#balance-feedback
1 messages · Page 7 of 1
Instead of completely resetting, make troodon’s venom go down one tier after the time for one stage expires, so that they are encouraged to both keep pressure and also take advantage of the time that the last stage lasts, similar to how dilo’s venom goes down to the green tier from purple instead of completely resetting, even though it is far more destructive than a single troodon will ever be.
This could be paired with maybe a small reduction to the multiplier in the first two stages so that it isn’t a bit overtuned to have a permanent x1.6-2, but it would still be helpful for Troodon to not waste 2 pounces more once the purple stage forfeits
Troodon rework/buff
• Stam cost for using pounce decreased to 3% and A little decrease in stam cost when sprinting
•Have your venom from the 1st mutation as well as cerato your charged bite with bacterium and carno your charge with stun
- Considering the pounce damage nerf Troodon suffered and Troodon dies in just 1 hit from most playables, these changes would help make him more fun to play
make it so for croc anything over 3 tons should not be able to be fully picked up make it so it drags the dinosaur into the water instead and when dragging it will take more stam slight more and go slightly slower instead of just picking something up that's smaller it would give it more realism and it would help with croc being to overpowered with grab and it would also help with there being like a middle part because right now if your to big to be picked up croc cant do anything your fine or u get picked up and your instantly dead and also there is no carvores that cant be picked up besides croc its self.
Gastro-heal should be removed, it kinda denies the feeling of being hurt and/or fragile, irl predators think about potential threats and injuries before they attack, gastro skips this entirely (you can tank your way trough most of the smaller roster with fg cera (having bio))
Id like more food options for growing deinosuchus and growing carnivores. Because being unable to find food is not fun.........
Carno weight buff or size increase, it has a longer growth than cerato and is weaker for being a small/medium size hunter
I think that beipi should be able to eat big fish, idk if that’s realistic or not but it just really feels like they should be able too.
Ptera is still the worst playable with the most potential. Reduce stamina consumption by 80% for everything, increase stamina regen by 50%. This is not a combat dinosaur, it's a fly-around-and-look-at-stuff dinosaur, how is it going to hurt the balance of the game for us to be able to fly around for more than 5 minutes without having to lay down and rest for 10 minutes?
I think it would be nice if some playables were either immune to or more resistant to vomiting from Sea Water. There is little reason for most big carnivores and big herbivores to go after the Kidney Mutation, but some playables like Dilo and Pachy definitely benefit from unlocking 24/7 beach access, and I ALWAYS go for the Kidneys when I play Pteranodon, simply because the beach is the only truly safe place to drink.
For playables like these, failing the RNG check and vomiting on your first sip of Sea Water is massively frustrating, and in my experience, often lethal. It’d be nice if they had better tolerance or could just drink the stuff and only suffer the normal side effect of it making them thirstier and thirstier. This would just give already beach favoring playables, who want turtles and Tacos for their Diets, an easier time making a home in beaches and away from freshwater hotspots that might only offer them death.
That said, even just switching the system from RNG to a meter build up like Cera induced Vomit would be nice. Let us be able to see “one more gulp and I’m toast,” to make process less random and more deliberate. Skill based sounds silly in this context, but skill based.
There is no reason why a stego can kill 5-6 full grown crocs by itself in 1 stamina bar while actively being attacked the entire time. That is the least balance thing i think i have came across so far in this game.
give carnivores an option to smell AI
troodons growth is too long for its size and health pool reduce it to how it was before with perfect diet
The balance problem with Stegosaurus is not his extremely dangerous spiked tail - it should be so dangerous.
The problem is when big carnivore actually bites Stego tiny vulnerable head - it should be just as deadly to the Stego. Making Stego really care about his position. And it isn't really.
1.8k carno back
We need less couldown to get up for all Dinos when there get kicked down. I see so often ppl get stun locked and cant move or run away. When you get kicked one time this is hard enouth.
Increase Carno's speed back to 55kph. The speed nerf was really unnecessary. 55kph would only help Carno to fulfil its small game hunter niche.
The weight and damage nerf in exchange for the current build is fair and reasonable but the speed nerf isn't. Carno would most likely do way better with its old speed without invalidating dilos or omnis.
Plz nerf pteranodon’s stamina or its regen. It is actually insane for how long you can fly and how little you have to rest or latch somewhere to keep going. Most complaints are a genuine skill issue and I hope you guys don’t back down when quetz releases. That thing better spend sitting 8-9 minutes to go from 0 to 100% so that it is a skillful playable that is also rewarding to learn, and especially if you want to make pterosaurs more terrestrial. I propose giving ptera a 6:30 stamina regen while sitting, and also 20% faster drain from flying up.
Galli’s kick should be able to knockdown Omni
In my opinion, you should make the balance between Carno and Cerato a little more realistic. The Carno should be at least heavier and a bit bulkier.
Teno probably doesn't need bleed on their kicks; they already have good damage and high health.
Quicker omniraptor bite cooldown, but slower alt bite cooldown. Raptors don't use alt bites on larger targets but it hinders smaller playables' ability to punish missed attacks.
Buff Pachy and fix it's sparring ability when they ram into eachother. We miss that.
Make Carno’s group limit 4 or buff carno to 1500kg
Improving the niche that Carno has in the ecosystem on Evrima would nice; its niche in the concept art and early playstyle was a small-game hunter, or packs of 2-3 for larger prey (the size of a Diablo, for example).
Adding a way that they receive more diet and filling the hunger bar more when they catch small game like Dryo would help where they stand in the ecosystem and player interactions.
At the moment, it isn't viable to play as it was described in the concept art and early playstyles on Evrima. You spend too much stamina and time to hunt small game as it was meant to, but end up with very little reward. This either forces the Carno to constantly starve and be on a very poor diet between hunts, or die trying to hunt something above its weight class for what it was meant to be hunting.
TL;DR: Improve Carno role in the Evrima ecosystem by letting it receive more diet/food from small-game like Dryo and Gallimimus, as it's not currently viable to play in its niche in the environment.
Remove gastro for both herbi and carni, tactile, nocturnal, and photosynthetic
remove the mutations that destroy the initial balance of Evrima, leaving only the survival mutations. These mutations to be removed are: Hemomania, accelerated prey drave, hypermetabolic, photosynthetic tissue, nocturnal, tactile and gastronomic and buff others like celular regen
^ Adding to the feedback above
A suggestion to Rebsorption is to make it pause the thirst instead of increasing it consistently.
I've seen a lot of Deino players hating on reabsorbtion for the reason that people barely ever drink from their rivers/lakes anymore, which is the also a reason that causes appearance of a lot of Deino players complaining that they cannot find fish and are starving.
I personally don't play Deino myself, but they're genuinely right about it when they complain.
I dislike having to always equip Reabsorbtion due to how incredibly powerful it is and have a strong moment of regret when I decide not to pick it for once.
Also it makes the "Sustained Hydration" (reduced water drain rate by 20%) nothing compared to Reabsorbtion.
I made a test with my friend a few days ago where he would consistently go for Reabsorbtion while I go for Sustained Hydration, during the entire gameplay session, he genuinely never had to drink as he was consitently receiving rain, and I had to drink up to 5+ occasions. And I didn't even die to a Deinosuchus, their player count has dropped to the point where I instead got ambushed by a Herrera while drinking?! Which was quite hilarious.
How I would adjust Herrera to be perfectly balanced.
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Reduce its land speed from 45km/h to 43km/h. The arboreal ambush predator being the same speed as a Dryo is a little weird
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Make it spawn in at 20km/h instead of 15km/h. Juvie Herrera is genuinely awful. It's only saving grace is often fish. Making it slightly faster as it spawns in will make it much more enjoyable to grow.
And that's it. Herrera is my main and it is extremely balanced already, having the ability to dish out massive damage from a safe place with the consequence of dying in 1-2 hits if caught on land. I love it so much.
Please make Hypsi be able to spit while running/jumping
herrera should be able to fight back while pinned
if troodon and beipi can even get a slash in then theres no doubt in my mind herrera would be able to aswell
caro needs hit box adjustment. even when on low ping (50 or lower) they dont even need to hit just be withing 20 feet and the damage goes in.
Please add dilo to the carnotaurus diet
What doesn’t make sense is how a 6 ton fat ass(stegosaurus) can swing his tail 3 times faster than a Teno.
ceratosaur charge bite change from instantly charging while running to it have a charge timer during charge timer it cant run, when fully charge release a burst of speed launching to enemy, the angle of turning is still the same as not charging
Omni's stun after getting knocked off from terrain is way too long, why do I have to watch as my omni stands still for 4 seconds and gets obliterated?
Once again asking devs to fix croc NV so we can actually see things underwater as fully grown? I love having to use a camera glitch to see fish, or go afk for 20 minutes because I'm blind (maybe reimplement being able to detect things underwater LIKE A REAL CROCODILLIAN) Even if we have to use Q to ping sonar or something for outlines.
Smearing raptors off with a tree is cool and all but the stun it gives is way too long. A carno for example can get 3 free hits this way.
Reduce the time to get back up quite a bit so its punishable but not insta death.
(And yes I know u can jump off or change pounce position but mistakes happen and shouldnt mean certain death)
Carno needs to be heavier than Cerato. Cerato already has a very strong bite and protection when eating. Not to mention the vomit stun he gives.
Him weighing 1300 kg is okay, BUT......
While you can still be a successful carno player, the amount of skill that is needed to equal a normal or even bad Cerato player is just unreasonable.
Carno needs to be at least 1500kg. Either that or give him back his old speed. He was nerfed to hard.
Game Balancing
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cera
too strong at the moment (even a tail bite vs raptor/dilo = instant vomit)
reduce vomit chance -
croc
fix night vision
playing croc these days is waaaaay to boring (especially since random spawns and players are more spread on the entire map)
fix/adjust/connect some river areas to make it easier for crocs to catch players
- herrera
baby starting as herrera at 15km/h is truly terrible and too hard
speed increase to maybe 18/20
adult speed can be lowered from 45 to 43-ish, its a treehunter
herrera should be able to fight back when pinned by raptor (just like troodon)
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troodon
increase troodon poison dmg over time to make it actually playable even tho troodon is 1 hit by almost everything (which is fine, its a small dinosaur) groups of adult troodons still have a very hard time fighting anything. stacking poison dmg overtime could make this a bit easier -
carno
fix carno charge hitbox
sometimes it is truly rediculous when the victim player is 5m away but still gets knocked down + dmg -
dibble
hitbox is a joke
solution 1 reduce hitbox
solution 2 increase dinosaur figure size so hitbox fits (not sure about that one) -
omniraptor
I have noticed playing raptor these days has become really miserable
vs adult cera: if your raptor gets hit A SINGLE TIME = vomit + stagger for 2 seconds which means the cera can bite you another time = in many cases death (especially in fights when your raptor is not 100% green health you just die)
vs dibble: get knocked down once = dibble gets second hit (same story here)
I am not saying to make raptor more tanky but a raptor is supposed to be a fast agile hunter with stamina. so decrease sprinting/jumping cost for raptor by 10-15% could be a solution.
- ai spawn
ai spawn is too much at the moment
I am not saying to reduce it a lot, but reducing it for example by 10% and see how it fairs
Bring cerato lunge back only if the cerato misses (doesn't apply to auto cancelling the charge bite) and add a cooldown of 1-3 seconds to the charge bite so cerato wouldn't spam it too much
Troodon
I need my poison earlier than 60% to kill things to grow up most times I am hitting a goat 40 times to kill it or I am lucky enough to find random body someone left
Carnotaurus rework/buff
•Reduce the growth time to match Cerato's (Carnotaurus has 50min more) or increase its weight to 1500-1650
•Increase its maximum speed when adult to 52km, because 49.5km is really too low for something that used to run at 56km
•Add Dillo back to its diet (completely unnecessary removal they made)
•In my opinion, Carnotaurus is one of the coolest and most fun playable, but it has flaws, many flaws. These flaws can be easily fixed, if the devs just want to.
Forget who brought it up but a good idea I read was ceras getting a 20% or more speed nerf as they charge their bite, it makes alot of sense and would force them to play within their fighting style more as body bullies
Please nerf the dilophosaurus venom in hordest. 2 sub-adult dilos killed my adult cerato without biting me once after applying the venom and this is ridiculous.
Pachy has 0 resistance and is dying very easily, it would be cool to add resistance to his headbutt, and when he gives a headbutt he doesn't spend half an hour trying to get up
Give fractures to trike when it comes out and high amounts of bleed, like it did in legacy. Maia and dibble could also benefit from this.
maias attacks are to slow. and when i mean to slow i mean it. what the coldown of the headbut? 5 sec and you get bitten like 7 time in this time
Ceras are supposed to revolve around eating it seems, yet they're strangely proficient at everything else too. Way more proficient than carno, which takes longer and harder to grow. So I'd suggest making cerato's bacteria decrease hunger and water OVER TIME so that salt rocks become more useful. I'd also reduce their stamina because it seems they're meant to be body campers, not the dinosaur version of hyenas (hyenas have a high success rate in hunting).
Cera needs a nerf ASAP. It was supposed to be more of a scavenger/defensive type of dinosaur, but instead it's a monster that can kill anything with ease. It's charge bite was supposed to be used for defense, but people use it for ambush. Please slow it down while charging its charge bite. I think this would balance out the game.
Given that the Horde Test has added some human structures to this exact spot, I’m gonna say this again. Please also turn it into a Diet zone.
Complete nerf of Ceratosaurus. Decrease damage output, decrease stamina, increase required number of bites to induce vomitting in other dinosaurs, decrease group size. Currently Ceratosaurus is massively overpowered to the point of being in a completely different league from every other dinosaur.
GIVE DRYO BURROWING ALREADY! Having played plenty of dryo, heres what dryo has going for it as is:
- Fantastic NV, rivaling dilo even.
- Lots of stamina.
- Relatively fast.
- Usually agile enough to evade solo carnos if you're skilled. (or dont get f'd by bad hitreg)
- Decent jump height.
- Fair growth time
These things are pretty much all I can say that dryo has going for it. As for downsides:
- Not agile or fast enough to escape just one utah. the most numerous predator in the game, and for the foreseeable future.
- Boring, gameplay loop is running to places and eating. It's niche is to never engage, and if you do, run away. (Similarly, given that almost no one plays it, finding another in the wild just doesn't happen in my experience, making it even more boring and isolated)
- Redundant, galli already has the running away niche. dryo is pretty much a vestigial of early evrima. A whole dinosaur that has nothing particularly special, that no one plays, just wasting away in the roster. (it's also in most carnivores diet for some reason also.)
I have more reasons but I'd hate to put more time into this game than I already have. Dryo burrowing appears to have been sidelined pretty much all 4 years since the dino came out. Giving dryo burrowing would pretty much complete it entirely as a dino, giving it a single unique ability that only it would have, drawing more people to it. this would allow it to actually become a part of the ecosystem instead of the funy juvie killer 9000. In essence, Giving dryo burrowing is basically as good as adding a new low tier dino.
give omni a stam buff while sprinting, not while pouncing or jumping the stam drain is reasonable but being ran down by a cera on stam seems silly to me
Check Stego Power Swing hitbox? I got hit from the other side
Raptors biting cooldown is ridiculous. Its a small agile hunter who solely bases its fights on movement and speed yet it can bite once every 2 seconds or smth... Make it way faster, I dont see any reason why much much bigger dinos can bite so much faster than a freakin raptor.
Ever tried hunting lets say a deer or boar purely with bites? Its ridiculous...
There has to be a cooldown sure but I dont know what reason u had to nerf it into the ground to the point where its basically an unusable attack.
If anyone knows the reasoning given for it Im more than happy to know even tho Ill most likely not agree with it.
Omnis n trodons should keep gaining stam even if the stam is below 70 if they re not low hp. That makes them bleeder/pouncer
Troodon rework/buff
•Reduce the cost of pounce from 5% to 3% and increase your stam recovery when sitting
•Have its poison from the 1st mutation
•Reduce the sound of the troodon's footsteps. Because it makes no sense at all that something weighing 60kg would make more noise when walking and running than the Carnotaurus (1.3t) and the stego (6t)
__Changes like these won't make much difference in fights for the other dinos, but they will for the troodon, because dying with 1 hit from anything is an extreme disadvantage
increase fg packy speed should not be outrun by a cera and increase its stam
Buff Troodon's hp back to 120
Make beepy and juvenile deino a bit heavier so they don't get swallowed by elite fish 🙂
Or just lower the ability of fish to eat, which could save on having to change the weight stats.
Also, I would like if the aquatic style payables could fight a bit when grabbed(in water) since they should be more comfortable below the surface
Carno's ram needs a cooldown. Ts is overpowered, if you play against the players that know how to use it. I just lost my fg cera to 3 sub carnos because all they did was spam ram. They didn't bite me at all, just rammed. Please give it a cooldown.
3 omnis should be able to kill a cera. at this current time 3 omnis can pin a cera but A either dont have the stam to kill it or B run out of stam and the cera kills them all. omni needs to have a very SLIGHT buff. not talking much like bite force from 65-70 or a weight of 450-475. something small so that 3 can kill at least 1 cera
Could the sprint alt bites be reinstated, the walking to alt bite when being chased thing is just not that good in the middle of a fight.
Instead of how it was before, where you would stop on a dime, can you make a little animation where if you alt bite while sprinting, you slide while trying to turn and after the slide you finish the alt attack. Kind of like a drift into an attack. I feel like it would give the attack more opportunities to be used in a fast paced fight and it wouldn't look out of place when performing it.
Buff Carno
- Revert size and weight nerfs to how they were in Spiro so it can reliably fight Dibble and compete with Cerato (and eventually Allo).
- Increase weight range for Charge knockdown, it feels inconsistent at the moment to know when Charge will or will not knockdown.
- Add minor fracture damage for Charge.
- Make Charge a committal move again by increasing its cooldown and stamina cost.
if u dont skill the first mutation before u reach ur second, u cant skill the first anymore. feel like this should be changed, for better abilities to adapt ur build to ur situation.
Proposed carno changes
Stats:
Weight: 1300kg
Speed: 55km
3 seconds to max speed
Bite: 150
Has a 2x multiplier on its bite when attacking a knocked down target
Head swing: 150 on knock down
50 on stun
Head swing can only be used at full speed
Can knock down upto 1t
Can stun upto 1.6t
All other stats would likely stay the same plus that’s a lot more effort.
Charge no longer exist and rmb now performs the head swing carno does when it makes contact while charging. You will have to time the rmb head swing to hit your target (like tap charge), no more just hold rmb and run at your target to do dmg.
Stam bar notch/bullet train mode
(Like dilos notches for clones)
Upon activation carnotaurus will enter the current charging animation and play the charge activation noise, the animation is purely visual to indicate to other players that carno has used its bullet train notch charge thingy.
After using the charge for the next 20 seconds carno gains instant acceleration. Takes 2 mins to recharge.
Bullet train mode change is to give carno the ability to quickly burst down multiple targets on its own and give coordinated groups a chance at a larger target ie teno.
Rmb head swing change is to remove how easy it is to hit something with charge, the carno player will now actually have to think when attempting to hit a target.
2x multiplier on a knocked down target should be self explanatory, you’ve hit your target now your rewarded for being able to land a bite on them afterwards.
Pachy rework/buff
•Increase its head damage reduction to 70%, as it is rarely attacked at this point, but when attacked I barely feel any difference in the current damage reduction that Pachy has.
•Increase its speed to 43km
•Make it stun dinos like Cerato and Carno with a cooldown (Pachy as it is now rarely manages to stun them), since Pachy is extremely vulnerable when using its headbutt, especially against a Cerato
_Pachy is a great and very fun dino, but running at only 41km and being completely vulnerable after using its headbutt makes it die very easily.
Add a sea turtle to the Deinosuchus diet.
Speed up maia's attack speed, literally anything can assride it because it's attacks are so slow
Maiasaura Balance Feedback
Maiasaura is currently one of the most difficult dinosaurs to control and, due to its lack of strength, it can be killed very easily. Because of this, it needs a slight buff.
KICK
Maiasaura's kick functions well, but due to its slow speed, it is not sufficient for its size. Therefore, its kick damage should be increased from 200 to 225 or 250. Additionally, with this ability, a fully grown Maiasaura should be able to stun a fully grown Tenontosaurus.
Hit Timing
Players are experiencing issues with some attacks where the animation takes too long, but the moment of dealing damage is too short. Because of this, the hit timing of certain attacks needs to be increased.
Make allo 3 tons
nerf stego heavy slam speed need 2 sec cooldown, it have 0 cooldown super quik spam and ur dead broken and also verry unrealistic for the size
Carnotaurus diet
•Remove Herrera from your diet and add Cerato
•Remove Dryo from your diet and add Dillo (It makes no sense to have removed one of your main sources from your diet)
•Keep Maia
Adding Cerato to the Carnotaurus diet would in a way encourage hunting Cerato, as this is a "Plague" on most servers.
"Ah, but it doesn't make sense to add Cerato, Carnotaurus hunts small prey"
-Yes, but he doesn't need to stick to these to get a diet, so much so that he has always had Dibble in his diet and Maia was recently added. And not to mention that Cerato has the same weight as him, being his "rival" in a way (Being completely the opposite of Carno in terms of abilities)
_If you disagree, which I see no reason for, I would appreciate it if you could talk about it in discussion channel
_Carnivore diets are different from herbivores, they have a maximum limit of 4 per diet (lipid, carb, protein), so there is no way to just add instead of replacing those already in the diet. This can be proven when dillo was removed to add Maia, and take a look at the carnivores' diets and you will notice that they all have the same number of dinos/bots in their diet.
More elite fish, less school fish
If dilo is going to remain (almost as) fast as carno it ought to be significantly more fragile. It shouldnt be that quick and decently tanky and quite agile and have decent damage and blind you and attack you with shadow clones. At the very least stuff its quicker then should have a more decent shot at fighting back (looking at you two pachy and omni)
Buff raptor bite speed
very unresponsive and just doesnt feel right for the creature
Nerf the stego's attack speed
Fix carno hitbox?
Make Charge Bites apply the same amount of bacteria as regular bites instead of more, the main point of Cera having a fast bite speed was so it can apply bacteria faster and regular bites feel pointless with how strong charge bite is
cera stam pool is way to big charging its bite should drain stam
To add to this:
I killed 2 fully grown raptors as a 44% cera yesterday. They pounced me and everything I couldnt even buck yet they both died. (Im really not a good cera player so questionable balancing here and I was hardly much bigger than they were, maybe at 750kg or smth)
Raptor in its current state feels more like a scavenger.
I think the stam should be somewhat similar to carnos when it comes to moving around. Its a relatively light weight agile hunter so u would expect them having alot of endurance plus they also need stam ALOT for fighting. If u outrun a raptor just enough so their stam is at like half theyre at a massive disadvantage.
Biting isnt an alternative with the long cooldown either.
Edit: Dont get me wrong todays stam on raptor is better than any update since the stam change, it actually feels usable but chasing something down is still not really possible which is funny as a bleed hunter
Commonly requested buffs for Omni 
• Increase its bite speed.
-# Omni is all about opportunities and timing right, if we miss the opportunity to land a bite that costs us a lot, because gives more time for the enemy to hit us, and our hp is low.
• Buff its bleed.
-# Beipi alt attacks can deal more bleed than an Omni. The whole point of the dinosaur is to be a bleeder... but the bleed feels very weak for its tier.
-# The stamina consumption doesnt justify the amount of bleed.
• Decrease stamina consumption on sprint and changing pounce slots.
-# It is impossible to hunt when the only thing omni does requires a lot of stamina... and you still have to chase your prey. Some prey can just run away and there is nothing an omni can do about it, as itd have no stamina to fight.
-# 》And honestly, just buff stamina regeneration for small tiers. The point of picking low tiers is to be nimble, agile and run around more than higher tiers, but theres no difference to Stego stamina to Omni stamina regen.《
• Animation issues
-# There is a 1 second difference on the getting up animation and being able to move, making omnis be stunned for longer than it should.
-# Also consider making them get up a bit faster...? pretty much every herbivore can throw an omni around allowing more free hits or even killing them... most of their hitboxes for stun are very tuned up, especially diablos that can knock you from their sides.
HEAR ME OUT BEFORE DISAGREEING
i agree on this 100%, but in return nerf its weight to 375-400kg or so while still keeping its grapple capabilities as it is right now. (meaning that even with the weight nerf, itll still be able to grapple the same stuff it currently can)
-# for those pin lovers, note that even 400kg omni would be able to pin galli either way, due to galli's intended 'pin vulnerability' (omniraptor and troodon have this too)
Why? well i just feel like omniraptors are unnecessarily bulky for their size and niche. A hit and run bleeder should not be as tanky as a brawler that relies on raw damage and enduring hits.
with the bleed buff and bite speed increase, omni will be able to excel better at hit and runs and bleeding its prey out. its only fair you decrease its unreasonably high weight amount to something more reasonable for its intended hunting style and niche. With these attack and stamina buffs, and the slight weight nerf, omni will still be more capable at taking down prey with their new strengths, but will also be more reasonably weighted, thank you.
Is there a reason fresh spawn troodon has had its speed nerfed so heavily in the horde test? Baby troo was already hard enough to get started because they're basically helpless. But now that they only run 13kph, they legitimately are helpless. Can't outrun anything, can't catch up to rabbits or chickens to hunt the only things they reasonably could as fresh spawns, and scavenging is made harder by being too slow to get in and get back out when snatching meat bits from the kills of larger carnivores.
