooner, and replaces the ability to rapidfire heal midfight or infinitely heal on cerato/deino, while also making the mutation universally useful, not just good on smalls.
Nocturnal/Photosynthetic Tissue: During [insert time here], gain a boost to health/locked health/stamina regen and decrease to food/water/nutrient decay.
Standard value: 5%
So now it's actually survival oriented and more of a "generally better at a specific time", while not impacting combat massively. Players would still pick it, as it grants an overall buff to all elements of survival for simply existing at your preferred time.
**Congenital Hypoalgesia: ** While wounded, health/locked health regeneration is increased.
Standard value: 15%
This turns this ability from "take less damage from big things" to something that allows you to recover quicker from the wounded effect to faster remove the feeling of helplessness and weakness.
Tactical Endurance: While wounded, increase stamina regeneration rate and decrease sprint stamina decay.
Standard value: 10%
Once you're wounded, you're likely already on the backfoot, and would most benefit from using stam to escape rather to keep up the engagement. This stops things like stego being able to spontaneously be able to swing again from simply being attacked. (This is under the implication that stego's tailswings actually cost a fair amount and not 10-15%, which is absurd and makes them entirely overreliant on tactical endurance).
I think the Diablo should weigh 2.3 tons or 2.5 because rate now it’s kinda broken like when pachy was able to solo a carno. The Diablo can solo a full grown stego with very to little skill and kill ceras with ez.
Double Kill FG Omnis..... PLS NERF HERRA!!!!!
Remove the eat to heal perk or nerf it to like 1/50 of its current effectiveness. I can full heal on raptor with like 4-5 bites of food
Can you make sub adult deino faster than adult already what type of balance is this. Tf are you supposed to do against a 100% deino, you run out of the water they still catch you and there goes 3 hours of your life
It did not use to be like this about 5-8 months ago if this was an intentional change then I have no words
Ever thought to add a feature that increases HP regen for a short duration after swimming in salt water? Could be as a mutation or not but would give people more of a reason to go to beaches. Would make sense that salt water would clean wounds as well.
When dibble runs its attack range is quite hilarious. You can be knocked over even if dibble isnt touching you at all.
Dibble babies are waay to tanky. Theyre small potatoes and shouldnt put up such a fight against way larger creatures like a cera. Realistically the dibble baby would just be a oneshot if the attacker surpasses a certain size.
Ive also got told that the knockdown takes 0 stam? Just why?
Edit: changed bad wording so its not misunderstood.
I was on FULL utah, I was hit in the tail by a full diablo, I leaked and died in 15 seconds, I don't have enough nerves, I'm abandoning the game, why utah, that is, a blinder leaks from a non-blider in 15 seconds, fix diablo bleed
I think what would make Dibblos more fun/protective would to have them be able to hit small/medium size trees and knock/shook off herras from them if there on it.This can also be applied for nesting. When ever Trikes come out they can knock/shook bigger trees?! "IF YOU PUT A X ON THIS YOUR A HERRA MAIN"
The Dibble can knockdown you with his special attack in every part of your body,like:It can hit you in the farest tip of your tail and knockdown you.And the figths can be more equally if it will be fixed by making the knockdown of the dibble like the one in the Carno [knocking you down only in the midle of the trunk(more or less)]. Forgive me by my ortographycal errors in this post,i dont speak english at all.
why on earth would you nerf Beipi's speed. It literally had no reason to be touched. Bring back my poor little duck's swim speed back 😭 😭
Balancing Migrations with Increased Server Capacity
Please consider increasing plant spawns and have the plant spawns scale in size with the server player capacity.
I feel like the current plant spawns are balanced with 100 player servers. That just won’t work well, especially if servers eventually reach a stable 200 players.
I understand competition between herbivores for food, but there should be a vast difference regarding the competition levels between, for example, 15 dibbles in a 100 player server (which would be 15% of the whole server) vs 15 dibbles in 200 player servers where they don’t even reach 8% of the server population.
TLDR: Have plant spawns scale with the server player capacity.
Dilo's venom/hallucination mechanic needs a huge rework or improvement because 3/4 of the time the clones do not work. Be it trees, be it water or rocks. They are quite useless. I have recently experienced them barely attacking on a target in an open field that was fully envenomated.
Also Dilo's steps shouldn't be as loud as they are. It makes no sense for it to be louder than a Diablo that is twice as heavy.
Lastly the normal bite has a bad hitbox/range. Maybe Dilo could bite forward, similar to Omni, instead of "pecking" downwards.
I was starved from spawn 6 times (almost in a row) as Dilophosaurus. Could only manage food with help as spawns were scarce, so take this from that unlucky perspective. Problems, Dilopho can't scent living creatures so getting buffs is extremely difficult if there's no players around. Scavenging fish is fun and dangerous, but can't even gain buffs from fish or catch anything ourself. Gotta rely on stealing/fighting which is fine, but no buffs for the only reliable source hurts. I've read that it's natural diet is controversial and understand that it may be the reason for some of these choices.
I have a half grown Dilopho atm and it's fun to steal fish from crocs on shorelines, but that's really all I can do unless another player is around which is a shame because fishing is already a gamble against Deinosuchus anyway since their omnipresent. Since that's been my most engaging experience, I just wish it was a tiny bit more rewarding.
TL.DR: Gaining buffs is rough. Early starvation feels far too likely. Maybe let Dilopho scent some living stuff. Maybe let fish grant buffs. Maybe allow it to catch small jumping fish. AU server 200 pop?
Adult Beipi could really use a buff to it's breach height. Breaching as a Subadult and Juvie feels significantly better than as adult, as you're able to go much higher and further. Beipi unironically feels less fun as adult than it does during it's earlier growth stages, and hitting adult feels punishing with how a major aspect of your movement tanks in usability.
just remove being knocked down from back by diablo and also its knocks down the player before reaching, fix this please
This is applied for all the one's circled that can hit/shake off Herras for more protection from your herd or babys. The ability to do this is by weight. Like i said from my other post the bigger you are the bigger tree you can do this to. All the herbies i circled all have one thing in common using there mass to hit things or truck, so why cant you do this to a tree?!
I think Herrera pounce is littlebit OP. It's oneshots adult omnis but there's only fracture risk by fall from too high! There's should be more risk like when herrera pounces to spikey things. For example if they pounces on dibble head, It's only causes low damage to dibble and herrera won't take damage. You know what will happens when you jump into two spikey horned creature's head or stego's back from like 60ft height 🙂
Double or nothing on the mutation changes because I want less fighty fight and more unique survival strats
Accelerated Prey Drive: After killing another player, receive a boost to blood/health/fracture/stam regen for 5 minutes.
Standard Value: 20%
This stops accelerated prey drive from being a "win more" mechanic with extra damage, and rather encourages you to quickly recover after a difficult hunt, allowing you to be better prepared for the next fight/hunt in less time, should it come shortly.
Hemomania: Increases the range at which you can scent blood pools.
Standard value: 15%
Another combat mutation gone tracking mutation, this should help endurance hunters like the omni track and kill prey with far greater efficiency, rather than be a "win more" mutation, as every single carnivore bar ptera does bleed and thus can benefit from the extra damage without much work.
Hypermetabolic Inanition: Reduces the damage taken from starvation.
Standard value: 50%
This mutation is for animals which run into desperate times and need to eat urgently, allowing them to cling to life for longer, following a similar design to the original, minus the damage. As you're ideally not going to want to starve, regardless of the mutation, I set the value high for it to actually have value that has impact when the worst comes to pass. It no longer encourages you to starve for extra damage, rather it helps you deal with the situations in which starvation becomes a threat.
Augmented Tapetum: Unlock method becomes "Survive a whole night without using NV"
Extra NV is nice for EVERYONE, prey animals included like dryo/hypsi/beipi, so forcing things to kill FIVE players to get it is a tall ask. Just let people who wanna be nocturnal be nocturnal, and have them "train their eyes" by literally adapting to the dark. It keeps the reward, while letting any animal access it, not just strong fighters.
New Mutation
Bingeing : Increases the maximum amount of lipids/carbs/protein you can consume from 100% to 125%
Pteranodon's stamina is a bit too tedious to regain--- I like a challenge like anyone else playing the game, but I do think it's objectively unbalanced right now.
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Please rework the moment, when the sprint attack from the Diablo counts. Imo it is sometimes to early. So the opponent isn't even close when it gets hit.
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Also, how can a 3t Diablo stun a 6t Stego? This makes no sense. Maybe balance it like the following:
Dinosaur weight up to 100% of Diablo's weight --> gets knocked down
Dinosaur weight up to 133% of Diablo's weight --> gets stunned like now
(Dinosaur weight up to 166% of Diablo's weight --> gets stunned for half the time or no stun aswell)
Dinosaur weight above 166% of Diablo's weight --> no stun at all
Canni herbivores need to get a debuff the same way canni carnivores do
Carnotaurus charge ability needs to be buffed the distance required to knock down the person you hit is unnecessary it does not knock down the tail it is very difficult to control and most of the time it is not usefull in pvp and this will only cause loss of stamina this is the biggest problem so the charging feature is no different from running with your head down why running with my head down on to nothing coast so much stamina?
Diablos hitbox should be nerfed. When it does it's running attack it hits from over a meter ahead of it's head and even if not moving and looking straight forward, if your touching it's back legs it can hit you (not alt attacking). On top of this it weighs 3 tons when irl it was nowhere near that heavy, just overall it feels really unfair and even new players are able to solo literally every playable without too much trouble. By every playable im including deino and stego. Also I don't think a 3 ton animal should be able to do 180-270 degree turns faster than a cat, if your going for realistic then don't make a playable that weighs 3 tons, can stun everything in the game, can kill everything in the game in a noobs hands, and is the most agile thing in the game.
If Diablos need a herd of this size, they need to be killable at a reasonable rate.
I find that for the deinosuchus it takes too long to grow from five to six hours to put it full please love me if it is strong kiss the evolution time at least three hours to four hours or less otherwise it takes too much time
Can we get elite fish and schooling fish spawns in the ocean please. Other than travel cannot live in the saltwater as a deino due to no food.
Currently carnivores can get a 30% dmg increase, whereas herbivores don’t get any at all.
So allow herbivores to unlock some of the combat oriented mutations, like hypermetabolic Inanition and hemomania
(Mutations such as accelerated prey drive can be renamed and redeemed as also plausible for herbivores to have/get?)
OR
Provide reasonable compensation for the herbivores. Either by making these mutationss harder to achieve, giving them downsides (such as speed debuffs), or allowing herbivore specific mutations that even without a dmg increase could help in combat.
reduce certain small playables growth times no way troodon is 1 hour and 10 minutes just to weigh 60kg and omni 1 hour and 42 mins for 450kg
its not like it should be proportional but they are one shot why should I choose troodon over omni you ruin the dinosaur with the growth time
Nevermind I think troodon is shorter than that but mr bird makes no sense and some other stuff
When is Deino not gonna be right click simulator? In all honesty, it is so tiring to get grabbed by a Croc, you can't do ANYTHING to wiggle yourself outta it, and you just watch your Dino die. You should be able to wiggle yourself out of a Deino bite the heavier you are. Every Deino lunge atm has a 100% success rate (When you hit of course), which is simply not the case with actual crocodilians. Prey CAN escape a Crocodile attack, if with heavy damage. Getting carried to the middle of a lake, while losing all of your Stam and watching your Dino just drown is kind of... infuriating. Not to mention Deino has 0 contestants rn except for other Crocs which... Idk doesn't seem really fair.
(Gotta love the X's from Deino mains lol)
Let dibble regain stamina while having like 20% left while walking. not just 60% +
Fix fall damage, when you fall 3 cm with adult you take like -60% hp of damage and when you fall 1km with baby you take no damage
I was just playing with 70% cera fighting some sub herbs and i was running bc i got low hp, fell from a smal rock and died
bro i fell like 20cm and im not even kidding
Dilos footsteps are louder
Than its clones thus allowing someone to easily tell the difference and dilos clones simply do not work it most situations please fix this, dilo is in a bad spot right now.
After a few days more with Dilo, I realise I was just inexperienced. Having a blast now and my early game is fine and hunting way better.
As Diablos, I can beat two cera, but I can't resist being pushed to the ground by two omni? It's a little crazy. Died of damge, not bleeding
Galli is genuinely and unironically too strong right now, and I know it’s hard to believe but it really is true 2-4 gallis can kill a cerato or a carno especially if they use the eat to heal mutation, galli does a lot of damage and they do a lot of bleed so I say galli should get a damage and bleed reduction, keep in mind galli is also incredibly fast and has the best trot speed in the whole game so you cannot escape a few gallis if they come after you.
i went up to a dibble as a fg carno, and it didnt even come up to my calf- it was still making juvie 1 calls, but it ran up to me, and knocked me to the floor, my mouth agape
limit gateway to half or even 1 third, until we can have more dinos and players, its way too big, places like jungles have 0 souls, and the hotspots feel too, well hot, just limit the map and people are gonna actually try to find safe places, instead of running 150ft off of a hotspot, and being 100% safe to afk grow
thanks for reading, y- you read, right?
All of the combat mutations need to be removed or reworked straight up because it’s breaking the games balance.
Parent protection mode:
Is there a way to build in a mechanism to protect your own children? Because it's really annoying to lose all your babies every time you nest. Especially now that breeding is even more important by passing on genes!
In nature, animals also try everything to protect their children.
It would be nice if there was a parent protection mode, at least until the children reach a certain age.
In species that walk on four legs, the children could hide under their parents. In two-legged species, perhaps in the nest or in a dug hole?
So that you at least have the option of safely protecting your brood for a while. Because in battle, the opponents always concentrate on the brood and you have no way of really protecting them. Or you often hit them yourself with your attacks because they sometimes run around in panic.
Nerf deino
Deino is almost oneshot in every creature of the game
an adult cera die in 2-3 hits by a deino and if he grab someone, its just die no matter ur hp, stamina or how old you are
Nerf its damage and add escape chance if you are a adult like struggle at his mouth in exchange of stamina so if you, adult creature get grabbed at full stamina you can escape and swim away
omni can survive diablos headbutt TO THE HEAD, but a herrera can kill an omni…? doesn’t even need to be a headshot OR at the maximum height level. it’s kinda crazy to me. also a literal GORE MACHINE doing the exact same amount of damage as TENOS KICK is PITIFUL. diablo is insane in the wrong way. buff the dmg to like 300 atleast lmfao.
Nerf mixpacking, i am seeing way too many people getting bonked by fg stegos with fg carnos teaming up etc.
If they decide to run around together as different species, give them a debuff or something along the lines of that. In what world does fullgrown stegos or diablos or anything else, kill to feed a carnivore, or to utilize diablo knockdown into stego megadamage? 😂
Make it so Cera can regen stam while standing like legacy. Since your 'small game hunter' carno can just 2v1 and take turns eating in the middle of a fight, it's incredibly unfair to the Cera.
Stegos should have stun resistance while in their power swing stance. For example, moves that would normally knock them down would simply stun them, and those that would stun them would do nothing. This is stegos answer to Rexes head slam (assuming it is a stunning attack), as well as diablos (seriously they shouldn’t be killing stegos this easily).
Applies to Kentro too
Get rid of the 10 minute spawn cooldown when you die and just make it that everyone spawns in randomly besides the semi aquatics, make those spawn in or near water always.
Just gonna bump this message because mutations are now on live build and have basically not been changed at all outside one or two mutations being removed
remove the spawn couldown pls or do it like to only 3 or 5 min not 10
I’ve said it before & I’ll say it again, bring back the stamina cost for fast getting up it makes regularly getting up with H absolutely useless. Also it will stop people from being able to sit very close to you in the middle of combat with no consequences, fast getting up should only be used in emergency situations not the standard way of getting up.
they should nerf diablo they can turn 180 degrees in 0.5 seconds and take almost no damage from the front there is no way for a carno or cerato to ever beat them even tho they are on perferred diet for them. In a 1 on 1 battle its impossible flank because of their turn ratio that they get when entering their special stance
add a flight mutation that allows pteras to use less stam while flying
Balancing grapple to suck less:
Grapple sucks to fight. The fact 2 omnis instapin a grown cerato with ease is ridiculous and objectively unfun. So, I've come up with a system to make it more skill-based and actually counterable by the opponent, rather than a mechanic that just means if you get
First of all, the base total weight needed to pin a healthy creature needs to be equal to 100% of that creature's weight, rather than the current 65%. So, 2 omnis to pin a pachy/dilo, 3 omnis to pin a cerato, 4 omnis to pin a carno, so on.
Secondly, there are now THREE conditions to reduce the weight needed to pin a target. Each one reduces the weight of grapplers required for a grapple by 25% of the target's weight, and can add on top of each other to a minimum of requiring 25% of the weight of the target in raptors to pounce. These conditions are:
- Target has 20% or lower stam (the current only condition)
- Target has the wounded status effect (50% or lower HP)
- Target's bloodpool is 50% or less
So, if the target has 20% less stam and the wounded status effect, they will now only need 50% of their total weight in grapplers to be grappled (carno would only need 900kg of raptors, meaning two fullgrowns could pin it under these circumstances)
To compensate, you can now grapple as only one omni again. This is due to it being harder to simply be able to insta-grapple a pachy or dilo, and overall not making sense that a solo omni just can't do it. The solo omni still needs to exhaust or weaken the prey, and would need to actually work for the grapple.
This ideally will make grapple an actual finisher tool that rewards skilled omnis for using their abilities to weaken and exhaust the opponent, rather than rewarding 2 omnis for pouncing anything that weighs the same a cerato or smaller and just instawinning.
Diablo's bite force should be 300 and its weight should be reduced to 2.5 tons
I was wondering why i did not see any pteras then i decided to test it for fun for the first time (spoiler it was not that fun). The first thing i noticed is the stamina drains so fast when flying, but after an hour i got the hang of it a little bit, to fly with out wasting so much stam. Then when i needed food i thought to my self "hmm, what do i need to get perfect diet" then i looked at my preffered food and noticed that like 98% of the list was full of AI dinos so it makes playing in a server with no AI dinos very hard. Then when i finally found something that is alive and killable i attacked it ofc it was a turtle i landed next to it and started attacking the turtle's head it took me like a minute to kill it then i looked at the bite force and realized i do like 0 dmg so how am i suppous to kill a hypsi not even talking about an troodon if i have to bite the troodon 5 times to the head and the troodon can just 2 shot me or pounce me i dont know what's the point and i remember the day when they nerfed the pteras dmg wich i think was not needed at all. Nowdays when you try to hunt hatchlings you notice that you can't even one shot or two shot raptor baby's. Nowdays i think that the ptera is the least played isle evrima dino because they nerfed it to the ground, like 50% of you're play time goes to laying down and another 40% biting AI animals because pvp with ptera is a joke even hatchling do the same amount of dmg as you and the 10% goes for drinking and eating. So that was my experience with the ptera, but the point im trying to tell here is that the pteras preffered food should be added more playable dinos or even baby dinos, buff the stamina regen or add a stamina mutation and increase pteras dmg, or just buff it by some good way so if you want to be able to survive and have fun you dont have to play a cera, carno, deino, diablo or stego
Pliz remove Cera diet other's Ceras, or at list do not gain any nutrients, many Ceras goes cannibal's to fill there diets and cant make packs unless they are already friends, another reason if you want, it will help to make nest if you can trust easer other players.
I am kinda sad that there's almost no way to raise a Deino on the official servers alone right now. It's usually spawn, grow 2%, search food, get killed by other Deinos... Often times a group, and not even for food. They just kill you and move away. I know, this may be totally hard to balance, but I'd kind of want to see some consequence for random kills. As much as it's part of the game, it's also taking away much fun for not-so-experienced gamers that just want to have fun with their dinosaurs
I feel like it's especially hard with Deinosuchus as they grow so slow and to such a giant size and bite force over time, people find it fun to eliminate the smaller ones.
When an Omni pins a friendly, the animation lock is bruuuuutal.
The game has many different issues with hitboxes and latency ongoing. Until those are sorted, can we please make it so the pin animation end-lag isn't enough to wipe out an entire packs worth of Omnis?
To clarify;
Allow us to jump off a pinned target sooner if we do so by mistake, or just in general. Limiting player movement this much is a detriment to the character in a negative way, be it intentional or not. Animation locks never feel good, but I'm not asking for instantanious tap-pinning, just reduce the time a bit. Being trapped on another playable feels terrible.
Influx of mix-packing
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I'm fully aware that there are no rules on officials, but I'd love to see something in the future that could discourage this behavior to some extent. I'm not asking for debuffs as it's something to be exploited but anything as simple as an icon that appears when 2 or more separate species are around one another for an extended period of time would be wonderful.
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Recently there's been far more mix-packing than usual, it makes the game incredibly challenging when you're playing something that's balanced in a way where it excels in hunting certain creatures and can evade others; mixing nulls this balancing entirely.
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Suddenly players cannot hunt specific players and said specific players actively hunt down others that genuinely stand zero chance in fighting back or evading.
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The red pack icon isn't very helpful, it doesn't prompt unless the pack is sizeable and doesn't always mean it's a mix.
The issue is incredibly hard to fix and I'm aware it'll likely never be fixed entirely but there's a reason why the majority of the community complains about the issue. It's not a fun experience and ruins balancing.
"Just go to an unofficial server." There's very few, if any fully populated EU and NA servers to go to if you'd like to avoid the issue; making it basically impossible to avoid if you'd like to play the game.
Give pachy stun back
make babys herrera and raptor be unable to pounce, its so annoying this small thing just biting you and running to make it harder heal ur bleed
Balance Opinions
Been combat testing for a few hours today and I have some opinions. I wanna do some more testing but here’s what I think.
- Diablo!!: Holy heck is Diablo hard to fight. Not only are they too tanky imo, but their hitbox, their broken hitbox! I’d get hit and knocked down from a whole cerato length away, even from behind the dibble. They also are way strong against stegos, more than they have any right to be, mostly cause they can stun them (why..😩). While a 1v1 is largely stego favored, just two large diablos can wallop a stego easy. Using block is also really useful, even a running power swing will only bring a blocking diablo to yellow at most. I’ve said before that I’m not a fan of 3 ton dibble (1.5 to 2 tons is good imo), but first I wanna see how it performs against allo.
- Carno: It sucks. I know it’s meant to have a bad turn radius, but it’s so bad its speed doesn’t matter, it’s WAY easy to dodge. Fighting any mid tier solo is nearly impossible, and small tiers (it’s supposed prey), can easily escape if they see it first, just by outmaneuvering it. Its charge is also basically worthless now because of how much distance is needed to stun, and the stam cost.
- Cerato: Probably the best carnivore now, even rivaling Omni with grapple. The skill ceiling is high, but the skilled Ceratos I’ve fought are monsters. Its agility and charge bites make it very easy to stack damage, especially on large prey with low agility like dibbles and stegos. Fighting diablos especially feels very similar to tail riding back in legacy, just by taking advantage of its poor turn radius.
- may likely have more to say after more testing, thx for reading if you got this far
Fix deino grab hitbox i am 10 meters from them and they are still grabing me like they were ahead in time? Xd
fix ptera. its absolute misery to play them. the stamina is HORRENDOUS!! its not like ptera is a pvp dino, its not gonna go merc a raptor squad solo, its only enjoyable feature is being able to fly around the map WHICH IT CANT DO NOW!!! The stamina regen needs MASSIVE buffs. sitting rest for 30 minutes just to fly 3 metres is not fun.
Bring diablo back to 2 ton or at least lower it to 2,5 ton
Give ptera it's spiro stamina back and to counter griefing without counterplay make it that an alt attack while aiming upwards also goes upwards and not forward. This way pteras can fly again and we can bite those pests out the sky should they get too cocky.
It could just be me, but I feel like carno's small head and tiny jaw should not do more damage than a cerato's bite. It would make more sense to lower the base damage to like 120 instead of 175, and just buff the charge in a few places to make it useful.
Please reverse Beipi swim speed on the surface of the water, it literally has webbed feet why is it so absurdly slow. It was fine before.
Deinosuchus is probably one of the most hated playable of all times. I feel like there is barely any inbetween. People are either really like it due to the fantasy of being a croc and the fun of being able to grab and drown people when they least expect it (this is the smaller part of the community) and then there is the majority having a problem with the grabbing (one-shotting) mechanic and hating the idea of losing their progress to a very hard to notice and instant death machine that is Deinosuchus.
Now I would not want it to be removed nor I don't want it to be less deathly as we still speak of a 8 ton alligator, but I was thinking of giving their grabbing ability a cooldown. In terms of defense or fighting their own kind, grabbing isn't their main weaponry and even if their grabbing mechanic is on cooldown, they can still hunt and pretty much oneshot smaller playables or playables that are in the juvie/fresh sub state. The cooldown would result in the Deinos having to properly position themselves and having their aiming to be precise because if they fail, it can very easily lead to the prey escaping leaving the Deinosuchus starving.
For an Example, you are a Deino in a swamp where a Dibble has to swim for a bit ( like about 50 to 70 m) and if you miss that grab the chances you won't be able to finish it just with bites in that very short duration till it's reaches land. The Prey items will also have a usable information. If you see the Deino missing/or hitting it's lounge (doesn't really matter in this case) you know that for a fix amount of time you are safe from being drowned. You still might be in danger because they have a high bite-force, but still you can utilize a certain amount of time to have a better chance of surviving the croc encounter.