I don't understand why something already so weak as an infant needed to be nerfed further.
raise troods biteforce to 25 so it does 50 when full venom, making a use for biting feet
Fix carno hitbox, increase speed to 52km and reduce growth time to match cerato.
Carno has 2h50m with 100% diet and Cerato has 2h05m with 100% diet.
From what I understand, ceras right click is supposed to be more defensive but since it has more damage, give more bacteria and has the same stamina and move speed usage, it is the only attack that is being used.
Give ceras either more of a stamina usage when holding right click or give them a move speed debuff when charging the attack. This would also fix the bacteria problem since every 2-3 attack the ceras make you puke and because of that, you are unable to attack in the same turn.
Get rid of bile giving vomit sickness and I could live with current Cera. As it stands if someone gets bit once by a Cera and you throw up, they can get 3 bites into you.. potentially. What is the point of this? They already have the largest toolkit at their disposal, best scent range, huge diet, ability to eat anything on top of that, can be sick over corpses to infect food and the cherry on top this vomit sickness on bite which is a death call because of it's HUGE slow.. Worse than that you can't sustain a fight because if full health and water you going down to 20% a piece (ONE BITE) it's just ridiculous honestly.
Make the carnotaurus faster while it is juv-sub, with a maximum of 53km that decreases as it reaches 100% and reaches 49.5 (Current speed of the carno)
Pteranodon- decrease flight stamina usage or increase overall stamina.
bring maia's turning in biped mode back please, that is all
I don't mind maia's attacks being slow if it can actually turn and manoeuvre around
...maybe make it unable to knockdown ceras so the matchup between them is more fair?
Revert Troodon's speed change, Troodon already heavily suffers being small due to its minimal health and damage, it makes Troodon feel really irritating to play. If you are set on the speed change then at least revert it and wait for the small ai to be added so it can actually have a chance to grow
Increase the damage of Maias paw attack, it’s really low and can barely hit things on the ground, please make it do a little more damage,
Also please make Maia’s shove take much less stam, 5% is far too much, please reduce it to 2-3%
Also I noticed that on the hordetest the shove only goes to the sides when running, I don’t know if that’s a bug or not but it should have a front one
Persistence hunters should have lower percentages for stamina to regenerate (~15-10%) as they literally rely on being able to persist and out last
The current default stamina regeneration threshold should be lowered and ambushing creatures should keep the current one
Ambushes require delicate planning and typically can be preformed in one swift blow, so players should mind their stamina (nothing would change it’s the same as before)
Normal just general dinosaurs would have a 35% stamina regeneration threshold before having to sit
Sitting high enough above persistence hunters but also below ambush predators to give them an edge if someone doesn’t ambush properly
Pteranodon:
Now, with Pteranodon getting a kit overhaul to make it more capable terrestrially and in combat(Which is fantastic!), it will probably also need some small buffs to help with its newfound abilities.
For one, it will certainly need a damage buff, which I believe it's already been stated to most likely get. This is necessary because, well, what use is there in being better at land combat if you can't kill said land combatants effectively? I'd say a buff to around 30-35n would suffice without making it overly obnoxious(and this could be for alt attack only)
Secondly, a small, but important, health buff is definitely needed if it's fighting things that are probably its size or heavier(i.e troodon). Currently, it sits at 45kg, which is easily decimated by even a juvenile omniraptor. An increase to 55-60kg would help it to stand its ground a bit more and actually lean into this new kit.(And, a slight visual size buff would be cool as well, male pteras were BEEFED)
Side note; A water takeoff would be amazing for ptera
Troodon rework/buff
Reduce pounce cost from 5% to 3%
Remove the fog from his venom (This is exclusive to Dillo) but let him have his venom from the 1st mutation
Revert stage 3 damage from 100 to 120
Troodon suffering from hk from anything is an extreme disadvantage, you have to be incredibly good with it to kill something
And Revert the unnecessary nerf he suffered to his speed as a juv
nerf cera, idc about skill iv seen ceras kill stegos on their own. they have good stam, health, can eat anything, good speed and a charge bite with an extra bacteria affect. not too mention great bleed resistence and fractures too. can someone tell me a disadvantage of the cera?
put a cooldown on carno's charge, make it not spammable and make the hitbox smaller kinda like the old carno
Didnt yall nerf cera? Feels like you didnt cause one tailshot makes omni vomit and its ridiculous
I'd say the best nerf for cera rn is to give the charge bite either charges like dilo's clones, or make it take stamina like maia's shove. Currently, charge bite is just spammed non-stop because it's really strong and has almost no backfire to it. Giving cera the slide after the charge bite back as well would probably help too. The biggest problem is charge bite spam, so I think that should be the main focus.
I think Cera's vomit shouldn't work as immediately puking, but you have a nausea effect and if you continue moving with sharp turns or running, the greater chances of vomiting, and this effect starts taking place 10 seconds after the bite so you have a chance to attempt to keep your dinosaur rested, depending on how much is stacked, the more sensitive your dino is
reduse the growth time of the dryosaurus, i could prolly grow 3 hypsis in the growth time of 1 dryo. been playin dryo for about 20 mins and im 32% growth
Give the ceratosaurus the opportunity to waste energy on bites. It's unfair that he only spends energy on running, while all other dinosaur species spend it literally on every breath. It would be more logical to assume that a strong bite leads to a loss of stamina.
Please consider rolling back the nerfs to Carno. It’s in a very rough spot; it takes forever to grow, it’s way too similar in a 1 to 1 ecosystem role as Ceratos - the primary difference being Ceratos are usually in massive packs, whereas Carnos are usually solo or in small groups.
All the large Demi-God herbivores that run around unchecked typically don’t get challenged by anything unless it’s a Cerato pack - for example a single Teno can slaughter a large pack of raptors (that’s its own problem, but a Teno is the exact size of prey a Carno should be going for, but it is too weak to currently) - I’ve seen MANY Carnos outright run from individual Tenos, get chased and inevitably clubbed to death by them.
Essentially, the pool of prey items for a Carno, with how it’s currently played, is too small - either you go for small playables that won’t offer enough food, or fight stuff that will kill you with little effort, when you should be that playable’s primary predator.
Make that we can voice chat in game so it would be more fun but only cera with cera, deino with deino...
Buff cera and carno and pteranodon
can Galli bleed others again pls? :3 nice dino, but make no sence that this big feed cant bleed dinos but a tiny dryo kick can ^^"
Make damage mutations do not affect Cerato's charged bite, as is the case with all other carnivore abilities in his right click attack.
Change cerato Charged bite , its way to good at being a ofensive tool, make so cera cant run at full speed while charge bite is active, ( max speed of 35km/h)
add pteranodon bleeding from a bite from the sky. Since the pteranodon's beak is quite long and sharp, this would be more logical than if a huge flying toothpick was simply scratching the backs of dinosaurs. perhaps such bites would waste stamina, albeit a little, but this would balance out his bite causing bleeding
Make ceratos charged bite have a second of pause after biting like when it was first implemented, and also make it take 2-3% stam, ceratos can just hold down left click and deal a very high amount of damage with no issues to itself, whereas any herbivore requires stam to use an attack with much less damage
fix op cera, thx.
At the moment, cera players play like raptors and do it better than raptor do. It can go in and out very fast, dealing heavy damage AND bacteria with no penalty when using the right click. The strength should be the bacteria however at the moment bacteria isnt used as a tool, it is only an addition to all the ceras damage dealing abilities. Examples of fix - Move speed debuff when using right click, Stamina usage when holding right click, None/way less bacteria on right click, Or rework the bacteria to be used as a tool.
Nerf Cera's weight down to 1000kg and and increase it's damage mitigations from corpses.
Doing this will allow Cera to be just as or tankier when around corpses while nerfing its overbearing nature in hunts.
Just in case that nerf is too much. It may also be a good idea to alter how eating Cerato specifically affects other carnivores due to their scavenger nature. Giving less benefit for eating Ceras makes the bile more punishing to be hit by as not only will you lose diet and food but the Cera corpse will likely not make up for it unless you are starving. To clarify there would be no change to the rate of bile. A slight nerf might be fine but i dont think it needs to be put into the ground.
This would maintain Cera's current capabilities with little changes outside of survivability in neutral. It would still have the same damage and bile output allowing packs to still do what they need to but lowering their dominance.
Nerf beepy and herrera because herrera is too strong. Herrera has way too much stamina and can jump from tree to tree infinitely which is bad for balance. Beepy does insanely high damage with claws so that should be nerfed
Add a consequence for a cerato using charged bite. All other dinos have abilities that either have a cooldown or a stam Cost, but cerato does not.
A cerato can use its charged bite without any problem and only with benefits, Extremely good benefits: High damage, vomit and stun
•Add a stam cost to cerato's charged bite
Just wanna bring up again how carno cant knock over teno anymore at least not when both are fg and that sucks, im not even suggesting a weight increase, just the raw momentum to knock the over, while it would be better to make it 1600 kg, removing the speed mutations, boosting carnos base speed to 54.4 (give or take a little) and making its max charge speed 60 kmh also works, that way it can actually fight effectively without abusing charge spam, using more drift/pursuit biting, and aggressive/unpredictable tactics
A - Minor stamina cost to cerato using its charge bite
B - Minor speed nerf while cerato holds its charge bite
something to add survivability to patchy.
rn they feel a little helpless against the faster carnis in the roster
(ik they grow fast so maybe we could slow that down and trade it for the survivability)
Can we please nerf Galli kick so small players who survive one knockdown can escape before being kicked again -needs a delay
to stop mix packing make dinos get sick if they stay with another dino that is not their kind, germs spread even back then...
Give stego a stamina drain to holding down the heavy swing right now it's just overpowered
I think troodon need a bit of buf , pounce stamina cost decres from 5% to 2-3% cause its basicly only source of dmg for troodon , and give a venom special effect not only dmg buf but vomit like on concept art .
Make cooldown for ceratos charge bite so when he uses it he cant use it for next 5-10 secs so other players can fight back and make bacteria less powerfull because 1 bite and everything pukes.(ik cera has to be stronger for new dinos but make it stronger when time is right)
Gastro Mutation Rework suggestion
When below 75% Health you heal faster at the cost of a faster hunger drain rate (When above 75% Health the hunger drain goes back to normal)
Gastro atm is very overpowered (Especially on species that can eat without vomiting like Cera and Deino) you just eat and heal a ton of health, the change idea keeps the concept of the idea but makes it less of a combat mutation
Troodon rework/buff
•Return its damage to how it was before (120 damage in the 3rd stage of poison)
•Reduce the cost of pounce from 5% to 3%
•Have its poison from the 1st mutation, but remove the fog (This is exclusive to Dillo)
•Reduce the sound of Troodon's footsteps. Because it makes no sense at all that something weighing 60kg would make more noise when walking and running than Carnotaurus and Cerato (1.3t) and Stego (6t)
__Changes like these won't make much difference in fights for other dinos, but they will for Troodon, because dying with 1 hit from anything is an EXTREME DISADVANTAGE
Return carno back to what it once was:
They kept ceras at bay. Currently there are way too many ceras, and theres relatively nothing anybody can do about it.
Carno never had enough stam to begin, in my opinion, and with my small amount of playing, killing something is very difficult.
Tenos/ceras can run us down, ceras auto-puke everything with tail bites, and carno can barely knock over teno or ceras anymore (which was very good for them if they got the good hit).
TLDR: Buff carnos stam a bit if not increasing its size again. Preferably a little bit of both. They feel they squishy its insane. And nerf ceras vomit. Should have to work for it or full-charge and hit the body, not tail with one small bite.
hey can we remove the ability of catfish to swallow 10% crocs whole? thanks
My pounce proposal,
initiating costs 3%, touching the ground costs another 2% (i.e. you missed or face-pounced). Can be tuned, extreme case would be 1% to initiate and 4% for a miss. Dodging a pounce buys you a stamina advantage as it did before, but landing a pounce is less taxing on the attacker.
Latching cost for troodon's cling is reduced but has ramp up. You're not doing any harm like omniraptor if you stay on, but it still offers the advantage of being out of reach and timing dismounts. Can't stay up there forever though.
Give dilo a jump
Fix the omni pounce !!!! If ur latched on the side of a dino that same dino should only be able to buck you off stegs and Diablo are still Able to hit you
Alternative Troodon Rework Idea:
Buffs:
Increase Troodon trot speed to 28km/h
Increase Troodon sprint to 50km/h
Allow Troodon to stay latched and apply multiple stacks of poison at the cost of stamina. (Each extra application costs 10%, 15%, 20% stamina) 3 Max per latch
Increase poison max stacks to 5: Stage 4 allows Troodons to smell the infected animal. Stage 5 makes the animal sick (vomit).
Troodon stamina recover increased 50%
Nerfs:
Troodon dmg is only applied on the initial pounce. If you latch and keep applying, you will only get the initial latch damage.
Troodon max stamina decreased by 30%
Effects: Troodon would be about managing your stamina and tracking animals you infected. The strategy would be to push the animal to stage 5. And then track it down as it flees. You have increased speed to dart in and get the latch and to get away after. You also get an amazing trot to conserve stamina and run down your sick prey. But on the flip side if you burn too much stamina on the attack or you don’t lose the angry dino chasing you fast, you’ll be out of stamina and chomped. This makes Troodon play unique from just being a small raptor. You are tactical bloodhounds.
Make it so that Cerato only applies the bacteria to other dinos if it bites the head or body, biting the tail should not apply any bacteria to whoever is bitten
Pachy shouldn't be a free happy meal for Cera. I'm stressing it again, Cera never needed a buff against smaller tiers since it's release. And then he got one tip of the tail bite vomit stunlock...
Carno's sliding and reduced turn speed should only happen at high speeds, a Carno steering like a truck whilst trotting feels uncomfortable
CARNO BALANCE FEEDBACK
Carno's buffs in the hordetest feel pretty good. Very excited to get those on the live branch eventually. However, there's still a couple things I still feel like it could benefit heavily from having changed.
- Buff it's max base speed to 51.4 kmh. Currently it sits at 49.5, which feels a just a tad bit low for the playstyle. If it were to get it's speed buffed however, I suggest removing the speed mutations from it's mutation pool as a tradeoff, it doesn't need that much extra speed. It's charge in tandem with it's base speed is more than enough for it to chase players down or run away.
- Buff it's weight slightly to differentiate it from cerato and it's health a bit, even just slightly. A 1350-1400 health buff would still allow it to still perform it's small game hunter niche just fine without adding too much health to where players feel confident in taking on the larger portion of the roster.
- With knockdown recovery times getting buffed in the future for all playables, I suggest lowering the amount of time it takes for carnos charge to hit the knockdown thresholds. Players getting up faster will hurt carnos playstyle a bit, making follow up attacks harder after a knockdown, potentially hurting it's own hunting style.
- Buff it's non-running speeds. It's trot, Z-walk, and crouch speeds should all be slightly increased. These speeds were alright when it's adult model was larger, but after it's size decrease these speeds were left untouched, leaving it with locomotion speeds that don't fit it's size anymore. Especially while trying to trot around as a juvi or sub adult, these speeds feel very slow. Even just boosting them by a couple kmh each would do the playable wonders.
Im confused , why the hell on hordtest troodon hatch speed is so low , why nerf something that is alredy powerless , devs , have you ever tried to hunt as baby troodon ? You didnt . Bring Its speed back so we can at least catch a goat , its still taking forever because troodon bites as hatch or juvie have so litel dmg. And bring back 120 dmg in the 3rd stage of poison . And again for what reason nerfing a troodon , when we have 3 unbalanced mutations (yes Photo , Gastro and Noc Im talking about you) and questiable position of cera . With all this on tabel your decision is to nerf troodon. Really? Show some love to litel guy.
^ The kinda over all stat nerfs to troodon ranging from speed to venom damage is really not helping it. It was already an incredibly neiche playable that struggled to function with any less than a group of 4+ and while yes it’s a pack primary Dino it shouldn’t be completely helpless without mass numbers. The speed nerf has made getting started which was already a rather agonizing task as the chances of a baby Ai spawning near you is super low to being insanely difficult as your slower than almost all the Ai and almost all the Ai can now 1 tap you.
Beyond that the venom nerf has as a whole made hunting anything bigger than omni go from being a reasonable venture to a task. With its already terrible stam game for being something that requires spam pouncing its made troodon extremely unenjoyable as hunts now take atleast 1.25x the amount of pounces to complete
In conclusion the recent changes have done nothing but make troodon a already struggling playable even harder to play over all less enjoyable as everything is a task that requires ALOT of skill and experience to not die trying to hunt as the mass majority of the roaster can nearly 1 tap you with just a simple left click
Nerfs/reworks for OP mutations
I enjoy mutation system overall but some of muts are just broken and shouldn't be left like that:
•Photosynthetic Tissue/Nocturnal - instead of +5% to speed make those +5% to stamina regeneration speed (Photosynthetic Regen should be removed to not overlap with PT)
•Gastronomic Regeneration - instead of straight converting food into HP make it % buff to health regen depending on how full players stomach.~~ Or make it so that player can't regen HPs other way than eating food lmao~~
• Tactile Endurance - rework to passive +5% attack damage reduction because it is very abusable to gain stamina from getting damage by having a friend kicking you to regen your stamina
•Hypermetabolic Inanition- rework to increase HP/Stamina regeneration at cost of 50% faster depletion of hunger and thirst
•Accelerated Prey Drive - rework to drain stamina of damaged target by some % of this damage
Why does Omni Get Countered so hard by natural terrain? If they brush you off you get CC'd for around 3 seconds it's way too punishing i get it it's a way to counter Omni but 3 seconds is simply too punishing you are dead if they don't miss, It should be a the same as a reg knockdown why is it extended? the normal Knockdown duration for Omni is short but getting Brushed off when pouncing is much longer for no reason
for the love of god buff pachy, it needs it so bad.
Pachy rework/buff
•Increase its headshot damage reduction to 70%, as it is rarely attacked at this point, but when attacked I barely feel any difference in the current damage reduction that Pachy has.
•Increase its speed to 43km
•Make it stun dinos like Cerato and Carno by causing fractures, with a maximum of 3 stuns (3 fractures: Leg, face and body), as Pachy is extremely vulnerable when using its headbutt,. especially on a Cerato
_Pachy is a great and very fun dino, but him running at only 41km and being completely vulnerable after using his headbutt makes him die very easily. He needs buffs
Carno buff
I heard Carno was very oppressive before it got nerfed but at least lean heavier into the "small hunter game" thing he's meant to have, he still has his former weight's stomach afaik, I feel that on most contexts he's just a gimped cerato that can uhh, hunt bunnies faster
Doesn't need to go back to how he was pre-nerf but he still needs a distinctive edge imo
Make Cerato consume bacteria if her hold it charged bite for too long. This will make Cerato players, as well as other dino players, start to manipulate their abilities instead of just holding down a button that gives them all kinds of benefits at no cost.
Ok so Cera has a health buff when near bodies, a alt attack that you can just keep going, a super high stamina pool, and to top it off it has the bacterial bites. Meanwhile Carno has a ram attack that consumes stamina like crazy, a already low stamina pool, and it can't ram things larger than itself, please give my baby a buff, he needs help, he's not bad but he needs something like maybe a small weight buff or something along those lines. Also i'm not convinced the ram does jack for damage, I have been in a few 1 vs 1 cera vs my carno now, and no matter how many headshot rams, no matter how many bites, none of that matters, the cera will consistently get far more dps and always be able to not only easily tank, but easily win, its a lil ridiculous that a carno, a species that is quite a bit larger than a cera can so easily consistently lose to it.
Just fully remove Gastronomic regeneration (eat to heal) for both herbivore and carnivore.
its very unfair and unbalanced, especially for herbivores because it's much easier to eat a fellow carnivore body then it is to eat a plant in mid fight.
It's very dumb to just eat a few bites of a body and be ready to run right back into fights, then eat more and repeat.
Lets be obvious , removal of all pvp impacting mutations will remove Meta from the game , and will leave more place for other quality of life mutations. And I believe its gonna make balancing easier . We cant balance dinos , you think adding such a variable gonna make it easier?. In my opinion pvp mutations should not exist.
Can we buff omnis speed, its way too slow can't outrun much, if I wanted to play a fast dino I might aswell play carno, I just feel omnis are way too slow.
Can omni get stamina buff and give him litle more speed doesnt make sence for 750 kg dilo to be faster than 450 kg omni. Omni is made for jumps, pin and latch and it takes allot of stam, omni does so litle dmg with his normal bite so give him better stamina. Stamina is needed because u make 1 mistake and ur out of the fight because u cant latch allot.
I understand Deino is supposed to be slow on land, but it seriously unfathomably slow. A small increase (not so it can catch things, but so it can traverse the map a bit easier) would go a long way.
im gonna be honest omni is PEREFECT AS IT IS except for 1 thing. fall damage. you're telling me a thing made for jumping and pinning gets its ankles OBLITERATED from a 5 foot fall? when dilo pretty much double its wheight and its not ment for jumping takes the same if not less fall damage than omni.
Please buff troodon in this hordtest
In adition here is the list of all PvP muts thats should be deleted in my opinion :
-Hemomania - 5% dmg to bleeding target
-Acceleration prey drive - 10% dmg to targets with low hp
-Celular regeneretion - 15% hp regen buf
-Osteoscrelrosis - 20% fracture dmg res
-Epidermal Fibros - 15% bleed dmg res
-Congenetial Hypoalgesia - 15% dmg res from larger dinos
-Nocturnal - 5% speed boost at night time
-Photosynthetic Tissue - 5% speed bost at day time
-Tactical Endurance - 25% dmg resived converts into stam
-Hydro regenerative - 25% hp regen buf during rain
-Gastronomical regeneration - 5% hp regen for each food chunk you eat
-Truculency - 5% higher chance of bucking of something of
-Photosynthetic regeneration - 10 % stam buf regen during day (by the way only mutaition effecting your natural stamina regen)
-And that one with less hunger you have more dmg you deal (15%? i really forgot).
You know while writing It down I understanded thats 50-70% of all muts , still not good ,_,
If I forgot to mention something , tell me in discusion , and If you are thinking that some of those are qutie chill, also will gladly hear it.
Remove gastronomic regeneration and speed mutations entirely
Gastronomical regeneration pls delet it carnis just run away and heal them selfs with ai and comes back to fight again. there dont care about getting hit or not there just run in and run out eat repeat...pls for all ppls
Absolutely do not delete speed muts or gastro unless you also delete tactile endurance with it (the most nonsensical out of all of them)
Gaining incentive to be careless with stamina is a horrible playstyle to enable
Troodon shouldn't have been nerfed, its pounce should be reverted or buffed
Either reduce the stamina cost for troodon's pounce so it can deal more damage with multiple pounces
or increase the damage of each pounce so the stamina cost is worth it to the amount of damage it will do to a victim
dinos should have to poop so there's a way to track them when they're not bleeding
there should be a fear mechanic for certain herbivores where they get de-buffs for helping each other or if they stay around dead bodies. I'm not sure what the debuffs should be, but my idea would be they randomly attack, freeze up, or see things that aren't there. This could encourage different behaviors of herbivores instead of their best option being to get in the biggest group and fight back
for the love of god give pteranadons way more stamina
Give troodon its old speed when Juv back (39km). (Picture of troodon juv's current speed)
A Troodon Juv poses no threat to anyone other than littles AI, so there is no reason to slow it down.
nerf juv troodons speed
- Make the Cera use chuck of stam to use vomit
- Make the vomit less powerful (needing more bites to work. Why not add vomits stages ? Or a system much like the bleed ?)
- Give vomit a cooldown to limit its use
Roll back all troodon nerfs, and decrease pounce cost to 3 % of stam , bc its only way to deal dmg for troodon, in current state troodon is in very poor position with extremely hard start and , bc of dmg nerf , very underperforming when hunting, even omnis , pls give troodon a room for breathing , such cool and fragile dino shouldn't be nerfed that hard , nobody complained about troodon being OP, cause he wasn't , why nerf it? So roll back all the nerfs and pounce buf pls.
Why would you nerf Troodon? Might as well make it AI at this point. It dies to one hit by pretty much everything and then you nerf it so hard that it's slim chance of survival became almost nonexistent. Keep the fog, lose the nerfs. No one has ever said "Oh my gawd TRooDons are so op plz nerf." Quit making up stupid things to nerf for no reason. Stop trying to be a competitive FPS you're not that guy/game.
Maia changes
• Decrease the cooldown between your attacks a bit
•Increased stomp damage from 350 to 400
•Reduce the stam cost of stomp, this being practically Maia's only useful attack
Maia needs changes, his current state after suffering an exaggerated nerf is making playing with him really horrible.
I understand removing his knockdown on ceratos and carnos, but adding such a high stam cost makes his stam go down very quickly.
Cera is supposed to be a scavenging corpse bully that is slow but tanky, especially when making use of its body buff. This makes sense, yet actual gameplay of cera is currently nothing like this. In its current state, cera is an untouchable bully.
Cera's has:
-Superior stamina compared to other carnivores
-the ability to make large animals puke in 1-3 bites, almost completely draining food and water cores no matter how full they are, as well as debuffing stamina
-A smell range triple that of the next closest carnivore smell range
-the ability to get body buff off fallen comrades AND eat their body to heal with the right mut
All while having a very small turning radius, now the same hp as carno, natural resistance to bleed AND fractures, the ability to eat rotten meat + bones to gain all 3 diets, close to 50% damage reduction when near a dead dino, a spammable charge bite with no drawbacks and for some reason, seemingly too quiet footsteps as dilos are easier to hear then ceras for me
The only drawback to playing Cera is the slow straight line speed. This is partially countered with speed muts, which in turn force pachy and teno to also take speed muts if they want to not be chased down, making muts feel less like a choice and more like a meta to follow if you're either of these herbis, or Cera.