So long story short:
- Give Deinosuchus grabbing ability a cooldown and I would probably start to experiment with around 15-30 second cooldown.
Again, a more precise Deinosuchus will still be deadly, but the clunky ones would have a hard time and they could probably not mass kill 35 people on the spot, because simply they cannot spam their grab.
Make Diablo have outright immunity or at the very least resistance to cerato’s bacteria effect only on headshots, cerato doesn’t apply bacteria when biting something’s tail so why can it apply full bacteria on diablos head?
Give pumpkin back to Stego's diet 
day 1 of asking for ptera to not take 40 minutes to regen a bar of stamina
literally quicker to die and grow a new one than it is to regen your stamina like honestly who did this?!
One message removed from a suspended account.
Beipi buffs please oh please:
- Increased surface swim speed (should outswim terrestrials at a base swimspeed at least lol. As it stands, it has a faster max sprint speed of 32km/hr than its swimspeed, leaving it favoured to sprint on land over swim in shallows)
- Claw damage increased from 25 to 40. Alt attack does 100 damage (40 damage per claw, plus 20 damage for finishing bite)
- Claw bleed damage SIGNIFICANTLY increased
- Bite attack is ALWAYS bound to LMB, and claw attack is ALWAYS bound to RMB. The swapping depending on if you are in water makes zero sense on an animal that literally dolphin dives, and it's much easier to remember LMB = bite and RMB = other attack, the same as it is on most other animals.
- Breach height and breach speed boost increased slightly. Allows beipi to reach higher areas from a breach, or use the breach in a panic to get away from a larger threat, as currently a swimspeed-mutation deinosuchus can quite easily catch up and kill it
Should make it a little menace that does actually scare off small-tier predators, or even up to raptors in larger flocks, and frankly just improve the QoL of the animal.
Why dino who's weight is around 3 tons can do a 180° spin and can hit u with his butt? Yes im talking abt diablo please nerf his hitboxes at least
few things about deino
- a fully grown deino shouldn't be able to grab a 5.9 ton deino while in the water, you reach 6 tons at 85%, less than an hour to go to be fully grown, should be max 4 tons (mainly because you're locked with other deinos)
- a smaller deino should be faster than a bigger deino on land and have better stamina, otherwise you have what we have right now, which is "guess i'll die"
- a deino grabbing you shouldn't take all your stamina away, it should take either none or a very small bit
- a deino grabbing another deino shouldn't make the grabbed deino suddenly have no oxygen pool and drown like any other dino would, it should just be a restraining method
should it be difficult to grow? absolutely, no doubt about it. but should it be a pain in the ass like it is right now and consist on 30% skill 70% luck? hell no
https://youtube.com/watch?v=c_ZqvXLOwFg&si=KzM4RW-L_wpEl3pw
what did you do to my boy.... (undo the swim speed nerfs and give a buff to its underwater swim speed)
Increase hypsi stamina to above 4:30 minutes. Being among the slower herbivores and the smallest dinosaur in the game, it should have the stamina to run a fair distance and the stamina to outlast any predator.
Adult Deinos should be the slowest form of deino, anything less that 100% full adult should be faster, because right now if a adult wants to kill you its GG since there always faster and have more stam that’s it.
Make adult dibble slower or with less weight, it feels too fast for a big chubby tank with small legs and it have almost the speed of a big cera
Like a adult dibble can easily get a young sub cera by speed
which makes no sense to me bc cera have all this strong legs and aerodynamic body to run and get preys while a chubby small legged tank is almost his speed like ??
And fix dibble range too, its so much
Add goats to carnotaurus' diet.
Carnotaurus has recently been labeled as a small game hunter. As such, the carnotaurus should gain nutrition from goats.
Goats are small game, so it seems logical for me to think that they should be in carnotaurus' diet. // Is the most difficult type of nutrition to gain as a carno and often makes it so the growth time for carnos are much higher than that of other dinosaurs.
Big carnivores, like cerato and deino, are not included in the carnotaurus diet. These two have a much easier time to fill up with all types of nutrition and thereby gain a perfect diet with +100% growth rate.
Comparatively, the carno has a much tougher time in gaining their nutrients, especially // or lines. Adding goats to the carnotaurus diet, would be a good start in giving these 3 large carnivores a more balanced experience.
Comparing carno and cerato, shows how carnotaurus is SO much more difficult to play. It is much more difficult for the carno to fill in their diet, it has slower turn speed- meaning less mobile, it has slightly higher biteforce ( but has much less chance to land hits due to much worse mobility ) and it also has no extra special like venom.
The carnotaurus needs a buff to increase survivability and make it easier to combat with.
Fighting a cerato as carnotaurus is very off-balance, even though the ram could do damage and carno has 25 more units in bite force. The difference in mobility makes it super difficult for a skilled carno to combat a skilled cerato.
Remove mutations that buff various kinds of damage (even if only under certain conditions), and mutations which increase resistances towards various kinds of damage from other players.
Such mutations are in and of themselves, unbalancing. Even though the buffs are minor; either dinos are unbalanced to begin with and need these to make up for it, or dinos are balanced from before, and these tip the scale.
This will just lead to far more work than necessary to make sure everything is balanced in future, when there will be more mutations and more dinos.
And for example, the "Hypermetabolic Inanition: The less hunger you have the more damage you deal.", shouldn't exist.
With this mutation you get a damage buff either; for being inept at getting food, or by getting low on food on purpose, in which case it's uncomfortably close to a damage-buff switch.
Pachy's trot is painfully slow and I'd love to see it be a tiny bit faster. Currently it's only slightly faster than it's Z walk and it feels like my playable is walking through mud.
I'm a new player to this game, got it about 2 weeks before the last big update and was loving it.
During that time I mostly played croc and knew the risks of being cannibalized.
Since then I have been trying other dinos and have enjoyed the sense of "team" you get when joining a pack of others (raptors, herras).
With the new update and the cannibal mutation added, 8/10 of my deaths now come from same species , players that I team with , play with for hours, lower my guard down around and then eventually die to.. This is a very off putting mechanic that, in a social game like this one, makes u not want to be around other players.. which I don't think is good for the game. The only people I feel this mutation benefits is the mixed packers that can now feed on their own kind when hunting with their mixed pack.
Thoughts?
debuff herrera bleed by a teensy tiny bit? im a 50% carno and can't run farther than 1 cm away before i die from bleed,
(however i SUPER LOVE playing herreras and ofc they should be able to hunt)
just asking to at least make the bleed rate 2-5% less to be able to run to the tree next to the one i got jumped from and not have to rest under the same tree i got jumped on from or die
Okay so the ptera definetly needs some love.
Either increase the ascending speed by quite a bit or lower the ascending cost, and lower the take off cost either way.
Id love for ptera to be a baby hunter so we'd have some aerial danger aswell (hoping for bigger birds like hatze or quetzal to come). Maybe let the ptera pick up baby dinos to drop out of the air to eat or increase the peck damage quite a bit so that its actually doable to kill a baby. With how hard the peck is to land and the low frequency of it, u cant really kill anything not even a baby before they disappear into a bush. I think it would be a cool addition if babies would have to look out for birds wanting to snatch them. Of course this would need quite a lot of testing to balance it correctly.
I also think the diet of ptera should be changed, since baby raptors or maybe even baby carnos for example would also be on its diet. This would also make the ptera a bit of a scavenger which would also be kind of fitting for it I think.
Reduce stego's growth time shouldn't take 10 hours to grow & 5 hours with perfect diet
they die easily from headshots/front attacks, and the tail swings waste enough stamina for a fair adult stego fight :(
If you're never going to actually buff carno can you at least make it faster when its an infant? It literally cannot exist in any way shape or form because diablos and tenos run it down.
Reduce dibbles attack speed. They should not be able to hit FOUR times in 1.5 seconds.
Diabloceratops has very unbalanced strong hitboxes and stun advantage I think it shouldn't be able to stun bigger animals than itself I mean come on it can beat stegosaurus in 1v1
Raptor is too susceptible to bleed. For being a bleeder itself, bro bleeds out before its prey 95% of the time if it takes a hit or two. They're already made of wet tissue paper, they should at least not bleed out to a paper cut too.
nerf diablo, I don't want it stunning a fully grown stego.
When pouncers pounce a target. Make the server give priority to any animal not in your group. So you aren’t pouncing the side of something and instantly teleporting to a packmate locking each of you in a pin where both of you can be hit
Reduce some dinos growth time
I think its too much time for a dino's game
For example, most people dont have 10 hours to spend growing a stego and neither do i
Change stego growth time from 10 hours ( and 5 with perfect diet ) to 6 hours ( and 3 with perfect diet )
Change diablo growth time to 5 hours ( 2,5 with perfect diet )
Change cerato growth time to 4 hours ( 2 with perfect diet )
Its good to remember that its hard to maintain perfect diet and dinos can die easily
Reduce the sound of troodon's pitter-padder maybe just a tad. 🤏 Sounds a little heavy for such a small thing.
Increase the size and health of the Beipi, and maybe a stamina increase and less stamina drain when they running on land
Judging by the conversations in discord and reading several feedbacks, Lot of people think that combat/speed mutations are always BiS therefore many of the other mutations are never picked. I do agree with this, anytime I play I always pick dmg/bleed modifiers.
2-Step Solution
Step1
- Make Survival mutations more appealing
I already wrote a feedback about how some of the survival/playstyle changing mutations are ridiculously bad.
Example :
We have a mutation called " Increased Inspiratory Capacity " It increases our O2 capacity by 15% - This is compared to a defense/attack mutation is just a very bad joke. You should fuse Increased Inspiratory Capacity and Hydrodinamic together to make up a single mutation.
This would make the new survival mutation : Increased oxygen capacity and swimming speed by 15%
Now this looks much more like a competitive mutation and it's not based on combat. There are a bunch of survival mutations that are like this.
Step2
Create downsides for Combat based mutations
- Accelerated Prey Drive : Deal more damage to animals with low health, 10%
-Congenital Hypoalgesia : Reduce incoming damage from larger creatures 15%
These are just insanely strong mutations and I would probably never choose any survival mutations over this even if you were to do Step 1.
But how about changing to this :
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Accelerated Prey Drive : Deal more damage to animals with low health 10% BUT also Reduces your bleed damage by 5%
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-Congenital Hypoalgesia : Reduce incoming damage from larger creatures 15% BUT increases incoming damage from smaller creatures by 8%
See? These are still pretty strong mutations but have a downside to it so it's not an Instant pick. You have to take the downsides into consideration.
Combining Step1 and Step2 imo would finally bring balance between mutations and the entire mutation system would be a lot more interesting
You claim that the Carno is now balanced, but I strongly disagree. How is it possible that the new Diablo can easily knock others to the ground without any issues, while the Carno has to wait at least 4 seconds to do the same, consuming half of its stamina, and the Diablo can do this while standing still? Additionally, the maximum group size for Carnos is 3, but for Diablos, it’s 5 (as far as I know). Another example is the Packi, which can continuously perform their charge attack with minimal stamina consumption.
The 4-second charge attack requirement for the Carno is excessive and unnecessary. It puts the Carno at a significant disadvantage compared to other species. Reducing or eliminating this delay would help balance gameplay and make the Carno more competitive.
Remove mutations that buff movement speed, it messes with speed balance between species that ought to have been refined beforehand.
It just adds an unnecessary extra level to balancing dino speeds.
debuff herrera jump damage on sub/adult dinos
i think herrera does so much damage jumping on adult/sub dinos for such a small creature
Give the Beipi a general buff (size, attack, health and for sakes INCREASE GROUND SPEED) so it can survive better. This is due to it's being quite underpowered for a mid tier but also due to the fact that most Beipi players will just play Theri when Theri is added and thus it should have some more power so people can more reliably use it's niche as a semi aquatic.
Feedback pro deino.
His weight is very disproportionate in the later stages of growth. In the past, when 90% and 100% almost did not differ in weight, a player with hands that do not grow out of his ass could resist a full grown deino.
Now, the weight difference is enormous, 1-1.5 tons. This is a lot for a 10-15% difference in growth.
Please distribute the weight proportionately. Deino's the only one with this problem.
make it so diablo can't stun a fully grown stego or nerf it over all.
Reasons
It weighs 6.5 tons and diablo weighs 3 tons
A diablo can solo a fully grown stego just by stunning the stego before it manages to hit it ( diablos stop the attack of the stego when they stun them )
and I lost my sub adult stego to 1 diablo who pushed me into the water even tho I weighed 4 tons ( a Deionsuchus can't even pick up that weigh, so how can a diablo can? )
**Please react to the ✅ emoji if you agree to nerf diablo's stun. and react~~ to 💯 if you think it should be nerfed overall, react to ❌ if you think this is wrong **
Remove speed buff mutations
Example
!------------!
imagine your a tenon, then 5 ceras jump you.
you get in the water to swim away
then somehow they're faster then you? and you realize you have no escape.
it completely messes up the eco system.
**Please react to the ✅ to remove the speed mutations and react to ❌ if you think this is wrong **
massively buff the underwater vision mutation, 5% is hilariously pathetic for sight range
Debuff deino grab
it can grab everything that is less than 4T so he can grab a big diablo
wich makes no sense to me bc real life crocodiles only carry like 20%-30% their weight prey
and it makes deino grab and run simulator so my suggestion is to make it only able to carry 2,5 ton prey or less
give pachy carnivore mutation
I know the speed-hack like baby crocs were annoying, but I think that baby crocs should be faster on land than adult crocs. It was the only way to escape them if u spotted them early enough, now they can just hunt u down if they want to. Especially if they have the speed mutation.
Faster troodon bite speed because it's slower than stego swing.
UPDATED!
make it so diablo can't stun above 2 tons or nerf it over all.
Reasons
a diablo can stun a stego that weighs 6.5 tons and diablo weighs 3 tons
A diablo can solo a fully grown stego just by stunning the stego before it manages to hit it ( diablos stop the attack of the stego when they stun them )
and I lost my sub adult stego to 1 diablo who pushed me into the water even tho I weighed 4 tons ( a Deionsuchus can't even pick up that weigh, so how can a diablo stun it And knock it over? )
Please react to the ✅ emoji if you agree to nerf diablo's stun. and react~~ to 💯 if you think it should be nerfed overall, react to ❌ if you think this is wrong
update :
I found out it can stun a fully grown deinosuchus.
and a tenon's slam (almost as strong as a deinosuchus bite) can't stun a diablo.
Buff stego
Stego is just too easy to avoid for a 10 hours growth dino and strongest herb, his attack have a big cooldown and is pretty easy to avoid
Rn growing a stego is not worth it, if you miss a hit you need to wait like 5 secs to attack again, while you wait you get a lot of bites from any attacker and its so easy to miss it
You should be able to attack while running too
ahem
just nerf diablo and its gonna be fine-
make it so diablo can't stun a fully grown stego or nerf it over all.
Reasons
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It weighs 6 tons and diablo weighs 3 tons
A diablo can solo a fully grown stego just by stunning the stego before it manages to hit it ( diablos stop the attack of the stego when they stun them )
and I lost my sub adult stego to 1 diablo who pushed me into the water even tho I weighed 4 tons ( a Deionsuchus can't even pick up that weigh, so how can a diablo can? )
Diablo can also stun a fully grown deionosuchs
small note for the developers.
NERF DIABLO RIGHT NOWWWWWWW
**Please react to the ✅ emoji if you agree to nerf diablo's stun. and react to 💯 if you think it should be nerfed overall, react to ❌ if you think this is wrong **
(BTW I HAVE A GREAT FEED BACK IN AI FEED BACK COULD YALL REACT TO IT)
While an unsuspecting diablo should be able to get grabbed by a deino, I think that it should be able to block the lunge with the RMB stance if it reacts fast enough.
please please make smaller deinos faster than bigger deinos, or at least on land only
its frustrating when you can do NOTHING if youre being attacked by a bigger deino, not even fight back, its like youre sitting around for 10 hours waiting to be someone's unavoidable snack
Please make stego unable to swing on no stam again. I feel being out of stam should be punishing, even to the point of death. Players should manage stam along with their food and water as an important part of surviving.
Fights against steg felt rewarding if you were able to risk your own life to a one shot tail swing, to stam them out. As a steg, it felt good to manage your stam and be able to keep a fight going longer than the intended hunter thought possible.
Suggestion: Make some spawnpoints in the sanctuaries or expand the bee area.
Reason: Currently sanctuaries (best example being south zone) get camped by baby killer 9000s. Be it the troodons sitting inside the sanctuary, the herras in the trees around the entry areas, or the Dilo, Cera, Omnis, etc, sitting around the area to kill anything trying to get to it, it makes the sanctuary a worse place to go to try and grow, because even if you get in to eat a few mushrooms, getting out isn't very easy either, kinda defeating the point of these areas.
How would this suggestion help solve the problem: If the babies are spawning in the sanctuaries, then that will help at least making them not as easy to know they're inside, as you don't know when something has entered to expect them to be coming out, or what to be expecting to come out.
Expanding the bee area would help the babies at least have a chance to look around outside the safe zone to see if anything may be trying to kill it still.
While neither of these are foolproof solutions, I feel like they would help a bit in sanctuaries completing their goals.
Baby diablos are completely overpowered compared to other babies. Please turn this down a bit, its still a baby so it shouldnt slap every other baby around like that. Hell it can even compete against 2 sub adult dilos (not that stego babies cant do this too but their damage is also too high imo). A baby is supposed to be vulnerable and a possible prey for sub adult medium sized dinos, but they're so tough its usually not worth the fight if youre not fully grown yourself.
Every fresh spawn in the game should be below 50kg, deinosuchus only recently got this change as well and it's the heaviest in the game yet. Dibble and stego are both 100kg+
Don't nerf eat to heal, completely remove it from the game. Its very meta gamey
hebrivores main : ❌
anyways,
how about we nerf diablo so it cant stun a fully grown deionsuchus and stego.
and maybe nerf its weigh ( Triceceratops weighs 6x diabloceratops weigh, diablo weighs 2 tons ( irl ) and triceceratops weighs (6 tons irl)
nerf everything in diablo, allosaurus sure will kill 1 if its alone after the nerf but they live in herds and mix pack with stegos.
I don't understand how the entire server dosent agree with nerfing diabloceratops WEIGH and STUN, its supposed to weigh 2 tons irl and its gonna be fair.
react to ✅ if you think diabloceratops weigh should be nerfed, react to 💯 if you think its stun should be nerfed, react to ❌ if you think everything is wrong here, and react to 👍 if you think everything is right
Remove the recoil damage and bleed you get when you pin another dino with a pounce ability. Pouncing a Troodon as a Juvi Omniraptor and dying from the recoil damage is very annoying. Also even though they aren’t cannibalistic by design Omni and Troodon still may need to defend themselves from others of their own species and getting punished for successfully landing a pounce when you’re trying to defend yourself from another pouncer is annoying.
Also reintroduce the stun animation when you miss a pounce. That way people will be more cautious when they use the pounce and won’t just spam it.
If Carno gets its size reduced then I think teno should get some changes too. Doesn't make sense to reduce Carnos size to be more accurate when teno is twice as big as it should be. If not, Tenos most fun matchup is gonna disappear.
Also stop making herbivores raid bosses. People should wanna play herbis because of a unique and interesting game loop. Stego, diablo, and teno, (primarily diablo) are so hopelessly powerful very few wanna try. And that's not fun.
The people complaining that herbivores have a negative bias against them are the same people that herd up as diablos and chase down people with no consequences and zero risk of death. When teno was 50/50 with Carno it was actually fun. Risk and sacrifice make dinos fun. Not complete immunity to death.
Nerf diablo and teno. I'm having some epic battles between fellow carnivores. Then some herbis come and completely destroy you for fun. It's been a consistent issue, ruins the fun and immersion
Make hypsi take no, or very little, fall damage. probably would need reversal after hypsi gets climbing but it would be a fun change while being relatively inconsequential balance wise imo.
Nerf diablos 180 drift speed BUT buff diablos spar mode turn speed because it’s far to slow to be effective in combat.
The Beipi loses way too much stamina while swimming for being a semi aquatic, give it an increased stam regen while floating at the top of water
I've been playing galli lately, and I think we need to revisit the single-raptor-pin complaints for it. Its weight needs to be adjusted for sure. There's no reason why galli should be lighter than both raptor and pachy. It should take two raptors to pin them. They look huge in game compared to a raptor.
A friend and I duoed an adult cera and two subs as gallis, but then died almost instantly to a couple of raptors later because we didn't even get a chance to react before we were pinned and killed.
As a raptor main, I think it's only fair to the prey that if they have stamina left, they can hold E to drain the raptor's stamina faster similar to how deino grabs work. Should apply to single-pins too.
Pls just dont implement the size changes at all Carno at the moment is in a really good spot balance wise right now its the ambush hunter it was supposed to be (even though its charge shouldnt take as much stam as it does right now since it already has a cooldown) it fits perfectly in that nieche with Teno being its biggest game as it should be. Carno shouldnt be a dino that punches above its weight since with its ambush potential its already way to effective against prey thats smaller than it just keep its weight where it is otherwise i fear it will fade into irrelevance when bigger carnivores release since only hunting pachys and gallis you basically one shot with your charge isnt fun.
gives troodon underwater diving. If you're hunting something, ther just stand by the water so you get thrown in and then bitten to death.
How is it fair that the small animal is at a disadvantage for the environment and in the end it's all about pure strength again
Please remove Utah's stamina recovery threshold! Utah battles require physical strength, plus moves such as dodging damage. If the stamina is less than 60%, then Utah is equivalent to death
adding to this, i feel like pin on a galli should only be necessary if the galli is low on stam, an omni shouldnt immediately pin a galli, but instead make sure that it has enough stamina to latch on and then pin once the galli starts losing its stam, making it more strategic rather than an omni only having to hold right click for 5 seconds to kill it
Hey everyone,
I want to bring up an issue that’s affecting the game’s balance: Herbivores almost never need to eat. This makes them a real problem, and it’s completely throwing the game off balance. Since they barely get hungry, they can gather in huge groups and easily overpower Carnivores. This is toxic and really ruins the fun for everyone.
It would be much more realistic if Herbivores had to eat more often. In the wild, plant-eaters need to graze constantly to survive, and the game should reflect that. If Herbivores had to spend more time searching for food, they’d be forced to move around more and wouldn’t be able to dominate in large groups as easily.
Right now, a lot of players are growing their Herbivores to max size and then just wiping out all the Carnivores. This isn’t just unfair—it’s ruining the game because it leaves Carnivores with almost no chance to compete. If Herbivores got hungry faster, the game would be much better balanced. Carnivores would have a fair shot, leading to more exciting and fair battles.
Let’s think about this and make the game more interesting and realistic for everyone.
PLEASE fix Diablo hitboxes. they're completely broken like Legacy hitboxes atm. at no point should dibbles hit anything 4 ft away from them and stun them.
After playing around with it a bit, Stego could really use a buff to the amount of stam it drains from a power swing. The attack takes around 10-15% of your stamina which is absolutely insane given how susceptible stego is to losing stam. I really don’t see how it’s gonna be of any help in fending off larger creatures if it just straight up exhausts itself in a few power swings. I’d reduce the cost to maybe like 5-6 percent? In any case stego could use some help to its kit in that department.
Omni grappling should have some sort of counter. At this point it's just a no-skill guaranteed damage+bleed combo
i think eat to heal should regen your blood also but why stop there it also should heal your broken bones
Pachycephalosaurus rework
I know Pachy's stagger on large carnivores like carno has been a balance issue for a lot of time but right now without it its just not fun to play. Its playstyle is extremely boring since it can only really fight things its own size but not bigger carnivores even when in a group since they are able to just wait for you to attack and alt bite back dealing huge amounts of damage your only opportunity when facing a carno or cera is breaking their leg tank some damage and run which is just not fun especially compared to its old brawler playstyle so here is what i would do:
Make Pachys right click greatly impact its turn radius while charging like carnos's charge that way its wide open to attacks and not able to dodge attacks and then hit like a few updates ago
make it put in alll of its weight when right clicking staggering big targets again and increasing its damage BUT!!! when it misses it will stumble and fall on its face since it put all his power into the dive making it not being able to move for a huge amount of time comparable than Omni getting shrubbed of on a tree
These changes would make pachy gameplay much, much more tactical and skillfull requiring you to think twice when using your RMB but it would bring back its old brawler playstyle with even more damage at your hand
why does diablo only do 150 damage with its running knock down attack but also does 350 damage with its spar mode attack? please make diablo do the base 275 damage on all of its different attacks.
Just an idea to rework the eat to heal. At the moment that mutation is rather OP and meta. i don't think they should just get rid of it cause I think some aspects are good. So I propose 2 solutions to fix it(not sure witch one is better atm). Idea 1. The mutation could change so it just makes you heal faster after eating rather then simply give you health back. A 20-25% health regen increase for 5 minutes as an example. Idea2. Get rid of the eat to heal mutation and instead make it a base mechanic for all dinos but turn down the amount of op it has rn. hear me out if you fight an win a battle you should be rewarded and be able to defend your kill. if you got to heal from your kill you would be ready if someone tried to steel it instead of draining all your health in a fight just to die to some sidelining opportunist. (although there is something to be said for that playstyle as well.) I think the first idea is better but idk maybe react1️⃣ if the first ones better and 2️⃣ if the second one makes any sense.
Since it seems you are keen on making Carnotaurus smaller i suggest a potential Carno rework
Turn it into a glasscannon/ambush assassin of small to midtiers
with the reduction of its weight and presumeably health too it could instead become more of an "squishy assassin" type playstyle
what i would change is increase its bite damage up to 200 and make its charge scale up its damage as it runs, so if you just tap it it wont do too much damage but if you hold it for like 10 seconds on a straight run you will amp up the damage up to 600, just enough to oneshot a dilo on a headshot or bodyshot and then bite.
The longer you run with your charge the worse your turn will also become, so if a prey spots you just in the knick of time they will be able to actually juke it and the carno cant just turn into them with the charge
can we get rid of spawn timer for troodon? considering they for quick fun play, having 10 min timer makes them not fun to play.
Buff A LOT ptera stam, stam regen and make him able to regen stam while gliding he is a spectator dino, cant kill nothing and its a bad spectator bc in secunds his stamina goes away...
I like to just fly around the map and have fun using ptera but this low stamina just breaks me.
I just lost my fully grown stegosaures to 3 diabloceratops and 3 cera mix packing with each other? maybe nerf diablo cause it stunned me all the time? ( it canceled my attack cause he stunned me )
Pounce to Pin or Grapple needs to be re-balanced. personally I think the base requirement should be changed to the health of an individual, so if a cera is full health, you need 1,300 to pin, but if its half health you only need 650 to pin. Additionally I think if an individuals stamina or bleed is below a certain point it should remove a certain % of the pin weight. So for example, you have a 1,800 kg carno, if the carno is 1,500 health and 20% stam, then the 20% stam removes lets say 30% of the pin weight, so it goes from 1,500 to 1,050 because - 30%. same with bleed, if the same carno is 1,500 health, good stam, but 20% bleed then it removes 30% weight. If you have a carno that 1,500 health, 20% stam, and 20% bleed then its 1,500 -60% its 600 pin weight because of how bad all its stats are(Obviously this is a general idea and the numbers and all the % numbers are just placeholder for what would actually work, but the health = pin weight should at least be considered)
To add onto this, if you play as something with only two spawn options you can end up in a situation where you can't play as that creature until the cooldown ends.
Yes, I'm aware that it's probably a skill issue in most cases, but it just feels like something that shouldn't be able to happen.
Remove speed mutations please
Adults should be able to sniff out sanctuary's so they don't pass through one on accident, the icon would be different to let you know that its dangerous
Not sure if this was mentioned before but regarding Cera, please take out troods and add Diablo as S diet. I think this makes the most sense
Mentioned a couple months back, add schooling fish to Deino diet. Specifically as Dots. No way for Deino to gain dots without having to kill players.
All carnivores should have Ai options for diet.
Schooling fish would only help very small deinos and be basically useless to large deinos as they are now.
Would just help maintain diets for deinos as the grow to PvP size
Dibbe hitboxes are NASTY. Like its not even funny... fix em please
Current baby dinos need more abilities to niche partition against similarly sized animals, giving them more of a chance rather than just being meat sacks waiting to get stomped on or grow till they are viable enough to survive. I can’t tell how many times I have played baby dinosaurs of every type and starved cause they can’t catch AI unless it runs in circles in one area or got stomped on by something bigger, unlike real life where small animals generally fit into their own niches. It’s not very well balanced and this lack of being able to hold your own incentivizes filling out your diet then hiding in a bush, something your already trying to counter, which could be fixed by giving more baby dinos abilities or stats that let them escape or fight back slightly better.
I actively want to avoid AFK growing as you want but I simply can’t play adults without AFK growing and it genuinely is fun to be small, just I want to be small better.
make herbi food more abundant. the more herbis you put in the game makes it harder for us to get any diet let alone a perfect diet causing more kos herbis
i just killed a dilo and the hallucination fractured my bones and murdered me. maybe have them disappear when the dilo dies? or maybe have them reduce you to like 15% health but not actually die? EDIT: NEVERMIND lol what I thought was a hallucination was a real player. Seems like the mechanic is actually working PERFECTLY!
Make Adjusting diet easier, too many times I am locked into an awkward clunky situation where i'm try to get a perfect or near perfect diet but hurdles get in your way
Maybe you can add a vomit function where you can clear a hexagon or some of your belly?
When organs go rotton instead of the organ diets they turn back to give the diet of their owner. Confusing new players when they eat a lung and get lines and ruining their chance of a better diet.
When the belly is full but your diet is not and the food you have fills your belly so much its so difficult filling the hexagons
Speaking from 700 hours mostly deino. Diet hurdles can be very frustrating, when you have 7% wrong diet but the right food but by the time you wait for it to clear its despawned already really sucks
Add schooling fish as dots to deino diet
dilo hitbox is bad
Dibbles should be evenly matched against other mid tiers like cerato carno and teno, instead it can solo stegos with ease 😭 whos in charge of balancing around here (what's trike gunna be like)
delete getting stun from tail
Here is an idea to balance dibble, the hit boxes messing it up, fixing those and maybe reducing the stun duration just by half a second would probably help balance Diablo out, making its knock down move similar to carno charge would help, when it hits a carnivore with the charge attack it removes a 6th of the Stam bar (only if it knocks the carnivore down), this will make it more defensive rather than make it rely more on its attack.
teno bleed is a little ridiculous
please stop to hate ptera, show it some love again
it is ridiculous, you have literally a sharp pointed spear instead of a nose. yes, you have a small and fragile body, so i get, when standing you have a low bite force of 20. please pump this up to at least 25. but now, imagine this spear comes at you picking you with a moving speed of 60km, this speed should be taken into consideration on how much damage a ptera makes. means, when i fly past i should have a bite force of 100, at least 80, with a guaranteed chance of making the target bleeding of 100%. everything else is just unrealistic.
when it comes to stam, please give us at least the ability back to regain stam while gliding, and / or reduce the full stam regen to 3min, please. it already cost a lot of skill to fly pester others. once learned but then what? you cant effectively even damage, and in most cases the stam is not worth the try for even that. especial players with less experience shouldnt even start to try. it ends up in the 4min sitting simulator while having afterwards to eat drink or die. the only reason to fight is against herras to protect a nest, with very low chances to succeed during my first point above.
also, while being reduced to a scavenger only since you took away every ability to hunt anything, a scavenger that cant even fight, you should be able to eat the corpses of others at least and in addition to be able to do that, please give us goat and deer or boar to the diet, why did you took it away anyways, makes 0 sense.
in summary, the ptera doesnt feel real a part of the game with no possibility to interfere or make a difference, its 40% a sitting simulator, 40% a watch others but being forced to stay passive simulator and the rest is eat n drink. you should be a victim on ground but a flying terror in the air, which you are not, sadly. it feels to often that youre just a visitor with flycam, like, a demo mode of the game. please change that, its easy to do fast.
Make a single adult Omni not be able to pin another adult Omni
This mechanic makes Cannibals for a dino which is team based be able to murder their victims with zero chance of them being able to fight back against or escape, I understand two omnis should definitely be able to pin another one but a single one with the same weight? Maybe add a mechanic which makes the pinned and Pinner roll around of the ground damaging and bleeding each other since none have the size advantage
- The dilo hitbox needs to be made a little smaller. Just being grinded on the tip of the tail and dying is a little harsh.
- I stand in my target and miss it is also a little strange. This needs to be looked at again, please.
- The hallucination should work everywhere. it doesn't work next to water, in hilly terrain or in swamps. that would also be something we could look into, please
Playing Dilo is a little frustrating right now ^^"
9/10 times I think the issues of mixpacking could be solved by giving a different scent icon for groups making up multiple species. Its a lot more simple than all that complicated debuff stuff and it allows people who want to mixpack to mixpack. The issue isn't usually combat balance, at least for me, its the "gank" that happens to you when you don't expect them to be working together. It only takes one unexpected attack from the herbi player you thought you were saving, or the carni player you thought you were helping hunt, to trap you into a mixpack fight. If you just saw that icon first, you could be more cautious about entering the situation.
Please give ptera more stam and faster stam regen
Diablo is by far of my favorite playable at the moment but even I think it's waaaay too overtuned, specifically in the weight department as its essentially the new easier to grow stego being invulnerable to virtually everything with the exception of large groups
I believe a weight reduction is a healthy choice for the dinosaur as it stops it from being too strong against most if not the entire roster, with some extra changes to compensate
Along with a weight reduction preferably back to 2 tons like in HT it's size could be toned down to both reflect balance and lean closer to an accurate size, it's agility could also be increased while running to help it when fighting more nimble threats
Honestly with the way the new Pounce system is going to work I'd say (and it's just an idea i'm not sayin it has to be the defacto way to do it), lets add a chargeable pounce with a feint mechanic.
Kinda been thinking about it, how most of your damage from pounce will now be manual during a latch on, so why not add an ability to get a good chunk of damage and bleed off from a charged pounce. I've thought of the way we kinda wind our muscles up (not really but you get the gist) to throw a hard punch or jump as high as we can, whose to say that the muscles in the Omni's and troodon's legs can't be capable of that similar feat.
The idea i'd say would also include an actual way to aim the pounce, much like how Hera has an aim for their lunge or Hypsi for it's spit, making the pounce omni directional but with some obvious caveats to backwards and side pouncing. A forward pounce is the fastest pounce method, the aiming reticle or the trajectory line won't show until you look a certain degrees far left or right while holding down the pounce button. When you release to the left or right you do a very quick drift or step off into the direction before leaping at your quarry/opponent. If it is towards the rear you will 180 drift before launching yourself a fair bit of distance.
Charging the pounce and letting it fly consumes about the same amount of stamina as a normal pounce, but it is easier to indentify an Omni getting ready to pounce due to a visual indicator (Head lowered with tail raised, twitching claw, a semi-crouching position etc etc.) a competent player will realise what is about to happen and make it harder for that pounce to land. This is where the feint comes into play. For about 50% less of what you would cost your stamina to pounce, you can jump instead. You will play a similar animation to a pounce attempt but won't fly nearly as far, making said player make a mistake which you can capitalize on.
Now how to even out something like this. Well you make the pounce a little riskier. Not talking about recovery time or stamina drain but instead lets make a heavier set dinosaur (Cerato and upwards) be able to block the Pounce by alt biting in it's direction. It is something that does require a bit of timing and prediction on the heavier dino's side, but it will essentially block the pounce of the Omni so long as the alt bite contacts the airborne omni from the direction the Omni is coming from. This means that randomly alt biting will not allow the dino to block omni, and the Omni can simply walk around the alt attempt.
When the Omni is blocked, it takes that damage of the alt attack and simply is pushed back. They are not stunned from the block but it does take a considerable amount of stamina away from them (15%). At this time, the Omni can either start to utilize their 50/50 mechanics to outsmart the player or retreat to recover it's health and stamina.
In order to avoid being spam pounced to death by a large group of Omni's, you'd have to carefully position if one player is already latched on, (should be easier with the aiming mechanic and the ability for players to move on a quarry). Otherwise the pounce into your friend will not only knock them off, but also stun you for about 2 seconds punishing them for poor coordination. (Didn't get this far, if you have a better suggestion I'm all open to it) [Also not gonna punish the player who was doing the right thing already for a mistake their pack member makes.]
Stunning overuse
It’s in the title but I’m starting to get tired with how widely stunning/knockdown attacks are used in the game. Now it makes sense when we’re talking about a large species hitting a smaller one, cause the smaller species tends to be more agile then the larger one, and is ideally able to avoid the attacks, but has higher consequences when it is hit. But imo problems arise when we start talking about matchups where both parties are close in size, or especially if the smaller opponent can stun a larger one. Again typically, smaller species are often more agile, and if they can both bait attacks and stun, then I think the fight just becomes frustrating for the big guy. If this sounds familiar I’m referring to Diablo vs Stego (or even pachy vs carno before 6.5). Good diablo players roll over stegos like it’s nothing, like it’s absurd what they can do. The agility they have while in spar mode makes it very easy to bait attacks and go in for a hit that stuns the stego, and this fact also makes it very easy to combo one or even two more hits sometimes. And Stego, though it deals high damage, is still very clunky and has longgg cooldowns. A Stego does have a good shot in a 1v1 don’t get me wrong, but if there’s just one more dibble, he’s as good as dead.
Fighting an opponent that can stun you can honestly get very frustrating. It ruins the flow of combat. I’m not saying to remove it, but I think attacking moves that can stun species close to the users size and/or larger should be rare. There also needs to be more methods to counter stunning, like with Diablo and its block that can reduce stun times. I simply hope these points are taken into consideration.
You guys need to change the pounce to pin requirement’s, 2 fully grown Omni’s being able to pin and kill a fully grown healthy full stam cera is INSANE!!! 😂
Vomit mechanic that makes you vomit a diet hexagon of your choosing, but with the side effect of heavy food loss
I've got several suggestions:
1- Can the animal AI spawn find a good balance? Before there was way too many boars. Now there just isn't enough anything.
2A- Can the plant AI spawn be fixed? We go to a migration zone and there's tons of one or two types, but only 1 plant of the third type spawns or doesn't spawn at all. Hard to keep a perfect diet when there's only one of a certain type of food.
2B- Can the plants be spread out across the migration zone? Currently they all seem to spawn within one small area of the zone and the rest is just barren.
3- Can the dug up root-types plant AI be fixed so it doesn't bug out after a short time after you've dug them up? Example: Raddish roots. I dig them up, eat, and after I come back a short while later, they are bugged. I can still smell them, but I cannot eat or grab them.
4A- For species nesting with stick nests, I've noticed that all the sticks disappear after the nest gets to a 75% temperature within the viable range. We can't get the nest to full warmth or even close to the high warm end range.
4B- What happened to infertile or rotten eggs? Say if we don't have all 3 diets filled, will some eggs laid go bad? Is this coming back?
I get that when a new playable is introduced you want people give it a try etc but now its been awhile since Diabo has been introduced so can some long overdue changes be done please?
First of all I'm not even going to mention anything about the Diablo hitbox/tail knockdowns because I see everyone already complaining about it every day but how comes his weight in the game is 3T meanwhile in real life it used to be between 1-2T ? Also its just against common sense that a 3T dino turn around speed is so high.
Some people will say that Diablo is fine as it is but I tried it myself and I must say it feels like I'm playing in easy mode and completely unrewarding/boring.
I have discovered a number of problems that I think need to be fixed.:
- It is necessary to add Gali's weight by 500, but at the same time, Galli will immediately switch to a step if Romney sits on it and will not be able to run. This will give at least some chance of survival.
- We need to balance the ceratosaurus, at the moment it is mowing down everyone on the island. What can be reviewed:
*reduce the size of the group
*his charged bite caused the same percentage of infection as a normal one- Give him a bite recharge or return the stun (Sulfur is not punished for his mistakes)
- There are problems with gastronomic regeneration, as cera cannot overeat
- For omniraptor, you can set the endurance threshold not to 60%, but to 20-30% (this will be its feature). Since it is difficult for even a group of omniraptors to cope with a herd (kill a cub and not die), a group of predators such as dilo.
- Pter it is necessary to regenerate stamina faster.
Of the suggestions, I would suggest (someone wrote this idea before me) to make a sleep mode, dino falls asleep, the screen narrows, the sounds are muffled. The idea is that during sleep, nutrients are depleted more slowly, for example, Carnot cannot manifest himself at night, and in order not to get stuck and run headlong without knowing where, let him sleep and wait for the day.(The idea is stupid, but as an option so that there is no competition)
So far, that's all I'm thinking about updating.
I think everyone can agree diablo is a bit overtuned atm, but I think there are only 3 aspects of it that are too strong (other than the hitboxes that are already being addressed):
1: Damage resistance to the head. While the resistance makes sense and helps the dino, the fact that it is able to almost entirely negate heavy attacks, like stego swing, is way too op (for context, it takes 1/4th damage to the head and 1/8th while blocking). As such, they should make a cap on the amount that it can mitigate from a single attack. For example, they make it regularly have the ability to reduce 250 damage from a single attack or 500 if it is blocking. If diablo gets hit by a stego charged swing (2000 dmg), it would only take 1750/1500 damage because the mitigation hit its cap of 250/500. However, something like a cera charged bite (300dmg) would still be reduced to 75/37.5 because it would not exceed the the cap on mitigation. This should of course scale with growth (so no more fresh spawn diablos tanking 3 carno charges to the head).
2: Stun/knockdown thresholds. There is literally 0 reason I can think of for diablo to be able to stun things as large as stego with the sprint attack. Nerf the stun/knockdown threshold to 1.5x/1x its weight (4.5/3 tons) respectively for those attacks. The standing still charged one could keep its stun ranges, since it leaves you vulnerable and is purely defensive.
3: Drift spam. The issue is the fact that diablo can constantly just drift, sprint attack, drift, and repeat to have practically no openings, but it is also diablo's best option for protecting its flanks, so it can't be over nerfed. As such I think it needs the turning and acceleration need to be slowed down a bit so that there is a bit more of an opening between the drifts.
make it so pteras can regenerate stamina when clinging to a wall/tree
I present a carnivore roster stat squish to make room for the future.
I understand these suggestions are harsh, but the idea is to balance the game around the roster of smaller animals in a tier in which the mediums can come in, with respect to those smaller creatures, and be balanced accordingly, so they do not become overpowered and cause issues in the ecosystem. Establishing a proper foundation for these tiers is important and should be handled with utmost care.
Fine-tuning based on the proper foundation can come in as-needed, as long as the characters are still playable within their respective roles.
Carno:
1,300kg
90 biteforce, 150 base charge damage
Omni Matchup:
Omni HP: 450
450 HP ÷ 90 = 5 Body Bites
450 HP ÷ 135 = 4 Bite Headshots
450 HP ÷ 225 = 2 Charge Headshots
Since the Omni is the most common and easily accessible match-up for the Carno, under this balance (and it can be slightly increased for means of outliers such as Mutations) this base assortment of points is more than enough for the playable to be an effective small-game hunter, while also restricting its ability to punch up without major problems.
The issue then becomes the Cera and its always present massive biteforce.
Now, before I get into the Cera, I don’t understand the math behind its charged bite multiplier but with the suggestion I’m about to make, it doesn’t really matter, as the Cera will still be able to take advantage of the great attack power within my proposal.
Cera:
Tune down its attack values unless it is in proximity of a body. It’s very simple.
This will remove the conga lines of Ceras attacking whatever it pleases wherever it pleases, lowering its aggression greatly and leveraging its scavenger role, making it so that its power is directly tied to its most devastating feature, its buffs.
The Cera’s weight can come down to about 1,000, to match the expected size of the Carno by proximity, giving the Carno a fighting chance against Cerato if it is not in an active buff situation. The Cera is in fact small game ~ as Hypno has stated in the latest Devblog: “Ultimately it is still one of the smaller carnivores on the roster.”
It will be up to the team if this constitutes as small game.
Diablo:
With these changes, the Diablo would no longer be required to be at the weight that it currently is, and could be downsized to 2 tons.
I will say nothing on its attack values, as there are incoming resizes and the devs should take these changes in scale and weight into consideration if they’re to accept this proposal.
Now, comes the trickiest part to balance…
Omni:
Now that the Diablo is 2t, the Cera suggested to be 1t, and the Carno is 1.3t, the bleed damage of the Omni can get a second pass. Currently 4 Omnis can bleed out a Stego rather quickly. Should they be able to do this as fast as they can, an apex herbivore? Depending on the Diablo matchup at 2t, I’d personally balance accordingly with its primary target, a medium-ish ceratopsian. While it’s still on the smaller side, its upcoming changes to its hitboxes and sliding could make it very difficult to deal with an Omni attack, but truthfully ~ it should. Those two Dibble changes, along with the Omni’s ability to change its grapple point and focus bleed or damage should be enough for the Omni to be effective against the Diablo. Though, if the Diablo is reduced to 2t, in order to not be so effective against the rest of the roster (Carno Teno Stego) and the Omni should have its bleed rates reduced to the its primary prey’s target blood pool.
This doesn’t even consider the Grapple issue, as I fully expect a change, and am ignoring it for the purpose of bleed specific balance. Grapple cannot stay the way it is. It is far too powerful, but that is another topic entirely.
Dilo:
Dilo’s bite would be extremely strong in this new setup. I personally feel that it should leverage its venom more, which most would agree it's in an underwhelming state. Tailor biteforce as needed. Weight seems fair.
My suggestion for small tier approximate growth times by weight, with full diets.
Herrerasaurus, 0:53 - 1:03
Dryosaurus, 0:40 - 0:45
Beipiaosaurus, 0:37 - 0:40
Troodon, 0:33 - 0:40
Pteranodon, 0:33 - 0:40
Hypsilophodon, 0:17 - 0:20 which I also think should be the absolute minimum
Galli needs a nerf its to strong fr, and if anyone doesn't think that's true go on a testing server and try to fight a galli duo or trio, its faster than you, does insane bleed, and does 70 dmg per kick so a galli group can easily melt you.
Hypervigilance mutation change-
Hear carnivore footsteps at extended ranged. Value: 50%
change to
Hear footsteps and splashes at extended ranged. Value: 50%
Pointless when I'm far more likely to be murdered by Dibble when playing as one of their own species, I would take it if I could hear their terrifying footsteps coming, I at least have a chance against the Carnivores regardless
Make it so you can hear better in General, would make this mutation a viable choice
Why is pachy animation locked when it successfully lands its attack? You’re basically punished for landing a successful ram so please fix this.
Have pteras regain stamina (very slowly, comparable to z walking) when gliding. Feel like gliding being used to rest in between bursts of activity makes a lot of sense. Could even cap the possible stamina gain from gliding as seen with grass for herbivores if it's deemed overpowered. Just having some way to regain a bit of stamina while in the air would make a lot of sense considering irl birds can travel hundreds of miles without stopping to rest.
allow beipi to eat meat normally (not forcing us to swallow food whole) so that it can get diets
Ptera faster stam regen and bigger amount, maybe slow stam regen while gliding.
Hello, I'm making this suggestion today to make the diablo a little more fairplay (I'm not asking you to nerf it) just to change something, I'm mainly going to talk about the pin when it charges you no matter where it hits you you end up on the ground, I don't find it normal especially when it's the tail that takes the hit, I'd like the pin to be especially when it hits the body, would make more sense.
Give pachy a stun on successfull fracture but remove the alt bite disabling property of fractures in general. This way pachy can bonk and run without taking damage like they currently do, with the victim still being able to defend itself and not being left to get tailridden to death by a pachy group or anything else that saw the dino get fractured.
Diablos feel way too strong rn and the people that play them know it. Nowadays youre more likely to be killed by a dibble than anything else bc people play them to troll because theyre so hard to deal with. I think bringing down it's weight to the point where it can't laugh off attacks from anything would be a good start
buff pt stam regen, it feels genuinely extremely punishing to fly over a small hill
buff hypsi's jump efficiency
carno is good rn with the changes in ht the only thing is with the charge hitbox, i think its a lil broken rn cuz half the time when the charge hits the tip of ur tail it for some reason gives damage as if it were a headshot
I feel like Carno is too reliant on charge right now. There doesn’t seem to be a cooldown on it and it just spams charge in order to do damage.
Would be nice if it’s charge atleast had a cooldown so it doesn’t spam it so often and in turn buff its agility a bit and maybe its bite damage?
I'm just really not seeing how making Carno reliant on spamming charge, downsizing it, and nerfing its bite is making it a menace in the plains
I actually appreciate the feel of Carno currently except for the charge. That is the Ideal stamina cost, but the fact it has no cool down feels ridiculous- it feels like your wasting your time to even use your bite attack.
I also enjoy the changes to cerato, and if it were me- I'd make it to where rotting organs actually give the cerato more diet- so their game plan is to rush into a fresh kill, puke on it, while Guarding the new claim with their damage buff, and proceeding to Reap the rewards from basically playing king of the hill.
Love the HT NV but HATE TOTALLY HATE THE random spawn location
Dryo's bite hitbox 
A mixture of input-to-attack delay and how big the hitbox actually is makes it inconsistent and near impossible to land bites on anything beneath your chin, like a troodon.
You need to click about 0.2-0.3 seconds before you make contact with the target
Carno first glance feedback
Carno seems in an alright spot. It can properly go after small game and feels like it can eat them a bit fairly. My one complaint is its abundant reliance on charge. For some reason carnos speed was reduced but charge got a speed boost….so you now have the issue of carnos using charge less as a tool to stop people in their tracks and more of a speed booster to catch up to people. This doesn’t work with carnos whole thing being “the fastest”
This is what I’d change with Carno:
1: revert the speed nerf and remove speed boost from charge
2: add a slight cooldown to Carno charge maybe like 2-4 seconds just so it isn’t spamming it TOO much
3: just something I noticed but Carno seems to have a VERY above average NV. I’d prefer if Carno due to it having so many advantages to have slightly worse NV to be on the lower side Carno NV wise
there should be some kind of disease u get from mixpacking that makes u weaker
Literally every nerf carno got was stupidly unnecessary
Petra stamina regen is painfully slow at the moment while resting. I'd suggesting increasing the regen when resting, maybe even allow slower stam regen when latched onto a tree?