I think Cera should be toned down a bit, such as adding a cool down to charge bite, and relaxing on how quick bile builds up. They should be strongest when body buffed and defending that body, not the apex carni by default
I mapped out troodon's biteforce across its growth and put it up against three other creatures.
Herrerasaurus, who has the highest biteforce 'acceleration'.
Dilophosaurus, the only other venomous creature.
And pteranodon, which is a creature that barely has a niche in hunting anything other than AI.
Troodon comes up short in the developing-teeth department. It should be up there and having fun with the others, tearing up players from 50% onwards. You develop venom by the time you're 50% grown, but you're still only doing ~32 damage for a level three pounce at that age when you could be doing ~60.
What about creating a kind of balance team , made of players , such a consil , including 50-100-250 players with 2500+ hours of gameplay, where they can discous and make decisions about balancing the game , I think someone who is stuck at the game for so long will make better decisions than what we are getting right now form current balance team(If there is one).
Bring Back Spawns but make them like quadrents like 1 2 3 4 ex |+| a grid.. Across map runs to migration or A.I. spawns is terrible from slower speed Dinos..
A crazy idea but makes me chuckle as a Hypsi main but hear me out,
give the hypsi blinding spit a low acid damage over time to body shots that grows in potency with each Hypsi in your pack that applys spit to the target but can be washed off if you risk wading into water.
this wouldn't change so much the solo Hypsi experience but get enough hypsi's together and it opens up options to players that want to get a bit more involved with other players.... and once they can climb trees become a danger to Heras that feel to safe in their tree
Buff Dilo’s health and increase pack size. l've recently received a lot of feedback from Dilo players and they all seem to agree on these things. A pack of 4 Dilo's barely are able to hunt herbs and are easily one hit.
Seems kind of unfair and forces players to become scavengers fearing that they'll just die at every contact they make. I hope more people get onboard with this since this is a big issue with most Dilo's unfortunately.
Devs, for the love of god, stop nerfing troodon, he doesn't need any nerfs. He needs BUFFS
Reduce the stam cost of pounce
Increase your damage to 120 again
And give back your 39km speed when juv
With due respect, what's even the logic behind nerfing three times in a row what has been historically one of the most aggressively mid playables in the entire game alongside hypsi, ptera, dryo and deino? No wonder people gravitate towards the big dinos and apexes when they have not only better stat gain per minute (meaning that they are mathematically more worth your time), but also the smaller and weaker are left in such a stat of misery.
At least in my opinion, smaller critters are just as important as apexes to the game. You spent so much time and resources developing these instead of some other playable, so it just makes sense that you want them to be played, otherwise why even bother making them if they are gonna be kept as objectively inferior versions of things we already have? If we couldn't get something like bary or allo earlier because these got priority, at least they should be in a state where anyone has any incentive to play them.
Please, revert the troodon nerfs or give it something to not have the most miserable start in the entire game and the least payoff for growing in the entire carnivore roster. It's actually ridiculous that carno or cera are so much easier to grow and less reliant on luck than HT troodon and also reward you so much more for growing them pound for pound.
Give pachy a minor stun after it rams something, it shouldn’t have enough time to get a second hit on anything larger than a raptor but it should still stun for long enough for the pachy to move a few metres away
I hope eat to heal and stamina upon damage will be removed on the arrival of Apexes, those mutations are already so broken on small/medium tiers I cant imagine clans of Apexes abusing them as well.
I know there's no rules on Officials, but its not helping with the amounting problems with those unfavorable mutations still around. Battles should be fought with wits, strategy and teamwork, not being careless and carried by mutations like that, they completely take out the ''harsh survival'' aspect of the game and making it far to easy.
There should be more chances of catching people vulnerable, there's hardly ever that now because of them.
Ceras and Carno's should not be able to chase troodon so effectively. No footprints no bleed but they seem to know exactly where I am. They need a nerf or troodon needs to be harder to track.
The hitbox of Carno RMB needs to be reduced. This is not lag btw, happens consistently on any server. No player should ever have to experience this.
In real life a Troodon would have much higher acceleration and would gap a carno or cerato very quickly. They couldn't outrun for distance but they naturally would be quick AF in short burts. They could drop the total stam pool and increase the recover. Then make Troodon 50km/h but i doubt it will happen.
just found out, that you need 21 elite fish as full grown deino to get ur stomach full from 6%.
Please nerf carno charge.
It has so unecessary big hitbox and also they can just spam their charge.
It is very OP against every dino but especially smaller dino like Omni or pachy.
Please make it can be used twice at a time, and then you have to charge it over time like old balance. or use more stamina
Stego insta tail swing when finished waking up. Seems legit
#Buf_Troodon
Litel one needs buf badly, if leaved in state like this on HT, and nerfs not rolled back, troodon will most probably will become unpleasant to play
Increase Troodons growth speed, its probably the dino with less life span of all you only start to be usefull when you get to adult stage (after 1 hour) and you can get killed very quickly by anything. (dinos with low survival rate should have a faster growth while dinos with very good survival time like (deino or stego which you can live for days of playtime with them has a longer growth)
im not asking to change deino or stego growth time but reduce troodons one
ceras are abusing a spin attack methos which allows them to have insane attach range, anyone else noticed this ?
Nerf herreras
Scream of my soul. The issue is that they have immence bleed damage and they can kill a full grown cera just by jumping at it 2 times. When you get into a forest and a herrera player who at least knows how to jump spots you - it's mostly lethal because you can't do anything about it if you're deep in the trees (where is a patrol or a migration zone, so you must go there or visit a hotspot against intended gameplay). You don't even get the time to burn its stamina so it stops the harassment because the insane bleed gets you first.
Before the Allosaurus comes out, i believe that Grappling as a whole should get a rework offering much needed quality of life changes.
Currently grappling consists of pouncing another creature as an omni for example and if you meet the required weight threshold you will pin the target.
Now the major issue is pinning where the victim can’t fight back at all meanwhile the other player just pressed 1 button and you’re magically unable to move and slowly dying.
To put more skill behind grappling there should be a significant windup like an Allo charging up a claw swipe or an Omni bracing up for a pounce while not restraining movement too much.
The victim being able to fight back in some sort of quick time event mechanic is up to the devs but it would improve this interaction.
Although some creatures shouldn’t be able to fight back at all such as a Dryo being pounced by an Omni, or a group of 5 raptors mauling a subadult Tenonto by common sense.
For trike in HT
Devs, from the bottom of my heart.
Please, please. Do NOT, overnerf or change trike for the worse, like done with maia when released to live. Because of unnatural feedback, made from "carnivore packes of 40 trikes", and someone screaming "oh god no can't fight 40 trikes! It's too strong. nerf NerfNERF!".
Please, look at the feedback about trike and only take in account the logical-balance change feedbacks. If any change is even needed. And only take weight in the normal, logical feedback that come from people playing in a 'normal' setting, and circumstance that will occour on normal server gameplay. (not pure from Dino hype feedback)
As in: no, in normal server not everyone will be a trike.
No, you won't encounter 60000 trikes normally.
No, trikes won't be cannibals and mass murder in normal server ecosystem.
And yes, it's dino hype right now causing big players to it. So please, don't change or nerf/or overnerf something based on unnatural feedback 💕
Can u change trikes weight just saw 26 % trike with 4.1 tons doesnt make sence
Yeah, I agree with the post above. Trike's growth really needs some adjustments. It takes trikes roughly an hour to be a superior dibble. Juvi trikes are way too strong in a very short time.
Agreed as well. It is hilarious how fat it gets, but it is not challenging at all for an apex to become immune to any single predator except for deinos and all land predators above allo size after spending just a quarter of the total growth's length getting a perfect diet with a small size and faster running speed than dibble. There's no difficulty or challenge in that beyond the fresh spawn stage when you are already a powerhouse immune to everything but adult stegos, dibble groups or bigger trikes after one hour of growth.
Apexes should be hard to grow, and giving them such a free ride into hitting the deino immune size in no time really isn't a way to incentivize playing anything else but the giant apex herbivore with a damage and health gain per minute multiple times superior to that of the second playable with fastest stat gain early on.
Imo most apexes should have a growth similar to that of deino with most of their weight being gained at the very end or well past fresh adult at the very least. And this is probably the biggest trike problem I've found, everything else seems tame other than maybe the speed in some stages that also just make it a far superior dibble, that might need a little bit of toning down. Numbers are largely fine in a vacuum.
Don't allow the apexes to have tactile endurance or gastro regen
• Add a small stam cost to cerato charged bite, Which consumes stam according to the insured time (similar to Carno's charge)
• A Cerato player doesn't have to worry about anything other than holding down a button, while all other dinos have abilities with stam cost or cooldown. Add a stam cost so that cerato players start managing their stam and not just pressing a button that gives them benefits and no consequences
Add Denio diet tricycle
My only feedback is to please reconsider making the trike turn radius better. It's way too slow now and at least at the present moment, without something like the Dibble sparring mechanic (which i assume is going to be added in later), turning sharply to fight well makes a fight stacked against a trike very quickly.
Apexes should have similar growth/strength Curves to Deino. Trike is too powerful too fast. They should be incredibly difficult to grow to discourage entire servers being all apexes.
On a second thought, I feel like maybe this type of growth could make life as a trike rather challenging when playables such as rex and giga make it into the game eventually as the plateau from subadult to 100% is insane, and that is a good thing. But at the same time I still think the early game stat gain is still a bit exaggerated and it wouldn't hurt to make the curve smoother to give other predators a chance.
Sure, having to slowly gain 3ish tons for over half of your growth leaves you exposed to adult apexes, but at the same time you are immune to everything else in a one on one.
Also in regards to the growth time, I do not think it is unreasonable to increase it when trike shows up in the live branch, perhaps to something like 8 hours with a 100% growth boost, considering that deino is 6 and stego is 5, while trike is not only larger but has much more power than the latter and a lot more reach into different environments than the former.
Please rework food values. With trikes diat mostly consisting of small fruits it takes a laughable amount of them to fill a trikes belly and especially with how fast your stomach is growing, even when there is a big enough amount of food around you, you can't really eat it fast enough to compensate for that. In general I feel like as a herbivore plants give too little food value. Since herbivores can always fall back on eating grass they also don't starve so it's the question 'Do I even bother looking for food if it doesn't give me value and even less diat?'
Make trike grow same as deino getting its size and weight at fresh adult or 80 % mark to grow rlly big because at juv-sub adult stage they look to big.
In my opinion small deinos should be faster than bigger ones, but ONLY ON LAND. So the smaller one has a better chance of escaping. Right now big deinos are just faster either way, but I think it made a very fun and fair matchup. If the bigger one grabs you or bites you enough in the water, you are dead, but you do have a hope of survival by getting onto land with enough stamina (even that is still not risk free, as you will have to come into the water again soon enough). I just think it would be more fun than what it is currently by having a better chance as a small deino. If you get caught off guard the bigger croc can still easily kill you by grabbing you, so it isn´t really unfair for them if they play it well.
Do not touch plant food for trike-sized playables until you also raise deino getting more than 0.3% from fish. Or rex getting more than 3-4% from a full boar (based on how much deino gets).
Balance is balance.
Apexes should be difficult equally.
Otherwise it's just undeniable bias.
• Make sure that damage mutations do not affect the cerato's charged bite, just as they do not affect the other carnivore abilities (Carno charge, omni/troodon pounce...)
• The base damage of Cerato's charged bite is already high (350) but when using the 3 damage mutations its damage rises to 500
Deino has 500 bite
Trike has 600 bite
Trikes can stunlock other creatures. I just lost a stego to that. It is completely unfair and should be fixed. In the public evrima branch, you are temporarily immune to stuns after one.
Pteras need to rest an insane amount of time to get their stamina back after a relatively short flight if it involves climbing in altitude at all. They should be regenerating much faster with their size.
Why do the small tiers keep getting unnecessary nerfs? Its bad enough that few people are willing to play them (not counting Unofficial servers) but one after another the small guys are getting punched in the face. Its not bad enough that Troodon is completely helpless as a fresh spawn and is forced to scavenge but now its much slower in having to do it? Its footsteps are still extremely loud and its venom still lacks anything that truly helps it.
Pachy is still neglected right now and is in some serious need of TLC.
Galli having its bleed removed even tho it could have maybe been tweaked some instead of just entirely removed.
I know its player option in playing these classes are not, but I feel like the random shadow nerfs aren't helping in having people wanting to play them.
After more then 6 hours of play time as troodon on HT Im.........frustrated, devasted , and many other words , I decided to chek is it playable afterall , and answer is NO ,lol, with all those nerfs , your start right now is comletly helpless , you really only on scavenge ONLY , even if there was Ai with such low speed , we are not tallking about catching them , maybe you could find a psitaco but what are the chances? And If you are lucky enough to survive till 50% , maybe you are finally ready to fight, hunt , do at least something? Well say hello to dmg nerfs , even if you somehow , managed to put lvl 3 venom on somethig at least twise your size , its gonna take much longer to kill , and maybe just maybe you will run out of stamina before that even happens , and without your pounces you are NOT A THREAT ANYMORE , just like that , and now if you somehow managed to survive till 100% , maybe you can do something now? Yeah you can , full adolt troodon can do many things no jokes , but , there is a huge but , remeber that your health was nerfed also m? Well be very carefull now because your dmg is still far from perfect and you die to singel tail hit from anything biger than omni. Right now Troodon is in very big , big , problem , his not as fast as galli to run away , his not herbivore , he cant sit in sanctuary or MZ , till he grow up , the only thing you relly on as Troodon when you spawn is your LUCK nothing more just LUCK , good luck with surviving if not spawed in hot spot.
And as a conclusion , rollback all troodon nerfs , make it pounce cheaper , and for love of god make it fast when hatch , be well and #Buff_Troodon.......
i think Trike needs a nerf to its stun it can stun lock anything atm including other trikes also think that the duration of a trike being stunned showed be less time the attack speed on the LMB showed be slower its fast asf atm
• Buff troodon
• Troodon currently (Hordtest) does not reward the player adequately regardless of how well they play.
• Reduce pounce stam cost to 3%
•Increase damage to 120 at stage 3 as it was before
•Make it have its poison from 1 mutation but remove the fog
• Increase your speed when juv to 39km as it was before
And add some night buff, like increasing the duration of the poison on the victim to make players prefer to hunt at night, just like dilo has
i was a fg cera and a dilo traded a few bites with me then ran away and i died to the clones, it was nightime tho, but still i think its not even fair, it can facetank you and run away
I'd like to see trikes growth curve changing a lot, so that it takes a lil longer than dibble to reach dibbles max weight.
Currently it's all the power of an adult diablo in a fraction of the time. Diablo has nothing at all to set it apart from trike.
Apexes should not be able to enter a sanctuary at any size
Well the Ai ptero or spam birds as i like to call them have now become a balancing concern....
MAINLY, body camping is now op as those birds will spawn from the thin air and despawn a body in under 1 minutes. please do something about them either make them not come if someone is near the body or just I dunno remove them they have a habit of not working no matter how many times yall try to make them.
NERF CERATO CHARGED BITE
It is completely unbalanced and unfair, it lets cerato deal very high amounts of damage, it does incredibly strong stuns in the form of vomiting, which in the process drains almost all of your food diets and water, the bite has absolutely NO DOWNSIDES whereas animals that have attacks which deal less damage actually cost stamina and you cannot instantly attack again unlike with charged bite, which you can spam, takes no stam, and deals very high amounts of damage.
It is completely unfair currently and does not even fit ceratos niche, cerato should be a slow moving carnivore, which thrives mostly on corpse stealing and scavenging (of course it should still be able to hunt stuff, but it should prefer corpse stealing and cleaning), right now it is fast and can spam damage incredibly easily and fast (I’m not saying to remove vomit from the bite btw),
The damage itself is not the problem, it’s the ability to spam the very strong attack with no downsides
There was really no need to nerf Maia yet again, and this time its speed, the thing it needs most to be the mobile, flight-over-fight creature? If mobility is discouraged now, then what is Maia supposed to do? I simply do not understand the reasoning behind changes like these. Hadrosaurs should not be walking lunchboxes.
Trike's growth curve should be changed. The fact that it packs on so much weight so early on makes it unfair when comparing to the growth times of others. I hope that the growth curve changes as to where you pack on weight much later, sort of "rewarding" you for making it this far.
Lightfooted mutation should reduce the audio of footsteps as well as the duration of footprints
Trike is perfectly balance in terms of damage numbers, no need for buffing
Stegosaurus max speed needs to be increased to 27.2kmh
RIP Troodon. Not even being hyperbolic this thing is unplayable. The crazy thing is anyone who thought these nerfs were a good idea in the first place is clearly so out of touch that I have no hope this dino will recover
Got Troodon nerf before Cera or headbutt fixes wicked!
Day six of asking for Troodon buf , Im tired of explaining the same thing all over and over again , so I will just say, REVERT ALL TROODON NERFS , MAKE POUNCE CHEAPER , be well and #Buff_Troodon
decrease the stun time when dibble, stego, trike and teno hits you, they can just spam attacks and stunlock you in place, its a oneshot, cant do anything about it, the worst example would be stego as they can spam powerswing and kill you, in this ht they buffed the duration, id sugest to reduce it back to how it was before
Buff troodon
Everyone in the community knows that Troodon needs a buff, removing all these nerfs they suffered would make them playable again.
And I know very well that even the devs know that these nerfs were completely unnecessary, because there is no possibility of you agreeing to nerf the 60kg flea again.
Make apexes harder to grow, getting in 2 hours a killing machine of 6 tons almost unkillable by anything other than other apexes its absurd, reaching adulthood with an apex should be an archievement, smth to make you proud that you survived with one of the hardest dinos and now you can enjoy his power
deino grab should also be impacted by stamina when prey is in the water
an exhausted swimmer would be much easier to grab than something that is lively and can thrash
For example a fully energized trike going in the water could put up fierce kicks and would be able to wiggle away from a deino, but one with much less stamina would be easier to subdue and bring to the bottom of a river
i got stunlocked by a stego in the ht, it wasnt even trying to time its attacks, he kept spamming the power swing, this also happened to me against a diablo and it seems like some stuns last for longer or something in these species, or maybe the stuns cooldown is shorter now, i suggest fixing the stunlock issue
Make a mutation that doesnt make other dino knock/stun you, youll just take dmg. or lower stamina/food/thrist.
please fix the edge of a tail getting clipped knocking over a whole animal, even with bad server fps it shouldnt be happening as consistently as it does especially to animals as heavy as trike
stego need an increase to their stamina drain for the power swing, or not have them be able to take tactile. it hardly drains any stamina and has 0 cooldown between swings on top of it getting stamina back for being attacked is not fun to play against as anything.
Improve nightvision for trike. I could not see a single thing around me and got jumped by two ceratos. Only way I knew it was two was because I saw tiny glimpses of their glowing eyes but everything else was practically pitch black.
Buff troodon
Revert the changes and make pounce cheaper!!!
#BuffTroodon
Heavily decrease Maia's swim speed so that Teno can escape it better. Maia has all it needs to be pretty viable now, good job for that. Teno just needs one escape option, and that should be swimming. Maia doesn't look designed for swimming like Teno does, and touching Maia's land combat again would just lead to the previous miserable experience. Thus, Maia's swim speed should be gutted. Maybe not necessarily Pachy or Carno level, just on the slower end of swimmers.
omnis fall resistance is horrible. you fall 3 feet and you either take masssive damage or just die if ur in a fight. omnis whole niche is jumping and agility. kinda hard to do when if you fall a few feet you're bones shatter. same with troodon! they both need a fall resist increase otherwise its just death if you fall. and somehow dilo has the same or better fall resit than omni and its almost double its weight and cant jump.
let us use the controller to navigate menu's so i don't need to reach over for a mouse every time i check my status.
Get rid of the mutation that heals you when you eat, I was in a fight against 4 ceras but they just went to a body one by one and did eat/healed and I did die in the end.
That mutation is game breaking, please take it away.
Dont have an atack delay when you for example atack with maia or trike it dont react when you press imidetly, maby cool down for atack so you cant spam it insted?
(Same for faster speed at night/day if u dont have it you kinda die agains others that have it.)
The only dino that maby can still have it is Hypsie/dryo that is not strong or fast and make so you can only heal to ex yellow health.
remove tactile endurance, it conflicts with the premise of the game and saves herbivores from their comeuppance, rewarding them for bad play.
what was the point of this stamina system if there’s a mutation you can pick to exempt yourself from the rules? really bizarre
Troodon and large game
Troodon is actually quite good at hunting large playables, stamina aside being an issue, it is very possible.
I'd love to see Troodon get more large game in it's diet and possibly a special animation for getting organs from said corpses. It's really tragic to kill a Stegosaurus as a Troodon pack, just to then be unable to eat your spoils after a 20 minute hunt.
Fix Omni's getting up animation that keeps you locked for a second longer than it should. It plays the animation and you still cant move after being visibly standing for a second.
CURRENT HT TAKES BY YOUR LOCAL FEIND
Lets start this with simple bulletin points listing off how certain changes feel (that I’ve noticed might have not noticed somethings) and what I feel should be done mind you these are all my opinion not fact and are based solely off my experience.
-Troodon nerfs… stop it. Get some help. Troodon was a pretty rough playable that imo was omni with a much higher level of skill entry to enjoy making it fairly neiche. With the recent. Nerfs to Juvi speed and t3 damage it makes getting started even more frustrating because spending 5 minutes biting a goats ankles wasn’t annoying enough and now the reduced pounce damage 120-80 on t3 makes hunts take far longer for no really good reason all these changes due is over all make Troodon a rather boring(frustrating) grow and playable and I believe if these nerfs get launched to official Troodon will become rarer than dryo as they are objectively worse than everything else by a larger margin revert the changes reduce the cost of pouncing and we are gold
-Maia speed nerf…. Why? Maia was fine if anything it needed some reductions to its attacks “cooldown” as it felt kinda unresponsive but Maia speed really wasn’t a big enough problem to justify it being nerfed like that
(Edit)-Maia attacks were made more responsive and I didn’t know so tbh it’s not actually all that bad thou I still enjoyed its speed.
-Trike, overall good well balanced and a nifty kit very enjoyable to fight as and against even as the smalls we have rn. Main concern as it’s been mentioned trike power curve as it grows is completely insane you out power dibble in half the time dibble takes to grow. I believe the deino concept of power curve for apex’s makes sense however annoying it is. Slower gains early on to scaling fast as you get further into the grow. The way I see it is that trike should take longer to reach dibble level than dibble but start getting far stronger shortly after as the numbers would start climbing rapidly after that.
Sub note
We really need mid sized(over 2T) carnis soon so I hope allo isn’t far behind simply because it’s kinda hard to feel out balance when everything has such a low damage and health pool beyond herbivores which really aren’t designed to fight each other.
That’s it for now… >_> (unlock PT )
Reduce the amount of damage and bacteria that Cerato inflicts with its charged bite by 15% maybe? However, if you’re near a corpse, the 15% is removed (based on corpse size). This would cement Ceratos place as an opportunistic scavenger while also allowing it to still be a proficient hunter. Right now, many people feel that the charged bite gets abused a lot.
Stegosaurus swing has too many damage checks. I can’t count the amount of times I’ve been standing infront of a stegosaurus head and they somehow swing me without even turning or moving, it’s ridiculous. I’m not against Stegosaurus having a powerful attack, I think the damage is fine; but making stegosaurus able to hit players when they shouldn’t makes hunting these guys next to impossible without a lot of luck. I get that the swing should be able to hit multiple players when in range, but the multiple damage checks and hit area size makes the Stegosaurus boring to fight as, because no one can challenge you except the big guys, and it makes other people hate to fight against, due to how RNG fights can be. Reduce the amount of damage checks in Stegosaurus Alt swing and charged swing.
Lastly, growth curves for Trike may need to be adjusted to that of deino. Power should be easy to obtain that early on. I get that being 24 KMH at 4 tons makes you prime target for Adult Rexes, but that’s the only thing that can threaten your Dino at that point, and you only grew the thing for an a little over an hour. In addition, trike can’t turn in place at all. I find that even as a FG Trike, I can’t dispatch 2 annoying Ceras from my backside because I can’t turn in place at all, the slide turn is only 90 degrees not 180 and I’m too strong too early on. 2 shotting Ceras as a 20% Trike is insane, and the turning is so bad I feel that there’s no hope for Trike once Rex comes into testing. I’d adjust the damage and health for Trikes growth curve. Trike is so far really cool though
Remove pachy headbutt stun when it misses, or bring back the stun for omni and cera when they miss pounce/charge.
It seems unfair for pachy to have the stun when the others don't have one anymore.