Day 1 of playing carno and it feels fun to play since it can finally do its job now which is being a small game hunter, if anything small goes out in a open field it’s vulnerable to a carno now which is balanced, don’t change carno.
I want to try and clarify how I feel about Carno right now.
So far Carno now has
-500 less HP
- 25 less damage on its bite ontop of it’s already slow bite rate
- Slower across all growth stages (which takes away the thing that made juvi Carno so much fun to begin with as it was a little rocket)
- More stamina and very spammable charges
I strongly believe that Carno didn’t need a downsize at all it could’ve been perfectly viable at its previous size- but assuming that this size change won’t be reverted I will skip this bit.
Carno’s matchups feel a lot more binary at the moment, if Carno can knock you over it’s probably over for you if it can’t it will lose in a 1v1. The reason for this is how crazy spammable charge is currently (which I find strange to see return as the community for the most part hated dealing with charge spam from Spiro to when Gateway first dropped) and the nerf to its bite damage without even increasing its bite rate is only solidifies Carno’s over-reliance on charge
So what do I propose?
-
Put a cooldown on charge to make it less spam to win
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revert damage nerf or buff damage to 200n to make up for the fact it has a bad bite rate (hell maybe let Carno just do more dmg to things it’s knocked over like Diablo )
-
revert speed nerf or atleast bring back the faster younger growth stages Carno has on live branch
-
potentially remove the charges speed boost and in turn make Carno slightly more agile outside of charge
What about Cerato?
Personally if we are really concerned about how Cerato is going to deal with Carno a far simpler solution could be to just make holding Charge bite or Chuff Buff grant knock down immunity when held or atleast specifically against Carno charge.
Or if we want to get really fancy give Cerato some sort of brace for impact/parry ability where it would grant knockdown resistance when active but if timed correctly it could act as a parry and instead stagger or knockdown the opponent
Carno is a joke and worst nurfed dinosaur in the isle history now you named it small game hunter if you dont like it just delete it already. Carno dont need to be small game hunter. And of the day you cant really kill 3 raptors being small game hunter but Cera can kill raptors more then carno do. So stop make it small game hunter and just make it ambush predator again i hate this idea and i know there is more people like me hate this tho. carno in past history hunted herbivores and it was canni just make carno great again.. This ss from update 2 and got nurfed over and over again you just focusing to nurf carno every update. And thats not cool so if you dont like it just delete from roaster... New changes its a joke and it can spams dash attack over and over again and this make players to want it to nurf it again..
Feel quite unsatisfied with current carno adjustment.
This carno update only make carno use charge as their main way to attack.
Besides that,The rest of Carno's data only decreased proportionally as body size changed.
Slower speed made hunt Gallimimu like a joke.and you can't run from raptor and Dilo in Most stages of life.
Less blood pool,unchanged bleed resistance and turning rate also make carno feel so bad.
Grow time also have no change compare with 1800kg carno.
Hopping for improvement of those issue.
bring up carnos speed to what it was or higher, you just nuked the man, this is not a rework this is a murder
Balance feedback about a playable: Carno. Current Horde Test.
I know that currently Carno is under heavy development on HT, but I, as many others, want to put in my 2 cents.
I don’t like that Carno is now 80% reliable on spamming charges, nor I like its speed nerf and the absence of adjustments in growth time, bleed resistance and turn rate.
**For me, in the present on Horde Test state Carno doesn’t feel like a successful small game hunter the devs want it to be. ** It’s again just a “spam ram – win” machine, which always had almost no enjoyment (imho).
So here’s what I’d change (must say I’m not against 1300 kgs, so I’d keep that):
- Introduce 2 charge system (just like the one Dryo has) to prevent spamming charges. With the CD of 15 or 20 seconds (should depend on the charge damage, imho. I don’t know the numbers for it yet, so I’m suggesting something ‘neutral’). If this doesn’t help with spamming completely, {probably} add a minor charge cost (2% stam?).
- {Probably} introduce a ram knockdown for animals of 1/2 Carno’s size (650 kgs and less). Shouldn’t be instant, maybe after 1 second of charging. Would help Carno harass small critters, but not punch up, as it shouldn’t.
- Either:
- Revert its speed back to 55.6 kms.
- Improve Carno’s agility (turn rate).
To be supreme in its niche (hunting small animals), I think it’s necessary for a Carno to have at least one of these. Speed is more preferred, though.
- Mildly buff its bloodpool. With 1800 kgs Carno could endure its previous bleed resist, but now it gets to low HP faster by logical reasons, thus the problem worsens.
- And, as I said that I don’t want Carno to be reliable on the ram only (and honestly don’t want it to have almost the same stats as a Cera), revert its bite damage to 175 (from current 150), but reduce ram damage to 125 or 150 (from 350), so it’s more of a tool of hard control for small ones (knockdown).
- Change growth time proportionally to its new weight.
Change the dinos that give a carno's "//" diet, because they are very hard to find.
hordetest carno: spamming ram with broken hitboxes. The hitbox is even worse than dibbles have.
Please stop Nerfing Ptera and forcing into being a ground hunter. Quetz should be the ground hunting based flier when it arrives, Not Ptera.
Ptera SHOULD be flying focused and able to kill juvie/smaller dinosaurs like Troodon, Herrera and Beipi etc. It's become so weak and ground bound even though it is the only playable flier in the game. The only way you can fly around the map without destroying you stam is by is by gliding in a line like an NPC. It use to be so much fun growing a Ptera and trying to hunt Juvies by diving in and out with pecks, now playing one just feels boring and sad.
Please consider speeding up dilo's vomit animation. It is easily the longest vomit cycle in the game thus far and as such a fragile animal, being stuck in that animation is very nearly a death sentence in a fight v cerato. Obscenely long vomit animations should be reserved for larger animals where having that opening is needed. Rather than on small animals that take a single bite from cerato and then spend 5 seconds unable to run or fight while they hack up their last meal.
50% grown raptor (max diet) should NOT be able to get 1 shot by 50%-60% herra
Adjustment idea for Gastronomic Regeneration.
The idea for this adjustment is to make it harder to abuse this in pack fights or fights in general.
Make it to where instead of instant healing it grants a temporary regen boost depending on how much food you have eaten. A way to stop this version from being abused to hunt is make it exclusive to resting health regen so that you can’t eat and go hunt something while having a massive regen boost after eating.
If carno is a small game hunter than why does it even have teno and diablo on it's diet, at the very least bring carno back up to be the same weight as teno so at least I can have a little chance against it, and for diablo remove it from it's diet I don't see any way where you can balance diablo to be huntable by carnos given the way dibble ended up.
Can we please fix dilo AI path 👉👈 sometimes they are invisible as well
Just got on horde testing to see the new changes and I'm playing as galli, eating the sanctuary mushrooms I couldn't even get full diet filling my stomach to 99% from just spawning, I don't know weather the diets percentages were changed in this new horde test but you should only need to fill your stomach once as a baby/juvi to get full diet from the mushrooms
Edit, I couldn't even fill my diet even after waiting for my stomach to go down, the diet depletion rate before it's active is too fast or the mushrooms need to give more diet
Pteros need more stamina. Ever since the stamina changes, their stamina just makes no sense at all. I understand that you dont need to hold W or space while flying straight, but when you do need to tap it, it takes a considerate toll on your stamina which is completely unrealistic.
Also, the hoardtesting "random spawns" arent random, they just pick a random one of the normal spawn points, and half the time it just sends you to the same one. Just let us chose, its better than the legacy system of "random".
We need the locational spawning back please!!!
We now need to waste hours to find each other and especially for newbies its so difficult
Remove random spawn!
Instead of bringing back choice spawning, allow players to group up across the map and use patrol zones as a place to meet (you would still have name tag render distance across the map)
Also implement group spawning system so you can just spawn at the same place as your friends if they aren’t already ingame
make it so dilo hallucinations don`t spawn directly on you as its just op. when they just spawn on top of you and you cant do anything and just die.When they should spawn around you
remove random spawn its so dumb
Please devs remover random Spawn, is very duno, when You want to play with friends, can't meet eachother when spawning in, need to travel the wjole maps to meet your friends.
cera instant pukes carno at full food balanced 👍
Please. I am once again begging you to do something about dilo. Dilo is probably the most miserable thing to play. Even moreso now that carno can charge infinitely without a care in the world. Dilo has no proper slide, horrendous agility, and is fragile as heck. I used to say it is pretty much worse carno... but that was before carno got turned into the freight train of death in the horde test. Now dilo is just fodder. It cannot escape the carnos of death no matter what it does. It's not agile enough, it's not fast enough, even at night it doesn't have an advantage because everything can see just fine.
Add in the fact that dilo's hallucinations literally rely on the AI... which is buggy at best and easily cheesed by existing beside a rock, or a tree, or a shrub, or water. Sure, when it does work, it's OP. But when the dilo literally CAN'T envenomate its target because it's not agile enough to land a dang bite without taking one itself, it's a problem.
Dilo seriously needs a rework. Make it slower and more agile if people are going to complain that it's too fast to also be agile, give it a slide, heck, give the poor thing a jump if nothing else so at least it can more effectively escape the demon freight trains of death. I love dilo, I played dilo almost exclusively in legacy. This just ain't it.
This rapid weight gain thing in the juvenile stage might need another look, because I just pounced a juvi raptor as a fg troodon. My whole body was larger than it but that thing must've been made out of concrete instead of muscle, because I couldn't pin it the three times I tried.
It took two face pounces, one side pounce and only died afterwards because it pinned me instead, and died from my little foot kicks.
Feedback towards Troodon (In General and Horde Testing):
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The Dismount is too weak, anything with good enough acceleration and turning can catch a Troodon as soon as they touch the ground and slopes make it easier, one of the best things that can hit Troodon as soon as they dismount is Cera
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Troodon is great at being evasive with how small it is but it sucks at chases, it's very hard to keep attacking something that constantly moves, especially when something that is fully envenomed just runs making it harder to use your ability, the only things that can't really abuse this are slow things or things with below average Stamina Pool
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Replace the fog from its venom with something that will help with its flaws, Troodon is already great at being evasive with its size, speed, and and the new NV, the fog feels very unnecessary by helping Troodon in an area that it is already very strong in, replace it with something that would help its flaws like with chases.
Venan #SaveTheRabbits adds onto #3 at #balance-feedback message
Currently, Troodon new pounce seemss to do barely any dmg against juvie tenos x.x
Cera's abilities are not appropriate enough for its role in the ecosystem.
They play more like active hunters rather than corpse bullies and scavengers
Stamina should be reduced for a more stationary fighting style to defend corpses.
The bacteria bite should give you the "will puke" state instead of making you puke immediately from bites. The more bacteria the faster the effect
This would force opponents to abandon the fight and find Saltz and leave the Cera alone with his prey or stolen corpses
Raptor getting force-dismounted if the pounced starts bucking has ruined the creature for me. All it needed was a greater stamina penalty. I enjoyed having control over how long I was latched and how much stamina I drilled into a pounce.
Not to mention, people can now time how long before you get dismounted (because we conveniently get no warning!) And plan a free attack. Things like stegos will get free one-shots handed to them. Troodon is so small anything will get a free kill from forced dismount. Putting a timer on pounce is perhaps the worst addition I've seen to it yet.
Getting thrown out of a pounce feels just as cheap as knockovers and I will be stepping away from the game until the next bearable patch rolls around.
I dont know how many people have already suggested/asked for this but I believe the tail damage should be looked at across all classes to & from other classes, for instance Carno's charge does FAR to much damage to tail shots on all classes and same for Ceratos charge bite.
Base tail hits? Sure, but the literal tip of the tail being nipped by a charge/bite and being put on either red or orange is a bit much.
the gastronomic mutation is way to op to be available for herbis. Way too easy to eat while in combat if ur in migration to heal all ur health back (Hordetest)
Some minor changes I'd like to see to reworked carno
- Growth time decreased to be equal to cerato's
- Speed reincreased to 55.6km/hr (it really should be galli's primary moving threat, and with the new charge speed boost, it will actually be able to do that)
- Bleed resist nerfs undone
- Charge takes less time to be able to knockdown
- Removed diablo from diet, added taco
Yea that's it. I like the way it works now otherwise
4 carnos in group
Yo ! Anybody who knows me can confirm that I usually don't care about small playables ( below 1 Ton ), exception will be Herrera as it's currently the most fun playable imo. However, I truly don't know why some of the other smalls get such disastrous balance/gameplay changes.
What am I thinking of?
- Surface swimming speed of Beipi & Jump height while swimming
- Pteranodon stamina
- Hypsi vommit mechanic
Let's start with Beipi :
Beipi doesn't have much thats going for it, beside it being a little cute penguin, it's not made for serious combat, and also majority of the time it should rather think of escaping the threat than fighting it(besides some rare situations). This means that the most fun you can get out of this playable is making it fun to travel/move around. Having it be agile, fast swimming speed and jumping high above water. I feel like this can actually give us a reason to play it. Why can't it have higher jump height? why can't it have higher surface swimming speed? It literally can't break anything in the eco-system. Hell if Beipis were invincible, still would not break anything at all. Very small playables like Beipi should be not targeted towards being the most balanced creature in terms of speed/agility. What's the worst thing that can happen? It won't die as often? you will actually see flock of Beipis playing?
Pteranodon:
- Lets talk about Pteranodon. I know Ptera's flying is work in progress, so I won't really get into how bad is that you cannot gather momentum etc, let's talk about Ptera's stamina. Ptera is basically a very PvE based playable that doesn't have much effect on the eco-system at all, and once again like with beipi, even if it were invincible it wouldn't break anything. Yes, you can glide, yes you can travel and yes I saw the videos of a guy gliding for 8 minutes. Tho I don't think Gliding is the core "fun" of flying, I want to fly, ascelate/descend without having the cancer in my mind that is the stamina drain and stamina refill. Recently I played Ptera and I just don't get it why a playable like ptera is treated so harshly, you flap your wings 5 times and you are out of stamina and you need to refill for 5 minutes on the ground. The gameplay feels extremely choppy. Once again as with Beipi, you do not have to worry about balancing this creature much, it mainly interacts with the environment and provides little to nothing to carnivore players.
Hypsi :
It should be able to spit a lot more vomit than it is currently, that's the core feature of Hypsi (as of right now), you could create reduce effectiveness if a Hypsi spamms the same creature more than 3 times, but the fun part of Hypsi is being a little punk spitting on people. Again, being able to spit 15 times is completely fine, it won't break anything aslong a DR is implemented on the effect, which I think is a worthy trade off.
**The point is, these small creatures aren't made for combat. They need to be fun with different ways and holding them with such a strong balancing grip makes them an undesirable playable. I'm not saying they shouldn't have any downsides or anything like that, I just think it shouldn't be taken as seriously as other much serious playables. Let them be fun little punks, let them be desirable playables to people who enjoy smalls or don't have time to grow for 3+hours.
Beipi jumping 4 meters high from water? Who cares? Breaks anything? Nah. Makes beipi gameplay more desirable? Yes (ofc it's just an example)
please boost pts stamina, it has nowhere near enough stamina and the creature is ruined at the moment
Remove damage from failed weight check on carno charge. You aren't ramming a rock, you're still headbutting a meat cushion with horns meant to handle stress.
Carno should get stunned if it charges a tree. Keeps them extremely strong out in the plains (as they should be) but gives creatures that are in the jungle a bigger advantage over carno giving them a way to fight back more effectively when the carno is out of its element.
Buff the stamina of basically ALL Dinosaurs that are currently in the game! Why?
Because its highly taking a toll on the fun in the game + it is really damn unrealistic that a diablo would sprint 2 meters for 3 seconds and had to lay down for 5 days to regenerate half of the stam it wasted. Significantly: The mutation for faster stamina regenaration is basically useless as of now, because even with this mutation + a perfect diet its hard to get anywhere in this game, with this map size. It also makes migration zones painfull, since most of the adults and subadults have to trot there because sprinting for 3 seconds would cost them ALL of their stamina. Im not even complaining about the amount of stamina each dinosaur has, more like the amount of stamina that goes to waste by basically surviving and how awfully long it takes to recover when resting. also you should bring back slow stamina recovery while trotting. for diablo, teno and those big old lads. The game is basically a Walk simulator rn most of the time because of this horrible stamina debuffs.
** More Carno Tweaks**
As a lot of people have discussed here, Carno's changes have left a lot to be desired. In my previous post I had explained my gripes with current Carno and I wanted to try and propose some changes for Carno to make it more of a menace in the plains:
So I combined a bunch of ideas I saw here that I think would make Carno really fun to play and unique-
1300kg
55.6km/h
150n bite
buff to carnos turn rates. Equal to update 5 turn rates.
What's changing?
If a Carno is running and reaches max speed, it should do 1.33x damage on bite (200n bite), forcing Carno players to be running to do max damage. So if a Carno decides to sit there and facetank a Cerato, it loses the trade and dies.
So base 150n damage to 200n when running at max speed.
Add 'charges' to Carno's charge. So a Carno has 2 charges. if it lands the charge it should instantly knock over creatures that are Dilo size and smaller. 45 - 60 second cooldown on each charge
Once a creature is knocked, the carno should be able to do more damage. Up to 1.5x damage.
Charge damage should be reduced to around 100n. On a sizeable body, cerato would largely ignore it. Also Cerato should have the ability to ignore stuns and knockdowns on bodies
Give Carno better bleed res
Also if Carno is going to be Cerato size it should have a similar growth time to the latter
Feel free to ping me in #balance-feedback-discussion with feedback!
I understand the reasoning for pteras slow regen stam but its too slow, like its painful.
I still stand on the hill that you should be able to get free of a crocs lunge. Nor should it be so effortless for them to carry a huge animal.
A deino getting its head smashed in by a pachy or something (teno tail slam etc) should be enough to make it drop what its holding.
Whats the point in the "struggle" thing (if thats even a thing anymore) if you just run out of stam and drown anyway?
Pls nerv omni. Its fast, mostly seen in groups and the pounce is just too op. I played as a teno and got to 50% grow when two juvi omnis pounced me and i got grounded by them. Why are they so heavy as juvis?! Pls just nerv their weight, pls.
increase the health of pter or accelerate regeneration, I'm lying in the eighth minute healing 1 bite of juvie carno
Would be nice to bring back the ability to view the exact health percentage when you go in the Tab menu and also being able to view how long it takes until a broken leg/back etc heals
buff ptera stam regen, and make a mutation for faster flying
carno needs to be the same growth time as cera since the weigh the same
Since Ptera can gain stamina while being latched, it's time for Herrera to get the same treatment. Another thing, why does slow climbing consume stamina, if semi-aquatics can regain stamina while swimming it would be fair that arboreal animals could at least climb slowly without losing stamina.
This isn't a huge issue if you live your entire life on the same tree at South Plains but the minute you go explore some where else the stamina cost stacks up quickly. Slowly climb to a tree and maybe hop onto another takes a good chuck of stamina. There could be even 5-10 min between needing to switch trees but now I have to find place to regen stam and lose a bit of that once again when climbing back to my position.
A look at Cerato
Cerato atm is hyper oppressive. Bacteria means anything it can get up to instantly vomits due to it being able to vomit things smaller than It alot better. This is a good change but I think Cerato should be tweaked a little to compensate for its newfound power
. It requires 2 regular bites to vomit anything your size or smaller (charge bite still vomits with a single bite)
Vomit is also no longer tied to amount of food in stomach and is purely your stomach size.
. players can continue running while in vomiting animation
. Removed timer for vomit sickness.
. you apply more Bacteria while on bodies making it punish larger animals a bit more
. Body Buff bumps your weight threshold to match your damage resistance (2,600 health). Meaning you would act as if you weighed that much on bodies
. While on a body your attacks become slightly stronger due to your aggressive nature
Regular bite: 200
Charged bite: 400
. Due to it becoming more durable
on bodies and having its vomit capabilities the speed will be toned down to 39kmph
I think the food and water drain across the board is still pretty painful because of how slow stamina regen is for everything. But since the stamina is probably staying the way it is for the time being, I'd suggest a change instead to how food/water drain is consumed.
I get that it's relatively fast for basically everything because no one wants to encourage AFK growing your dinosaur, so what if when your dinosaur hits 100% growth/full adult size, the food and hunger drains are slowed down by a certain percentage? It makes sense in a realism sense and in a gameplay sense.
As a hatchling/juvie/sub adult, you're still growing and growing FAST, so you need to be running around and getting lots of food and water to get bigger (and to keep you from just camping in a bush for 6 hours straight until you're an adult deinosuchus or whatever)
But once you're a full adult, your focus shifts to be more on long term survival, so you should get to enjoy a more slow paced life. At 100% growth, every playable receives a 50% (or whatever amount works) decrease in their hunger/food drain. This would allow time in between the rush for sustenance to just hang out and enjoy the game without making growing a breeze. You could explore, practice fighting, test mechanics, or hunt/nest/migrate without also starving to death in the meantime. This would be especially nice for nesting, since just sitting on a nest for long periods burns through your hunger and thirst since you need to be stationary or in the same spot taking care of the nest instead of looking for food and water.
I wanted to give some feedback on current Cerato
Right now it definitely feels oppressive to things around its size and even larger, being able to make a 2.9t Diablo at 84% hunger puke with one charge bite. Personally I am fine with things Dilo sized or smaller puking from one charge bite or two regular bites but things around Cerato size and larger really need to take more effort to puke
I would also honestly suggest giving herbivores some built in bile build up resistance to make bile more of a defensive tool against other carnivores that the devs have been wanting for a while.
Maybe make it harder to get bile built up from fresh corpses and organs opposed to rotten organs and corpses
I also kinda want to touch on the chuff buff a bit. For me personally I do kinda think it is a bit cheap that Cerato packs essentially get bonuses if their packmates die- which is why I would suggest not letting Ceratos get chuff buff bonuses from any other cerato that was in their group in the past 5 or so minutes. But that's just me tho
add omni to dilos diet
Bring the <75% hunger requirement for AI to spawn around us back and limit it to carnivores, this way hotspots dont fill up with AI and the performance might improve a bit
Bucking Feedback Pouncer's perspective:
Add a charges system under the stamina bar that tells us how close we are to getting knocked off. It can fill at varying rates, but a visual indicator is needed if the RNG is going to stay in place. (Filled means bucked in this case)
Added possible feature:
If desired this could be on a slight cooldown, in order to prevent pounce spamming. When the charges disappear, you can pounce again. This can be as fast or slow as the devs agree to.
..or it could be instantly refreshed on dismount and specifically be for bucking awareness only. It's already a steep stamina investment to pounce anyway.
Justification;
The random nature and uncertainty when using the ability is too harsh to be viable when we now are juggling more means of stamina drain, differing attacks, positional awareness and switching, as well as not knowing when to dismount.
That's all. Everything else seems okay.
Feedback on HT Cera
Holy cow does this thing give any dino on the receiving end of its bite a bad day for multiple reasons. I tend to avoid most combat situations as I grow but the other day I was feeling a bit silly goofy and wanted to try my luck with a cera. It was at least an adult and my teno was approximately 1220kg with a stomach that was around 85-90% full. I’m aware of the cera bile changes hence why I wanted to try this fight. What I wasn’t prepared for was a single charged bite to make me vomit considering I was only ~80kg lighter than it. Going into that fight I expected it would take 2-3 bites to make me vomit rather than the 1 (3-4 if I was fully grown). I took 1, possibly 2 more hits before I get out of there only to have to stop and rest shortly after because my bleed was getting pretty bad. For the few bites I took I lost nearly half of my blood pool already by the time I was laying down. I know I wasn’t fully grown during this fight and I did have to run a little bit before I could heal but I don’t remember cera bites inflicting this much bleed outside HT. I could definitely be wrong though as most if not all of my fights with ceras as a teno are when I’m nearly fully grown if not completely.
To me, it feels like cera has a few too many things going for its kit all of which it's pretty good at. I’m fine with the bleed and bile infliction but I don’t think it should be very good at both if the bleed has also received a buff although I would like to do more testing for that before sticking with that conclusion. Bile should take priority over bleeding considering that’s the specialty of cera but not to the near extreme it is now. In the case of bleed, if it has received a buff, it’ll easily become a situation of 'you might bleed to death if you have the stamina to run' which isn’t the first thing I think of with cera.
After reading/hearing about other people’s experiences of being made to vomit with 1 bite on much larger dinos (stego and dible) who have also had nearly full stomachs I think it’s safe to say cera's bile build up needs a few adjustments as it feels very powerful in its current state.
Cera and raptor are too low risk too high reward. Specifically in the fact cera has no competition anymore and has overall the most well rounded kit on top of the still very strong bile mechanic, and obviously the fact raptor removes other player’s ability to control their dinos. Please there really is no reason rn to pick any carnivores besides them
My Carno rework thoughts / opinion
Update Carnos growth time Currently its still the same as if it was still 1.8 tons which is just insane make it around the same as cerato
- Increase blood pool by 15 - 20%
- Revert speed / Increase the speed to 55.6km
- Increase agility / drifting capabilities (Kinda like how it was in update 4.5)
Carno is literally just worst in general the only thing that is better is the charge stam / no Cooldown , EVERYTHING else is worst and it just isnt worth the blood pool / health pool trade off so Theres my feedback
- Also add Goat back to Carnos diet But instead of S put it to //
to make gastronomic regen more balanced, make it working only if the player is not in fight
Maybe instead of just randomized spawn, why not bring back the other spawns what were before and add an option for random spawn, since randomized spawn might ruin the experience of playing with your friends, finding them might take ages
Carnotaurus - 52km speed
49km is a joke , dilo with nocturnal is more fast
All herbivore should not be so powerful as to kill every carnivore. If the carnivore doesnt find a pack then it doesnt seem balanced.
Carnotaurus - 56km speed
Diablo's stamina, speed and weight must be reduced to balance the game
Please don't change Omni's left button attack speed, which greatly affects the player's feeling. Increase Utah to a reasonable speed, and then never change it again.
To add and agree on this. Troodon doesn't need the fog mechanic latched onto it as that's not only Dilo's thing... but it doesn't actually aid what Troodon does. Troodon's gimmick is laying low beneath foliage with it being a small creature that can be deadly in a pack. If there's anything to take from the change, I'd prefer just the sounds of multiple troodon's as apart of the venom since that at least would help in being a solo-troodon to confuse targets at the idea they might be surrounded.
The fog also makes Troodons more noticable imo and doesn't help with the issue of catching prey since they expend stamina to pounce + sprinting to chase. If anything, I think there should be consideration of a debuff that makes the target consume more stamina while envenomated or slow down, mainly the former since that seems more in line with building up stages on a target and making them weakened to the point of being swarmed. It also fits with the jittery animation of a target envenomated having their stamina drain more actively when used.
To really sell this, if Troodon continues in getting call mimicry, it only makes further sense it would use a call to bait prey into position, a Troodon get a pounce in on the now lured prey, and tries to immobilize it and swarm it with coordinated pounces. This makes Troodon a complete package based on building up dot/pounce damage over time and luring prey with it's seemingly small size that leads to many underestimating it out the gate, and then to help even the odds for chasing faster predators... the stamina drain. A troodon's weakness is already built in with gaps before you can build venom stages since they need to wait for application. It's also made of glass, so a smart person will reserve their stamina to alt attack a pouncing troodon than bucking or running by using the enviornment against them.
some carno balance
Carno group size - 4 carnos
carno grow time - same as cerato
This is for the new horde test carno - make it that charge either takes charges like the ones dryo has for its dodge or give it a cooldown because the fact that carno can just keep spamming its charge indefinitely is crazy or make it that you have to run for at least 2 seconds to activate it or something.
for balancing and not ruining the Carno
make its weight 1.5 - 1.6 tons
allosaurus might be 2 tons, Ceratosaurus can literally kill a 1.8 tons Carno if it was really good at the game
so imagine a 1.3 tons Carno won't has any chance against the Ceratosaurus nor the Allosaurus which for accuration Carno is bigger than a Cerato and slightly weaker than Allosaurus
Carno's nerf will make it unplayable and won't have any chance of survival against other creatures and it will be like legacy a weak dinosaur and no one play as it
Makes dilo and Troodon nocturnal mutations stronger. They are supposed to be night hunters by nature and the mutation should represent that
The ability to turn 180 degrees should be given back to Diablo, its weight should be reduced to 2 tons and its bite force should be increased to 300.
Trodons pace feels a bit slower and clunkier at last stage. Would be nice if its speed was slightly adjusted
buff galimimus And its Diet gain!
Example :
fully grown galimimus gets 1% from eating a crab + frog
and it gets pinned by an adult omniraptor at fully grown?
like? what? growing a dinosaur that takes an hour and a half just for it to be pinned by 1 adult omniraptor and then dies?
small note / question ( dm me about it
what do I do if a fully grown carno / omni decides to kill me?
carno is faster then a galimimus
and omni is faster at 50%-85%
I say overall, buff its weigh. I dont want it to get pinned by 1 omniraptor!! + galimimus has strong legs, I don't see a problem with it standing up with something 450 kg being on its back considering a cera can and it weigh's 1300!
am just saying galimimus should weigh 1000 kg so it takes atleast 2 to pin it down!
make crocs weaker on ground (low attack speed, low turning rate maybe)
In a future you can add a possibility at clones of dilophosaurus to going on a mud and rock ? Because everyplayer everytime use this for cancel our clones... and is not good for us. Because of this, the dilo cannot be used to its full potential, and I lose many hunts because of it.
Make salt mutation easier to obtain
Please don't change Omni's left button attack speed, which will affects the player's game feeling. Increase Utah to a reasonable speed, and then never change it again.
Cerato's bacteria bite is far too strong in the hordetest. It being weight based is fine but it is really overpowered and makes fighting ceras feel unfair and unfun. Please change the scaling to be more reasonable and fun to play against.
Hordetest Diablo Feedback:
Turnrate
Dibble currently feels artificially clunky. While I understand the need for the 180 turn nerf, the nerf to make it a rough 90 degree turn (honestly looks to be less than 90. About 80 degrees?) without (seemingly) any reasonable changes to its other turning rates makes it feel rather… vulnerable.
While vulnerability is fine and needed, the extent of the current vulnerability doesn’t seem very good. It’s a defensive playable that’s slower than most of the roster, so it needs to be adept at being defensive. The hard nerf to the only ability it has to reliably cover its flanks feels like a hard jab at its solo QoL and seems to artificially encourage more of the “just herd up” mentality.
Sparring
Sparing seems more on the janky side. You can no longer go into sparring stance if you aren’t looking directly ahead, nor can you block without looking directly ahead, which makes it rather tedious to switch to in fights when paired with the current turning dibble has. It also seems to be a little unreliable at random, as clicking control does not always bring you into the sparring stance. Blocking also seems to force you into the sparring stance now.
The sparring stance also now seems to have a camera lock somewhat like the eating and drinking lock that feels more restrictive and makes it seem a bit more.. clunky.
Please rebalance the weight better for deino. Being an adult and still being able to be grabbed on land by another deino is rough.
Bucking Feedback
As I'm sure a lot can agree on right now- making the chance to actually buck off someone who is latched onto you is not fun for either party. So I wanted to propose the following idea that is far easier to understand.
I propose the implementation of an "Endurance Meter" that would be positioned below the stamina icon. This would be a bar that would either be for animals that can pounce or potentially grapple only OR this could be something every animal has that will appear when they are being grappled or pounced. Personally I think it would just be better if bucking didn't cost anything for the victim.
While the initial pounce would still cost stamina, being bucked will not drain the pouncer or grapplers stamina but their endurance where if it empties out completely they will be thrown off. Healthier or larger animals (bigger than the pouncer/grappler) it will drain more energy opposed to smaller or weakened animals bucking. Getting back energy would be faster than regenerating stamina but it shouldn't be too fast where losing energy is a non-issue.
The goal with these changes is to try and incentivize these type of playables to focus more on witling prey down over time before committing to a full grapple/pounce cycle and giving both parties an easier way to understand how to potentially outplay one another with energy management.
Feel free to let me know what you think in #balance-feedback-discussion
Deinos have way too much stamina when it comes to holding stuff.
If we're not going to be allowed to fight back against a one-shot kill: deino shouldn't be able to grab me, walk for 5-10 seconds across land, sprint swim all the way to the centre of highlands lake, then swim all the way down to the bottom BEFORE I'M ABLE TO EVEN GET OUT OF ITS MOUTH
I had the convert damage to stamina mutation as well!! It's *ridiculous *
A Change to Dilo Venom :
Make the Venom Ghosts Run straight up trees and rocks if the target climbs/jumps on top of them, it'd be really creepy looking seeing something like that and would help it not get countered so easily.
We need to nerf the tracking in hordtesting its currently really broken why: 1- can follow the person for ever 2- rain dose not affect 3- its like esp ( its bright blue and can be seen with in 25 feet on the foot steps) ---------If i had the power to fix this i would make sniffing only track for more than 10 seconds and you have to track and find the foot steps again to track again..... if you put a X on this dont be like oh ya its really broken yall are something else 2 IQ
the balance interaction between herrera and omni is perfect (except for the bite dps)
if the herrera catches the raptor messing up, potential one-hit pounce.
if the raptor catches the herrera messing up, potential death pin.
Can we address the elephant in the room? Stegosaurus age to damage ratio.
Longer stage one and two venom duration for troodon, not so much for level three.
In it's current state, taking too long means no progress is made. Taking risks to get to the next stage in time can mean death that would've been avoidable.
The guy did also just spend 5% of their stamina pool for essentially a warmup shot.
I was thinking of new night vision or not so much new but changed a little bit the way it’s set up in evirma right now isn’t terrible but I find for omnis or any other small species hunting in the forest is a lot harder because people just use night vision during the day to see through bushes or other stuff so that they can see and honestly I think it makes it super hard for omnis to hide in the dark and stalk and pray after Dino’s when the devs could just rework it spend a little time making it so night vision during the day is a lot less so that when hunting in the forest and hiding in a bush or using the darkness in the jungle during the day is a lot more fun and useful then it is right now 🤷♂️
I feel like the Herra is in a good spot atm and love how high its damage is on pounce but does it really need to add so much bleed aswell? Feels a little OP
And can the 10 minute timer start after you spawn? When I've lived a full life, traveled far and fought many battles just to wait another 10 minutes to get a better spawn?
cera is too fast in water, faster than juvi dienos with speed buffs
diablos health is balanced, however attack damage is too op. Hitbox needs adjusting, hit damage needs split in half
dilo venom mechanics are good, however i feel they should end as soon as you kill the dilo
ptera needs stam fix’s. specifically exertion when sprint flying and climbing, as well as stam regen when latched to trees, should be able to climb trees (these flew hundreds of miles at a time without stopping according to paleontologists)
raptor attacks should be buffed. the pounce weight is just fine where it is. i mean the bite damage should be upped atleast 15-25%
steggo is is relatively balanced, needs a few tweaks. body’s should stay on spike until we swing again, let them rot there if we wish them to. improve the diets, specifically dots in the swamp area.
herra has too much damage output for the pounce mechanic. rather than dealing a ton of impact damage, it should deal a very high bleed. if you think about it, the claws would be dragging down it’s opponent. that wouldn’t result it too much damage but the bleed in theory would be insane. i suggest we tweak it.
can we move in a direction of lowering growth times? evrima only has small and SOME medium sized playables and some take 6 hours to grow. these times will only get longer and longer as larger playables come. no one wants to spend 12 hours growing a spino or rex
I just got annihalated - ouch
Revert the carno changes: Carno is now such a braindead playable, it's boring, playing as carno requires you to just hold right click and win a fight, it requires no thought making fights very repetitive, I honestly would rather have previous carno. I would rather have a bigger carno that could end up being able to fight solo allos in large groups than this current braindead playable and realistically carno was around 1.8-2 tons so why make it tiny to hunt small game when it still destroys teno and cerato.
Bring back carno from upd 6
Carno rn is brainded u dont have to got any skills u just have to spam right click and thats all.
How ever carno from upd 6 was perfect had no cd on charge But it had to run, which took 3 seconds or 2 and it was not that ez to hit u needed some good aim and prediction or ambush but now its just spamming right click.
So my idea is to bring back old carno cuz it was much more skilled balanced, there can be even cd on charge for like few seconds
And bring back old carno weight to 1.8t or even 2t carno.
if omni can take away other player's ability to control their dinos for many seconds, it can afford to be punished for 1 second when it misses a pounce. Bring back missed pounce recovery.
Idea for carno: Change its iconic charge since it adds to the hold RMB and run through your prey braindead playstyle that most people dislike. How about we leave RMB as a speed up and the carno begins growling (or doing some kind of sound, so that you know its behind you and giving its all to catch up) while running faster. While running sped up you have less agility but you can then press LMB to bite for 200 damage (adjustable but should be enough for small game imo). To keep the knockdown in its kit i would add a ALT RMB attack that is similar to the pachy alt attack and would make your carno swing its head and bodyweight in one direction and knock down any small game standing there. The new charge would need less stamina since its just a speed up and make the carno a beast in the plains, being able to run everything down stam wise without having the "hold RMB and run in the general direction without doing anything else" playstyle.
İdea for better gaming experience: Ban herbi carni mixpackers
You know how sometimes you look up the weight of an animal/dino and you find out the average weight but also how bigger specimens exists?
I was wondering if people would find it interesting for something similar to be implemented in the game.
In my mind a good variable would be 30% so just as an example let's say you pick Cera, the base weight as a full grown adult would always be 1300kg but after that you have certain % chance to grow up even more ( up to 30% more and damage would scale with the weight as well ).
Also the % growth chance should be adjusted so 30% additional growth is rare and the most common extra growth should be ~ 5%.
I think this would also help with immersion and making the game more realistic
Are the developers happy with what they have achieved with the changes to Carno? https://youtu.be/9u7zZM0tBQc I think this fight shows everything. I personally did not ask for a buff to my main dinosaur, Cera. This makes him absolutely unapproachable for dinosaurs of his class and below. Everyone pukes from the first bite, before you had to fight and hit 3-4 times the enemy. And then after 40 seconds, if you were not finished off, the enemy will puke from one bite. Are the developers making a brain-dead solution not only for Carno? I have no idea how Omni and Dilo will survive, they will cease to exist))( carno will ram them down and cera already deals a lot to them, imagine dosent having ability to run from 1st bit) By the way, you have made Carno stronger to some extent, before he would rush past you a couple of times and then he will try to bite and run away, which implies the risk of being bitten in response and the risk of missing. With a ram, you can miss as much as you like and you will definitely hit, perhaps on Cera you can change each ram to a charged bite, but it is quite risky. It's almost impossible to hit a running carno, but it will do quite a lot of damage to your tail. If you had done normal bites in the game, where it wouldn't be like this, that you, risking your life, miss, although visually at the moment of the bite your jaw is on the stegosaurus's neck. This is the window of time of impact. For example, a stego can hit with its tail, and you will still receive damage when it is already returning it back. Maybe because of this, carno is now a joke, where he cannot hit anyone.
I find it funny, I don't understand what people disagree with and I'm talking about what you're doing with the dinosaurs, balance - is this a joke. Mutations - nothing inventive. +1 dmg and non-working mut to reduce egg time. Diablo came out broken. There are almost no options for dilo and raptors against carno. LMB to victory! And people still don't like my opinion)
Видео создано в Clipchamp
Would be nice if herrera automatically clung to the surface you crouch walk off, would be a nice QOL change to make dropping from the top of a cliff or branch to its side into climbing position way smoother.
I'm asking for a rebalancing carnos again, you can almost do infinite rams which is crazy you don't lose too much stamina as before yes it's good but not make it broken so it doesn't cost too much stam.
And carnos will face a hard time against other dinos like Allo, Maia and Cera. What is the point of making it 1.3 tons? Even carnos now are easier to get killed by small dinos like raptors and dilos
I hope no one disagree unless if he thought about the future of carnos alongside many dinos literally there is no difference between Evrima's carno and legacy's carno now both are one of the weakest dinos because of low weight and HP
HT Carno hitbox is massive, its charge is hitting where the tail used to be or the tip of the tail & getting body hits. this needs fixing & dilo needs adjustments to deal with carnos changes
HT Carno is probably one of the best and closest to balanced carnos we’ve gotten in an awhile. Stam pool makes perfect sense with the Weight drop and speed decrease AND turning decreases. I don’t think we should be looking or listening to people using 1v3 situation as useful information. Because realistically a teno or a cera is not dying to a solo HT carno and if you are I don’t think that’s a build problem…
HT Dibble Changes:
I really don't think it was necessary to add camera lock to dibble as it makes the creature feel very clunky and makes me a bit motion sick when the camera clips when quickly looking in left and right directions, during sparring makes sense, but not when I'm re positioning and need too keep eyes on the things around me, makes it a bit hard for the defensive dino to actually play good defense. This feature should apply to both omni pounce and carno charge(these are just as an example) if this is the case. As charging has you focus ahead on a target and pounce has you lock onto the prey you are attached to. The drift nerf is fine to allow dinos to punish a dibble easier for getting behind it. Holding right click shouldn't put dibble into sparring as you'd have to click control to get out of it which messes with the flow of switching from defense to offense, causing you to miss a punish after a perfect block. And blocking forcing you to z walk also messes with the defensive ability again to quickly reposition. Camera lock isn't a necessity for the "horror" as just being unaware is enough. In these circumstances.
pls remove speed mutations
1.) Dibble nerfs were absolutely justified. That's one thing done right
2.) When something starts bucking, there should be a 1-5 second time frame where randomly, somewhere in that time frame, you get dismounted so the pounced can't time an attack upon dismount for free. Instead of a set time, and suddenly you're stuck in their feet so they can attack you for free anyway. You should get the typical jumping away dismount rather than just awkwardly falling to the ground.
3.) Damage, health and speed related mutations are still ridiculous and need to be removed, period.
4.) Most importantly, let's talk about troodon.
Of all the things you could have given it... why??? Why fog??? It's so... useless to troo. It doesn't even need anymore damage buffs. There's plenty you could have done to it that would have proved much more effective 🔽
- Make its venom drain the affected's stamina quicker
- Make its stage 3 last longer
- Reduce its pounce, sprinting and jump stamina costs or make it regenerate stamina faster
Troodon's main issue is that it deals decent damage fast, but then it's forced to tap out because it runs out of stamina way too quickly. It can't continue to apply damage, reapply stage 3 venom, or even keep up with its fleeing target if it has no stamina, and troodon is a very stamina-intensive dinosaur. It's slow in comparison to a lot of other creatures, so it exhausts itself keeping pace, dodging, bluffing, jumping to pounce high enough, etc. The last thing it needed was a copy of another dinosaur's ability. Give it something unique! A bacteria that worsens over time, especially if stage 3 is reached multiple times. There's so many real life venom effects you have to take inspiration from. I'd love an infection-inflicting troodon venom that left bacterial markers smeared on the environment. It would make tracking much easier if troos could smell the infected fluids left behind the way cera can smell vomit.
Ceras shouldnt do as much dmg or bile build up on tail bites, esp to a teno when their tail is SO long
Bucking system: While having a button to buck is nice and all, I'd love if specific actions like alt biting, jumping and sprinting would get their respective stamina drains on the pouncer. And something like the teno tail slam should instantly knock pouncers off the back slot. They can still pounce and change position from there to the sides but if the teno slams while they are on there, they get knocked down. Debatable if they should also receive the damage tho.
Using the new omni pounce location switch should allow you to stay on a pounced target for a prolonged period of time.
When you are about to be thrown off there should be some sort of indicator like darkness on the edge of your screen or something, that if you don't switch to a new location you'll be bucked off instantly.
Pouncing on certain areas of an animal will deal more damage or can grapple it better, however you are provided less time to switch when being bucked off, it takes the pounced creature less stamina to buck you off and could potentially throw you off to stun you (pouncing on tenonto's back, getting bucked off would be like if a horse threw you off, not fun)
After a certain point switching pounce locations wouldn't prolong your time so you can't pounce a creature for too long, especially with the stamina drain from switching
Please fix pteras stam, now its a "sit and get killed sim" cause you take off and need to sit, but oh wait you cant go in a tree or on a rock, cause you dont have stam. So you are just a sitting duck waiting to get eaten. The ptera stam is the equivilant of taking herrera but making climbing take half youre stam by going on the tree trunk and the other half going up 2 meters.
Carno OP now, needs rebalancing
(Horde Testing)
Puddles to drink from When it Rains, Since most Water sources are Infested with Crocs wich are almost impossible to Avoid then
Carno feedback
I played carno today for a few hours and personally I don't think its overpowered. I believe it is a very strong animal now that does its intended niche of running small game down when they are out in the open and struggles a bit in jungles. For the most part I think animals that struggle against carno is not carnos fault but the animal themself. Pachy is a great example of something that gets destroyed by carno but is because pachy is in a really bad spot right now and not because carno is overpowered. The only charge nerf I would like is if carno got stunned if it charged into a tree so its encouraged to be out in the plains and its strength is more justified if its ability can only be used reliably in its home environment.
Buff/Rework animals that struggle to survive against carno instead of nerfing carno into an unfun state again. I would like if all the animals could feel fun instead of just nerfing carno because it destroys some of the more outdated animals(pachy) that are not at the same quality as the newer animals. Carno feels really fun right now with the way its charge feels and I may actually play the animal now.
Carnos diet feels really bad. Paired with most organs being such a small amount of diet can lead to some annoyances. Maybe solved in the diet rework?
Better stam regen/less stamina consumption from flying as a ptera. Holding shift for 3 seconds to fly over a cliff takes away over half of a stamina bar...
Being able to regen stam on HT while being latched is AMAZING, however I still think the stamina regen is way too slow and the amount it takes to fly is absolutely ridiculous 
After seeing Nickboay's video, herrerasaurus could do with a bite speed nerf.
https://youtu.be/jPGHV2Oui84?t=416
The small game hunter got 3% of the food from small game
increase his food intake from small game
If pteranodon can fly perfectly fine with a raptor or troodon latched onto its back, and take off from a grounded position then it should be able to carry those creatures with its mouth.
Lots of dinosaurs currently can drag things that would realistically be carried, herrera should be able to drag small carcasses up trees to eat but theres nothing small enough short of fresh spawns it can carry
after playing dibble with the spar mechanic i think stego should get a similar mechanic where it can strafe and move backwards, also rework the animation to make it more stand in place and defend itself instead of running and tail swiping, stego feels very clumsy and hard to move around where it should not be fast runner but have good mobility to stand its ground
I know this is gonna cause a knee-jerk reaction for some people but please hear me out first before voting.
I don't think that herrera should be able to climb anything that isn't a tree.
Clarifications:
- It's not a big nerf, considering how many trees are on the map, but imo it's a good limitation. Deinos can also kill you in one shot but they are limited to water.
- I just think there should be some places in the game where if there's no trees you can relax because you know there's unlikely to be a herrera, just as I'm not worried about deinos when I'm in the middle of a field.
- It makes herra gameplay more engaging since you can't retreat to a rock if you mess up an ambush
- I have more points which I'll save for balance-feedback-discussion if anyone's interested
EDIT: moved from general feedback to balance because I was told it fits better here (whoops) ^^'
FOR HORDETEST
Revert carno completely and than just make the ram cost a tiny bit of stam and turn the cooldown to like 3-5sec
Revert cera completely than make its bile deal about 45% of an omnis food (2 hits basicly to make them vomit) imo it shouldent matter where and how you bite your prey if its a bleeder bite than the bile amount should be the same since bacteria enters the bloodstream which is what causes the sickness? or perhaps its just its very stinky breath what do i know..
Alternative would be for ceras bile to be gradual increase and decrease, so you dont puke instantly, and if you do get bit than after bile reach its peak (without making you puke) it slowly goes down and not instantly.
Omni shouldent be able to insta pin something, make it more interesting and base it off hp, stam, bloodpool. (To turn it into a cool finisher move)
not just 2 on a cera ex.. If 2 or more omnis pounce you than your bucking should just be less efficient and drain more stam, you should move slower BUT NOT FALL FLAT ON THE GROUND AND JUST DIE thats boring af not only for the omnis but especially for the prey who grew for hours only to get violated by 2 omnis who managed to press rmb on you.
Than while you are at it to ignore the other requests here is another… Make omnis altbite actually usefull again, would be quite cool imo.
Dilo… Fix its bite cooldown, it has ghosts hunting down their prey for them.. Like bruh they dont need to bite at such INTENSE speed it makes no sense
if you want carno to be a small game hunter make it that.
Drastically decrease its food drain, increase the amount of food it gets from smaller creatures, and make it turn like a cheetah. Yknow, the other quick attacking small game hunter that you seem to be trying to base carno off of.
If you dont want it to be a cheetah, make it a carno. Buff the dang thing back to update 4 and leave it ALONE.
Stego hit box should not hit me from 3 feet away or killing me from tail hit..... hordtesting BTW
Body Decay Rate:
Im not sure if anyone has noticee it so far, but theres something ingame that needs to be rebalanced / reworked ASAP.
Lets start by saying the decay rate of Bodies ingame right now is crazy fast. It takes less than 20 minutes for them to be rotten. As for Ais: It makes sense that they may decay faster than usual.
However I had a fresh diablo body as a dilo. I was waiting for my nutrition hex to be free so I could fill up. Took about 1 ingame day and by the time I was ready the body was already rotten, which makes no sense to me at all.
Also the amount of food certain bodies give needs to be heavily reworked.
Example:
As a fullgrown Deino, when you kill a full grown diablo, it should let you fill up your whole stomach, instead of giving you about 15% food until bones are left.
Just to give you an reasonable explanation:
Look at the size of a fully grown Diablo and then look how small the Stomach of a full grown deino would be compared to that. In nature crocs can feed weeks on larger dead bodies. Im not saying you should be able to feed for weeks ingame, but a diablo body should at least secure your survival for the next 2 ingame days.
Diablo bodies in general do not give enough food despite then being one of the chonkiest apex herbivore to ever have roamed the isle. (next to the trike)
Jesus the Cera bile bite needs to be toned down, Full grown dilo with completely full hunger, just got bit in the head and immediately puking.
A baby cera made me puke in three bites when I wasn't looking. This is absolutely wild
I have to agree with the sentiment that bodies decay way too fast.
With random spawns introduced, it makes it significantly harder for bodies to pile up endlessly at one location like you’d see at south plains when you could choose spawns.