From what I’ve gathered. Trike itself is completely fine outside maybe needing a bit more vulnerability as a child (change the early weight-growth scaling). The issue I see is that the game allows for large groups of apexs to exist with little to no punishment if they even get diets or not. So here’s what I’d do
1: Patrol zones should be changed to actually be something you patrol. They should spawn farther away from you and after you eat everything in one, it spawns somewhere else far away. So it continues in a loop on constantly needing to travel around the map instead of sitting in one place forever (this also helps mitigate patrols being in your migration)
2: Grazing while a good feature on paper, ultimately makes herbivore gameplay way too forgiving. The easiness of herbivores should come from you always know where your food is and it never moves. Grazing just adds even more hand holding into this
So adjust grazing to be the opposite of Gastroliths where they make your food drain slower (but can only be activated at 25% of below). It helps keep the player going but isn’t directly feeding them to stay alive. This also helps mitigate herbivores camping areas for so long when they need food
3: Just bring back malnutrition when you are out of nutrients so that players have punishment for not getting diets (perhaps give juvies an exception to not have it because of how fast their diets/food drain)
ik Trike is still in work, but pls think about the grow speed of the wight. A 22% Trike has 3 tons. A deino would wish to grow this fast in wight. Put the wight up later on Trike (in the late sub stage) or let Trike grow slower. Its an apex dino so it should be harder to grow one and fell like a reward to have one full adult. A herbi is mutch easyer to grow then an carni. Herbis can go some where safe chill in the Partol Zone and can go to a lake sometimes (where no crocs are) to drink or have a "smart mutation" so there dont need to drink.
I can write an entire list of things why Troodon should be buffed, but anyone that has played Troodon knows why. So please make it fun and playable again im almost at the point of begging 🙏.
#bufftroodon
#Buff_Troodon day 7
Everybody(Including me) wrote a tons of texts why it should be Buffed , so yeah buff Troodon
Troodon needs an urgent buff
#bufftroodon
Zero reason for all the nerfs, needs buffs even before the nerfs, completeley unreasonable.
please dont ever make deino able to grab a fully grown trike and drown them i agree trike needs a better growth curve so u get stronger and have higher chances of survival later on in your growth a juvie trike should not be weighing 3 tons 😅 and 6 tons at 40 % this makes the trike only gain 3.5 tons in the last 60% of its growth make trike gain weight faster at sub adult of course this would need to be adjusted properly so the sub adult trike wont die whenever a utah or 2 spot you as you are slow you need to be able to fight things but u shouldnt be able to absolutely trash 5 ceras when you are only 40% grown. also calling for a trike alt turn speed increase not as fast as dibble but a little faster as it is now. debuff the trike swimming speed so its no longer a semi aquatic. also increase the trikes bleed damage i feel like the bleed damage from trike is so bad was much better in legacy. the bleed system is already much weaker in evrima then it was in legacy and the trike feels useless with bleeding.
I will join the bandwagon as another troodon enjoyer. I understand that the speed was ridiculous in the live branch, but maybe there can be a middle ground between that and being as fast as a juvenile herra or a dibble considering that those two dont need to chase after their food.
It is also going to need a lot more than that. It is mind boggling how dilo has been debugged and turned into the most brutally unfair carnivore ever by being able to kill ceras or tenos with a couple bites, or how cera's charged bite hasn't been addressed yet...But no, troodon was the one who needed a nerf, the comically bad playable who only really has vibes in its favor for people to choose it over omniraptor, a creature far superior in every department and all at the cost of not about twice the growth time and can actually hunt on its own and the HT juvenile is faster. Oh yeah, and the drift effectively making troodon worse at juking and outmaneuvering opponents was just spite to the injury.
Do something about troodon, PLEASE. If the devs spent so many hours and money developing troodon instead of something else, it had to be for a reason: to have some appeal and to be played. But right now it is one of THE hardest carnivores to grow on your own alongside deino and that is insane considering it is the smallest by a long shot. Nerfing a C-D tier dinosaur further in the HT is just not it.
On the bright side, the HT carno is pretty good and I like the changes done to it! Also the Maia buffs were good even though that speed nerf to something that relies on running to survive is...well
But either way, it's good that it got what the community requested. And trike as I said in the past is pretty well tuned other than the growth curve, so that's also nice.
reduce fall dmg small spiecies, the fall dmg is way to hard for slopes small jumps on galli raptor tradoon etc fake af
Give deino a way to deal with larger animals in water more reliably.
Not saying that deino should grab and drown rex and trike, but right now I can just take my full grown trike and go for a dip without giving a damn despite there being an 8 ton crocodile right there.
Again, not saying that deino should grab trike but currently the croc can't do anything to it despite being in its element. Like deino is the apex of water (until spino comes at least) but the LAND apexes can just come and mess with it with no consequences.
Hopefully something like this is considered for the kit adjustments
Deino's grab should be influenced by prey stamina while in the water
while deino cannot normally grab say a trike or a rex, if that animal is say completely exhausted and in the water, then deino could have a chance at grabbing them
Please reduce the swim speed of trike, Diablo, and Maia why can all of these dinos swim faster than a teno or a cera? They’re not supposed to be semi aquatics or have an affinity with water like cera or teno does right?
FIX THE HITBOXES ive been pounced by damn raptors from miles away, and obviously once your pinned THERE IS NOTHING YOU CAN DO
remove the mutations that destroy the initial balance of Evrima, leaving only the survival mutations. These mutations to be removed are: Hemomania, accelerated prey drave, hypermetabolic, photosynthetic tissue,nocturnal and buff others like celular regen
trike shouldnt trot faster then stego
make omni not be able to pin gallis while face to face
Remove or entirely rework Gastro, it encourages body-camping.
Why let people eat when they might just heal back to full? Better to camp than risk it.
Change Trike's growth curve in terms of weight. It's packing up too much weight too soon. I would rather have the "bulking" phase happening later on so Trike gets to be a little more nimble and quick for longer period of time and also 95% of the roster isn't immediately excluded from the hunter list.
I think Trike probably should be around 4 ton up until 60% then after that it comes the bulking in which trike gets another 5.5 ton of weight in the remaining 40%
troodon nerf is crazy, cant hunt while small and cant run away anymore either dont keep the change
Can the wader perk allow you to walk or at least run faster through mud pits
Make it so trikes cant infinitely stunlock stegs and other trikes
Fix stun locking, no one likes dying to a stun lock and it just makes the game too unfair. If you get flipped by a dibble, yeah you can run away after getting back up, but making it so you can just get stun locked to death is not fun. Add back the 1-3 second stun immunity delay that existed before into the Hordetest
I really question where balance of the isle is going..... btw im not trying to fight a apex just trying to run 🙂
My congratulations to all the developers who had the brilliant idea of making Troodon the worst playable to grow, without any reward since he suffers hk from anything...
If what you wanted was to make the few Troodon players stop playing with him permanently, you succeeded.
Grant players a brief stun immunity so trike cant combo them forever with proper timing.
Stego will never be balanced again like before legit no window to kill him i have multiple clips where he swings air and oneshots me or no animation and just deceased screen, swinging fast and desync and hitbox is not balanced. It's logic that stego is strong but there's no logic that there is no window to attack or counter him whatsoever.
TROODON!
~700h Main Troodon here.
If you want to nerf Juvi speed ok. Reduce starting speed to 25-35km/h but not 12,9! The only thing you MAYBE can hunt as freshborn is a chicken with round about 50 bites. WHEN YOU FIND ONE. But now you have to be afraid that the chicken finds you! It will kill you because you cannot outrun it.
Diet:
Remove Boar from Diet list. Even as an adult Troodon its an suicide mission.
Add Bullfrog, Turtle and Crab. They are idle size for Troodon.
(If you want to keep the actual nerfs than let Troodon eat rotten meat. Because otherwise it is nearly impossible to get food except of luck.)
Stamina:
Reduce pounce cost to 2,5 – 3% (now 5%). 5% for a missed pounce if you don’t want to “overpower”
Venom:
Back to pre-nerf dmg.
Unlock Venom at 20-35% growth, otherwise you will never kill a goat or something else.
No player should get "stun lock immunity". If a prey, manage to time everything perfect on their end on the attacker, and keep knocking their attacker down because the attacker can't time it's attacks good. It's on the skill difference.
No carni or herbivore or omnivore need stunlock imunity. Just time your attacks better
Here to agree with everyone saying that troodon's nerf was perhaps the most unwarranted change in the history of this game's balance. Even in packs it is now absolutely useless. I'm failing to see the vision with troodon. It is an active hunter that can't actively hunt because it now lacks speed and damage output in addition to stamina. Not to mention it lacks the proper venom effects to align with its playstyle!!! Fatigue-inducing toxins to allow troos to keep up with and track their prey are what it needs, in addition to the return of its speed and maneuverability. I can even live with the damage nerfs, if it's capable of pursuing drawn-out hunts!!! If the devs have some vision we're just not seeing then it needs to be put into words. Because otherwise this nerf is straight ridiculous. How is troodon supposed to function in this state, genuinely? I'll never understand putting in the effort to design a playable, and then make it unplayable.
Ceras activate vomit too quickly. Playing teno now is abysmal compared to old teno fighting ceras, combat is same but how long you spend vommiting is atrocious. Sometimes vomiting 4-5 times in 1 fight. Ceras should have to work for it to make someone sick, not starting the fight with a tail bite and getting them sick immediately. -this has happened to me on fg dibble lol, which for teno its much worse.
User story: troodons are able to go inside of burrows, burrows get a random seed gen to simulate tunnels irl , it is small but big enough to have to take a few turns, maybe with a few dead ends like a maze, inside, a taco running around, or a dryo laying eggs or whatever
the most reliable food source ive found as juvy troodon after nerf is taco dens at north lake, make it more interactable and fun as troodons are active hunters
also i got 1 shot from a baby pig as a full grown troodon whats up with that...
Nerf trike swim speed, with the swimming mutation it swims faster than a Croc. Without the mutation it swims faster than stego
There is going to be a big gap between cera, allo, and rex. Carno being essentially out of the mid tier combat is simply not healthy for the game. Things are just less interesting. Reduce the crazy charge hitbox, and let it again be a threat to teno sized dinos. As more dinos are added its noticeable how huge the gaps in the “player ecosystem” is. Cera simply can do more than every other carnivore and in a 1v1 wins anyways. Any given server consists of roaming bands of ceras overshadowing the carnos, raptors, dilos, etc all rising and falling in their groups at various locations. On isla spiro it felt like a perpetual gang war between omni, cera and carno. All 3 competing for rulership over the server, swaying over time throughout a day.
enemy dryo jumping miles way, circle me and doing damage to me with out toutching me, gg, payied 20 € for this
•Cerato needs a nerf•
Mainly evolving the damage mutations that affect its charged bite, which gives it an advantage that no other carnivore has.
Before, the ones who cleaned the servers that had a lot of Ceratos were the Carnos, but after the Carno nerf, Ceratos are basically a plague on every server.
Before, Carnos were a match for Ceratos in a 1v1, and a group of 3 Carno were a match for 4 Ceratos...
Cerato is easy to grow, can get diet very easily, is extremely easy to play, has fair damage for it (350) but with mutations it makes it much worse, rising up to 500 (With the 3 damage mutations), Makes you vomit very quickly regardless of your weight or how full your stomach is, reduces your hunger and thirst by 80% (preventing you from eating for 5 minutes) In addition to this vomit, it also stuns for 2-4s, All this in a skill that has no cost, cooldown or consequence for missing...
Seriously, Cerato is far from fulfilling its niche as it should (scavenger)...
Cerato is currently more like the best hunter in the game, easier to play (you just need to know how to hold a button) and this makes every server simply have an infestation of this With nothing that can control.
Fix triceratops hitboxes
It doesn't hit where it should hit.
Trike growth time should be slower.
I've been saying Troodon needs stage 2 to allow Troodons to smell the target like Ceratos can smell vomit. You can always stand on a rock, stand next to a cliff, run till they are out of stamina, or just plain kill them. He'll if your big enough you can ignore them as they pounce you till they get so tired they have to lay down and you just walk away.
All of that was an issue BEFORE the nerf. The craziest thing is that you spawn in with LESS THAN 1 DMG. You 100% can get smoked by a chicken. Im embarrassed to say it happened to me. I wasn't aware the chickens fought back. That's the level of pathetic Troodon is right now as a "hunter".
Revert all nerfs. Rework venom to benefit something Troodons need instead of a bargain basement Dilo venom.
Omniraptor is way to weak in similiar to other dinosaurs and its so slow after the nerf
Reduce Triceratops Trot speed... It can walk down a Stego... That's Just wrong...
not sure how popular this is but i personally feel like carno needs its weight back maybe not even to the full 1800KG but an increase for sure, i want it to be able to have good fights with tenonto sized dinos again which at the moment it really struggles
Feedback on Resting/Sleeping Animations & Combat Logging Issues
Currently, when a dino pounces a target, it instantly breaks a creature out of its resting state, allowing them to immediately retaliate. However, if a creature is sleeping, being pounced or even taking damage does not wake them up. This inconsistency causes a frustrating gameplay experience & disrupts immersion.
The attached video (shortened clip), highlights some of these concerns. It shows how vulnerable pouncing a resting target can be, yet paradoxically, a sleeping target remains in a deep slumber—even while being attacked.
In this case, both Stegos combat logged on me. The first one was on me—I’ll admit I didn’t immediately realize it had transitioned from resting to sleeping, since the animations are nearly identical & hard to distinguish at a glance.
I did, however, catch the second Stego safe-logging too. Despite me tearing at its eyes & gnashing its throat, nothing interrupted its sleep. That’s not only immersion-breaking—it also feels unsportsmanlike in a competitive setting.
While pouncing a sleeping target wasn't in the video, I’ve played Troodon long enough to confidently say: pouncing doesn’t wake sleeping creatures.
So to summarize: pounces break resting animations but not sleeping ones.
Potential Solutions (open to further refinement by others):
Adjust pounce interactions so they no longer immediately break resting states, allowing more fair openings.
Adjust the animation between resting & sleeping to be more apparent in dino's that lack much difference between the two ex: Stego.
Implement combat logging prevention mechanics such as when taking damage while sleeping resets the sleep timer or wakes the creature up.
Glad I was finally able to catch this on video—it’s something that happens far too often when small dinos engage larger ones. Full video or VOD link is in the description.
This is a short meant for my feedback sent to official Isle discord about the problems of resting/sleeping animation & combat logging. Link:
Higher quality clip link can be found below
https://youtu.be/XSp5FPgNfk0?t=6057
Edited video link below
#theisle #theislegameplay #theisleevrima #gaming
Make some sort of buff to troodon after the nerf of its baby speed in the new hordetest, maybe something to go along with its "Death by athousand cuts" playstyle, maybe instead of the vison darkening it lessens movement speed with its stages or removes stamina to make it seem like youre ok until your stamina starts to trickle down until you realise youre stuck
Troodon can’t really subsist off the luck of scavenging and is currently too slow to hunt most AI
Giving troodon the ability to forage ai from burrows similar to galli, would increase the survivability of young troodon even if this speed is final
Make Pachy be able to 1v1 a cera , and maybe stand its own againts a carno , not in the sense that it can bonk it head on but be able to fracture it and scare it off , pachy used to be great and fun and people respected it because it was the goat its supposed to be , so i say bring it back , not as strong as it was but strong enough to be played by people , make it be able to stun things that are up to 1.3 tons or something i dont know just make it good and not miserable to play like it is rn
nerf nights
troodon didn't need that nerf.
Please nerf carnos ram hitbox, it shouldnt do damage if it Hits the tail, or not as much
#Buff_Troodon
Troodon....poor , poor Troodon , dont really understand why all the nerfs happend , for what purpose? To make it unplayable? To "prepare it " as Kitten said for future? How long should we wait for that future , another year or two? Like really , for love of God and everything holy that have been ever made in that world you should make all changes at once , so the nerfs wont feel like last strike for alraedy underperforming playable , bc it feels exactly like this. Troodon is an active hunter with gimmick of being glass cannon, right now with all nerfs he is just glass , no cannon included , and not so active at the start.
Troodon is on its way to being the worst playable if it isn't already...
Weighing 60kg and taking hitkill from anything
A fairly high growth time for something weighing 60kg
Extremely low damage after nerfs (80 in stage 3)
He had a completely crude and senseless reduction in his speed as a juv, Not to mention that his turn speed was also nerfed.
I honestly don't know what the devs expected when making these nerfs, the Troodon's low health is already reason enough not to suffer any more nerfs and have all these nerfs reversed.
Kitten mentioned changes to it, but when? Which ones? Tell me at least something about what will be changed in the Troodon in the future.
Honestly, if you're going to leave Troodon as is instead of reverting all these nerfs, it's better to remove it from the game...
Hordetesting feed back: It seems like when my teno moves into a new area (from swamp to river delta) that is neither a patrol zone or a migration zone, it takes longer than 30 minutes for the diets to become available there. I don't know if this is a bug or a feature, I think it's a feature but I'd like herbivores to be able to not be locked into one zone. I can agree with the others that grazing is too easy but I despise staying in one zone no matter what creature I am playing, and I would like to be able to get at least 1 nutrient by moving between different zones with plants.
Extra note, to reduce game lag maybe there shouldn't be plants spawned in until an herbi who can eat them actually walks into the area? Kinda like how ai spawns around carnis?
Patriole zones should spawn where you move with your creature. And spawn as normal, with the normal diets and last as current do In live build, and also come up 5 minutes after entering area.
(It's a really nice feature, the patrole zones, it makes traveling and migrating around fun and convenient. And I travel the map everywhere as a herbivore because of this, because I can choose to go where I want to and also plan my nesting and raise my Offsprings ect. How it should be, since this freedom and convenience is good in the game, prompts movement, hunting possibilities for carnivores and for people not to be stuck/or camp one spot. But can move freely on the map)
Patrol zones and migration zones should spawn a 'fixed' amount of food.
when the food is gone a new zone appears.
the sickness of the cera needs a nerf
put trike on deino's diet
if i cant grab an adult might as well eat a baby, similarly to how stego v deino goes
Buff Pachy speed, photo cera can run you down unless you also have it and you cant do anything unless youre in a group
At this point cera has so much going for it that you could literally remove bile and body buff, and it would still be the most powerful carnivore in the entire game. It is overdue a massive nerf.
Reniculate Kidneys mutation should also remove vomit sickness when drinking salt water
Make Herreras hugging trees, moving in them and jump from them louder noises to make herrera a little bit of a realistic animal because i like the realism the devs are going for the game but herrera feels hypocrit move
Nerf Dilo:
The damage output of the Dilophosaurus seems balanced, but its abilities need some adjustments. For example, if a Ceratosaurus is around 30-60% grown, it should not be defeated in under 5 minutes without even being hit once. Currently, the Dilo can land just two hits and win the fight, mainly due to its speed and the fact that the Cerato can no longer see the Dilo after being hit. Additionally, if the Cerato tries to escape, it’s relentlessly pursued by the Phantoms.
To improve balance, consider these changes:
Reduce the effectiveness of the Phantoms: Either have them unable to catch up to the Cerato or make them disappear after a certain time.
Adjust the Dilo’s combat advantage: Make it so that it’s not so one-sided in fights with larger creatures, especially when they're not fully grown.
It’s become much easier to fight a Stegosaurus alone than a Dilo, and as a nearly grown cerato, I've died far too many times to Dilos (maybe a skill issue). A little more balance would make the game more enjoyable.
(can anyone relate?)
fix the hitboxes for herbivores. Stego, Teno, Maia, Diablo all have horrendouse hitboxes on their attacks. ALSO CARNO. Tails on dinosaurs should have smaller hitboxes on them also. If an animal gets it tail bit or charged in real life it doesnt fall to the ground?
Make it so that congenital can only be used by small dinos, smaller than 1t, such as Dilo, omni, pachy, herrera, galli, troodon, hypsi, dryo, ptera...
revert troodon speed changes
Trike and dibble alt atacks should do knockdowns, like packy alts atack can, makes no sense for a animation with such a force behind it to do nothing to the animal that gets hit besides damage.
Nerf Herrera damage since it can kill way above It's weight class with little to no risk being unseen and unheard above a players head, Stego being able to oneshot 1t animals is fair and realistic but a 180kg monkey being able to oneshot 450kg+ and being naturally imune to fall damage is not. It deals a lot of bleed and if it really is supposed to remain this playstyle it should be used for preying stuff from a high viewerpoint and following the blood and constant jumps not a oneshot killing machine.
Why is Maia's night vision THIS bad? It's not even raining. I understand you should give things a downside, but can I please get like... A little 2-3 foot radius of visibility, even if it's just blue outlines, around my dino?
Or even, just let me see my dino, at all? The face is turned away so you can't see the eyes glowing but basically that's all I can see.
I also looked in a dark area to try and get the auto-brightness to activate for looking at something dark (The shadow of a cliffside was where I looked) and it still didn't brighten up. This is actually as bright as I could get it to be!
Troodons should be able to pounce a raptor that's pinning another troodon to knock him off the pinned troodon and let it have a chance of escaping, this encourages group play and prevents raptors from just spam pinning a troodon group
Stegs with survival mutations are not killable in officials, there damage is silly so much stamina no natural predators like rexs to counter them, even part of a 7 Cera Pack we lost 5 ceras before the steg died. theres no spino no rex Carno and cera can get 1 hit from stegs. Love the isle but other games are out beating it due to the variety there is in the other games.
Switch trike max damage, with stego max damage.
Trike is the apex of them. But stego do way more damage with its charge swing. While trike only do 650...
Trike should do the devastating blows, not the stego.
Stop sub adult trikes from being able to significantly stun full grown ones. Main reason for this being a smaller trike can stun lock an adult while his adult friends are able to just repeatedly hit you until death. You cant run away either because the smaller trike is faster than you, so he can repeatedly stun you and you cant even get away.
Ceratosaurus charge bite rework.
NERF: The charge bite will only be available when near a body.
BUFF: The charge bite will be on a scale similar to the Cera's damage reduction. Larger bodies will allow for a more powerful bite from the Cera, and smaller bodies will yield a less powerful bite.
What does this do?
What this does is it makes Cera gameplay fit more in line with the body theif. A Cera without a body will be nothing but a small scavenger that does decent damage, but is not the top predator. When the Cera gets near a sizable body though, it becomes a force to be reckoned with (able to defend from small-tiers, and (if the body is big enough) being able to defend from a few mid-tiers). This also makes the charge bite more of what it was suppose to be, a warning that if you come close, you get messed up.
I hope that this seems like a good way to nerf Cera without giving it the Carno treatment.
YEAH , HELL YEAH , thx for this
Thank you very much for the changes to troodon. But please increase its speed when juv to at least 25km
i love changes for troodon stamina, but this is not enough. please make juvies troodon as fast as it was. And maybe consider to make it grow faster. For a 60 kg its grow of nearly 1.5 hours is too slow. and with this all it'll have its way to shine 💞💞💞💞💞.
Troodon’s speed adjustment at early growth stages seems justified now with the adult buffs, imagine getting swarmed by fresh spawned troodons that run at 40 kmph and have next to no pounce cost it wouldn’t be so pleasant.
Realistically speaking a hatchling/juvenile troodon would collapse from exhaustion and wouldn’t be able to keep up that speed for more than 10 seconds.
The only thing that would improve early gameplay is to add sanctuary critter ai for them to hunt with ease.
Carno rework idea. Make carnos charge speed up when holding and it does more damage the faster it goes and ramming without speed doesnt do as much dmg as now
Either buff carnos weight or change how its charge wroks, in real life it weighed between 1.3 to 2.1 tons so currently we have the lighest possible carno. I dont feel like if a carno rams something 300 kilos heavier than it, it shouldnt stop like its ran into a brick wall. The ram should both be a not as spammy move as you are throwing basically all of your bodyweight at the enemy at over 50 km/h and should have a higher stunning potential because again, you are throwing 1.3 tons of mass at the enemy at 50 km/h. So they could size up carno a decent amount but only when Allo and rex are in the game so it doesnt take over the game but doesnt get bullied by ceras when not even having a body near them and should let them hunt things larger than them. Look at carno in jw evolution 2 and youll see how its moving compared to this
DO NOT decrease the trike's swimming speed (or decrease it, but so that it still goes faster than it should) A trike is a whole mountain of muscles, with powerful front and hind legs, it has wide pectoral muscles, it is as beautiful and heavy as a real hippopotamus, and a hippopotamus, as we remember, can swim faster than a crocodile. Trike is superior to behemoth in everything, so please give him the opportunity to realize his threat of a heavy swamp tank.
Similarly to how you cannot get knockdown by a carno or dibble if the game registers that they got hit in the tail, I feel like trikes (and dibbles for that matter) of similar weight shoe unit be able to knock over each other if hit frontally, and the same goes if a stego manages to keep its tail facing a trike or a dibble all the time so prevent cc (which is an opening to attack) isn’t used right at the start with no effort needed and it all just devolves into a fight of who gets stunned or knocked first instead of having any sort of strategy and thought involved.
buff beipi to 110 kg
Very good buff for troodon , but juv speed is still not so good I think it should be 25-27 km/h at least , and also for dinos like troodon , bepi and ptera , gwoth time should be around 45-50 mins in my opinion , bc they are fragiele af .
Something that got to my mind...
How about food that spawns in migration zones offer 40% more nutrition and food, whilst patrol zones offer 25% more food and nutrition to herbivores.
This will actively encourage players to go to the migration zones and patrol zones even more, I do not know if this is already a thing, but it would certainly be a game changer for herbis of all sizes and ages!
Assuming you can infact find diets way outside of migration/patrol zones like I have been finding, otherwise this idea kinda goes to shambles
changed to half of what I suggested, after I just realised that I got a bit too excited about this idea
*(OPTIONAL!!!)*May also apply this to carnis eating killed creatures within the migration zone, to make it a bit more fair
Decrease Cerato's resistance to bleeding
In this hordtest it seems that the cerato suffered a buff in its resistance to bleeding, where even if hit by a trike its bleeding does not go below 90%, which makes no sense at all.
Someone has probably already suggested this but for charge attacks such as cerato bite and stego swing it should cost stam
Cera is too op, full chargebite does 350dmg and normal biteforce is 150. Make it 100 and full charge 250, less bleed and keep the vomit. Also stam is way too high for cera. Got almost same stam use like raptor.
-Make Hypsi able to spit while running without stopping.
As it is it's completely useless and usually a death sentence to try and spit at someone chasing you compared to just holding sprint. It would be both a quality of life change and a decent skill expression
Fix Omnis fall dmg scale, fix omnis jump, fix omnis pounce, fix omnis stamina
Hi, it's me the Beipi guy again. I have a humble request to just bring more attention to it.
Can Beipiaosaurus' adult breach be significantly improved in both height and distance? Please? <:)
Was supposed to be fixed in the past but appears to still be lackluster compared to the sub-adult.
That is all. Beipi is fun but feeling like a stone at adult is quite sad.
Troodon is finally almost perfect, if they can just make it so it can change positions like omni, I dont think it can get any better
put dilo back on carno diet
Feedback on Troodon Adjustments ❤️
First off, I want to say I really appreciate the recent buff to Troodon—fantastic change! That said, there's been a lot of discussion in the community, & I share the sentiment that the juvenile speed nerf may have been a bit too extreme.
While I understand & actually agree with the intent behind reducing juvi Troodon's speed (38.5 km/h was excessive)—adding more challenge to early gameplay & encouraging nesting as a more strategic option—the current implementation feels overly punishing. The slower speed does make progression feel more rewarding, & I respect the design philosophy behind that. However, the current value (12.6 km/h) feels a bit diabolical.
That speed makes juvi movement feel unnatural—almost as if there's increased gravity or the character is walking on a sticky trap. It breaks immersion & makes early-stage gameplay frustrating rather than challenging in a fun way.
A more reasonable compromise might be to raise the starting speed to somewhere in the range of something like (21-24.5 km/h)? This would still keep juvi Troo slower than the more agile early-game species like Carno (32.4 km/hr), Dilo (25 km/hr), or Raptor (25 km/hr), while avoiding the current issue of it being outpaced by nearly every other juvi, including heavier or less agile species like Stego (18 km/hr), Trike (16.2 km/hr), Herra (15.4 km/hr), & Cera (20.8km/h!?). At the moment, only juvi Beipiaosaurus (10.5 km/hr) & Deino (9.8 km/hr) seems to be slower, & I'm unsure about Ptera's current state as it's disabled. JDibbie (12.6 km/hr) currently has the same speed as JTroodon & I'm curious how the Isle team thinks the two should remotely compare to being equals in speed.
Given Troodon's light frame & agile design, its juvenile speed should at least reflect that to some degree. Right now, it feels disproportionately sluggish for such a lightweight species.
Thanks for taking the time to consider this, & again—great work on the buff overall!
Can't even see where I'm going. With how long night lasts, how far you have to walk and how urgent it is to have nutrients, this is not okay. This is trike's night vision
Personally, I don’t mind the Juvi Maia speed nerfs (though I’d like them to get faster sooner as they grow). However the Juvi troodon speed nerfs aren’t needed, it makes it really hard to keep up with packs.
deinos oxygen should be buffed and it should have passive reabsorption for water when its raining
Please make GOOD changes to pachy in this hordtest too
Remove the stun he suffers when he misses the headbutt
_Cerato had its stun on missing chargebite removed but pachy didn't... Pls remove that.
Increase your base speed from 41km/h to 43km/h
Nah just use O2 mutation
One of the best for deino
As noted by many others sense we are doing a lot of rebalancing this HT I believe it’s time pachy gets given a chance to be fun again.
-increase speed to 43 (as noted above by @hollow heart )
-remove self stun ^
-over all improvement to fracture damage to legs
If any or all of these are done they will significantly improve pachy gameplay and make it far more enjoyable
Idk why they didn’t add Rex or allo to this now u got stego and trike and the only things that can kill them is deino that’s not smart now herbi overpowered
My idea on how to balance cera:
-
Allow creatures to do anything and everything while vomiting.
Attacking, running, jumping, whatever. Vomit is said to be an intended discourager, but it's more often used as a stunlock hunting tool on smaller things such as omni, herra and more. -
Reduce vomit's impact on water, but retain the impact on hunger.
Large herbis like stegos cannot escape ceras, and combined with slow speed, they can be thristed to death if forced to vomit away from water. As creatures unable to flee cera, it has again become a hunting tool. Retain the maxium water cap though, give water the same treatment stamina gets. -
Do not change vomit's impact on hunger.
The only things I know that are slower than a cera, when both are full grown, are either herbis or deino who can't vomit. And other cera, who can't vomit. Herbi can graze, so if a cera makes a diablo/stego/trike vomit all their hunger, at least they are not doomed, albeit it forces them to fight in a location with grass now.
But by retaining vomit's impact on hunger, a large rex may consider whether the cera's body will replace the food he looses by vomiting, and so it remains a method of discouraging predators. -
Optional, but perhaps we could make it so that you are unable to gain nutrients from food for a longer period of time, to make it more punishing for predators. I believe cera's charge bite with it's fantastic 350 max damage, lovely damage output and stamina, will allow it to continue to hunt what it is probably intended to be able to hunt.
Gives Troodon his venom at 20%.
Someone who's just spawned can't just poison people for fun, and players can hunt prey.
Troodon needs venom to hunt prey, but only gets it at 48%. Without food, they starve to death at 35%.
Consider changing back the maia speed nerf on hoard test. It should be a faster animal. Nerfing it this much felt uncalled for. You are basically free food for most of your life now. At 50% on 2 legs, you are even slower, than an fg cera. At 70% grown you are only at 42 km/h while on 2 legs. Anything younger than that is even slower to move around as. Juvies can barely move, even worse while swimming. You are barely moving forward
To add on to this, the nerf encourages AFK growing - at least with other slow dinosaurs, they could fight back (dibble, stego, trike), or were small enough to hide in bushes. Maia doesn't get that privilege, revert nerf please!
increase the speed of the Troodon Juv to at least 25km... No land carnivore should have a speed as low as 13km, because they depend on hunting and searching for bots (especially the Troodon). Since there is not always a bot in a certain place, this extremely low speed makes it impossible for the Troodon to search in other places unless it is lucky enough to spawn one near it or die of hunger... (troodon juv with the current speed takes 10 minutes to get from the south plains spawn to the west rail sanctuary where there are psittaco)
I would like it if herbi nv was better than this, but if not, then at least let herbi night vision be as much as this. (Currently herbi night vision makes things darker instead of brighter)
Cera definitely deserves better than this. Can he at least be allowed to see color?
Additionally if EVERYONE'S night vision could be BETTER than this I wouldn't complain! I'd like that. But if not, then at least give us this as the mininum for any creature.
i Hope the new tripc dosent have the hitbox like dibble . !
Decrease Trike's health regen, it regenerates way faster than it should for an apex
Why the carno nerf, it should be the same as before. 1.8 tons and 175 biteforce, why make it so weak compared to cera when theyre supposed to be somewhat equal, the ram is basically pointless since its purpose is to knock and stun things while 1 bite from ceramic makes me puke
cant see as trike at night
Increase the number of bites needed for Cerato to make victims of the same weight or greater vomit.
cerato should not have any AI on it's diet
as a creature that can eat anything, Including bones and rotten flesh, theres really no reason to make it even more powerful with AI
maia swim speed in hordetest is obnoxiously slow
On raptor pin (namely raptor vs raptor):
-pin should only be uncounterable on targets lower in weight. targets with equal weight should either not be pinned at all and instead get stunned, or should have the ability to buck/push off their attacker. this would make fg vs fg raptor more interesting
AND/OR
-pouncing a fully grown raptor as another fully grown raptor and holding the pin until death kills both raptors, encouraging more interesting combat styles which utilize both bites and short-burst pins
can yall please for the love of god put a cooldown on carno's charge
Omni stam needs some love. It’s a smaller Dino but burns through its stam as fast or faster than a large Dino. It relies on the stam so heavily when hunting and defending its self. I feel it needs a buff to stam in the actions of running and pounce.
Troodon is not playable in hordetest.
Increase the speed of Troodon Juv to 25km and Maia Juv to 30km
I understand that the Troodon had its speed reduced when juv so as not to abuse the new mechanic of spending stam every 5s stuck to the dinos, but 13km is a huge exaggeration. Troodon needs to hunt to avoid starving and to get a diet, but with that speed you are as slow as a boar but not fast enough to run after goats or deer, Having to go to the psittaco spawns and pray for some or you will starve to death
Regarding Maia Juv's speed, it was also an exaggerated nerf. Maia is currently slower than a Cerato up to 80%, and his main way of surviving (running) has now been taken away from him.
Make dilo footsteps a little quieter, 700 kg stalker has the loudest footsteps in the game for no reason
I was a herra and heard some baby trikes, thought I would try to use night time to ambush them since their night vision is so bad. Unfortunately. my OWN night vision is so bad I can't see them to aim my jump...
Basically this is me asking again for night vision to be improved for all creatures on Hordetesting
Edit: It's right after sunset and I am in the delta river plains, so not in a deep dark forest, and it's not raining.
the cera turn in place is too fast, make it slower.
Give Troodon 100 hp (Not weight) To combat broken Hitboxes / D-sync 90% of troodon's deaths are caused by those 2 this isn't as good as the 120hp revert but it still helps
Patrol zones take too long to appear in the hordetest (I don't know for base evrima at the moment) and I also have no migration zone for long periods of time.
I end up moving to a desired area, and afk in a bush for 30 mins while I wait for the local plants to become nutritious. I can't spend that 30 minutes migrating when there's no migration zone and no patrol zone.
I would like at least a migration zone to be available. But having NOTHING available and having to spend 30 minutes forcing a patrol zone to spawn because my herbi's diet list has 0 items listed, doesn't seem like it should be a thing.
Add a grab to deino LMB if you hold it. Sometimes the lunge itself is just not needed and makes grabbing something harder than it has to be.
Mutations gastro , tacktical , both speed mutaitions , should be removed
Speed Mutations, and eating to heal Mutations should be removed.
But stamina Mutations are fine.
Raptor pounce land to do a small amount of damage aswell as troodon, like half it's biteforce or a quarter even, even like 15 damage but something, pounce use 4.8% stamina and on landing enemy do not even feel untill u start doing lmb or rmb, it is a 450kg animal that impale his claws in u and bite u with his mouth, this should hurt a tiny bit atleast right?
(Videos aren’t mine)
Make omniraptor’s pin somehow location based, please. As things stand now and despite the everlasting victim complex that plagues the omni playerbase regarding the dinosaur’s place in the meta, pinning is pound for pound the most oppressive and unfair moves in the entire game, to the point where it forces you into “just don’t be close to an omni bro” if you are even its size or one kilogram less.
Troodon pack? You risk death even if you were at its side and going for a bite or a pounce. 80% Pachy? Even if you ram it, you better get the knockdown and fracture or else you’re getting skillfully pinned down by one button press while your dinosaur flops around like it suddenly went stupid. Omni? Whoever does their super skillful and hard to land rmb wins and the other is forced to die to an equal after one button press and vs someone just as nimble as you are.
Omniraptor when it comes to small game and things about its size is no skill. It is a monkey brain rmb mashing crutch whose only skill is to sneak up on someone with your super quiet footsteps when they’re at least 20 meters away from their group.
Now, with the problem exposed, the suggestion: tail hits do not cause pinning but instead reward you with damage and bleed comparable to an alt bite, whereas body and side pins are the ones that leave room for optimal performance, and then those who go at the face allow the prey to significantly fight back if they are about a third of the weight or more, meaning that animals like herra can still do a reasonable amount of damage and not get murdered by a baby who just pressed their funny rmb button and won and they are demanded to do more than that or omnis and 90% don’t get mauled with no counterplay
And please, the hitbox. Omni pinning things behind it is so 💀 💀 💀
remove bees
I don't play the MOST deino but I do understand it's hard to grow one right now. Here are some ideas I think might help without making it OP.
I think baby deino spawns should be sprinkled all throughout the delta river. After all, deino can already swim down there from their begining in northeast lake or the lake with the dam. But in those two places, adult deino can camp those spawn points easily. Make deino's spawns less camp-able, by sprinkling them around the places deinos could already swim to without exiting water.
Secondly, please make fish more accessible or spawn in faster. This is a problem for other fish-eaters as well as deino.
I had some other changes in mind but for now I'll just put this so people can check and x these ideas in particular.
make troodons footsteps much much more quiet , maybe even do this for all small tiers but troodon especially since its kinda meant to be hidden and pounce from the dark
reduce troodon jump cost from 6% to 3%
I understand omni' jump costing 6%, its 450kg it takes a lot of energy to get up there but troodon's jump shouldnt be that
also with the reduction in pounce price, you could simply just use pounce as a jump
absolutely nobody thinks that pteranodon stamina is okay or fun
The NV in horde-test currently is really bad. Could we get a quick patch or at least a message letting us know that this is not permanent, because having half of gameplay being a black screen is not the most fun.
Hey guys,
just some thoughts on the cera bite. I think it would work better if it went something like this. Please also note that changing the figures is fine.
''' hitbox = { head : 20-50%,
body : 100%,
tail : 10% }
vom = 50% * bacteria % * hitbox
applied @ 25% / sec
'''
in application -
if you have full bacteria and they have a full belly, you need 2 body bites and they'll chuck in 4 seconds from first bite.
if you have half bacteria and they have half belly you still need 2 body bites
if you bite the tail it will drastically reduce vom impact
weight/size of the target no longer matters (currently it doesn't feel too much like that matters anyway - for smalls 2 body bites is pretty much death anyway so vom doesn't matter, for big things they throw up just as easy as the rest)
This would slow down the application of vomit sickness to at fastest possible rate 4 seconds. (I say this because dilo and trood take a little bit of time to apply their gimick so I reckon cera should too)
This also allows for some mystery as the amount of bacteria applied would not be obvious straight away as it applies over time. e.g. 2 ceras with full bacteria get a body bite each on a target with full belly - target will vom in 4 seconds. any variation in that might mean not throwing up but you won't know until it's applied.
This creates more of a sense of infection seeping into the stomach and also removes (mostly) vomit from tail bites which makes no sense in my mind. (but at least 10% so you can still fight stegos)
Oh and heavily reduced inpact in head bites as that's more about damage than vom in my mind
happy with thoughts and feedback
Buff trike alt atack speed and damage, a cerato with congen can tank 2 trikes alt atacks... from a 9.5 ton animal with 3 meter long horns makes no sense, on top of that the alt hitboxes feel weird and the atack itself is slow and unresponsive.
A MAJOR concern I have
Will stego be pinnable by Rex?
I’ve talked with many people on this matchup and I have very strong opinions for it specifically. It’s well known to us that rexes crush attack will have pinning abilities, which will essentially turn it into a grim reaper to anything smaller. I like having pressure like this as long as smaller species generally have reliable means to run away or hide. Stego however is in a tough spot. It cannot run or use the environment to escape, it’s far too big to hide even in jungles, it’s 6 tons compared to the over 9 ton Rex, and on top of that it’s got a 2x head dmg multiplier. Logically it makes sense that a Rex would pin it. But balance wise? I can’t think of a better way to throw away a species viability than making Stego pinnable by Rex.
I do want to ask yall, if this does end up being the case, give me an honest reason to play Stego in a server where Rex exists. You’re gonna spend at minimum 5 hours growing it, you’re not gonna step in the open period, cause once a rex spots you it’s game over. You’re not gonna escape, he’ll just walk over, bait in a power swing and go for the pin, and keep you down till you’re dead. The Rex can even afford to tank a few power swings cause it takes 6 body shots at minimum to kill (9000/1800 =5, remember Rex is confirmed to be over 9 tons currently), which btw will leave stego with over half of its stam gone (10% cost), only further necessitating the use of tactile endurance. Virtually no counter play. This could be counteracted by stego being able to stun Rexes with power swing, but this isn’t looking possible with the 9.5 ton trike not being stunnable.
If Stego cannot reliably fight megatheropods, it’s not viable, and I will die on this hill. I know many seem eager to see stego get annihilated by rexes, but I’m not motivated to throw away its viability because of its bad reputation in the past. There’s more I’d have to say but I hope this is at least considered.
Hey guys,
just some thoughts on Pteranodon,
I think one good way to make it enticing for players would be to give it a way to utilize their "high speed" mode after they've gone into a dive and flattened out for SPEEEEEEED.
just having a harder hitting move while in high speed mode would really spice it up. it's hard to fly around at that speed with the height variation and trees etc so it's not like you could spam it. it would be rewarding for the skill to pull it off though. stam usage would also be a big consideration when trying this.
also running into the side of a large target would be like hitting a wall and drop you which would be very punishing - high risk / high reward.
would also keep herras on their toes in the trees. too safe up there
food for thought.
Triceratops hotboxes are a bit too small for its head
Its not hitting dinos where it should.
•Cerato changes
•Make damage mutations not affect your charged bite (As with all other carnivore abilities)
•Increase the number of bites needed to apply vomit sickness to dinos of the same weight or larger, especially if the victim has a full stomach, since vomiting is the biggest debuff it has, so it shouldn't be able to be applied easily.
•Make sure that no bacteria or only an extremely smaller amount of bacteria is applied when biting the tail
These changes will not make Cerato useless, but rather make it more balanced, especially since Cerato currently completely escapes its niche (scavenger) being the best hunter in the game.
nerf herrera bleed, the dmg is already super strong. bleeding fg carno out with 1 jump is bs
After a cera infects you fully with bile, it should take 2 minutes before the throwing up happens. A raptor getting nipped twice on his tail shouldn't realistically vomit immediately, but probably within some minutes.
Give Maia better stamina usage on its attacks but give it a slight speed nerf. It shouldn’t be able to outrun a cera while also being heavier.
Buff carno, nobody really plays him anymore and he gets completely over powerd by ceras, i know he is supposed to be a small game hunter, but making him weaker against mid tiers isn't gonna help, it's currently only making him very under powerd and rarly played.
Make dryosaurus develop its stats quicker. Weight gain and speed gain are pretty linear compared to larger creatures (although pictured is a herrerasaurus growth chart which is practically the same size as it, no fair) and it still takes just over an hour to finish, so it's not a great experience until the final 10-15 minutes of your growth when you can start engaging with what makes it fun. By the time it's 50% grown, I would put it at 80kg of food weight and a running speed of 42.5km/h.
It's not really worth hunting until it's fully grown because of the low biomass, which sucks for carnivores. It's not really worth getting in chases until it's fully grown because of the stunted speed development, which sucks for you.
One helpful ability for the Dryosaurus would be to allow it to tail-swipe while running. This would enable it to defend itself from behind while dodging and escaping predators. Dmg wise, the tail swipe should be comparable to its bite, anything more would potentially be overkill.
give carno less acceleration
give dryo burrow ability like taco
Hey I was playing hordetest as beipi and catfish ai were running away from my beipi and not eating me. If you guys got them to stop eating adult beipi, THANK YOU SO MUCH.
buff troodon's spawning speed from 12.9 km/h to 27.6 km/h
it still means troodon is much slower than it's adult form however this at leasts allows troodon the leeway of being able to hunt fast AI or travel a greater distance in search of scavenge-able food while still a juvenile
Deinosuchus grab needs some limits it being able to grab Diablo from straight on even with the horns or being able to easily carry a Maia like it’s nothing doesn’t make sense. Maybe like a pin similar to Rex or Omni and same with upcoming dinosaurs like kentro shouldn’t be able to be grabbed due to all its spikes
Reduce Troodon's jumping stamina cost
Now that Troodon's pounce stam is so low, it would also make sense for it to cost very little for it to do its standard hop. A 6.5% stamina jump makes not much sense when Troodon can arguably launch itself faster and further with a pounce. Would add even further to Troodon's endurance playstyle, and would make sense for one of the game's lightest animals to have an extremely cheap jump. I'd suggest it cost 3% stamina to jump as Troodon.
Possible solutions to Stego vs Rex matchup
For a quick reiteration, I am worried of Rex being capable of pinning Stego (see the post I’m replying to for more). I do think this is a potentially problematic balance issue since unlike other matchups where a smaller species often has options to avoid a larger one, Stego (who is 6 tons) cannot run or hide from Rex, who is both larger (over 9 tons based on dondi streams) and faster. I personally don’t want Stego to be pinnable at all. But if it can, there should at least be reliable counterplay for the Stego. Granted we still have yet to see how Rexes crush will function, and based on the raw numbers I have below a 1v1 is relatively even. But again it does come down to how crush will work.
To establish a matchup relationship of sorts, Stego should be in a position similar to trike (yes that sounds crazy), where it’s built to stand its ground and defend from attackers of all sizes (minus exceptionally large attackers around spino and larger). Unlike Trike, Stego does not have head armor, in fact it’s over 3 tons smaller and has a 2x head multiplier. As a result Stego is a glass cannon against apexes, and there is far more pressure in a confrontation.
Solutions (not showing preference to any one idea)
- Stego can be pinned, but not while it’s in power swing stance, which will stop the Rex (Rexes headbutt may also be countered assuming it’s a stunning attack). You could say the Stego is bracing for an incoming attack, standing more solidly to the ground, however this not apply to the Stegos head. Admittedly, this may result in Stegos staying in their power swing stance virtually at all times.
- Stegos power swing can stun the Rex. This could apply across the Rexes body, or may only apply to headshots for extra pressure. The latter scenario could potentially be far too high a skill ceiling for the Stegos side, and the former may be too punishing for rex, although it would encourage packing to take on Stegos.
Change the rear alt attack on dino's so it only dmg who attack its rear end not the left + right and intire body of the dino. its a insta dead and ez way to kill small dino attacking sides or other spots, or even bigger dino
Herra has poor night vision, you can see just as much as a Trike can.... could we change it to be a bit better?
Make reinforced tendons work with omni pounce/Lunge - easy QoL stam buff and done
I kinda think the speed nerf on maia and troodon should be reverted.
Trike hitbox is way too small, not hitting where it should
More food regen for croc its almost immposible to play and dont starve to death, not mentioning playing as duo , the best thing u can encoutner is another fullygrown croc that ill give u food, add more fish to swamps and rivers in general , or rework the food regen on croc i killed fully grown cera and it only gave me 20% of food like how m i supposed to survive?
My full grown 90kg beast Beipiaosaurus just got swallowed by an elite fish. Im pretty sure that i saw myself transform into a new born beipi before being swallowed, either way please fix. Also, why cant the beipi eat organs or meat of any size dino at all? Pretty sure i eat organs of fish, crabs and frogs so why not small dinos.
Rex should be able to solo stego with reasonable difficulty
Stego footsteps are far too quiet, sprtinting especially should be much louder.
make it so rex kills a stego if it ambushes the stego but loses to it if it face tanks
Ceratosaurus Charge Bite Rework Idea:
- Charge Bite takes longer to do full damage
- Charge Bite duration increased (Because of change above)
- Charge Bite won't disable on its own when around a corpse
- Charge Bite applies the same amount of bacteria as regular bites
The changes suggested are to make Cera have a harder time hunting things it shouldn't be hunting while also making it stronger on corpses. Charge bites taking longer to do full damage is so it can't be constantly spammed as a hunting tool, and the duration of the charge bite is so you don't have a tiny window to use it at its fullest. Charge bite not disabling on its own when around a corpse is to make it harder to abuse the duration by standing out of its range and waiting for it to end to get a less risky hit. Charge bites applying the same amount of bacteria as regular bites is so regular bites have more of a purpose to be used instead of being heavily overshadowed by charge biting, the main purpose of the fast bite speed was so it could apply bacteria faster
I think, in a 1 v 1 with all skill being equal, then stego should win against one rex, and have a fair fight against two. Three would be it's end.
This is because stego is unable to run away from rex and groups of rexes will be more common than groups of stegos. Groups of stegos cannot chase rexes and destroy them, but groups of rexes will destroy solo stegos, of which most stegos will probably be solos after rex is added.
Even then though, there's not much a stego can do to help their stego friend if the rex group targets one of them, not like they can chase and kill the rexes, and their friendly fire is more lethal to each other. I don't foresee stego having power in numbers because of the way it's kit works.
Therein groups of rexes will probably destroy groups of stegos even when stego can 1 v 2 rexes and have it be a balanced fight. Because trios of rexes will just pick on one stego out of the group at a time.
Generally speaking, for all playables, slower things WILL get out-numbered by faster things. You always gotta think about 'what will this slower thing do about a group of these faster things?' In the case of trike vs raptors, it's a pretty fair fight because the trike one shots them, while the raptors can out manuver. But stego does not one shot rex, and stego does not out-manuver rex, and stego cannot escape rex.
Increase Omniraptor stamina and decrease stamina drain from pounce attacks.
Pls fix omnis pounce hitbox , its very annoying when you get pined bc it hit the tip of your tail while being 3 miles away from you
Reduce damage done to tails. With the introduction of trike, even a tail hit will put a dilo on deep red and it simply doesn't feel realistic. I feel like a maximum threshold for the damage you take from tail hits should be around 30-40% health
Nerf the stegos tail attack or make it so it can swing it like 3 times before stam runs out, its impossible to kill since it can 1 hit everything other than deino (3 hits to kill deino btw and stegos mains opinion doesn't matter)
Carno is currently too weak
-
Its easily chased down or generally easy to bleed out.. These 2 things makes it extreme bad.