I think it’d be best to increase the amount of time it takes for player bodies (and organs) to rot and disappear.
HT: With the carno adjustments to better stam, cera being strong, omnis getting enhancement to pounce I feel like dilo is getting left behind and in a total disadvantage. And PLEASE make dilo group limit bigger at least 😄
I see no logic a smaller pack hunter to have a group limit of 4. Even ceras have a limit of 4 and they are almost double size in weight. Carnos are max of 3.
Make dilo’s group 5 or 6 and give it some love
Example: if you have 4 adults and two of them decide to have 6 babus (i think it was 6 eggs in 1 nest) you need a total of 3 separate groups right now
I wasn't to sure which thread to post this in so i hope i chose the right one. Is there anyway Carno can have goat added back to it's diet as lipids? Currently the only diet carno has for lines are dryo, and galli which are pretty far and wide as far as users playing them. I understand we also have intestines, but I feel there should also be something else besides intestines that give lipid diet to a carno. I feel each carnivore should have at least one Ai on it's diet for each nutrient. The same way Herbies have all 3 diets, i guess the plants are considered AI for herbies? Just a thought.
I think Carno should have 2 usages of charge (like Dryo’s dodge) each of which having a 15 sec cooldown.
Then I’d give it slightly better agility and maybe let it do more damage to things it’s knocked over (increase knockdown duration when hit by carno charge)
Potentially make Carno unable to knock over things around its size but stun them instead?
Then make charging into trees or rocks knock the Carno over
Only other thing I’d suggest for Carno is to bring back up its bite damage if its bite rate is going to be super slow
Deinosuchus should automatically have reabsorption in its kit, since it gains water simply by swimming, allowing it to traverse the map while its raining and move to other bodies of water, allowing deinos to move around the map properly
lower the bite dmg for carno bc its jaw is very small and it can kill a cera, its suppose to be "small game hunter" not apex hunter
Rebalance cerato bile to not be so obnoxious
I love the weight dependent bile, but the fact that it instapukes even a diablo is just disgusting, so I came up with this equation to make it more fair
Bile application % per bite = 30 x (cerato weight/victim weight)
A charge bite would double this value, but this would mean anything dilo and under gets instapuked by a cerato, whereas large creatures like diablo/stego will take several bites/charge bites to make puke, making ceratos more wary of them, and it'd make juvis not able to run up and vomit anything they want.
Personal mutations for the third/forth slot: Carno: -30% stam usage when using ram for -10% bite force -- +20% Bile/venom capacity effect -- +50% stam capacity for -10% speed //// Ceratosaurus: -10% bite force for +20% bile affect -- -5% bleed resistance for +15% venom resistance -- afflict +20% more bile to target for -10% stam capacity //// Deino: +10% weight to grab for -20% stam capacity -- +15% more heath for full hunger ratio -- +30% organ affect and +20% food capacity //// Dilo: +15% venom affect for low stam ratio -- afflict +2.5% more venom for every dilo nearby -- +10% damage and +10% venom affect for 1 decoys //// Herrera: +15% more damage from Hight for -50% heath capacity -- afflict +20% bleed for every jump for -10% jump damage -- +15% jump range for -50% bite force //// Omni: -20% bite force for +10% bleed affect -- 50% chance to not get bucked off -- +30% more weight when pouncing for -15% stam capacity //// Pteranodon: +50% stam capacity for -20% scent range -- +5% speed for every PT nearby -- +75% fog visibility for -10% bite force //// Pachy: +30% fracture chance for -10% stam capasity -- +25% stun chance for 180% dino weight -- gain +1% bleed resistance and -2.5% stam decay for every herby nearby //// Diablo: 50% fling chance for +15% bleed for every run hit -- +30% diet affect and +20% food capacity -- +2.5% stam decay and +2.5% tail damage for every herby nearby //// Teno: 50% tail slam stun chance for +20% pure damage -- convert 10% rear leg kick bleed to pure damage -- +1.5% bleed resistance and +2.5% speed for every herby nearby //// stego: -1% speed for +2.5% health for every herby nearby -- -50% tail swing decay for -5% bleed resistance -- increase food capacity by +50% and +20% water capacity //// troodon: inflict 2.5% more venom for every troodon nearby -- +2.5%/+5%/+7.5% damage for every stage -- convert food for stam by 15% The idea for this is good, if you think so put a👍
HT )) I’ve been off work and I’ve really put some time and focus on the over all game play and growth play with most of the Dino’s ( carnivorous). Spawn killing/ baby killing seems to be horribly intense this HT the most then in the past. I believe it’s to do with the spawns, I understand the reasons for the update for the spawning, I don’t think it’s done more positive like they hoped. People are just abusing the spawning and just dying till they get a good one. Then the few adults that grow sit in those areas and spawn kill everything and one. Which makes ppl just have to face a longer grow with 0 diet or even starve to death because no one stays in the other spawns and you are just stuck with a loop of just dying because of ppl abusing the spawns. I’ve been stuck in this loop for about 5 hours now and just gave up i ACTUALLY couldn’t get off a single spawn. I died to no food because no ppl and if I got a popular spawn i literally just kept dying to the same adults on the spawns and its been like this everyday I play now. idk what but something should be looked at there.
If we had to be fair, Diablos weight shouldn't be anywhere close to 3T(max weight irl 2T) or be able to run as fast as it is. Just look at Diablos body structure, he resembles more like an Elephant (with shorter legs) so how comes Diablo is so agile with his turn rate/drift and able to run such long distances, and with speed mutations even able to keep up with Cera. How does this make any sense, how is this realistic? Last I checked im playing The Isle not Beasts of Bermuda.
But you know what, at the end of the day I wouldn't care too much about all the stuff I mentioned above if Diablos hitbox was fixed, heck you can even have the tail knockdowns together with all the other unfair/unrealistic advantages etc but that hitbox is a disaster.
Balance feedback about carno on the hordetest (from the side of the one who fought with them)
Carno on the hordetest at the moment is not what it should be. I suggest raising its weight to 1.500, and either add a cooldown to the rams, or make them in several charges, and after using the charges, a bigger cooldown.
The reason:
Carno nerf did not make him an "ambush hunter with fast-paced hunts" or "a smaller creatures hunter", but rather "push an apponent against a wall and beat them with rams to death". When you are endlessly beaten with the same attack, not giving you the opportunity to attack back, since the ram still causes stunning, that is not great for PVP. In my PVP experience on teno vs carnos, the only reasonable way to win a fight was to use rocks to avoid them constantly disrupting my attacks, i.e. climb on the rock and defend myself from there. The best solution would be to add a charge (maybe several) to carno's ram. The ram charge will force them to plan its use properly, and not to do rams randomly even when they will not hit the apponent in any way (litterally saw carno charging into my rock in attempt to hit me).
Edit: and yes, in addition to suggested weight (1500) carno needs a damage buff, so that it can perform nicely in PVP.
I think the weights of medium sizes should be arranged as follows:
Tenonto:1.8 Tons
Diablo:2 Tons
Carno: 1.5 Tons
weight of diablo need nerf
diablo : 2 tons
Personal mutations for full adult which would be a buff for your dino for more builds of your liking but for a cost of a con The idea for this is good, if you think so put a👍 this will make for more randombility in fights
Here's an additional concept
Now that bile application scales with how much bacteria you have, make it that bacteria drains over time if not being used, encouraging ceratos to actually stay near the corpses it's supposed to protect. If it strays too far and goes out hunting all the time, it'll have far less bacteria application and effectiveness.
For example, bile would drain at a rate of 1% every 3 seconds, meaning you'd have to stay near corpses to fully benefit off of it, making it a far greater bully tool than hunting tool.
However, to further the corpse bully mindset, having the corpse buff active would stop this decay entirely, encouraging you further to protect the meals you find.
Want to have high bile? That's where scavenging, eating rot and using your unique overeat ability comes in. If you're out hunting, use your raw stats to win.
The new night vision is great but I'd like to see this diminished in herbivores and a few carnivores. Maybe give herbivores the old version of night vision if possible.
elite fish zig-zagging to get away is unfun. Hard enough to get my diets as a tiny fresh deino, let alone in the underwater void.
To make cera a worse hunter make bile only apply in a 100 meter radius around a body, strengthening its body bullying personality and getting rid of its insane ambush potential it has right now with a 1 bite vomit.
I'm failing to see the reason behind removing galli's ability to apply bleed. It has big, clawed toes. Applying bleed was an excellent escape tool for it as a predominant plant-eater that doesn't hunt other players. It discouraged predators from running rampant after it because they'd lose too much blood.
So tell me why galli got nullified but TENO with its massive array of attacks and playstyles still gets to apply bleed? It's ridiculous. Being able to machinegun spam an attack that does fine damage anyway is more than suitable. It doesn't need bleed on top of that.
But galli does.
Deino's underwater vision is very bad after the new update.
It's very difficult to see anything in the water at night, if you're underwater. And everything is literally black without night vision.
The way the underwater vision is now, using night vision at night, is almost the same as it was before without night vision, but a little worse.
Carnotaurus charge should be right click to activate, left click to swing. Do away with the automatic hits, there's a lack of timing and skill on the player's part.
carno charge needs at minimum a 10 second cooldown, if i can still keep the knockdown, no stamina drain increase, increase in speed, and automatic hits
It shouldnt be able to spam them
How useless dilophosaurus venom feels in conditions when the enemy can just stick his head into the texture and forbid your copies to spawn! I just fought with a stegosaurus at E3 and you know what? I saw an ass sticking out of the rocks in a "Fighting" position. He just hid his head in the texture and stood there until the poison passed. It feels disgusting. I don't get rewarded for playing right!
It seems to me that this is no good, there should be no poison, for the activation of which you need to take a monstrous risk, to be played out by burying your head in the nearest stone.
I really like the idea of clones, it's scary, atmospheric, interesting, when it works as intended, it's fun for both sides to interact with it, but... now it doesn't work as something effective. What I suggest: Dilophosaurus will have a counter on the target, from green backlight to bright red, clones no longer cause damage, but they are called up more, they run from different directions and ignore obstacles, if the clone needs to run out from the bottom of the lake - let it do, in the legacy version real giganotosaurs run out from under the water and nothing, we managed it.
Clones are now exclusively a distraction tool, they do not cause damage, but they slightly blur your screen with a successful bite
Accordingly, if you are bitten by 2 clones, the blur will become stronger and longer, and so on up to a fivefold gain, in other words, it will not work not to react to clones. Part of the venom damage progresses with successful bites of a real dilophosaurus, in the first phase (green) it ticks with minor damage, in the second phase (blue) the poison begins to muffle the sounds around, making it difficult to navigate in space, in the third phase (purple), the damage becomes greater, the bleeding stops weakening over time and the dilophosaurus can track the target through walls and the last stage (red) collapses all the effects of the poison on the target, causing great burst damage.
Nerf bees
While the addition of stam regen during a latch is a good start I still think ptera could really use some either extra amount of flight stam or faster regen
Since the recent update AIs seem to be non existent. Theres def smthng wrong with em and its not fun. Either their spawns are way to low now or bugged fully.
There should def be more AI roaming
Make Pteranodon gain stamina while gliding
Dilophosaurus clones need to be seriously fixed, at least we should be able to neutralize the clones before they attack.
Give galli speed growth curve.
Galli have no speed change since it spawn,run very fast at the beginning,Almost impossible to prey on.
Adult galli can always run to avoid predator is acceptable,but young galli should sometimes play as prey.
We hardly catch galli.This makes it very embarrassing for animals with galli in their diet
And let galli grow faster.Because they don't have bleed anymore
Give galli a little bit of it's bleed back, it was an unnecessary nerf an already somewhat weaker animal
If your gonna have random spawning can ceras get anything other than south plains. I have spawned here 5 times withing the hr and keep dying literally when i spawn. this is broken and needs balanced so the spawns cycle. im to the point im about to uninstall the game till u guys actually fix your game
Carnos charge needs cooldown and don't get me started on those damn hitboxes.
improve deinosuchus, now it is weak in evrima balance
hitbox of baba dilo is insanly large... pls shrink it to the real size pls
After playing the new carno after the update, my opinion did not change, even though it was expected.
Let's start with a simple one:
For some reason, carno has diablo in its diet, which makes no sense. Carno can't ram diablo since the release of diablo, and with the new damage and weight changes, I can't physically imagine what a fight against diablo should look like. But I guess the developers know better.
I'm not going to talk about carno's broken hitbox, which allows him to damage an enemy from three miles away, everyone has already said that.
I will explain why carno does not require any skill in its current state:
I played carno on Spiro and on the start of Gateway, and yes, it was really difficult for me to master it. It was a high-risk-high-reward gameplay when the rams had a cooldown and when they spent a lot of stamina. The risk was that either you quickly end the hunt before you become a helpless punching bag, or you have to retreat.
Let's be realistic: for the current carno, no one needs any skill to play it. There is almost no risk, the reward can still be sustainably good (but mostly only in a group). This is literally a ram spam with zero investment in tactics. THIS HAS TO CHANGE.
When raptors are automatically dismounted during a buck the raptor should go further away. Right now you're dropped off right in front of the target and no matter how fast you react you're going to take a hit. A bit more distance on it would allow a quick raptor get away but not too far so raptor can still be punished.
dilophosaures venom is way to op. theres no shot 2 bites from a dilo makes you go purple then he summons 20 clones and you can't catch him.
Please let Dinosaurs give more meat. That means, let the meat you eat fills your stomach more than it does now.
As an adult carno why should I ever sprint? Charge is the same stamina cost as sprinting and it goes considerably faster. I just naruto run everywhere i go. It's silly. I want to press left click as carno too but i dont see a reason.
For a defensive herbivore, diablo is way to offensive, for one, diablos range while sprinting is insane, the range i have hit others and been hit myself from is ridiculous, also diablo has the same if not seemingly better acceleration WHEN SPARING SIDEWAYS which is an extremely questionable balance choice. Therefore, nerf diablos acceleration speed by a considerable amount as anything hit is going to get knocked down anyway. diablo should also only be able to attack (when sprinting) only when at least 75% of its speed (while accelerating) is reached. This is because diablo can near instantly accelerate to max speed and knockdown anything very quickly and from a long range.
Nerf Ceras vomit it should not be able to make a full grown teno vomit in two bites scaling with weight only buffed it this applies to raptor too, 1 bite an a raptor will vomit at least nerf the affects of vomiting as you instantly lose most of ur diets and can’t gain them back for a while 🙏 💀
Is the carnotosaurus Charge bug as hell ? Like i am 15 m away , but still get hit everytime, i have around 60ms. Is it my connection ?
diabloceratops, carno, and cera!
back in legacy, diabloceratops was still a heavy hitting bleeder with a lot of speed, this goes really well for it. but in evrima, because of the mechanism allowing it to turn and defend itself from all angles, its very difficult to fight against. making this turning slower, adding a cooldown to enabling it, or discouraging it by lowering damage when using it could all make this more balanced ♥
carno would do well to have a little bit of a bleed buff so it can stand up against a cera's bile ❤️ other ways to combat this would be to increase carno pack, lower cera, increase carno speed or turn radius, or to balance cera itself out relative to carno! carno should be slightly weaker than a cera due to size, but it shouldnt be an impossible battle.
cerato would do well to have a depletion on its bile, using up quite a chunk of it with each bite. and perhaps having two seperate bites, one to use bile and one to bite without it. more strategy required, and more balanced!
Carnos can kill people without even hitting them in the body, tail hits do enough damage and they can charge enough that I can kill things just by hitting them in the tip of the tail over and over
Carno has some crazy movement for being able to run at anything and turn and INSTA RAMMING them knowing its kinda impossible to run away if you play against a really good carno ( im not a good carno player)
To encourage players to play smaller, "weaker" dinos and increase the player creature variety, make a future mutation slot something players can unlock through points they accrue through playing those dinos. Playing as a Dryo or Hypsi, for example, gains that player's account a small amount of points every time they eat or especially nest (to encourage even more players) that they can then spend on a future dino character if they want to go all in on the mutation builds in addition to the future Elder slot.
After experiencing the new revamped Carno. I want to make a few statements and proposals for change:
The changes are amazing at allowing carno to be the small game hunter it’s meant to be. Its decrease in size and running movement speed make it more susceptible to bleed / damage than before and it allows for it to be more difficult for carno to gain significant distance between its target after ramming once.
Overall, I think the changes are mostly positive. However, as many will agree the spam ram (while I do enjoy) is a bit much. I have 2 proposals for a change to this.
- Give Carno 3-5 ram charges that recharge in 10-15 seconds each. This gives Carno the opportunity to spam a few, but the incentive to not simply waste them.
- Give Carno 1 charge that recharges a bit quicker (every 5-10 seconds) allowing it to be used more frequently but giving no opportunity for immediate spam.
Another balance suggestion I have is for carno’s acceleration speed to be lowered again. Not as slow as it used to be before the change, but enough to prevent Carno from insta-charging off of a standing still start.
This means after ramming a target once, the Carno will have to reach a much larger distance before turning around and attempting it again on a pursuing target.
Please return Galli bleed, he was weak already and did not need his bleed taken away.
Ptre ability to fly out of the water
you guys gotta fix the fall damage in this game its insane, tripping from a rock is a near death experience
Cera makes every dino vomit in 1 or 2 bites it’s too much
While I have posted this before, I wanted to repost it just to re-iterate the need for Pachy to be improved. It's slowly becoming irrelevant due to it being a fair bit weaker and mechanically bland compared to its revamped and improved-upon predators Carno and Omni.
I propose a few changes:
Pachy's left click bite needs to be removed and replaced with an attack similar to dibble's. If Diablo can get the no-bite-treatment then I think we can agree that Pachy should get the same as it has no reason to be biting it's opponents. Perhaps a medium damage thrust that can throw enemies away from it (50 or so damage). This allows it to have an attack that's very effective at keeping smaller targets at a distance whilst also providing a very small opportunity for a follow up attack, but does not feel unfair with high damage, bleed or bonebreak.
Slight speed buff could be introduced. After playing Pachy with both the night and day-time speed mutations I feel that this fits much better for Pachy's kit (43.9km/h). It places it at a more comfortable speed-gap from Tenonto and Cerato, which feels fair as its a much lighter Herbivore in the same size bracket as some of the fastest creatures. This does not place it above raptor thus allowing creatures who are threatened by it to still safely flee.
For creatures such as Cerato, Carno, etc, Pachy should apply it's original stun ONLY if it inflicts a bone-break. (Eg. Bodybreaking a Carno would stun it, but hitting in the same location while it's already bodybroken would NOT. This can influence the hit-and-run style the developers wanted, whilst still causing great risk for the pachy to continue to engage in the fight, as stunning the larger opponent would become increasingly difficult.
I would make a comment on stamina as Pachy struggles in prolonged fights (using a large amount with its attacks) but with the addition of the new left-click attack I don't feel that it would be at all necessary anymore.
Carno current feedback
I feel like the Carno changes are a good step in the right direction but still are missing a few things that would make it better
1: the damage nerfs seem very unnecessary. I think carnos bite is fine at 150 though the charge for sure should go back to 200 or just 175
2: let Carno actually knockdown targets smaller than it. It’s a little awkward how Carno can’t really knock a single gali or omni over unless it charges for like 5 seconds. Make it require at least a second of charging
Also add like a 2-3 second cooldown just so it’s not TOO spammable
3: bump Carnos speed back to 55, it seems a little ridiculous that it’s almost the same speed as dilo and can’t even out speed gali in a race. Which is supposed to be Carnos whole thing. Being the fastest
Give hypsi a sound or a visual indicator such as opening its mouth when it is aiming its spit, you cant really tell currently so that means they can just walk up and get the perfect aiming spot and shoot you with it, it also serves to scare off things that dont want to be blinded
Nerf Ceras vomit it should not be able to make a full grown teno vomit in two bites scaling with weight only buffed it this applies to raptor too, 1 bite an a raptor will vomit at least nerf the affects of vomiting as you instantly lose most of ur diets and can’t gain them back for a while 🙏 💀 it’s actually crazy how it got through QA it’s OP against most of the roster which are small buff it when a large amount of mid tiers are here because most of them are herbivores 😭
Give teno the ability to use it's tail in the water with RMB. Should work similar to the deino speedboost and maybe even stagger a dino behind it, no way a cera swims faster than a dino that looks like a semi aquatic.
Not sure if this has already been posted. But currently DIABLO X DILO feels very unbalanced in my opinion. Diablo is too slow to catch up to a dilo, stamina is shorter as well so there is no way you can escape one by simply outrunning it and trying to manouvre to lose it. it takes about 38 hits to kill the diablo as a dilo. wich means that the go to strategy for the dilo would be to call in other carnivores to do the dirty job for you. Next to that the diablo has no single way of winning the fight except by being lucky to lose the dilo for atleast a little bit and log out. I think a bit of balance is needed here to make a dilo x diablo fight more interesting for the both of them.
Did teno get shadow nerfed?
If so, please revert the damage nerf. It did not need a damage nerf. Kick now seems to be below 200. Might be 180 or 185 now? (if it was straight 190, 16 kicks would kill a dibble).
For reference:
17 body kicks to kill a dibble.
9 body kicks to kill a teno.
https://medal.tv/games/the-isle/clips/iIBZy1z2JOrUN9gjf/d1337Ctsv3WH?invite=cr-MSxkRTcsNDMyNTQ2Njcs https://medal.tv/games/the-isle/clips/iIBAkyYDqsIKuelBF/d1337OB9B1wG?invite=cr-MSw2RTMsNDMyNTQ2Njcs
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Can we talk about that stamina. Increase it to 5%
make it so a diabloceratops can't stun a fully grown stego ( 3X ITS WEIGH ) ( EDITED ) I DIED AS A FULLY GROWN STEGO RIGHT NOW CAUSE IT TAKES 5 HITS TO KILL THEMMMM BALANCE DIABLOCERATOPS PLEASEE
Why can carno do this? It should obviously be able to ram multiple dinos but it should not be able to multi hit a dino like this. The hitbox should go on a second cooldown or so per dino. Multi hits like this do massive damage and feel really unfair to be hit by. I felt like i cheesed a kill on this poor dilo.
Please remove all the speed/damage/damage reduction/ mutations.
It would be nice if you could bring back where Carno has to be running for a few seconds before being able to charge, it would be a lot more balanced instead of insta charging
well, not really a fan of the state of the omniraptor changes. its realy jank when trying to pounce. First off when you are bucked or just fall off after pouncing you land directly at the feet of your opponent for them to eviscerate you. Since you cant tell when your going to fall off you kinda just have to tap pounce and then get off instantly. I don't think this is justified because when I get a pounce I want to get as much out of it as I can. I think its good that you can't infini-pouce, staying on their back forever but you shouldn't get handed to your opponent the moment the attack ends. also every time I have tried switching sides while on my opponent I just getting kicked off which is maybe just a bug or a coincidence. its also been really buggy recently. When me and another omni pounced a carno, I glitched and froze in mid air thus dyeing instantly. Being that the raptor is literally made of tissue paper with two knives sticking out I think we should be able to retain some semblance of agility to give our sad lil fragile bodies a fighting chance. Of course there is the pin mechanic but unless you are a massive pack together on a discord call it is a rare thing to do. Also I'm just kinda angry from dyeing constantly, so this prolly aint that big of a problem really.
Ptera regenerates stamina slower laying down with a perfect diet than Deinosuchus does WITHOUT a perfect diet. For the love of god please just let us fly around without being exhausted after 5 minutes. How could it possibly hurt the balance of the game to reduce Ptera stamina consumption and give it better stamina regen? Ptera is not a combat dinosaur, it's a fly-around-and-observe dinosaur.
elite fish are unfun to try and catch now.
I think its time for pachy to have its stun back (limited to fractures)
increases the range of the bees at sanctuary above.
Grown up herras can jump down from above and kill you but will only be attacked by the bees when they are below.
So they can't even eat you and kill you just for fun
Remove speed mutations. It messes too much with balancing and forces a "must" pick for certain dinos in order to out-run each other (cera/teno, dilo/carno, cera/pachy etc.)
Suggestion about a playable: Pachycephalosaurus. V: 0.16.189, Live Build.
Pachy, imho, is underperforming right now, and has been doing so for many updates already. **It can't run away from a Cera with speed mutations (and now even pukes from 1 bite, however I'd say that's more of a Cera problem in general right now), barely fractures even a Carno, has troubles fighting its main opponent, Omni **(I remind that two sub-adult Omnis of 162 kgs can pin it at full HP, stamina, bloodpool. And if an adult Omni pounces it, and chooses to do raw damage, it's most likely screwed completely, if new "DnD" mechanic doesn't favor Pachy's side).
I know that in Update 6 Pachy was an absolute beast with unlimited stuns, but balance changed, new creatures were added, and Pachy was left behind with only minor changes to its stamina consumption on rams.
So, how'd I change it?
1. Delete all speed mutations (Ceras with it annihilate Pachies, but balancing a Pachy around it doesn't seem like a good idea to me). It would not only help Pachy, but other intended match-ups too.
2. Get rid of clunkyness (let it charge the bonk even while looking behind).
3. Introduce a 3 stun system (each stun for each new fracture. So if the animal already has a fracture on, let's say, a leg, you won't stun it twice by hitting a leg again, only new body part).