-
It cannot hunt herbivores as its charge is horrible against all of them;
Pachy can completely disable a carno
Stego is stego
Dibble is unchargable
Teno can simply smack is tail before getting hit by charge, because its so predictable.
Maia is unchargeable -
It has an absolutely too long growth rate, comparing to its FG power. A FG carno with such a growth time should not be hiding in the bushes and generally avoiding most fights.
Fix ideas
- Make it bigger, without taking anything from it as it is, giving the charge the ability to not selfstun
- Increase the stamina pool to be able to outrun anyone that tries to follow it.
- Put goat on the diet.
INB4 argument;
Cera's is currently the apex predator (besides deino obviously), and with the mixture of many of the things I have already mentioned + the general limit to how many carnos can play in a team, makes them frustratingly bad. A single cera should absolutely fear a carno and 2 ceras should see the carno as a challenge imo.
Carnivores currently is very much not fun to play generally speaking.. Herbivores have it easier in every aspect and they are also waaaaaaaaay stronger.
**Deinosuchus **
I noticed that the Deinosuchus suffers a lot from dehydration, making it very necessary to have mutations to drink salt water or the mutation to reduce dehydration, but something that doesn't make much sense is that dehydration is fast even in the rain. I believe that in the rain the percentage of dehydration could be reduced, this way several deinosuchus could migrate to more distant rivers whenever it is raining, without worrying too much about dehydration, not to mention that rain is a random event, at random times, so it could almost be a "game of chance", it could be right for it to migrate in the rain, or it could be wrong because the rain could end at any moment.
I think mixpacking and overpacking should not be allowed, such as Dibble, Cera or Carno groups. Additionally, when the T-Rex is introduced into the game, I strongly recommend limiting the number of individuals of the same species present on the server at any given time to avoid overpacking and such making othes' games unplayable.
Any chance we can get the instant drain of stam removed after pouncing once? Went from 100-0 stam in a second of pouncing and died bc well.. no stam.. its happened to me as well as some buddies ik. Thank you!!
Get rid of the bite insta vomit stunlock! The silliness!
Numbers advantages/outnumbering things has a huge impact on combat.
But some creatures are 'endangered species,' like these days I don't see many carno at all for example. Dryo too of course.
I would like it if, say your species population is below a certain number (say, only 2 of you or maybe only 3), then 1-calling will make your nametag flash to your own species from across the map as if you were already grouped.
This way endangered species could find each other more easily and not see as many outnumbered matchups; they would still see some, being endangered and all, but at least it wouldn't be quite so bad. In fact, for things like Hypsi, it greatly improves the fun of hypsi because then you can nest or play around and talk to someone, hyspi and dryo are more fun with friends!
- Hypsi spit should work like a shotgun blast and not need to be precise
- hypsi spit should be able to be shot over the shoulder so hypsi can escape predators
Please give some love to the poor patchy 🙏 1km/h speed increase to be able to actually run from ceratos and remove the self stun (like you did for Omni)
Give Pteradon some bleed damage, making it less hard to track preys or helping to kill small dinosaurs
i am part of the make pachy great again coalition, buff pachy so we can kick ass again (or bonk ass? idk)
right now no one plays it because it just cant stand its own againts basically anything bigger than troodon and herrera
Balance the gastronomic mutation so it doesn't heal from overeating. Ceras are overpopulated compare to many other dinos. This alone would balance them a bit but not nerf them too much, and would prevent griefing Cera packs because they can't simply just eat & repeat..
bump galli back up to 510KG its clearly visually larger than what it weighs and it would allow them to defend themselves against raptors somewhat, the current matchup feels horrible, there’s no interaction besides instant death or keep your distance which is just lame for both parties
Make carno bigger and stronger also they are worse than a cera in almost every way.
They should reduce the number of times the stegos are thrown to the ground. I've seen videos where the trikes can knock them down 2-3 times in a short amount of time. This makes gameplay impossible. After all, a fallen dinosaur will always be getting beaten up. They should fix this. After all, when the stego knocks down another dinosaur, even if it still hits the ground, the dinosaur isn't knocked down again in an instant.
pteradon buff please i pray to the Evrima gods
Pachy rework/buff
•Remove the Stun he suffers when he misses his headbutt
•Increase his headbutt damage reduction to 70%, as he is rarely attacked at this point, but when attacked there is almost no difference in the current damage reduction that the pachy has.
•Increase his speed to 43km
•Make it so that a stun occurs against dinos like Cerato and Carno whenever a fracture is caused (Body, head and leg), as the pachy is extremely vulnerable when using his headbutt, especially on a Cerato.
_Pachy is a great and very fun dino, but him running at only 41km and being completely vulnerable after using his headbutt makes him die very easily. He needs buffs
Sleep rework
Your body naturally regenerates as you are sleeping if we sleep out of the game our dino should regen as well why it's sleeping.
Plants that gives more diet for bigger dinos like trike,mai and dibble
Please don't make rex a cannibal as well as other large apex carnivores, and here is why:
While realistic, growing a rex would be very easy because I assure you there will be a lot of dead rexes just lying around because whether something is a cannibal or not, things will kill more than they need or get bored of sitting next to a body.
Making rex not a cannibal is to make sure that growing a rex remains difficult, as the adults who die fighting each other will not provide a banquet for 50 babies when they die, if those babies get muscle spasms and no nutrients.
It will however, provide a banquet for any creatures not playing rex, and therein reward diversity. So the carno and cera and more would benefit from the dead rex.
Making rexes diet change into cannibals once reaching adulthood also works alright.
buff pachy, hard. Im going to start saying this as often as i can, Pachy was FEARED, it had respect, carnis didnt dare to look in pachy direction.
nerf cera vomit to be a blight overtime instead of instant vomit after being bitten ON THE TAIL ONCE. Make it where youll get nauseous after being bitten only to puke maybe after 30-45 seconds during the fight, i cannot stand being bitten ONCE on the tail to be stunlocked vomiting instantly just to die as anything. Its more realistic to get sick over time with the bacteria than instantly puking after one bite.
reintroduce gallimimus bleed to it's attacks, reduce kick cost and buff galli's weight back to 510 kg
The main problem with galli now, is that for most of the reason's it got nerfed previously, have all been resolved
Carnotaurus isn't as slow and feeble against galli, now with tap charge, updates to acceleration and just carno's chip damage in general it can put up a very nasty fight in comparison to old carno
Omniraptor instantly pins and kills galli currently, I personally don't have much a problem however it is annoying for galli not to be able to do anything to omni
kick cost is another thing, galli's kick isn't exactly strong anymore, a 5% stamina cost but the ability to knock down your predator and get away seemed fair, but currently it's pretty underpowered.
reducing the stamina cost to 2.5% and returning the stun would be fair
https://youtu.be/3gGRgGpK_gA even on galli's release, a fully adult galli could be pinned by a fully grown omni, the primary difference was if galli wasn't caught offguard it could actually use it's kick to stun the creature and make an escape (or yk kick it to death) similarly to the idea behind maia
#theisle
#evrima
#theislegame
#theislenews
#theislegameplay
#utahraptor
#troodon
#pounce
#tenontosaurus
#ceratosaurus
#carnotaurus
#stegosaurus
#deinosuchus
#gallimimus
#tipsandtricks
#strategies
#strategy
#dinosaur
#dinoscience
Please fix Maias stance changing during the HT as it’s the perfect time to do so-
Maia physically cannot switch stance from bipedal to quad or vice versa if it makes ANY noise, not even a small f call.
This is especially worse when your in an active fight, some of the best Maia players right now have figured out a way around how to be more agile and be very careful with stance switching, but if you get bit even once, you have to wait for your Maia to go out of the hurt animation/little grunt call to be able to switch, you can imagine how much worse this is when something is riding you, like a dilo, carno, good reaction ceras and Omnis and more, they lock you into staying whatever stance your in and you have to desperately find how to shake them off-
I shouldn’t be locked into bipedal/quad just cause Maia makes a noise, this is a hadrosaur bug and it would really cause havoc on Para, Shant or any other hadro we’re getting-
(This can be tested very easily, just 1 call and spam space/ctrl, you won’t be able to switch stance on live branch or HT.)
HT is the perfect time to fix this oversight or bug cause Maia seems to already have got a sped up attack that isn’t synced with audio or the other animations.
In honor of what Atchiett is saying that the HT is perfect time to fully perfectionize maia.
The swimming speed of Maia should be increased back up some.
The nerf was too harsh in maia swim speed, even with momentum maia stops like a rock when entering water. And barely almost at all doesn't move forward, it feels awkward and unnatural and looks awkward..
imo dilo clones should only be for distraction, dilo player should smell the shape of its clones so he can know when to atack, the clone ai should behave more realistic (maybe surrounding the target before atack or walking so it can be more difficult to know which is the real one, and clones shouldnt do damage
That is a new problem that appeared on HT with Maia, additionally to “can’t switch stances if bitten” thing on Live. Please fix these two things together before the Horde Test pushes to Live. I understand that Maia got new buffs and all during this Horde Test, but I’d personally trade them for the better control over the playable (though fixes and buffs still can go together pretty well I guess?).
https://youtu.be/S7Myy6FxJWY?si=jZwmvZVQqWzQeb12 this is completely unacceptable and not just because you cannot see the clones, but also the design of Dilophosaurus per se. Make it at least so that dilo is forced to engage to keep the dot going or make it so that clones are a damage multiplier for your next attacks and the player can also fend them off.
We really don’t need, on top of any balance issues rex and trike might have, a whole army of meta slaves playing dilo and obliterating anything teno sized or below after hitting purple stage once. This is not fun for the opponent, nor mechanically interesting for the player nor anything positive other than strong, and having technically +1300 damage on one or two bites is definitely too strong
Buff Adult trike alt atacks numbers, a cerato can tank 2 alt atack hits to the body from a trike, it makes no sense at all, 650 feels to low for such a long animation, also the hitbox on it still is not the greatest
Troodon can change position in their prey (Why: Prey can stay campering in a rock just waiting the troodons jump to turn around, when troodons jump out, they will die from a fall), I think it is balenced because troodons just die in one hit.
Make carno charge do more damage, if im not mistaken full charge it does 175 damage, looking how cera does 345 without needing to waste stamina using his ability i feel like it is very underwhelming.
not a big fan of maia's speed. i feel like you can make adult maia go 40 kph if you feel like its to fast but the kid maia is who needs the speed to live at all. the dps on baby maia aint good enough to keep anything away
I understand the frustration with Dilo dealing damage from forever away with just a few bites, I do. And I don't want it to be so risk-free. I recommend we make it so Dilo has to land bites to get more clone charges.
I don't want clones to stop dealing damage/the venom to stop dealing damage because I feel that dilo is supposed to be venomous and it wouldn't feel like a serious venom if the venom itself couldn't threaten the creature's life. But it should make sense then, if venom is the source of the damage, that more bites/venom should be necessary for more damage.
Basically I guess I'm saying, having to do more bites to deal more venom damage still makes it feel venomous while making dilo a bit less risk-free.
Ceratosaurus
In my opinion Ceratosaurus is probably the best playable right now. It's just very good in everything and I think it fails to capture the past description of it. It was described as a "mad" honey badger, being a scavenger and a bully. Not to say it shouldn't be able to hunt, just saying probably it's too efficient due to it's charged bite.
So my suggestion is to pair the charged bite with reduced movement speed. During your charge bite, your running speed is reduced by 20-25%. In my opinion this would probably reduce this to be more of a defensive weapon, suiting bullys very well. You could still use it actively during the hunt, but it has it down sides which could result in getting hit or missing the opportunity to land the bite.
Can we have an "Aggression" Meter or perk for Crocs.
Creatures shouldn't be overnerfed to accommodate for other's weaknesses, the weaker one's should be buffed
Galli - 510 kg to 425 kg, it was already able to be pinned by a single omni, it got it's bleed removed and it's ability to stun omniraptor, effectively making galli very boring. In addition to that fact, galli's main attack costs 5% of it's stamina regardless of its movement speed, which is the same activation cost as omni's pounce
Solution - Buff galli back to 510 kg, give it bleed back and its ability to stun omni. If it could already be pinned by one omni, its just as dangerous for galli to get pinned now as it was then, except galli then actually had the capabilities to fend off an omni if it got a good hit
Carno - 1,800 kg to 1,300 kg, turned into a small game hunter that doesn't even receive enough food from small game. Because of carno's self stun to prey heavier than it, adult maia, diablo, tenonto are all usually off the table (maia being the easiest of the 3) Cerato usually bullies carno, and omniraptor almost never travels alone. The rest of carno's diet consists of AI or prey that either never spawns in, or is too little to sustain carno.
Solution - Buff carno's weight so it doesn't get dawged on by the other midtiers and can effectively take on it's prey
Pachy - A glass cannon without the cannon part. Currently I think the idea behind pachy is it's supposed to be played in large packs like a raptor to cover each other's back and break legs. This only doesn't work just because pachy stuns itself whether it hits or misses an opponent, meaning it WILL take damage regardless of whether it does everything correctly
Solution - remove pachy's self stun on hit, pachy doesn't need to stun it's target so long as it can hit and run it's way to victory
make gastro rocks better kind of pointless right now and could be better at dropping your food value
A rework for gastronomic regeneration:
Change: Instead of giving instant health back from eating, provides a 0.25% increase in health regeneration rate per every 1% of stomach that is full. With a full stomach, this would provide a 25% increase in health regeneration.
This would make gastronomic useful AFTER a hunt rather than during a hunt, which is seemingly the problem most people have with it.
Hordetesting:
Troodon juvie speeds havent been changed, as if its actually planned to become a live feature and I dont want to let it slide.
The only true weapon a juvie troodon had to survive was speed and now getting it dunked on so bad that even a juvie trike is faster is hilarious. Current Troodon Juvie iteration is purely based on luck finding not only a dead corpse but also an unprotected one. In the old version with 40 kmh you could at least sneak in and steal like 0.0001 percent of the food of other players corpses and hide if they catch you, now you will probaply die before even seeing the meat, because you will starve in 100 meters due to being slow, losing hunger like your food is leaking out of your stomach and being a one shot to an ant anyways.
BRING BACK 40 KMH AS TROODON JUVIE. It might be too fast, yes, but the damage of it a Troodon juvie having fast speed is 0. Its not like your adult cera is gonna drop dead, cuz you cant catch it.
I played Herrera recently, im not even very good at the game yet and I killed over 12 players with it *(none of these kills were in the sanc), with very little threat to myself. I eventually got bored and stored it (was in unofficial) then never played it again. Herrara needs something that can hunt it, I suggest either allow troos to climb, or make a similar dino like a gliding lizard that can hunt in the trees. It doesnt matter what, it just needs a predator! I also think Herrera should get more damage from bees because its way to easy for them to pounce into the sanc and kill young dinos and then run out again and up a cliff or tree.
This but also add a mechanic to keep prey on the ground
The more prey fights and struggles the more likely it is to free itself, the harder a predator digs it's claws in the less likely it is
In this game you have to get the ring closest the the circle, every time prey does it, they buck into the air. Every time a predator does it, their grip tightens
when the predator fills the bar completely, they bring the prey down (instantly in the case of the smilodon), but if prey manages to drain the bar, the predator is kicked off and takes some damage
buff carno right now its so weak I suggest adding dilo to its diet and buffing weight to at least 1,500 and maybe make the bite around 180-200 just so it can take on mid tier herbivores and has a line diet that actually spawns in
increase teno kick stam consumption to 4-6% so they stop using it so carelessly.
https://youtu.be/1Vk59bgXL6o?t=63
Take a look into stunlock. 》For all dinosaurs《
This is only one dinosaur causing stunlock. imagine if there were more...
Hours lost because you got hit once and simply cant do anything about it. Cant run away, cant deal damage.
-# Yes, i understand in this video the stego actively wants to fight, but the point is being stunned over and over with no cooldown.
The sparring is still very buggy, but hopefully they'll improve it.
Hello lads, Buff pachy, if it rams anything below 2 tons at full ram charge make it stun lock it, and also make the pachy self stun have faster recovery, pachy should be feared.
Firstly I believe that the visual update to the cannibal mutation was a great addition, it is easy to identify but also a cool cosmetic choice.
Now I also believe that the game would do great with a VISUAL addition to dinosaurs who are mixpacking.
There is a difference between Mixpacking and Mutualism. Mixpacking is between animals who would never be seen working with each other, like almost all carnivores and herbivores. However Mutualism is between species who might live together and/or benefit from each other, like Beipi and Deinosuchus in some instances.
Now a Visual addition to animals who DO NOT belong together would not only add realism to the game but also another exciting cosmetic difference to our beautiful dinosaurs. Ideas to this visual addition could be discussed however a few ideas are either - Visual stress to your dinosaur (shaking and what not), Specific sounds made within a certain range and timer (so to not make sounds when passing by other species).
Dont dislike because you dont like the ideas that I gave, the IDEA is to have a visual difference between dinos who are mixpacking and those who are not, whatever that difference might be.
Fresh spawn troodons and sub omnis being able to drain a full grown stegos’s stamina as it trots is absurd. Either put some mathematic restriction into pouncers draining stamina or outright remove that since they really don’t need it on top of massively slowing you down in the case of adult omnis and dealing their damage
Cerato charge bite fix
Because it's supposed to be a defensive ability centered around corpses lets make the damage of it reliant on being near a corpse. This would allow cerato to still fully utilize the charge bite as a bacteria bite in offensive combat, however it would receive it's full potential guarding or stealing a corpse
When NOT at a corpse: cerato's charge bite deals around the same damage as it's alt attacks, somewhere around 200 damage give or take. It would still fully function to deliver large amounts of bacteria to it's victim so that it can be used effectively to fend off attackers when cerato is the victim and to make prey puke when cerato is the attacker
When AT a corpse: Cerato's charge bite is slightly stronger 345 damage to 365 damage because of it's limited usable range, and has slightly higher bacteria output to discourage anybody from touching his food
As addition to this post about stun lock.
The main point to look at is: Yes the stego wanted to fight. And it's on him picking this fight with a fellow herbivore for nothing. He could move away and had plenty og time to avoid the trike whenever until he engaged.
Trikes can't run away from anything, they're too slow. But that's fine, because its an apex and is made for defence and standing its ground because of it.
But my feedback into it, is that the timing of multiple stuns, are literally fine. Anything that trike push down into the ground like this, is things that can easily avoid it. (Dont forget people, this ain't no Arena fight game. You don't always have to FIGHT whatever pass you).
So please devs, don't go cutting into trike because people treat the game as deathmatch 💀
Give Troodon venom from the moment it spawns in/hits juvi
Now, since Troodon moves at a staggering slow 13km/hr, and it can't just spawn on top of its group to keep applying venom unfairly, why not let it envenomate from juvi up? Would help it kill the AI it desperately needs to eat early in life, and anyone who dies to a slow, tiny and frail ant frankly had it coming
Would also make it less jarring to just go "oop I just have venom now" and help it kill the AI it needs, as well as adding much-needed lifelong viability to Troodon
Deino's need some things, right now the only encourage able play is cannibalism, there is literally no other water dino for other food, and even though turtles were more than likely a staple food IRL they arent on their food list either. The growth time is so long you'll waste 5 hrs (if you didn't starve to crappy AI) jus to have a FG pair come in and nuke you. Then upon respawn, there's always a bigger one sitting there ready to camp your new juvie, even though the only benefit is about 30 seconds of S food rating if even that, and less if they are bigger.
Many people suggest the removal of combat-related or meta mutations such as photosynthetic tissue, congenital hypoalgesia, nocturnal, tactile endurace, accelerated prey drive and gastronomic regeneration, but people rarely suggest new mutations, that wouldn't be meta, to replace them.
If I may, please allow me to post some ideas :
Please note that these mutations absolutely need the reworking or removal of aforementioned problematic mutations, otherwise they would cause extremely unbalanced synergies !
1. Pheromones
Pterodactyls do not react to your presence.
2. Amplified pheromones
Requires pheromones. Nearby pterodactyls flock around you and follow you for a while, making noise and attacking anything nearby without the Pheromones mutation. 3-calling makes the pterodactyls scatter.
3. Ravenous
You eat and drink 30% faster.
4. Retaining ciliums
Mud stays on your for 50% longer. You also regenerate health faster while covered in mud.
5. Grinding stomach muscles
Eating while under the effect of gastroliths provides 10% more diet.
6. Subdermal air sacks
You regenerate stamina slowly while staying idle of the surface of water. Also, you do not sink when running out of stamina when swimming. (Unavailable for semiaquatics)
7. Pack bond
Damage received and inflicted to group members is reduced by 20%.
8.Cellular assimilation (carnivores only)
Upon eating the body of another dinosaur, you temporarily gain the effects of any mutation they had.
9. Phytosymbiosis (herbivores only)
Your stomach and diets keep filling very slowly for several minutes after eating from a plant on your diet, with no risk of overeating.
10. Interfering brainwaves (secret mutation, unlocked by being seen by cameras in human bases for a while)
Cameras turn to white noise when you approach them.
||Ok last one is really stupid but I think it's fun, and fun is like the most important thing in a game.||
i feel like fractures should be more feared, people just arent scared of them enough right now, so i think they should be somewhat permanent, if you break legs you heal most of it but you still have a 10% speed decrease for the rest of your life until you die as elder, but just so it isnt too broken, the 10% should be lower the longer you live so you arent nerfed totally
Adjust the growth curve of the Triceratops.
Makes it like 45% or 50% to reach Dibble's weight and attack power.
A larger creature needs to spend more time to become stronger, rather than reach 4t in 24%(less than 2 hour) and 6t in 40%.(about 3 hour).
Many mutations currently are just really unhealthy for the game/need to be changed. This isn’t all the mutations I’d change, but are the ones I think cause the most annoyance in the game and what I’d do with them.
Accelerated Prey Drive: When you attack someone, you get an increase to the blood marks on the ground (only visible by you)
Photosynthetic Tissue (Renamed to Durinal): See better during Dusk/Dawn
Nocturnal: You see better at night (NV mutation is put on nocturnal as it makes sense thematically, and mutation is base instead of Unlockable)
Hemomania: Regen a % of water on your attacks based on the amount of bleed you do.
Congenital Hypoalgesia: When hit by attacks you don’t make pain noises
Remove Truculency mutation
Gastronomic Regeneration: the more food you have the faster you heal
Tactile Endurance: Gain an increase to your sprinting stamina when suffering from Wounded status
Hypermetabolic Inanition: Receive less damage from starvation
Make trike stun attack only be active when you re at maximum momentum, in videos i see trike players being able to stun lock someone just be doing attack from 2 meters.
So stuns should be only caused by running at something at maximum speed
Fix Dibble and Trike Spar stance side stepping. When you run and move to the side (A or D), the camera tweaks out and you constantly stutter to the walking state. I think this was done because of how Dibble used to be able to run backwards in its spar stance in its Hordetest, but the spar running side step has been bugged for a while now and I think it should be improved because right now it just bugs out your animations and switches you back to walking
I also think that Juvi dibble speed should be increased for its sub adult stages at least. A Trike Juvi being 4 tons and faster than a sub dibble at 1.6 tons is horrific balance, especially when Trike reaches that power in the same amount of time if not quicker. Buff the speed curve of Sub dibble to reach a peak of 38 KMH at 40% growth, before decreasing slowly before it reaches adult.
Lastly, dibble needs a tiny buff to its spar stance turning speed, just a tiny one.
Fix trike not being able to run backwards in sparring. (I've not tested dibble in this yet this ht, but him too if put under those restrictions, should be able to run backwards in sparring)
Also, remove water-drink-run-lock. (Deinos can ambush anything fine without punishing players that pay attention and react in time and 'should be able to escape a lunge').
balance idea for cera, when using charge bite while running you're slower and charge bite has 3 charges also bring back it's slide when it misses a charge bite. This will encourage ceras to have a more defensive playstyle like how the devs intended (believe it or not the devs intended ceratosaurus to be a scavenger and not a big game hunter). This'll also make it harder for cerato players to run down people while charge biting and help stop the incredibly boring charge bite simulator that is cera combat.
buff carno to 1500 kg, change nothing else. kinda just want it a lil more tanky than it is, feels very fragile
Dillo is strong, they don't need clones. Troodon is more of a group hunter and weak give them the clones instead.
Random balance suggestions. Omni should be faster than dilo. Increase the bleed from omni across the board. Meaning their bite, alt bite, neutral pounce and bleed pounce should do significantly more bleed.
Carno should be 1.7 kg. You put a carno next to a cera and its unbelievable how theyre the same weight. Carno is much bigger. As of now a skilled cera beats a carno 9/10 times. to balance out the weight being higher (meaning higher hp) drop the bite to 125.
Cera should get a speed increase or just be faster than allo is otherwise its just going to get murked everytime without a chance of fighting back or running. I think the weight is fine because of the ability to be able to double the attack on your bite. and the ability to make dinos puke which can lead to landing extra bites for free.
Lastly with allo coming out soon there needs to be another mid tier added that can bridge the gap between carno or cera to allo. Something inbetween.
Omni/troodon balance idea
if you pounce you should be in place for 0.5 sec so ppl will be more careful with thier pounce (with troodon it should be less punishing)
Also if you pounce on something that you can put down on the ground and wont hit the body but a tail and your target will be far from where you orginally pounced it will instantly escape the pounce.
It honestly feels unfair when omni can just have mutiple tiers of abillity that basicaly can kill you in one hit.
So you should be more careful using omni.
But for exchange maybe make omni some underwhelming attacks be buffed?
Like the sickle claw attack when jumping could work as pounce bit more when you use it and then click pounce button to get on top of the enemy. (I think it would feel nice to have that)
Decreased stam cost for Galli's running kick from 5% to 3%
Galli's trotting kicks should not cost stamina
the whole point is that they cant be spammed without repercussions from galli just hit and running you to death
but if galli is just walking, anything can catch up and so it's kicks should be free
Ceras should not be able to gasto heal if their stomach is full. Give it the same function as diet. Its really unbalanced
Increase Carno's weight and biteforce, rn they're the exact same as Cera's and is just very rough
Make it so that hypsy has charges like everyone else for the spit attack instead of it consuming hunger. It would make it less spammable and not spend half of your time looking for food
20 ton shant and fat para.
Reduce galli kick to 2.5%
Give the ability for grab n go to smaller carnis. Let me explain.
When pressing G to grab on a fresh kill, you have to stop completely and go through an entire animation ripping out a piece of meat off it. But something like a fully grown herra should EASY be able to snatch up a piece of meat or even a small hatchling. Same with raptors and troodons.
Ceras could even take a single bone off a corpse/skeleton as they're running by. Scavenging is a very real thing and grabbing your food to go would make for high risk-high reward gameplay. Even make it a roll, like a percentage based chance of success based on your current size.
I think it would be nice if elder carno could grow bigger than elder cera
CC is relatively speaking pretty impactful in engagement between species. CC modifies also need to reflect what something should and shouldn’t be stunning or knocking over. The issue is CC modifiers need to be careful with larger animals as they will naturally be able to punch up rather high because this isn’t a 500kg animal like pachy that with a 2X multiplier would only add up to something 1T. The example I wanna use specifically is trike and dibble. Both of them have a CC modifier of 2X which at 3T and 9.5T is rather skuffed imo
Dibble being able to now stun a stego is just uneeded with the playable and neither is the fact that a Sub Trike can also now stun an adult if it’s big enough when it really shouldn’t.
But the big point I wanna bring is that both dibble and trike should have their CC modifiers reduced to 1.5X instead of 2X because of how flexible it allows them to be when in combat
Maia's stun from stomps should be reduced. An adult Maia can stun-lock a Carno due to Carnos "slow" recover animation. Maia can stomp before Carno can move again to avoid the next stun. Ceras vomit-lockdown got nerfed, so should the Maia stomps - same issue.
Instead of nocturnal giving movement speed, give it a 25% nightvision buff
Buff all dinos except Cera, a bit of stamina and a bit more attack power. Every dino feels far too weak after an attack. It feels like you can only make one attack and then have to rest. Carno dies too quickly; one attack and he can't move anymore, just like everyone else.
510kg galli
can we nerf the stego is too op he got a ton of life insane damge and no blind spot . yes the head but u try to go for the head and after hit the head u try to run and the tail hit u and one shot u its frutrating . u cant do nothing a saw a horde of 8 cera lose againts one stego it so cheated
**Carefully introduce DR (Diminishing return). **
It's not a good look for the game to have hours of investment just to vanish because the game let's you be in a stun lock forever. We either need DR or way faster recovery animations. I prefer DR because if the recovery animation is too quick, it fails to deliver the meaning of the stun in the first place (aka delivering a free hit or running away).
DR also need to be implemented carefully, so your stuns still worth something but it's not and endless bandwagon of getting stun locked. Maybe at the first stun, you get the full duration of stun/recovery animation, but at the second or third stun is less effective by 40-50% (meaning the stun duration).
Also the DR should reset in 10-15 seconds, so stun locking isn't a thing but your dinosaur won't become an invincible mf.
-Cerato should slow down while its charge biting maybe around 38km/h still fast enough to hunt.
-Remove stun lock when vomiting why is it getting a free bite after already vomiting something?
-Give Cerato bad night vision like it had before . Right now i can’t find anything it’s bad at .
Don’t wanna come off as disrespectful, take it more as a light hearted comment, but seriously ignore (almost) all of the crying in regards to nerfing cerato.
It needs a nerf undeniably, but when I hear people it needs to be “nerfed to the ground” and things along those lines I just physically cringe. To me, cera’s problem is quite clear: the charged bite. That’s it.
With charged bite as it is, cera is allowed to simply wait for the bite to get full damage before darting in to a slower and heavier target to deal damage more fitting to something the size of an Alberto before quickly disengaging and repeating the same maneuver. It is an ability that causes no decrease in mobility, has no stam cost, no cooldowns…It is as free as a bite, just noisier but it allows this thing to consistently punch way harder than its league does, and thus turns it into the perfect big game hunter as opposed to the defensive corpse bully it should be.
Just check the math. A teno can drop dead after 4 cera charged bites (and the third one if all hit the head leaves it at the brink of dying), whereas if it is just normal attacks it would die with 8 headshots
So I humbly request, to anyone reading this that has even the tiniest bit of authority about balancing, that you only really touch the charged bite and turn it into a more defensive tool, so we can still have a tanky defensive scavenger instead of ceratorex or legacy cera if the nerfs are excessive.
Vomit? Fine, it needs cc to gain priority and also deter people from facetanking or being too close. Bleed resist? It is meant to deal a lot with other carnivores and literally all of them but ptera deal bleed. Speed? Fine, it even is arguably on the slower end and swimming speed can come in handy to survive carnos and soon allos and sub rexes. Agility? Yes, it should turn quickly, that’s the point for something that you should not approach unless you absolutely need to.
Make carno’s charge a player controlled input
I love carno but the auto hit is a little insane sometimes
Changing the controls to something like stegos power swing I feel would help carno’s balance
Holding right mouse button puts your head down into a charge so carno moves at charging speed, everything’s the same
While holding rmb you have to click lmb to actually ram something
Most of the current problems with ram are with latency and knocking things over with tail hits or from far away. Changing it to player input would help eliminate some of the issues and lead to fairer hits as it’s when the player FEELS they can hit something, instead of when a computer KNOWS it can hit something
No changes to charge other than that
This is getting ridiculous. Yes Carno's charge has a wonky hitbox when you add latency to it. But all people are doing is suggesting to fix that problem without realizing it is Carno's only reliable tool. It's a crutch.
Buff Carno to at least 1500kg then this is fine.
I love dilos, but the clones insta attack again when there run at you its realy hard to kill the clones befor there get a bite on you. Give us the chance again to kill them befor there get a bite. (HT)
Carno's only problem is the hitbox, dodging the charge is very easy
Carno base sprint buff to be faster then dilo with either 5% movement speed increases or dilo base sprint nerf to still be slower then carno with either 5% movement buffs equipped (as in dilo has it but carno doesnt)
add school fish to the diet of juvie gators please idk why thats not already a thing
For the love of God PLEASE make a higher spawn rate of fish. No reason an almost full grown deino is starving to death in the swamps. People out here growing for 6 hours and dying to hunger is SO stupid.
pteranodon should be able to dig up crabs at the beach like galli can
a coastal pteranodon life with reinculate kidneys and endless crab/sea turtle buffet is so close
This also adds to the environment because they'd actually have a predator, any herrera smart enough to listen for one is able to swim out, scale the rock and be treated to eggs and hatchlings and the occasional afk adult
make dilo clones deal less damage, with a maximum of 50-60 per clone. After this update in evrima dilo is dealing 120 damage per clone (although the clones may have an increase when hitting the head, if so, remove it)
Dibble mechanic idea:
While sparring, dibble can tap space to do a quick, short "dash" in whatever direction it's moving with the directional keys, at the cost of one sparring charge. This allows it to move at its full speed in any direction for a very short burst, akin to a dryosaurus dodge (albeit for far less distance), while still facing whatever direction diablo was originally facing, allowing it to move quickly side-to-side or backwards. It allows it to keep opponents on their toes and adds a more unique playstyle specifically for it, differentiating it from triceratops, who would have a much slower playstyle and would be incapable of performing this action.
i risked dying from dehydration just to swim over to delta and take my chances, thankfully i got to use my first mutation slot for saltwater. spawning swamps is basically guaranteed death unless you get stupid lucky finding other players corpses, and even then you still have to make it across some land to delta without getting stomped out by an AI boar. once i got far enough up stream to push towards water access i was doing ok. idk if it was part of the hot fix update today but ai was noticeably more abundant, even on my herra in a different server. hunger depleted slightly slower than normal too as a fresh deino. maybe today was a lucky day idk. but either way WATER AI SPECIFICALLY could absolutely spawn way more. its not like schooling fish feed you that much after a certain size. even baking them on the shore only gives you the tiniest little buff for perfect diet.
Can we reduce the Deinos dehydration rate while out of water by half while its raining?
The current problem that's been plauging the regular version of evrima currently has been Ceratos. This dinosaur is like the Mary Sue OC of the isle, it has almost every advantage and no real counter besides CC, which is effective against every other playable besides Deino. The problem here is it lacks any distinctive openings for a counterattack for anything smaller or equal weight. Carno has nothing on Cerato besides abusing it's hitbox, and Tenonto gets curbstomped due to the long puke animation and it's mediocre ability to deal with Ceratos. Cerato has excellent night vision, good stamina, decent speed, good swimming speed, excellent agility, and a very strong ability that takes no stamina. Do I think we should nerf it to the ground? No, but we have to realize that the reason fighting Ceratos feels so miserable is because it has no distinct disadvantage besides "get good." The puking mechanic is a whole other unfair ballgame that I haven't even brought up. It might as well be a CC because you cannot attack and cannot run, so you can't do anything but sit there and take it like a champ. I think if something was attacking me and I puked, I wouldn't be sitting there scratching my head wondering why i'm not running or attacking back. You already get your water, diets, and food drained, isn't that enough of a punishment?
TLDR: Puking mechanic needs to be reworked and Cerato has no distinct disadvantages besides being slightly slower than the rest of the carnivore roster. This should be fixed.
It would be a bit fairer if fish were fed a bit more than is the case right now but not to much like in the past. In times when more and more apex dinos are coming into play, for example trikes that are no longer manageable at 9 tons or the spinosaurus that will hopefully also come into Evrima to dominate the rivers, it becomes more and more difficult as a deino player. In addition, there is a high level of cannibalism due to a shortage of food, which of course takes a lot of the fun out of even smaller Deinos. Crocodiles are cannibals, yes! But it has become too massive recently. That's why I would be in favor of the fish bringing a little more food than before, but still not as much as in the past, when one fish saturated a full grown Deino, this would also be very unrealistic and too easy.
Please nerf cerato, please. It's not normal for a skilled Cera player to be able to kill a Crocodile the size of a school bus but not just that there is so much more. For example, getting vomit sickness with one bite.
Make help calls (4 calls) louder. I have seen that in most dinos their call for help is not that loud, which kind of diminishes what the call is made for. The call should be loud enough to be heard is a certain sector (give or take). With this loud call, if a dino is stuck in a place and surrounded by enemies; the dino can let out the help call to request that any friendly dino in the area help. I think that trike's 4 call is a good example; it is loud and allows for the user to call for help (I have had many times were I hear a help call and saved a trike from a bad situation).
Dilo Venom Lasts too long. 1 Simple bite from a dilo and your stuck blind way to long. Maybe adjust the timer with the size of the creature. Bigger you are the less time your venomed.
Diet could play into venom resistance/recovery, if it doesn't already. Poor diet could mean you're going to be more susceptible to venom, bacteria, rotten food, and struggle against it longer, while a perfect diet could give you some measure of resistance against them and let your body purge itself faster.
510 kg galli
Make gastronomic regeneration not heal if overeating so its not busted on Cerato.
I have an idea for Dilo venom
I think bitting 2-3 times your prey and when they're venomed just wait and laugh next to bush, it's soo op even with group it's killing all the fun. It's kinda like all gain no pain. So instead of this, make venom like around 30 (numbers can change) sec but each bite will extend venom time maybe around 10 sec, so it will make Dilo involve fights even more and if they can keep bitting then venom will remain to stay also it will give the other players to play against and defend themselves.
make maia kicks stun teno
Add a speed coefficient to damage that starts at 1 while standing still, then increases logarithmically as speed increases. This would provide opportunities for some dinos to deal damage that are difficult and risky. Such as a Ptera dive-bombing, a beipe drilling its beak while swimming toward a Deino, and give Galli's a shot at glory.
Remove speed mutation (Photossintec and nocturnal) Or change how they work
I just spawned into play on a Friday night. I play quite often. There is a group of 3 raptors, deino, 4 stegos, 4 dibble, 2 cera, 1 tdak all teaming up in south plains. Please, please, please come up with a way to stop this from happening. I literally couldn't do anything against a group of that size.
make it so teno cant kick you while youre standing at their head
Reduce the damage of Dilo clones to 30-40.
Current: 4 Dilos, 12 clones, 600 damage by just pressing a button 3 times, without any risk... 1,2k Damage in 30s.
Very Balanced 👍
I recommend we make it so that dilos get only 3 clones for each bite landed, and only once the prey is envenomed.
Don't reduce the damage, because dilo should be venomous, and venom should do damage.
And a dilo can't summon clones because another dilo landed a bite; each dilo must recharge their own clones with their own bite.
I don't want us to over-nerf dilo to the ground. I see the issue being that dilo gets 'easy' damage in as it laughs in a bush. My goal is to force it to engage more (If it wants the kill), and make sure it remains a fairly fragile animal so that those engagements endanger it's life.
Fighting “Omnitahs” is far less fun than fighting Troodon’s because of how their pounces engage with you. I know this is true for me but I find this sentiment pretty commonly so I’d go as far as to say a sizable amount of players relate.
Both creatures have a rampup in value when using their pounces over the course of a fight. Troodon’s don’t get many benefits at the start because their cashin in venom stage 3 is substantial whereas Omnis are much more gradual and consistent, stacking bleed on the enemy as long as a pounce is landing.
The reason I find Troodon’s mechanics a lot more interesting/engaging both for both parties is because you can easily track the progression of how dangerous the engagement is, you as a player can very intuitively and easily track your venom stage and try to prepare countermeasures for when you enter stage 3 before you’re there. Because of this dynamic both parties have trackable phases of damage and because bleed is less impactful for Troodon’s, your mobility and retaliation aren’t as limited. Both species can thus make full use of their animals when fighting more or less.
Contrarily with Omnis your first pounce received activates your ticking clock unless you’re playing an enourmous animal. During that ticking clock using your stamina dramatically reduces the time on that clock.
Stamina is the only manageable resources you expend to perform actions in the whole game, and bleed hinders your ability to replenish it and punishes the use of it by making the bleed worse, meaning the most effective strategy to deal with them is to stand still in a low mobility location like a river and just wait for them to attack you.
The only animals that escape this fairly boring tactic for both Omni and whatever they’re hunting is Carno, and I think that’s pretty unfortunate. I don’t have a fix necessarily, I just want to note that the design principles behind Troodon’s pounce mechanic are way more interesting and engaging than bleed stacking.
On that note, make the game more FUN and make stam less punishing for everybody. It is ridiculous that i find myself often times, alt tabbing to do something else, or getting up and doing stuff around the house cause im waiting for stam or heals. No other game have i played so much where you do so much nothing. This games beauty is in the interaction between players, not sitting around and walking for hours. Seriously, record your next gameplay session, watch it. You will realize that 90% of your gameplay is sitting/walking. That needs to change.
Let creatures save their packmates from being pinned by an omniraptor
by dealing around 1/3rd or 1/4th omni's health it would automatically cause omni to dismount off prey
1/3 of 450 is 150 damage and 1/4 is 112.5 damage
thats about 3 galli kicks, 5 troodon pounces (no venom) 1 pounce with stage 3 venom and a few bites, etc
the idea of pain and survival really isnt capitalized on in the isle, If you are whaling on my friend and i give you a fat open palm slap right to your bare back, you are probably going to stop being how many nerves I just sent into overdrive, not because i did a lot of damage but because your brain is being sent into overdrive
since you can't really do that and also omni is larger than some of the most persistent predators we have today, we use raw damage to kick omni off
also really think about this for a second, omni killed pinned prey pretty quickly, if someone can do 150 damage to you (1/3 your health) in around like 3-4 seconds, they are probably going to kill you if you stayed latched on
this gives omniraptor the opportunity to take too much damage say "f that" and run or use skill with biting instead of holding on and waiting for an unresponsive dismount while taking even more damage
the defense against this is more omnis, and since omni is a pack hunter that shouldn't be a problem
heyo, here with a take on dilo
So now that clones are working, I had the idea that dilo clones should copy the bite force of the individual dilo that they come from. (if they don't already, kinda impossible to really test something like this)
I think this would be a healthy change for the game because it would not only be very nice for the defending party, as a dilo that is low hp that is out of the fight but still spamming clones would not be quite as impactful; but also because it would incentivize dilo players to go hypermetabolic for the extra biteforce and therefore extra clone damage instead of just always only gastro because how how strong it is.
just a way to add some more variety in mutations that isnt just "nErf GasTrO iTs SoOo OveRpoWErD"
(edit: i realize now that clones are petty op i didnt know just how overtuned they were, but i still think it'd be a cool change if the clones weren't in such an awful state rn)
Reduce the time the victim remains in stage 3 (purple) of Dilo's venom and do not increase this time at night, the night buff should only be for the number of necessary bites (although 1 bite for a Carno and 3 for a Dibble is very unbalanced). Dilo already has a very long duration even during the day, but at night it is simply ridiculous how long the venom lasts until it leaves the PURPLE STAGE.
when grabbing someone as a croc currently if you do an then brush past something or bottom out on a steep incline you drop the player you have grabbed can we please remove it? its very annoying after going through the whole ambush to get it in the first place to have it simply just run away? An also can we maybe get a new animation where when croc grabs something can it pull it backwards into the water instead of needed to turn around which is an annoying way of doing things where irl crocs mainly drag its prey backwards into the water using its bodyweight an rear legs to assist.....? thoughts?
Contrary to the popular request, I really believe that pteranodon’s stamina regen should NOT be buffed nor it should regen while gliding. It is already the most efficient traveler in the game, both in terms of stamina consumption and overall speed, and it just needs to be played like a pterosaur with the correct usage of altitude and gliding rather than constantly flying up like a bird.
To get a reference of how great ptera is already at covering distance and to justify why it is reasonable for it to have galli stamina regen, I made a small test. I spawned in as a ptera, took my coordinates and checked the irl hour (22:05, ofc didn’t spawn right in that minute) and immediately after telling where was the south I took off from my exact spawn point and moved all the way to the coastal sanctuary without a single landing. Naturally, I am not an expert nor was this practiced so maybe it could have been optimized, but the results were the following:
As a fresh spawn, with inferior speed to that of an adult and less initial height with the static takeoff, I managed to travel all of the distance below in about 4 minutes and only wasting 18% stamina. Any other carnivore would have taken so much longer to do that as a fresh spawn or even starved to death
The only thing pteranodon needs in my opinion (which was also mentioned by Kissen when talking about the rework) was being more useful in land and more capable of doing anything about other small critters.
Revert the hunger gain from consuming small fish to incentivize hunting aquatic prey over intraspecies combat.
Adjust spawn zones for Deinosuchus to high-traffic areas (e.g., riverbanks, swamps) to reduce forced cannibalism caused by limited interaction opportunities.
"IT IS ESTIMATED THAT PTERANODONS COULD FLY FOR 7-10 !!!!DAYS!!!! AT ALTITUDES OF UP TO 15,000 FEET" Thats all i gotta say. Let us regain stam while gliding, reduce stam penalty when you are forced to climb due to terrain elevation. Reduce stam cooldown. We cant kill anything, its not like this is a "balance" issue. Edited for civility
510kg Galli please.
Please make Dilo a little more agile then lets say a Cerato. It should be the Cerato that turns like the Dilo and not the other way around in my opinion, seeing as Cerato already has so much going for it.
Not better then Omnis, but please, much better then what it currently is.
If we are reworking flight, allow pteranodon to regenerate stamina while gliding
It already loses altitude while gliding and would need to use stamina in turn to keep itself up so it’s not going to be some insane ability
Just make it comparable to deinosuchus being able to regenerate stamina in the water so pteranodon is able to use its main ability and not be so stingy
Edit: I forgot to mention thermals and wind currents
Pteranodon should regen stamina there the fastest since it is 1. Not doing anything 2. Literally being carried by the wind so it can relax its muscles
Certaosaurus bile is too OP in the main branch. It takes 1 bite, even on a full stomach, on something larger than cerato to cause the puke lock. Bile should take a fair bit longer to build up and cause the puke. But as of right now it is at a stage that if you see more than one cera you just run, no chance fighting them at all
I also would like to add another piece of experimentation in regard to this, as I did not have enough space for it:
A race of pteranodon vs gallimimus, both fresh spawns with efficient digestion and starting the timer as soon as they started moving. Galli did spawn in Northern jungle and the ptera in water access, and the goal was to do a lap around gateway until they ran out of stam or died of starvation.
In the case of ptera, it was easy to get coordinates, whereas with galli I could only take the start, finish and a reference one after hitting the start of the swamp (same as ptera to keep running)
The results were the following.
Pteranodon (first image) spawned in and after getting the coords and efficient digestion, I started the timer when I took off and began riding down the river to the delta, following the water for most of the time until hitting the swamp at 4:18. After this and in order to be a bit more fair, I went directly through the swamp, avoiding trees at all times and going directly to south plains through the chokepoint with several gastroliths and the nearby pond. After this, I reached sp salt lake at about 9 minutes in and kept moving forward along the coastline for the most part, until I ran out of stamina and starved to death standing still at a 19:27
On the other hand, gallimimus (second image) started a bit farther from the river which made me lose some time, but thanks to the initial carbs I quickly started riding down the delta, being forced to jump twice over rivers and crossing the bridge to buy some time. Things looked good with the absolutely massive stamina pool the fresh spawn had, which was indeed massively superior to that of an adult (trait that ptera does not have). I reached the swamp at 9:07, signficantly slower due to terrain and potentially speed, and then went along the coastline and followed a similar path to sp (~17:00) before exhausting at 18:21, traveling far less than the ptera despite having much higher stamina.
bring back 6.5 pachy pls, or atleast half it so it isnt ´´too op´´
Add more types of fish to the rivers, especially for Deinosuchus. Also, consider adding turtles and sawfish. Deino has a serious problem with starvation – you need to eat constantly, and once you're at 100% growth, small fish no longer provide food.
I have around 200 hours of experience playing Deino, and today I spent about two hours in HL without encountering anyone. Maybe you could slow down Deino’s hunger rate? Perhaps double the time before starvation?
Alternatively, you could allow Deino to eat small fish and have them restore up to 10% of its food, preventing it from starving to death. In real life, alligators can go weeks without eating.
The admins could put a buff for omni when they are in a team, for example the more omnis in the group the stronger they become, like what happens with cerato when it has a carcass, and with dillo when it is night.
We need a few more small ponds or streams to help Deinos get around, it is impossibly hard in some areas just due to risk of dehydration.
teno should have some sort of buff or growth tweak when rex comes out to prevent them from being eradicated by growing rexes
I would like to request for a shortening of the cooldown of unstuck. 10 minutes is too much and making it 5 mins would be for some people crucial and wont make other people abuse it because its still 5 minutes.
(For me it was fg Deino i bugged and did the unstuck command but it tp-ed me to another buggy place i was already thirsty but I had to wait 10 minutes and it was getting worse and worse. I lived to the end of cooldown and again typed /unstuck what brought me under a texture this time my deino was already dying so another 10 minutes of wait just killed me. With just a 5 min cooldown i would be already safe and sound)
Now with Carno having its weight and health reduced to 1.3t, it would be nice to remove the stun that Carno suffers when hitting Tenonto's tail with charge.Tenonto doesn't need that anymore.
(I'm not talking about removing the stuns that Tenonto causes to Carno with kicks or tail slams)
Maybe lowering cerato pack limit to 3? Four ceratos can overpower most species and I mean I’ve even seen two ceratos or one take on stuff much bigger like Maia or deino
Maias new buffs on the hordetest are massive improvements, but I would suggest one more thing to add to it, reduce the stam drain of the knockdown attack. The attack is very hard to land and especially while running, you can hit something and not even be able to go back and get a second hit on it, currently the stam drain is 5% which is way too high, I suggest decreasing it to 2.5% -3% then it will be balanced
Carno in my opinion is in a little bit of bad spot right now it seems like the devs will stop at nothing to make sure that Carno can’t hunt anything larger than a dilo
1.Charge. Right now carnos charge is extremely buggy and it’s already received tons of hate from small tier players across the world for being extremely buggy and rlly annoying to fight against old carnos charge was way better sure it still had its bs hitbox and knock down but Carno couldn’t spam it like it currently can plus knocking things down was what made Carno interesting and fun to watch and play
2Health/stun/weight right now carnos kinda feels like a glass cannon even tho I think the nerf was a lil to harsh I think maybe jst maybe it could work if Carno got the ability to knock things down again
3.unnecessary debuffs and buffs
The nerfs and buffs Carno received where all used to make Carno “a better small game hunter” but this argument is completely flawed because Carno was always good at hunting small game if you but old carno in a ring with some omnis or patchys Carno would still mess them up now it just feels even more of a unfair advantage for the Carno that it never needed. Not to mention the fact Carno gets actually destroyed by anything even slightly larger than it like teno and cera. I feel like the matchup Carno had with teno was perfect both had to use their brain and play smart or they would die now Carno had to try way to hard and is probably going to die over 60 percent of the time cera is the only Dino that had a unfair matchup because of it being slower and Carno being able to face tank it made cera dead anytime a Carno saw it but i still think having old Carno back or something close would make matchups feel a lot more fair and fun to watch then what we currently have
Giver Herra a better swim speed and animation. Herra should have something akin to the Troodon swim animation instead of its awkward doggy paddle, it's like a big iguana. If its going to be a semi-aquatic it should at least play like one. Maybe a small buff to its swim speed or oxygen would do it wonders, especially since we don't have other semi-aquatics outside beipi right now.