So it can run away from big bullies, can cope with small dinos pursuing it, and can get away if was caught unwary, but landed successful bonks.
4. Also, maybe apply the same logic for its ability like the one Hypsi has? So you can cancel the ram by pressing R (looking down is kinda inconsistent tbh).
5. Also, for this to work the bucking needs to be reworked too. So it's something like a consistent thing, where if you end your bucking animation, the pouncer dismounts. Not an RNG thing...
So it again will be a real threat for Omnis.
I think diabloceratops should be nerfed. it can stun a fully grown stegosaures witch is 3 Times the its weigh
Diabloceratops : 2 tons
Stegosaures : 6 Tons
If you disagree then please tell me why in the balance-feedback, theres no shot someone thinks this is false.
for the people who reacted to ❌ please tell me why.
For a defensive herbivore, diablo is way to offensive, for one, diablos range while sprinting is insane, the range i have hit others and been hit myself from is ridiculous, also diablo has the same if not seemingly better acceleration WHEN SPARING SIDEWAYS which is an extremely questionable balance choice. Therefore, nerf diablos acceleration speed by a considerable amount as anything hit is going to get knocked down anyway. diablo should also only be able to attack (when sprinting) only when at least 75% of its speed (while accelerating) is reached. This is because diablo can near instantly accelerate to max speed and knockdown anything very quickly and from a long range. As of right now diablo doesnt get punished enough for making a mistake during a fight, unlike other players, and is also extremely easy to use
Dryo's juke should not take ANY stamina or have a cooldown on it, regardless of the charges.
if we are to stick with the charges it should have at least 10/12 because if not only a majority of its predators are faster than it, they also have abilities that do not require stamina and have no cooldown, which can instantly kill, stun or pin dryo to the ground.
Until dryo gets a burrow, the one ability it does have should be strong enough to support it
Cera should only get bacteria at 50%.
If Troodon and Dilo have to wait, he should also
The devs need to stop balancing herbivores by making them clunky rather than just tuning the stats that are too strong. A lot of herbivores keep getting weird nerfs or are balanced around awkward interactions that don't make the dino worse, they just make them harder to use because you have to jump through so many hoops just to pilot them the way you want. This is especially apparent with these few dinos:
Stego: the charged swing has a cool down for no reason. It already has a high stam cost and long end lag, and it isnt even an extended opening because you can still jab while the swing is on cd. It isnt to prevent stun locking because we already have stun immunity after a stun. So theres basically no reason for it to exist. On top of this, making the jab and charging the swing on the same button causes some control issues at times. The jab should just be the alt + lmb.
Diablo: The new patch made diablo have to look forward to go into spar mode, spar mode has a camera lock, and block toggles spar mode. The only way these address diablo's main issue (drift spam) is by making it harder to use in spar mode, but doesnt actually prevent it. The camera lock also barely affects fights except by making diablo more clunky because it already couldnt cover the areas it now can't see and you could tell where it was looking because it would be turning to face that direction.
Teno: tail slam has a 1 second attack lock on top of its high start and end lag. This does nothing except make teno more clunky, since the main combo takes about the same duration of the attack lock to position on the target for a kick.
Pachy: I could use a whole post to describe why pachy's ram is clunky, but I'm out of words this time.
Pretty much all of this clunkiness does nothing to actually make the dino weaker, it just makes piloting them more difficult. I'd much prefer they remove all of this jank and actually just nerf the dinos so both playing as and against these dinos is more enjoyable.
Increase how much food and diet gali gets from frog and crabs, fg gets like 3% diet from them
Cera's Charge Bite is too strong, it's just a better regular bite that does more damage and applies more Bile so it's used as a Offensive Tool instead of for a Defensive purpose like defending a corpse.
My Suggestion: Make it so Cera moves slower when using a charge bite, it will keep the same speed but you will only move slower when using the charge bite, This would make it be a more defensive tool since you can't hunt with it as efficiently but you can defend a corpse mostly the same
Edit: Rephrased it
The new carno charge is beyond broken. Hitting literal air 10 feet behind you, spammable. Revert to old charge or at least greatly hinder the maneuverability while charging so you can dodge left or right. Even a couple of second cooldown would be better than nothing.
CHANGE DIET SYSTEM
i dont want to have to wait for all my diets to clear so i can eat other diets
or when ive already got an active diet but eating when theres an empty one fills it up instead and doesnt give buffs
im sick of this pleasechange it, this shouldve been changed before nv or anything else
Id like a parenthood status effect that stops your diet drain while being close to your nest, meaning one parent can hunt/look for food while the other one can feed the kids without having the risk of your diets completely disappearing while watching the nest. Parenthood is hard enough right now and we need something to make it a bit easier until the parents get something for nesting like extra mutations etc.
Pachy's own attack stuns it in place, even if you hit it. You get punished as pachy for playing well and hitting your target.
Can it have nothing? do you doom pachy to dryo's fate? at least dryo has the image of being too cute to kill, pachy is deemed too dangerous to be around yet cannot even survive the world around it, it is accepted only in the arms of its predator, the only ones who would seek it out knowing its an easy meal.
Pachy should be a punishing playable to Fight against not play. The whole point of pachy was to be a glass cannon was it not? and now you have removed its ability to meaningfully defend itself it is nothing but glass waiting to shatter.
Please, once we get some more dinosaurs added, some of the developers need to spend time just rebalancing most of the dinosaurs since right now it's very hit or miss with how the game is balanced right now. There are things that are too strong, and then nerfs that actively just hurt the dinosaur playability. But overall would be nice before moving on to something as big as the elder system to have some sort of coherent balance with the game. That's all i can think of for now.
Fix dilo hitboxes 
I think they weakened Carno enough anyway. They took off his speed and
I think they reduced his weight too much. In my opinion, the charge buff is a fair balance. Dilo has its poisoning which results in fog and false dilos. Cerato's bite causes the dino to vomit 3/4 of its stamina and stomach. Jumping backwards and effectively changing the position of the raptor. The Carno has charging, without which it wouldn't be able to keep up with a Dilo, which in principle it should be faster than. Just because someone can't pvp well, don't let the dino be weakened for no reason. I usually play with Carno, I'm not a pvp pro, but against a Dilo or Cerato in pvp the charge gives you some chance to survive.
But while we're at it, the Deino, which is essential for dinos, lives in water. I think it is an exaggeration that a full adult Carnot drags him into the water without even getting tired, but the victim runs out of stamina instantly and almost certainly dies. That's too op. A little nerf could really do with it, a (now) 1300 kg dino drags it into the water like a sheep and swims merrily with it, I think it's an exaggeration.
So leave poor Carno alone, he already has enough problems! 🙂
NERF CERATO, this is too unbalanced, how am I supposed to survive on something smaller than a ceratosaurus that has not reached its maximum size when its bites cause vomiting almost immediately and do not allow me to survive its dmg, despite the fact that its speed is almost equal to 80 percent of dilo and stamina for some reason he doesn't run out
Do something about cera's bile or the vomit mechanic in general. Everything is almost a 1-charge puke from a fg cera...My biggest issue is not only do your food, water and stamina drain, so does your nutrients. It's a chore getting your diet back, if you even survive in the first place.
Due to Diablo’s drift being nerfed and the addition to the camera lock while blocking it’s become a bit more difficult my to play defensively unless I wanna push myself against a cliff 
Ideally there are only a few things I would change with dibble
1: increase its base turn radius, allowing it to move around a bit more freely
2: bring back dibble getting a faster backup speed (would help with not making sparring a lmb spam fest too)
3: to compensate, tone down its acceleration just a bit
- Fix carno broken hit box. It’s not even funny how far it can reach anymore.
2.Also the new buck mechanic should make you dismount normally, not just fall off opponent for them to get a free hit.
3.Change the rain percentage, it’s always raining or overcast, rarely sunny.
Making this short and sweet. Fix raptor. It has a cooldown with bites that are slower than a carnos? Buckiing from other dinos=death. You just fall right through them. I hate stego, but now i hate it even more, because if you are infront of them, and they use the power swing it kills you (not a running power swing). Fighting a carno is like fighting Kratos. Not because of their infinate stamina, but the hitbox is ruined and some spots tail attacks and some body attacks dont register at all.
the dilo hallucination doing damage is dumb, having as a distraction as something running in makes sense and is really cool but for it to spawn on top of you and kill you makes no sense.
disable no diet debuffs / -%
its so hard to get diet now with no migration zone showing and patrols not having all the diets, having no diets basically means death with the debuffs, please make it give 0 buffs instead, as starvation is already punishing enough
CAN WE PLEASE REVERT THE RANDOM SPAWNS PLEAAAAAAAAAAAAAAAAAAASE
Can yall remove the hit boxes for the tips of the tail across all dinos/reduce damage taken from just the tip of your tail being hit. Because a life threatening injury from someone just barely hitting your tail as you run by is just silly.
Rotten organs should give nutrients to cera and deino.
Revert random spawns it is impossible to play with friends, this is killing the game I wont be back until fixed
give ptera the abillity to climb 🙏🏻
Make a cooldown on carnos charge PLEAAASE
Dilo hallucination rework to make 'em suck less:
- When a clone spawns, it will be in an "idle" state, standing completely stationary, simply observing the affected target. While in the idle state, they will not attack, and can be destroyed by any attack on them. The spawning in of the clone will be silent besides the laugh of the original dilo, unlike now, requiring players to look through the fog to find one to destroy. Clones will spawn in a random location currently near the latitude and longitude of the prey, regardless of the prey's altitude.
- Once the dilo has 3 clones active at one time, all hallucinations will immediately transition to their "active" state, letting out a threatening screech and behaving as they do now, becoming entirely impervious to damage and attacking the prey, dealing damage.
- If the prey is out of reach for whatever reason (elevation/water) and the hallucination has no viable way to reach it, the hallucination will transition into a rapidly moving black mist that approaches and deals the same damage to that target.
- Additionally, idle hallucinations will spawn on the bottom of the water for any creature actively swimming, and in an area around the dino's current latitude and longitude if flying.
These changes ensure some kind of pattern/counterplay to the venom, while making it more paranoia inducing, having others watch as the prey frantlically fights invisible foes before they can attack it
lower the tenontos damage for youngling
This might be an unpopular opinion but;
Make weight for deino more dynamic during growth. You spawn tiny, you can't catch up to elite fish after the latest patch and you stay around 2 tons until abt 70%...A 36% grown dibble is over 1.5 tons.
Fix cera bite, i can legit 1 bite and make omnis puke. Everyone is playing ceras now and the servers are overpopulated w them. Hit boxes of carno charging is broken atm too. Carno feels less of danger compared to ceratos now.
Buff carno, they are now so useless compared to the old times, cera can literally 3 shot it... Also Im not even going to talk about the max speed... Now u dont need to use brain and just have to spam ram all time ._. Its so brainrot
A way they should buff pachy isn't to make it down right op but to change the way pachy fractures based on weight, an adult pachy should be way more likely to cause a body fracture to an omni as opposed to a carno and I mean like if a pachy lands one charged head butt on a omni’s body its 100% a body fracture but for bigger dinos it should be obviously not 100% chance but should cause a leg fracture to bigger dinos more likely than a body fracture because its it directly hitting their leg and not their whole body as it is with omni, this is so it can fight omnis head to head but break the legs of larger carnivores so it can escape
i feel like goats should be in the carno diet
urgent nerf in cerato bacteria
a cerato with 40% growth, gave me two bites and two vomits while I was a 100% carnotaurus
totally broken
ok hear me out but plz buff Dryo to match troodon a solo troo VS a solo Dryo should be a mostly even match (troodon would keep a slight advantage due to its pounce mechanic allowing it to both dmg and reposition)
with the weight change i feel carno should be allowed 4 per group like cera(for instance carno cant force puke people like cera)
This video: https://youtu.be/nqaTna6kK_c?si=Bf1RTNi5kICMjxC_&t=1145 (watch from this timestamp)
Is a perfect example of how unfair fighting against Ceratos are right now. They were already at disadvantage fighting against 3 fully grown ones, but even so, the Teno avoided SO MANY hits just to be hit by a SINGLE attack and immediately vomit and get all her diet and stamina down.
Even so, the Ceratos played badly and didn't kill neither of them, she ran. When one of the Ceras found her once again, she hit them TWICE and made them run, but she couldn't chase to finish it off due to that same stamina she lost due to vomit. All while THEY could easily eat some meat to restore and chase after her again right away.
The vomit mechanic was already enough as it was before - the more hungry you were, the easier to vomit. It doesn't make sense to vomit to a single bite despite being in the best possible condition. I am a Cera main myself and already liked the way it was, it has so many other advantages like eating rotten corpses, nice smell, nice damage etc, this change was unnecessary and makes it impossible to counter.
If the team is really commited into this change, AT LEAST make it so the other side doesn't lose diets and/or stamina. Give it a chance to fight back.
It's been a while since I last played teno. And although it remains one of my favorite playables, there have been some issues with the most recent patch that make herbivore life downright painful. Hopefully migrations are actually fixed now, but I guess we'll see.
#theisleevrima #theislegameplay #theisle #tenontosaurus
Music from #Uppbeat
htt...
Pterodactylus ability to regen stamina gliding in the air, and ability to float on water without using stam.
Cerato is entirely too strong now. The scavenging corpse bully doing heavy bile is fine. But not when it is also incredibly agile, light on its feet, does heavy damage, has fantastic stamina, high defense, no stamina loss for using attacks, and does heavy bleed all at the same time. Cerato in its current state is much less a scavenger and more the most effective hunter in the entire game. Starting out a hunt by draining the target's food, diets, and water within the first 10 seconds immediately weakens it severely, making a drawn out, defensive fight impossible. The heavy bleed applied makes attempting to flee incredibly punishing, if fleeing is even an option, considering how easily ceratos can run down their target due to their high stamina.
I guess I just don't understand cerato's intended place in the ecosystem as it currently stands. Is it intended to steal corpses from weakened predators? Is it intended to be the main predator of dibbles and stegos(because currently it most certainly sits in that niche)? Either way, the excessively high numbers of ceratos on every server compared to all other playables is a testament to how ridiculously strong it is after the changes to its bile.
Cerato needs a couple of its strengths toned down when away from a corpse in order to better define it as intended and to allow those it bullies off of corpses the option to actually run away.
Can we change the mechanics of pteranodon to make it be able to rotate around tree trunks? I personally find it annoying that every single time I want to move you have to detach, fly. And reattach to the tree.
it rains too effin much
give an urgent debuff to the cerato bacteria. A single bite makes a 100% carno vomit and 2-3 makes a 100% dibble
Deino spawns in highland lake/ south river.
They should implement a panic debuff for herbis if they're around a corpse for more than a few minutes. Make it drain their stamina super fast or their attacks do less damage. Would also solve mix packing problem IMO
Hordetest raptor is now one of the worst bleeders in the game despite that being its entire thing. It's outclassed by an HERBIVORE. Maybe even multiple herbivores. Raptor changes have totally nullified entire playstyles and ruined its gameplay for me. Force-dismount disgusts me and shouldn't be a thing for any playable. Being stamina-reliant was perfect.
remove the glow eyes they only uncover you
Pachy is in a weird spot of both incredibly weak and strong. This is due to fractures being way too strong and pachy’s stats having to suffer to compensate for it. On top of that, ram is the clunkiest ability in the game by a mile, making it feel even more awful to play.
Here is my solution to this issue:
1: add fracture severity: This is something that would immediately improve pachy’s balance because it would make fractures MUCH less polarizing. They don't even have to be super complex, just add a few thresholds in the limb hp that apply smaller debuffs compared to the full fracture.
2: adjust fracture balance: Currently fractures are too good at preventing the afflicted from standing their ground, but not as good at preventing them from chasing (which is the opposite of their goal). Namely, leg fracture is WAY too strong, body fracture needs an immediate effect, and head fracture could use some minor tweaks. I’ll probably layout my exact fracture rebalance ideas in a different post since it affects more than just pachy.
3: fix ram jank: first, it needs to be useable on hills rather than not moving you at all uphill and sending you flying to death on a decline. This could be fixed by changing the direction of the launch based on the incline, or making ram actually make you run a bit rather than jumping off the ground. Second, remove the self stun after landing a hit, it makes pachy unnecessarily weak because it can’t actually hit and run. Third remove or lessen the self stun after missing a ram. If Omni can spam pounce with no repercussions, pachy shouldn’t have to deal with such horrendous end lag. Fix hit detection, it has been steadily getting worse. Lastly, allow pachy to charge a ram while not looking directly forward. It really doesn’t affect fights and is a nice QoL.
With these changes, pachy would be much more fluid to play and easier to balance out. Now pachy can actually have good stats instead of relying on broken mechanics to bully things.
With alot of dinosaurs getting cool downs on their heavier hitting attacks I feel ceratosaurus should be next on the chopping block with its charge bite, especially considering how your guaranteed to make something your own size puke with just 1 or 2 charge bites
Limit mixpacking in some way on official servers. Its been a plague on official servers for so long now. It break immersion and ruins balance. You can't just let a small subsect of players ruin the otherwise great game you've worked so hard on.
Removes the stun when you vomit from bacteria. Ceratos gets a free bite and a small hit is enough to trigger it
dilo hallucinations are broken
got bit by a dilo once and climbed a tree only to die to the hallucinations mid air out of nowhere while staying still on the tree trunk in the span of 1 second
At the risk of being exiled by my fellow herras...
Maybe a way for higher mass dinosaurs to shake/rattle certain trees to knock pesky herras out (maybe really minor damage for herras? High stam cost for dinos). Just as a way to get back at pesky herras who are too lax in their escape/ambush, while also giving herras some more depth to tree camping. Perhaps standing on branches gives more resistance to being knocked out. Turns into a race for herras to climb into the safety of a branch.
Unsure if mentioned before, but;
Reduce the total growth time of Carno now that it has been "knocked down" a weight-class.
Carno is now below Tenonto, and in the same class as Cera more or less.
To my knowledge these are their respective growth timers(perfect diets):
- Ceratosaurus 2h 5m (1,3 tonnes)
- Tenontosaurus 2h 25m (1,6 tonnes)
Meanwhile Carnotaurus sits at 2h 50m, with a weight of 1,3 tonnes, which doesn't feel too great.
For further comparison, a Diablo sits at 3h 30m, at a weight 3 tonnes - which is not a significant difference from carno, despite being twice their weight.
Would Carno benefit from a smaller growth timer to reflect it's current size, weight, speed and biteforce nerf maybe?
If the current random spawn system stays in place i will no longer play this game.
Nerf tenon's speed or some how make it less like a carnivore killing machine, theres no shot am a cera and a fully grown tenon can just catch up ( he is faster and he has more agility ) and if I try to fight back? guess what, I can't.
Diablo is in very bad shape right now. He is especially helpless against Ceratosaurus. For this, they need a faster return speed to Diablo, otherwise they can easily be defeated even in 1v1 matches. Also, Diablo's damage is not good enough, so if you increase the bite force to 300, reduce its weight to 2 tons and give the necessary agility, I think the positive rework received in Carno will be valid in Diablo.
Maybe Hypsi needs a little more fall damage resistance? No where near herras or anything. Just feels low when one of its gimmicks is the charged jumped
Also maybe play the chocobo theme through everyone's speakers the entire time one is on screen 
nah, how about we give it better fall damage resistance than herrera and let it spit herreras out of trees, temporarily decreasing herrera’s resistance to leg breaks from a far height so herrera actually has a risk in the trees
oh, and let hypsis place their nests in the trees when they finally get climbing
the little feathery ball has literally nothing interesting going for it at the moment and the addition of just climbing will only temporarily help it before it’s forgotten again, like dryo and its new attacks
Please fix omni. It is unplayable right now. We are considered agile hunters and we are about as agile as a taco. Larger herbis have faster bite speed and better stam-despite weighing an immense amount more than us and are the shape of cows. It does not make sense at all.
I think they should nerf the pin cause u can only use in certain circumstances and its broken to fight against. And then buff some of omnis other stats.
increase Petre bleed damage done to others.
Can we bring back an early release for raptor’s pounce? Accidentally pouncing a pack mate , or getting scraped off on the environment while trying to spam space just seems like an avoidable frustration.
As a dilo main maybe the bite force should be nerfed and the clones do more dmg the longer venom is in the dinosaur. Max clone dmg could be 90 or less, you get the point
FIX carno ram hitbox bruh i was way above it ive even slowed it down it couldnt of even hit my tail if it was biting
Carno charge hitbox is insane right now and incredibly annoying, and why can nothing outrun it. I feel like a much lighter omni or dilo should be able to outrun a much heavier carno in a straight line, you're as good as dead it seems if you're caught in a field.
Complete rework to the entire Carnivores and (Some apex hebrivores ) Stats
ptera : nothing, looks good
Diabloceratops : Nerf its stun, I don't know the right amount but I just don't want it stunning a fully grown stegosaures
Omni raptor : nothing
Carnotaurus : add a cooldown to the amount of times you can ram into a guy in a second ( you all know how a carno can doubel tap you while running after you in like 1 millisecond )
Stegosaurus : nothing ( I mean, it takes 6 hours to grow, it should be hard to beat )
Ceratosaurus : It takes 2-3 bites to make a diabloceratops / a stegosaurus to vomit, nerf that bacterial bite against big dinosaurs you guys didn't balance nothing in it.
Dilophosaurus : I just feel its a bit over powered since its bite force is strong and it can summon like 50 clones when the dinosaur is purple, ( maybe a bit of a nerf since they did hunt in small packs ( not 100%, its only a myth from wiki's and 90% of the what the internet's saying ) so I don't see a Dilophosaurus soloing a Ceratosaurus even if its skilled. )
Torrodon : Perfect the only thing that can make sanc's not safe lol.
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React to 💯 if you think everything is right and should be changed ( 1 mistake or 2 shouldnt really make this feed back bad still react to this )
react to ✅ if you think most of the things I said are right
and react to ❌ if you think most of the things I said are wrong.
bucking being rng is just terrible considering it still consumes a ton of stam, you can lose 70% of stam and still have the pouncer on you or lose nothing, not to mention that the bucking throws the pouncer off meaning free kill, please change those two things
dibble sparring bugs the direction its facing currently, making fighting them confusing. Not certain what triggers it but to the other players it shows the exact opposite direction youre facing
I feel as though troodon should have its own unique fog. Where it is primarily ground fog for the troodon to hide in. Also it seems as though not many people understand the venom damage mechanic. I suggest that it should be stamina based rather than health. That way they can chase something down and maybe even win if it tries running away. Maybe it could do tic damage to stam or maybe it increases the stamina consumption of whatever you are fighting.
Change Suggestions:
Cerato:
- Have Charge Bite make it move similar to the spar mechanic
- Can't Sprint while Charge Bite is active
- Adjust how much Bile is applied to Targets
- Charge Bite lasts until manually deactivated (So things can't just stall it out)
Makes it less of a Big Game Hunter so it can be the scavenger it was meant to be
Troodon:
- Remove Fog and keep it unique to Dilo
- Have Venom Increase Stamina Usage
- Buff the Dismount
Gives Troodon an easier time with chases so that it just doesn't specialize in hunting just large and slow things
Beipi:
- Let it regen Stamina while latched to the ground in water
- Make using the Claw LMB and Peck RMB when swimming
- Let it reach decent heights when doing dolphin jumps
Makes Beipi feel more fun to play and less confusing
Pachy:
- Let it stagger/stun whatever they fracture
- It doesn't get stunned when causing a fracture
Rewards Pachy for causing fractures
Troodon should be given another hit from big carnivores. It’s a little disappointing when I do everything in my power to avoid being bitten and killed, just to be bitten from 30 feet away, or bitten 5 seconds AFTER already on the targets back. The ping issues are incredibly bad especially now that yall removed the west servers so they’re all playing on east. I love playing troodon but I can only count one time when I actually died in a legit manor to being bit. Every other time is just bs lag hits from across the planet.
Give troodon the health to at least withstand 1 bite from a large carnivore, should take 2 to kill them.
When they’re damaged, they probably won’t be in the fight anymore anyways, or just make it so that when they have the wounded status effect, venom does not work.
Do you plan in the future to add the ability to knock Guerra out of trees, with such saurs that can hit the tree thereby shaking it off, at the moment there is not a single tool to counter it, it is too safe, practically like a pter, but only a pter does not cause so much trouble?
Please buff stego nightvision I cant see even 1 meter away from me
can galli have an insta run like carno? wight less then carno and need for ever to get on speed...
Create more environments or creatures that allow for Biepi to survive. Nowhere is safe and nothing can kill the Deino other than Deino.
it rains too often
Please change like all the stat curves for carno growing it, right now adult carno is really good and fun but growing one is so abysmally annoying, carnos growth speed has yet to be changed and since all his stat nerfs that means him aging up to be able to actually survive is way higher now, his speed nerf especially makes escaping predators so hard at a young age because he doesn’t actually get fast until way older which would be fine IF his growth wasn’t so long even with a perfect diet which is pretty much impossible unless you get lucky and finding a dead dilo because intestines don’t give you much bar diet for carno, so please change the speed curve so that carno is a bit faster at a younger age and for the love of god change the growth speed
As stated in the previous post, fractures are too good at preventing fighting back and not very good at preventing a chase. On top of this, some fractures are MUCH more impactful than others and fractures overall are just very strong and take too much of the power budget of pachy, and especially any other dino that will have them and likes to brawl. Any dino with a good combat potential would become unstoppable if they could inflict a leg fracture on their opponent. As such, the intent of these changes is to lower the overall power of fractures but make them still weaken combat potential and much better at deterring chasing.
Head fracture: Very impactful but overall pretty healthy balance wise, so it only needs minor tweaks.
-Nerf the damage reduction to -25%
-Decrease the amount of vision blurred
+Vision blurred now increases with movement (sprinting will be like now, sprinting for a while can make you basically blind)
+Camera now drifts and sways while head fractured (maybe even fluctuates mouse sensitivity slightly)
Body fracture: Very strong in a longer fight, but no immediate impact for quicker fights
-Nerf stam drain multiplier from 1.5x on stationary attacks (like alt attacks)
+Stam drain multiplier on movement abilities, mobile attacks, and sprinting increased to 3x
+Decreases turn rate slightly, decreases further while sprinting.
Leg fracture: This one is way too op and is just a death sentence.
-Leg fracture no longer disables stationary attacks not involving legs. (teno kick still disabled)
-Movement speed multiplier increased from 0.5x to 0.75x (carno is still slower than pachy)
+Leg fracture now impacts swim speed
increase the weight required to pin another dino as omni from 65% to 90-100% of omni's weight so you can still instakill most smalls but things that are bigger than you require you to rely off of pounce damage or require more pack mates to effectively kill. another thing is to lower the rng chance for getting kicked off another dino when pouncing happens way too often and is annoying to deal with. thats all
Dilos hullucination needs work. I have tested this with friends and what happens is if you fight the hullucinations back they can one shot a full grown raptor and you are dead. Please take a look at this!
Undo the gallimimus bleed removal. Every kick move across every dinosaur has bleed, why'd you have to go and file down galli's nails in particular??
Maybe nerf diabloceratop's stun so it can't stun 3x its weigh.. only 4 ton maximum? its kinda crazy that a 2 ton dinosaur stun's a 6 ton dinosaur ( stegosaurus )
( small note : It dosent matter if the diabloceratops is 2 tons or 3 tons, the main problem is how it can stun every dinosaur in the game. )
Pliz buff Οmni health or defense. they die way to easy oten itme it takes only 1 with 3 hits to kill them.
Reintroduce Galis bleed it doesn’t really make sense why it wouldn’t deal bleed. Its bleed had never been much of an issue anyways. Instead nerf the trot to 30kmph so its still the best trot in the game but isn’t as absurdly good as it is now letting it trot almost as fast as most people can run
On the topic of reintroducing Galli bleed, if it truly was that much of a problem in the past, I suggest simply reducing the kick's bleed while sprinting. Otherwise, it's the same as before.
I can understand wanting to nudge Galli closer towards running and less fighting, but completely removing it's bleed feels like a cheap solution to me <:/
Carnivores needs to be more agile vs herbivores, ( we need things like side/back dash) to avoid big hits from the herbivores
Reduce herrerasaurus bite speed. It is fast to the point that it hurts the herrera v beipi/troodon (especially since troodon has a pounce attack that can be very buggy with particularly fast alt attacks). Also, such a change wouldn't negatively impact herreras viability very much since it's bite isn't the main source of damage.
I may have an idea on how the pouncing/bucking interaction could work that is unpredictable but not RNG, since right now bucking simply costs some stamina for the pounced dino, and has a random chance of instantly dismounting any raptor latched on it.
My idea : Bucking costs a small amount of stamina to the animal being pounced, (say 4%) and any raptor latching on it also loses a small amount of stamina, but a higher amount (let's say 10%, but would depend on species).
THEN, the amount of remaining stamina the prey has is compared to the raptor's remaining stamina. Any raptor that has less stamina left than their prey gets dismounted.
This means getting bucked off is no longer RNG, but now depends on stamina again. However, it doesn't rely of fully emptying one's stamina bar, and remains somewhat unpredictable (and therefore risky for both the pouncers and pounced) as you cannot tell precisely how much stamina your opponent has left.
nerf cera bile nerf cera bile nerf cera bile nerf cera bile nerf cera bile nerf cera bile nerf cera bile nerf cera bile nerf cera bile
Beipiaosaurus is a semi-aquatic that can run to water to escape predators that it can't outpace, so 32km/h seems perfectly reasonable.
Austroraptor is also a semi-aquatic that has very little competition in the water and can flee to safety.
Beipiaosaurus should be setting a precedent for land vs water speed values across all semi-aquatics, if austroraptor is going to be outrunning and or outmanoeuvring other terrestrial animals, in particular small tiers, then we're going to have a balancing problem. I've heard rumour at the very least that austro is a "nimbler but fragile omni" and it doesn't sound like a good direction to take for a swimming raptor.
Fight what you can't flee, flee from what you can't fight
sanctuaries should also give carnivores perfect diets asw
Adjust gastro regeneration to giving a healing boost while eating rather than healing a flat % per food tick. for example, as you eat and for 30s after your healing speed is boosted by x% (not sure what would be fair for all tiers) and once full stomach has no effect to prevent cera abusing it. just still feels like too strong a mutation as is compared to the rest of them imo
Put goat on carnos lipid diet there no reason not to its pretty equal with cera or maybe weaker while it has a harder time to get a perfect diet because the only existent dino on the lipid diet is dilos and organs dont help you activate anyway because intestines from dinos your own size gives you probably 80% of the bar
cera needs a massive nerf.
I understand alot of players are complaining about Ceras bile because its supposed to be a "scavenger" so why not make it so Cera only applies this amount of bile only around corpes and significantly less (or same amount before update) when not around corpses.
Fix cera bite, there is only ceras playing game, just need one bit to stuck you and kill you, is very op
fix fall dmg, tapping shift then barely falling to half health or less bit annoying
Please let us start dinos on full food! Especially the carnivores. Or let the carnis have some sort of sense where they can see AI. This game is too stressful for no reason. Needs to be more like BOB
A lot of the recent changes to Beipi feel really bad. The stamina buff it received recently was great, and was something it desperately needed, though the surface swim speed nerf it got at the same time was entirely unnecessary. Beipi goes from feeling fast and agile underwater to feeling like it's swimming through molasses when it commits the crime of surfacing. Not only does it feel really clunky and unfun, but it also raises balance concerns for future semi-aquatics. Beipi's swim speed could really use a buff back to it's previous speed.
The recent breach height nerf Beipi got also makes it feel a lot worse to play. Fixing the bug that made sub-Beipi breach higher than intended is understandable, but it really should've come with a breach height buff to beipi as a whole. Beipi's adult breach height is still horrid, and juvi and sub Beipi's breaches feel worse this update than they did before, though they're more bearable than the adult height by virtue of them being smaller. Beipi getting a universal breach height buff would really help it feel more fun to play, as well as giving it some additional much-needed utility.
cera bile doesnt feel very balanced atm. for most mid tiers it only takes one charge bite to make them throw up after taking such a long time to get a good diet
Troodon needs better bite force gain with age. IIRC, they develop venom at 50% grown, at which point they have a bite force of 4.5N (a total of 15N at adult).
Pteranodon doesn't even have teeth and it has a better deal than the thing expected to take down tenontosaurus for their carbohydrates.
Please remove the eat to heal mutation or change it to where it’s not directly beneficial in combat. Also remove the speed boosts found in the nocturnal mutation and photosynthetic tissue.
Those three mutations are one of the best meta combat mutations, and you’re putting yourself at a severe disadvantage if not picked. They mess with game balance quite a bit.
Deino underwater vision still getting deleted at night.
Some suggestions for balancing:
- Carno:
- return the maximum speed of 55 km/h when Carno is an adult (an adult Dilo with a speed mutation surpasses Carno, and you have to spend the mutation accelerating to escape).
- return the rollover after ramming, say 2-3 seconds of charge, enough to overturn 30-50% of the weight of the Carno, say for 1 second.
- Dilo:
- add a delay for the bite (reduce the speed of the attack not much, so as not to cripple it, in my opinion, so far it is perfectly balanced, not counting the spam attack)
- Troodon:
- the fog idea is not bad, maybe he should remove the topic and do something like darkening the victim's eyes? During the day, it will not darken much in the eyes, and at night it will be scary because of the effect of the poison, night vision will decrease. Approximate mechanics if Dilo sees well at night, then because of the Troodon poison, he will see worse and only silhouettes (and someone's glowing eyes in the dark)
There will be a sequel later
im not sure if this is intentional but at the moment dibble can do a stab attack while in spar mode and immediately preform an alt attack during its stab attack. this combo is very deadly for anything dibble knocks down, doing extreme damage.
if fast enough with the combo this is fatal for any mid tier that gets knocked down by dibble
Basically dibble can alt attack during its spar attack to overtake the spar attack still doing max damage with both. Basically merging 2 deadly attacks into one
- Cera:
- it needs to be nerfed (something to come up with)
It can be done so that poisoning accumulates as bleeding (but at the same time it must be done so that an enhanced bite gives the same amount of poisoning as the usual one, regardless of where the bite came to the head or body, poisoning may not pass into the tail or act 2 times less) The mechanics are something like this: the victim may vomit from a single bite, but only over time. If the Cera bites 1 time, the stomach begins to fill according to the principle of a drop of blood that is depleted (the filling rate will depend on the weight of the victim and the number of bites). Let's say 1 bite of Cera fills 5-10% of the stomach of an adult Stega and Cera steps aside and waits, just stands and looks (if you bring parallels with the modern world, it turns out something like a monitor lizard). After 5 minutes (approximately), the victim empties his stomach and water, with a large fine (BLOCKING FOOD AND WATER)(may depend on the number of bites). Bacteria can be removed if there is a nearby - Salt mechanics: you eat salt, the amount of water decreases (you can take "1x1" "number of bacteria x amount of reduced water") and some food.
-Water mechanics: about the same as overeating, but the penalty is not that big. You will have to drink water until the moment when the water starts to blink, we continue to drink and vomit (say, exhausting 50% of water + some food). This procedure will need to be performed 2 times (maybe more) to be cured, the penalty for self-gastric lavage will be less than the penalty for vomiting from poisoning (may depend on the amount of filled yolk with bacteria). If 100% of the water needs to be filled during the first flush and 50% of the water is spent after nausea and 10% of the water is blocked, then for the next flush you will need to fill 90% of the water so that the water starts flashing.
In both 1 and 2 cases, it is necessary to go out to the water.
please make troodons have higher stamina and make jumping = only 5% stamina and also they heal stamina like hypsi because they are hip like dat
Lower stegos attack cooldown and stam drain just by a small amount. I understand stego is really strong but it just feels bad to play as right now and needs work through how it fights in game.
Increase the range of hypsi’s spit by twice its range now and make it hitscan and not projectile, currently the time it takes for hypsi to turn around and the time it takes for the projectile spit to reach the eyes of a dino that is chasing you, you are already dead because you cant move and they can still see you before the spit even blinds them also can you make the thing climb already please, I feel like y'all should have been working on it climbing at the same time y'all were making herra
hey ive noticed that the horned melon only gives you 4% food as a dibble and don't spawn very often in the swamps
Buff ptera's stamina degeneration rate by 4-5x it's current rate, alternatively make it so ptera regains its whole stam bar from empty in less than a minute.
I can't think of a more inconsequential animal in this game than ptera, there is no reason that your time as the spectator cam dino should be filled with so much nothing. You literally cannot overbuff this animals stamina with any negative drawbacks, so simply do so.
One of gallimimus's ability is to dig out compy's/crabs, this is btw such an immersive and good mechanic, that I would love it if it would play a bigger role in Galli's gameplay. You only need to do one thing, put Compy on Galli's diet.
Seen like over a dozen or more feedbacks on how strong cera is, can you just listen to us on this one, at this point i don't even bother fighting ceras anymore, it's hard enough to get perfect diet as it is, and then comes a cera, nibs me one time and it's back to square one cause you instantly vomit, not to mention how HUGE a movement debuff you get for 1-2 sec and they get 1 or 2 free bites on you, it's insane
Why is Pteras flight time so bad, it makes no sense for an animal to be fully gassed on flying for 60 seconds then have to spend 3-4 minutes regening stamina on perfect diet. Can we please buff Ptera stamina requirement for flight, or maybe buff their stamina bar to hold more stamina if we cant change the requirement on flight? or Third option just buffing stamina regen speed. 4th option possibly allowing stamina regen while gliding ( not making upward movement)
make it so that pteranodons can gain stamina when flying like deinos in water :)(
Yoh, I've been thinking to write something about carno for awhile as to me it feels Abit too op as well as extremely underwhelming in different circumstances.
Carnos weight was reduced from 1.8t to 1.3, effectively putting it at ceras weight where cera now has a huge advantage against carno because of the new puke which insta pukes a carno with a normal bite and allows the cera to get free hits thus making this fight mostly one sided especially in a forest setting.
So wanted to suggest instead of reverting it's weight back to 1.8 at least buff it to 1.5tons, making it smaller than teno but bigger than cera, to help it even out the playing field against cera.
Coming to the speed I do not know why it was reduced for any reason, but have come to accept it, so would suggest a small buff to put carno at least 52km as that's not far from what it is now but helps it manage to take on gallis who are now the fastest. The biteforce can remain the same honestly.
Last, but not least, the charge for carno is Abit too much, would ask if it can have charges like dryo where it can't always spam it to win because right now that's what's happening, no management of stam, no management of charging away or anything because you know your safe. So would keep the stam the same, add a little bit more agility and maybe 3 charges which recharge every 10 seconds instead of 20 like last update.
Just thoughts to make it not too reliant on charge which is annoying for everyone involved and to help it at least defend itself without having to rely on charges, by the added Hp and agility. Just an opinion so I understand if there's some people who disagrees, but it isn't that big of a buff.
1300->1500kg
49.5->52km
Abit more agility
3 charges to it's ram with 10 second cooldown to not spam it
Ceratosaurus' bacterial bite ability is way to op. It can basically make you lose to your entire diet in simply one bite if you're the same size or smaller than it. And even if you're bigger it can still just bite a few more times and remove your whole diet. It also makes it so you can't run, bite, or dodge for at least 2 seconds after vomiting, so it's a free 2-3 hits for the Cerato which can already attack fast with a strong bite. Vomit sickness doesn't allow for you to eat and get back your diet either, and salt rocks are few and far between. With the growth system how it is, you practically need a good diet to grow and live decently. So, I would just revert it back to how it was in the previous update.
Some ideas for balancing pounce:
Make omni get knocked down when hit against trees, rocks etc. while pounced like it used to. Just makes sense.
Also make the possibility for bucking to just throw the omni off a bit lower.
I feel like Herbis have too much of a reign over the island currently, we need a bigger land carni which can actually put some fear into dibbles and stegos. As Ceras have a tough fight against anything bigger than teno and even teno cant be underestimated.
Edit: Omnis do put at least some fear into the bigger herbis BUT this gets completely elminated if its more than one herbi.
Beef up Carnotaurus a bit, it current takes 2 hrs and 50 minutes to grow a creature that only weighs 1.3 tons. Diablo only takes 3 hrs and 30 minutes and weighs almost 3 times as much (along with being overpowered). I'd give it 200 biteforce, 300 ram damge, and 1.5 tons
I'd love to see Carnotaurus's growth time be adjusted to better fit it's weight sooner rather than later.
Gameplay Mechanics: I would like to address a few specific mechanics that may benefit from reworking:
Headbutt Attacks and Stego Power Swing: The hitboxes for headbutt attacks (Dibbie, Carno, and Pachy) as well as the Stego’s power swing seem to require adjustments. For instance, when the Pachy is getting up from an animation, a player can be knocked back even if it is attacking/pouncing from behind. Furthermore, all of the attacks mentioned can knock over players by hitting the tip of their tail, which feels inconsistent and may disrupt gameplay balance. Dilo venom doesn't envenomate on tail attacks why should we get stun locked by these other moves?
Food Bug: The recent changes to the food mechanic appear to have introduced a significant issue. Previously, while it allowed for some player interaction, it now tends to soft-lock the dinosaur, making it vulnerable being unable to fight back or safely relog. Reverting this change could improve gameplay fluidity.
Carnivore Diets: While this is more of a personal wish, I believe that expanding the diets available for carnivores could add further depth to gameplay.
Overall, I appreciate the ongoing efforts to improve the game, and I believe that prioritizing these fixes could enhance player satisfaction more than introducing new dinosaurs at this time.
Thank you for considering this feedback. I look forward to seeing how the game continues to evolve.
Nerf carnos ram ability, it takes no skill to use it and it has NO cons
Remove reabsorption, us deino are getting hungry
, ignore all X they are herbies 
We lose a lot of players on our server because the herbivores are incredibly strong. Take Raptor vs Pachy for example, the Raptor can slam its claws into the side of the Pachy multiple times and it hardly cares. The Pachy just needs to put a good hit and the Raptor is nearly dead.
That's just one of many examples. Many herbivores are too strong. They are risky to fight alone. If they are in a herd, no carnivore dares to approach them.
Something urgently needs to happen here!
Galli shouldn't be the only dino to be able to smell and dig up burrows, give the ability to others specifically troodon and herra. Allow troodon to smell compy, rabbit, and taco burrows also either add compy to gallis diet or make it where it cant smell their burrow, kinda annoying digging up a burrow only for it to be a comply that gives no diet and make herra be able to smell frog burrows or maybe give it something like beipi where it can cling to the bottom of rivers and sniff for them?
Adjustments to Ceratos thresholds for vomit
If it isn’t clear by now Ceratos bacteria changes have been boosted through the roof letting it punch up to basically anything. I think the general idea is good but needs major changes.
1: the first change is remove food amount as a check for if you vomit. It should only be based on your stomach size as it’s rare to find someone on 100% food which is what the bacteria seems to be balanced around
Meaning you aren’t done for if you are only 50% food or less. So you will only vomit if your entire food bar is filled bacteria, rather than just if it overpasses your food
2: the math on the bacteria applied should be changed.
To vomit anything smaller than it, will require 1 charged bite or 2 regular bites
To make something vomit its own size up to 2T it requires two charged bites, or 4 regular bites
To vomit something up to 3T it would require 3 charges bites or 6 regular bites
To vomit something up to 4T you would need 4 charged bites or 8 regular bites
Etc so on and so forth. Hopefully this helps Ceratos punching up be a bit more difficult
Suggestion for pinning smaller dinosaurus. Beipiaosaurus, Troodon and Omniraptor are the only creatures that get pinned on their backs, they can use their weapons to fend off attackers, even if above a certain size it's a wasted effort. They're the only creatures that have their bellies facing upwards when pinned. Just have every creature be on their backs if pounced from the front and sides, and on their belly if pounced from the back. Not sure why this case-to-case basis exists. If nothing else, this at least puts some thought into their actions rather than "right click if in range". Now it's "right click if I manage to get behind them, or if I believe I can take their hits".
If they opt to face their opponent, the attacker suffers counterattacks from the pinned animal.
If they have their backs to their opponent, the attacker suffers no risks if they manage to land their lunge, perfect for ambushes too.
please balance the hunger to ai spawn ratio! you guys can make hunger kill you faster, currently it takes ages after becoming red, but please, make ai spawns more frequent!
if y'all wanna get survival right, make max deino groups = 1. too many kids calling their 'friends' to login and 'find the canni'. completely ruins the immersion as they turn lakes into little chat parties.
I agree, but I think instead of buffing it's weight or power it's growth time could be shortened.
Since this is a common issue due to mixpackers
Standing by a dead body as a herbie for a minute will cause the herbivores to go into panic mode causing instant stamina drain and health debuff
like when herrera was given more stam to help with its quick drain issue, or pachy with its ability/running stam buff, all ptera needs to be perfect is having reduced stam consumption when acending, thats the biggest issue in ptera's stamina issue is that you cant fly very high before already scrapping the bottom of your stam pool
Omni's (and in conjunction troodon's) pin is probably one of the most uninteractive and unfun combat abilities in the game right up next to deino lunge and leg fracture. I'm referring specifically to pin in this post since grapple is a whole other can of worms. Pin is basically just an instant win button on anything smaller than yourself. Unless you're still young and pouncing one of the few dinos who can fight back, then you just die before they do and its actively detrimental to use. Overall, its incredibly strong and very unfun to deal with as something slightly smaller, so I have a solution to this issue: Allow the pinned dino to burn a good chunk of their stam to free themselves of pin after a short duration.
Just to put in perspective how the idea would play out, I'll throw some numbers that would definitely require balance testing, but its a good starting point. When you get pinned, you should be able to hold E for the duration and start burning stam. After about 150-200 damage if the omni hold lmb (I'm unsure of the exact time it takes so lets go with 3 seconds) while holding E, you burn 35% of your stamina and are released from the pin immediately and the omni has to finish the "let go" animation. This means omni can still 1-shot most tiny things with a pin and maybe up to a herrera depending on how its balanced. However, for things within the 200-450 size range, they have a chance to escape after being pinned, but are incredibly low on hp and have now lost a good chunk of their stamina as well. So they have to get the omni off their trail quickly before bleeding out or getting hit again.
Thus pin remains a very useful finisher and heavy damage dealer, but isnt just a win button because the target is smaller.
Hey there, ever noticed how being outnumbered vs being in a group greatly affects your survival? Well, some dinos are less popular than others, such as Beipi and Galli.
I was thinking, what if we added something to help unpopular dinos get friends? To help them out a bit so they're not forever outnumbered.
What if, if there is only say 1 or 2 others of your species in the whole world, and you 1-call, then the others are able to see your name tag from anywhere - even if they aren't grouped with you and have never met you. This helps the poor endangered species at least have a better chance of finding each other, and it gives them a reason to even try 1-calling.
Whether or not the nametag flashes for a species should depend on how many others of your kind are currently in the world.
SHORT VERSION: On species who only have 2 or 3 individuals in the whole world, allow 1 call to show nametags to others of their species regardless of being in a group, to help them find each other.
Deinosuchus having an internal body heat gauge forcing them out the water and be valuable on land just to soak up some sun.
in the horde test (or future patches) allow beipi to be able to eat elite fish since they technically hunt us now weve got a reason to kill em
One raptor pinning galli still feels very harsh.
My galli died to a solo raptor, just ran up and pinned me and I couldn't do anything. I mean, carno can run up and ram me in the face and I'd die too, but carno takes way longer than Galli to grow. Raptor and galli however grown for similar amounts of time.
I have an idea; Let Raptor pin galli, but make it so it can't hold it forever. Let it deal considerable damage and enough bleed that the galli has to run away and sit somewhere or else it will bleed out, and the solo raptor can continue the hunt by tracking the blood. This way, there's a little more interaction and counterplay.
Horde test feedback thus far:
Herb plants being a 1 bite insta poof is horrible. the fact that the plant spawns in mz appear to me at the least, been decreased is also just bad logic. I dont mind how the new system works but screwing up the food values & diets was a poor choice.
at most let a plant thats not fruit give 2 or 3 bites. & slightly increase the food spawns. & it should be better. ruining around as teno unable to keep above 20% food at worse & at best half food for a lil while is concerning.
More so with insta puke ceras still being a thing. balance how much bile they give to players.
Can we please increase stam regen of PT !
Two things
- Cerato: It’s been posted to death, but a lot of us agree that Ceratos bile is overwhelming currently and needs to be toned down. The overabundance of ceras taking advantage of this is crazy, like half the server population at times is populated by ceras.
- Night vision too bright: I’m not saying this is a balance issue necessarily, it’s just that for dilo and Omni and other species with great night vision, turning it on in day is glaring, like it hurts the eyes. You could say I should just turn off night vision, but with how often it rains I feel inclined to have it on. Lowering the brightness in day would be a massive help, it should at least look like day and not a spotlight
Would be a nice change if we could run past our stam limit while taking hunger damage, theres nothing worse than seeing food and not getting there because we dont have any stam left. If an animal is that close to starvation its going to spend all the reserves it still got to get to that food.
Due to the new way stomach size works, the slow speed of Juvie Herrera makes it ROUGH to get food. Perhaps bump the Juvie speed a bit to like 30-35kmph?
I'm okay with Cera giving so much bile, as long as puking is something that happens LATER.
Right now, you puke immediately.
If somehow you still kill the cera, you just wait until your vomit sickness is gone and then eat him. He didn't really deter you from messing with him, rather your loss of stamina and food meant you kinda needed to eat him now.
It would be more 'discouraging' if you threw up later, after you'd reasonably eat him. Then you would not benefit from hunting him, because you'd throw up everything you ate off of him.
Nerf cera vomit mechnic, no reason why it should make me vomit after 1 bite as a dilo on the tail of all things.
Necessary Buffs and Nerfs
Dilo
- Buff, decrease vomiting time by 50%
Cerato
- Nerf, increase the amount of bites to cause vomiting by bacteria
Trodon
- Buff, Increase the height required to suffer fall damage by 50%
- Buff, increase poison effect time by double against large animals.
- Buff, Damage Reduction Mutation from Large Animals increased from 15% > 50%
Ptero
- Buff, reduce stamina expenditure when running and flying upwards by 50%.
Make carno stand up faster after being knocked down. The animation is so long whit the rigth timing both teno and dibble are able to stun lock you. https://www.youtube.com/watch?v=82BqFbZiGGg