Buff hypsi so that it can move as it does the spit. It is practically useless to use when something is chasing you since it can mean certain death even if you blind them successfully. Right now, its only use is to max out diets in an instant or sniping unsuspecting people before running away
Also wouldn’t hurt to drastically decrease the stam cost of its jumps, especially the charged one. Fairly sad that the 20kg creature has one of its few unique mechanics as an ideal way to sabotage your stamina.
If they aren’t going to increase carnos weight, they should decrease its time to grow as it currently takes longer to get a full grown carno than a Maia and change ramming so that unless the target is a lot larger than you it still stuns/knocks them as dibble can stun a full grown stego which ways 2 times as much as it but a teno which weighs 300 kgs more than a carno has the affect of a carno running into a brick wall
Make gastronomic regeneration work based on missing % health/food, If you eat at 95% full stomach you should heal 5% of 5%, or just remove the mutation because it is very op especially on cerato who can eat forever
A server side timer to control each dinosaur's respawn.
Controlling Apex respawn will go a long way for managing over population and give players incentive to try new dinos.
Make rex 1 shot teno
To build onto what I was saying here, another problem with Cerato is it doesn't have any incentive to fulfill it's niche. Cerato players are encouraged to eat bodies, yes, but they aren't eating the right ones. Cerato, unlike Carno and Utah, has the tools to successfully hunt big prey AND small prey without much difficulty. In that sense, Cerato is incentivized to hunt. Now, if you're something that can hunt practically anything, why would you eat rotten bodies, AI, or any body that doesn't have anything currently eating it? There's no benefit to looking around for bodies when prey that you can quite easily kill is all around you. Something that I think would make Cerato more fair is that fresh bodies don't give any bacteria. After all, how are you getting bacteria that makes other people puke from just regular corpses? This gives Ceratos incentives to actually clean up rotten bodies by making it one of the only things that give bacteria. An added benefit of that would be not every Cerato under the sun has bacteria and more fresh bodies would be left for the 'weaker' part of the carnivore roster.
I think that carnivores in general need to be rebalanced. People here want more buffs for herbivores, but the most agressive players out there wanting pvp 24/7 are the herbivores, so basically the carnivore gameplay right now is hunt ai, and MAYBE if there's 5 carnis and only 1 or 2 herbivores as max, maybe you can try something, and not even guaranteed to take one. Been many times watching herbs bullying carnis, and personally don't see it quite realistic
Also, you might need to check herra’s vomit animation. It is way too long and it makes vomit animation locks so lethal even when fighting something like sub ceras that you can knock over
Carno isn’t growing as good with ou dilo on its diet I think this needs to be changed.
I think that dilo should be a touch more agile, due to the clones near constantly being broken in some manner
Herrerrasaurus should swim a little bit faster
It is recommended to add a jump key for all small and medium-sized dinosaurs. For large and medium-sized dinosaurs that cannot jump, pressing the spacebar should trigger a foot-lifting movement to help navigate complex terrain, reducing the likelihood of getting stuck. Adult Carnotaurus and Ceratosaurus being immobilized by rocks shorter than their feet is highly unreasonable.
Make changes to Dilo that make it more balanced. 1 Dilo can bite 1 Diablo at night, and in 3 bites it turns him purple, practically being a death sentence... Since you don't see the clones (They are invisible), Some clones simply spawn inside you and you can't even fight back by destroying the clones before you get bitten.
Cera bile and dilo venom should need more bites and time to apply.
It's too easy to bite someone a few times to make them puke/envenomated right away.
Cerato…yeah it’s pretty obvious they are the dominant carnivore atm. It’s no hiding that Cerato is by far the most played carnivore rn. Here’s my thoughts on how Cerato could be changed
1:: make bacteria only apply to healthy players. Reasoning behind this goes to way back. When Cerato took too long to make things vomit, the effect was basically meaningless when you could just run away before vomiting. Now that vomit happens faster this isn’t an issue and vomit is actually something you have to consider when fighting a Cerato. The issue that was overlooked being how it could now stack this over and over. Which now often forms in a sorta “stun/vomit lock” of vomiting over and over. Basically if you’ve already vomited there’s no reason you should vomit again
2: to compensate for being limited to one vomit (till being healed), the bacteria Cerato afflicts you with should be a bit worse of a condition. Ceratos bacteria (not vomit) applies infection to your body (this would work the exact same way as malnutrition) where the effects go up over time, though they would start to heal if bacteria is healed. Meaning if you vomit, those effects are going to last a bit longer and really put you into a bad spot. This is to keep Cerato a consistent threat you don’t want to bother with
3: still skeptical on this final part but I feel it would really enforce ceratos to stick to scavenging over hunting, and that is that bacteria can only be produced from rotten corpses/bones. More incentive to vomit on corpses and also stay by them. Not to mention bacteria only makes sense to come from nasty things
TLDR the big point I wanna drive in is that bacteria as it is, allows Cerato to be way too oppressive than what it should be and bacteria should be a more valuable resource
dilo clones shouldnt do damage. chase forever as is with the heavy bleed. a hallucination shouldnt be a clone at all really...just a hallucination.
I heard that the Tyrannosaurus will have a sprint, and later it may appear in other animals. Perhaps for the sake of balance it is worth making it so that only Apexes have a sprint, but the speed without sprint should be lower than the normal run of all sorts of Carnotaurus, Ceratosaurus and others. So that Apexes do not cut out all living things in their path, the speed limitation, I think, is fair, while they will have an advantage in the form of sprint, which, if used wisely and without mistakes, should help in hunting.
#balance-feedback message
With Dilo being a hot topic once again, my previous suggestion states that it should gain 1 clone for 1 bite with a small cooldown needing a head/body hit. In exchange for this adjustment an increase to bleed damage would sort it out.
Reduce omni's pounce hitbox and, like most attacks in this game, make it so that the hitbox doesn't activate in the first frame and therefore its limbs and sides dont become a hitbox when it is still on the ground and not...you know, pouncing.
It is stupid that you can even get pinned as a troodon when you were going for a pounce clearly on its side. It is flat out depressing that 200kg omnis are infinitely better against small game than adult dilos or carnos will ever be. Wish I had clipped it but more or less this happened to one of my troodons once and in the very moment I latched on its back.
I think that silo pack size should be increased, I think 6 would be good, maybe even 8, but I think if cera is 4, and raptor is 8, 6 seems ideal
Add schooling fish back to deino diet, bullfrogs never spawn and elite fish are too fast for hatchlings to even attempt a chase.
increase cerato hunger rate or implement a mechanic of some kind so they are more incentivized to cannibalize.
I really like playing as Ceratosaurus and I am writing this so that no one would think that I am its hater.
Now to the main thing: The bacteria mechanic works extremely strangely and should be reworked. Ceratosaurus bacteria fill up even if you eat a freshly killed corpse, but it would be more logical if in this case the bacteria did not fill up at all. Bacteria should only fill up from rotten meat. The poisoning mechanics are also extremely strange; it would be more correct if the poisoning had an increasing effect, which would perhaps make the mechanics of eating stones not so useless. That is, Ceratosaurus bites the victim, infects it with bacteria and the enemy's poisoning scale begins to fill up. In this case, Ceratosaurus can even leave the battle, pursuing the victim from afar until it sees the first symptoms of poisoning. Vomiting during poisoning occurs repeatedly and does not go away until the animal eats red stones. This would really diversify the game situations and even introduce a horror component into the gameplay against the Ceratosaurus (in addition to the Dilophosaurus). Just imagine, you are trying not to weaken prematurely and frantically looking for stones, while you are being pursued by a predator waiting for your weakness. At the same time, the Ceratosaurus's bacteria should run out faster, and, I repeat, can only be replenished from rotten meat.
Is it normal to die from this Distance, I think you should get Damage but not instanly die
Give Ceratosaurus a de-buff if there are too many other Ceratos in close vicinity
I know the devs want to make carnivores less nutritious to hunt but there is really no need to remove dilo from carno's diet considering carno's diet consists of anything under 1000kgs, and lets not talk about pachy which nobody plays as much anymore
maybe make hypsis get all diets from the mushrooms in sancs? hypsis are so weak and the only place they have an easier chance at is in sanc and so maybe they could get diets from the mushrooms as adults too?
Another thing is with carnivores eating should give all diets. When a carni eats a body it goes to bones meaning they eat the organs which give dif diets so shouldn't they get a little bit of the organ diets since they are eating them still? maybe less then taking em out so theres still a point in taking em out
Stegos are cancer on officials. Killing everything in the game other than itself/deino/dibble in one shot is ridiculous/jarring. Doubly so when it can do that in any direction.
The game honestly feels like it's degenerated a ton on official servers. Nobody plays small/mid tiers because why would you when you can leave a sanctuary basically unkillable to anything but yourself as a stego?
This leads to everyone just playing ceras, because they dumpster all the other carnivores, things outside the food chain entirely (deinos/herras), or mix/overpacking these ridiculously overpowered herbivores
21% stego will 1 hit any carnivore other than deino in the game, lol.
cerato's chuff buff should be lessened the more ceratos are in a condensed area as an incentive for them to at the very least spread out
similar to how the buff actually works, be within 50m of a 130kg carcass, if there are more than 4 adult/subadult ceratos within that area the buff gets weaker (juvie and below doesnt count)
5 ceratos in one area - decreases to 40%
6 ceratos - 25%
7 ceratos - 10%
8+ (two full groups and over) - 0%
this wouldn't really effect cerato v cerato fights, the outcome would be the same if nobody had armor or everybody had armor since they are on an even playing field
the buff really applies when other creatures attempt to fight, now since you are not fighting a 'legal' group of ceras (4) and instead twice the amount, you are compensated by the fact that they do not have any additional armor
Can the wader perk apply to mud pits just like shallow water.
I think trike trots too slowly. Buff it up a bit so its faster than what it is now, but not as extreme as it was prior to the nerf
Rex should be added with trike at the same time. The roster is filled with overpowered herbivores, and no equivalent carnivore counterparts. Trike will destroy the ecosystem if released without rex
Tiny tiers feel like they take ages to heal relative to their size, it's logical they should be able to heal relatively quickly given that there's simply less to heal overall so a boost to healing speed would be nice
Hypsi should get 1 free spit charge before using straight hunger so that hypsi can consistently use its main ability with just a cooldown
Add dilo to carno diets
Make sure allo doesn’t have enough agility to just be immune to smaller things attacking it like omni is in a 1v1 vs stuff in the pin weight threshold by the time QA gets to test it. Making it so it isn’t a frame 1 hitbox that extends beyond mouth and arms and also something that needs to be aimed could work as well.
If Legacy had one thing right, it was not being able to smell when it is raining.
Having a reduced scent range when it is raining would be, in my opinion, a nice touch to add, even maybe add a counter in the mutation list.
For long range sniffer like cera and maybe the others to come, it would make the need to have this mutation, as the hunted, usually herbivores would have to pick featherweight.
Bring back galli's slow acceleration, I'm NOT saying to nerf its trot speed but with the trot speed increase it removed Galli's only real weakness which it was supposed to have, because now even if you ambush the galli it can instantly accelerate to max speed and become uncatchable. 
Add a stage 4 with muscle spasms to troodon's venom that only happens after stage 3 has been kept in effect for a long amount of time but as a consequence of buffing venom, nerf the effect of fog from troodon venom
the idea is too reward keeping venom and give troodon a way of making oppurtunities for attack and make match ups with troodons more dynamic
The Troodon changes on the HT are a good start, but they also need their venom to last longer.... Dilo venom lasts an incredibly long time in comparison to Troodon. Balancing troodons around there being a pack of 10 of them is just not a good idea seeing as even IF there was a pack of 10 troodons most likely it is going to be down to 6 Troodons by the time they get prey full envenomated, and with every single Troodon being basically a one shot to everything they are forced to play very strategically but they cant because their venom stages are not nearly long enough
510 kg galli
Put the speed mutations and combat mutations in different mutation slots similar to the second exclusive slots
You can have photosynthetic tissue OR nocturnal, not both
You can have gastro or congenial or epidermal
You have to decide what you want to pick, do you want to be able to heal or do you want to be able to outlast
Delegating them to their own unique spot so that it’s more important to choose what play style you are actually going for instead of just picking what’s strongest I feel would ground the dinosaurs a little more so that one mutation isn’t insane overpowered
I am once again asking for the reintroduction of the stamina cost for fast getting up using the WASD keys/movement keys, fast getting up should be used for emergency situations not every time you get up from resting, at this point why do you guys even bother in animating the regular getting up animation if nobody uses it? 🤨
Idk why this is getting down voted, this is one of the best ideas regarding meta mutations I've seen aside from removing them outright.
You get to keep your silly op mutations, but pick one, not an all you can eat buffet so to speak. Why is the animal Nocturnal but also has photosynthetic tissue? It makes no sense. It sleeps at some point surely.
Also gastro should heal depending on hunger% restored!!
And!/or overeating dinosaurs should slow down when engorged. (looking at Cera) It only makes sense...
Cera is imo the coolest playable carnivore on Evrima currently, but it's overtuned.
probably because combat mutations are better off gone. And yeah that's gonna be my balance feedback today
We're better off without every single health, damage or speed boost in game.
Currently building a pteranodon nest (or at least trying) please change the way its build, it litreally takes like 20 minutes to build a nest because you gotta regen Stamina after evere stick!
Tactile Endurance needs a bit of a nerf, as of right now its a must take on bigger herbi and it shows. it either needs a cooldown between stamina gained from damage (10-15 second cooldown)
or
diminishing returns with each tick of stamina regained until its bare minimum regained so you still get some stamina back. say you start at 20% gained from damage, then the next attack you take would only give you 18%, etc. that way the herbi slows down instead of being at max stam the entire fight just because they got hit.
Disable dilo until it is fixed or make this in the current hordtest. Dilo is completely broken and very poorly balanced at the moment. Clones that deal 85 damage per clone and speed as high as that of a carno; Bite your prey only once and stay away by pressing a button, with this you can kill from omni to diablos without any risk and extremely easy
In my opinion, omni needs a balance. To keep it short:
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The group size should be lowered to 6,
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The speed should be increased to at least 47,7 to be able to scape from predators more easily, and since its a raptor, it was supposed to be fast, the speed 46 is to low, it should match Dilo's.
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The fall damage height should be changed. Again, its a raptor, but it still takes a lot of damage from low heights... this need to be changed.
Please look into the hitbox and desync issue. Especially hitboxes. Every time I play something small and carno's charge at me I try to run around them but even if I dodge they still hit me...It's not just carno's charge though...Omni's pin, dibble's heavy attack and cera's charged bite have awful hitboxes and you can't even dodge them...it's not really desync though because sometimes I hit attacks that shouldn't have hit at all
fix stego new swing attack hitbox
troodon should not be able to be knocked off by most obstacles, it currently makes it way to easy to survive troodon simply by standing near a bush
instead bucking should be much more viable against troodon, its not like omni its only 60kg, most things should be able to throw troodon off
besides I don't know many troodon players who stay latched on, the biggest problem is just dying whenever you pounce
Second request to make herrera’s vomit animation not take +5 seconds to finish. I also want to target juveniles without one bite from a meter away stunning me for longer than a dibble who has been knocked over
Increase Carno's health regeneration at least a little. Carno currently has the worst health regeneration, so much so that even on unofficial servers where the celular regen is at 60% It still takes a LONG time
How long are dilos going to be allowed to be the most braindead playable in the game?
Just now my friend got bit once, during daytime, and became envenomated with clones spawning. If you can't make venom work in a fair way, disable it altogether. Because currently dilo bites you once, runs and hides and its clones do all the work for it. Even cerato, the most oppressive carnivore at the moment, has to fear a pack of dilos.
It feels an awful lot like dinosaurs are being given kits that require no brain power to use. Carno used to take skill to use, now you hold RMB and win. The amount of times carnos have blatantly missed me in fights because they tried to ram when they would've had a clean bite opening and just didn't bite because they're so used to ram spamming... it's ridiculous. Cerato used to have to be more mindful of its chargebites because if it missed one, it had a short animation lock. It was punishable and FAIR. Now it can just run at prey spamming RMB and win, no consequences at all. And of course, there's dilo who has to click LMB a single time and its clones do the rest, regardless of time of day. What's wrong with this picture?
do something with that damn raptor pounce. as a troodon you have no damn chance. they basically can jump you with their butt and you just get stuck when you try
Shorten the growth time of Carnotaurus and change its diet. As a dinosaur positioned as a small dinosaur killer, should its diet be changed to a state more aligned with its role?
Pachy's fall damage threshold is borderline cartoonish. You can fall off a 20 degree slope and go orange.
give cera bile at 40%
Let pteranodon carry corpses equal to its body weight
With the faster growth times there really isn’t a lot of options for pteranodon to have its own meals sometimes so it would just be a quality of life thing
Make troodons Night vision better cant see anything at night and troodon is already weak enough
Transfer The Maia and other dinos Nerfs and Buffs into The Evrima branch
Bring back dilo to carno's diet
dilo needs a rework, maybe make the charges regen when you hit something. u get all of ur charges back everytime u hit something. make the dilo clones circle the invenomaed animal before attacking. this gives the animal a chance to kill the clones first
Herra doesnt have dmg , raptor can oneshoot her but you cant with herra
Make Cera only gain bacteria from rotten meat. This would make bacteria a benefit of scavenging rather than just eating, and would give its manuel vomit ability a proper use, because rotten meat would be worth more than fresh meat. This change would encourage scavenging over actively killing anything in front of you.
Why is it that every time the server restarts, the migration is in swamps? Day after day after day. It's so fun to play as a solo herbivore when you can't reset your patrol zone. Is it randomized? If so, can the odds be altered a little? There is not a single gastrolith down south, the southern swamps are just a whole nothing-burger. Maybe add some near that large mountain near the south beach?
Make it so raptors cam instantly dismount from other raptors when accidental pouncing occurs instead of 4 to 5 seconds later
Slow teno a bit or speed up cera a bit. It's annoying that a bunch of aggro tenos players riding your tail nibbling you to death and nothing can be done. You just have to accept it. Bored veggie players are cringe. Also limit reactions to just ❌ and ✅. The kids don't know how to use them properly
An Idea how to make Gastro , Photo and Noc balanced :
Gastro - You can heal 5% from eating but thats only way you can heal
Photo - +5% speed and health regen during the day but -5% speed and health regen during night
Noc - -5% speed and health regen during the day but +5% speed and health regen during the night
This way there is no point in taking both Noc and Photo , and Gastro will not be your hellping tool but your way of life
I still belive all those mutaitios should be deleted bc there just unhealthy for the game balance overall
Please rework the cera hitbox. Why am I getting tagged with vomit while in latched to its side as a raptor?
don't let dilo clones do damage. it doesn't make sense how a clone that only the dino can see do damage to it, and it's insanely op when you have full pack and then they just ez kill anything i've seen a pack of 4 kill dibble and teno right after eachother so either make it where it does less damage or none, or lower group to 2 or 3 imo
My hot take on balance fixes lol, flame me if you please but this is what i personally want to see. i get that many will hit ❌ if they see only 1 thing they dislike so if you do that then atleast ✅ too lol.
Revert carno weight/height
upscale steggo by 15-20% in preparation for rex/trike
decrease hunger drain on dieno by 20% to account for fewer chances of catching prey
add an additional dodge to dryo
add the hypsie treetop nesting creator the people have been wanting
give galli bleed (big toenails)
instead of saying omni is fixed, actually fix it, make it quicker to jump off things we pounce, up its damage by 10-15%, fixed the pounce, i hate getting froze on the ground mid pounce and just letting them take free shots, and increase stamina by the same amount
remove stomping from dilo, it’s a night hunter and is only 700kg, maybe add jumping too, as it is lower weight and it’s feasible, not sure how it would balance, a good job for QA
let people nest 3rd generation dino’s with more mutations (leave room for elders though)
set food intake to playables at a alternating rate based on size, the map doesn’t produce enough food for larger herbivores and you can’t seem to balance the map out to add more so atleast give them a shot by letting less diet give more intake
decrease damage output on cera, its not meant to be what it is. increase the buff when it’s near a body and decrease its damage without a body presence
increase speed on troo
add a delay after dibble successfully knocks a player down so that can’t spam click them to death - that’s mechanic is more broken than a gta v money glitch in 2013
bepie is perfect, be like bepie, be perfect
revert maia back to its release condition with faster swim speed
fix ptera stam, allow stam rebuild of gliding
tenno is perfect, be like tenno, perfect
herrera is perfect
I have a few notes I want to make on Cerato’s current state and what I think should be changed.
It’s obvious that Cerato is overwhelming right now (although slightly overshadowed by Dino being good again, but that’s a whole different conversation). It feels way too strong damage-wise since it essentially has a 350 bite force. The charge bite has zero drawbacks to using and it’s just made cerato a very low-risk high-reward Dino.
First of all, I propose either it’s charge-bite bacteria having no multiplier, or the amount of bacteria it can store lowered. On top of either of the changes, the weight threshold for vomiting needs to be lowered (still being risky for small tiers, but an insta vomit feels excessive). I also feel a short delay before lurking would be nice, allowing you to have time to create distance to prevent getting vomit-locked.
I also like the idea someone had in this channel where bacteria can ONLY be gained through rotten bodies.
Secondly, the charge bite is just too strong. I don’t feel a damage reduction is what it needs since that’ll just make the bite feel useless/underwhelming (it’s currently 350, being slightly better than 2 normal bites, which I think is good). Rather, the old animation lock or a similar version should be reintroduced. While the bite did feel a lot more risky back then because of it, I feel that’s much easier to balance. At this point the damage could even be increased slightly to make it feel like a more rewarding risk to take.
Plus: let’s be honest, it never feels exciting anymore landing a charge bite. There’s no weight or power behind the attack and the satisfaction is simply gone.
Please please PLEASE get rid of Day/night speed mutations, eat to heal and convert damage to stam, for the love of all thats good on this game these are the WORSE mutations I've ever seen for balance and having this game feel any type of ''hardship'' once you obtained them.
buff juvenile and subadult dibble speed to at least ramp up quicker by the time Rex and Allo come out. Dibble is in a position where the growth is too long to just keep hiding until you are a competent creature, and also rather noisy during the second half. Being much slower than things that can run up to you and pin you down (like rex with not grown dibbles and potentially allo on at least early subadults) after like 2 or even 3 hours growing is just not it
The raptor needs a buff, allow raptors to have more stam or reduce stam consumption, nerf dilo speed, making raptors, a fast and a nimble dino slower than a dilo is not good. raptor is one of the only few dinos which are punished for using rmb, Cera abuses rmb, no stam punishment. Raptors having absurdly low health is understandable, but reducing its overall agility is not balanced. IF NOTHING ATLEAST LMB DAMAGE SHOULD BE INCREASED.
Dilo's venom should be entirely reworked. I ran from some dilos as a carno and crossed multiple rivers and eventually sat down in some mud. The second I sat down I dropped dead. My blood was healing and I wasn't starving/dehydrating yet I died.
Dilo is able 1-2 shot most things and even if the prey escapes there's still a chance it'll die
Dilophosaurus can keep its bite speed but envenomation shouldn't be this easy to apply via facetanking.
Venom injection needs its own grace period of about 1-2 seconds, just long enough that it doesn't gush out with every nibble and short enough that you can still hit and run with it as before.
Pachy should be able to stun creatures below 1.8T if he rams their head
Why did you ever come up with the idea to make sub adult deino slower on land and water and 2x times weaker than an adult deino. What is the gameplay supposed to look like (btw gotta play the game to know that)
You are in view range of adult deino, adult deino decides your fate. Not even half a brain cell was involved in balancing
Adding onto the above feedback, any deino below like 90% (I forgot the exact %) can also be grabbed by an adult while in water, and drowned like any other playable. They lose oxygen incredibly quickly and it makes no sense as to why they can even be drowned that easily, it doesn't even account for the fact it's another croc and that it's literally built to not drown
It's impossible for sub deinos to run, fight, and they can basically get one shotted with the grab? If that's not unbalanced idk what is
I understand that there are plans to improve Pachy, but until then I want to continue to re-iterate the need for these changes. It's slowly become irrelevant due to it being a fair bit weaker and mechanically bland compared to its revamped and improved-upon predators (Eg. Carno, 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 in a fight. Instead, maybe 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 and damage, but isn’t unfair with high damage, bleed or bonebreak.
Slight speed buff should be introduced. After playing Pachy with both the night and day-time speed mutations I feel that it’s a must-have 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 allowing creatures who are threatened by it to still safely escape.
For playables 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, 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 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, stam use could possibly even be increased.
Make so cerato with a fracture head cant charge bite, makes no sense it being able to with a broken head.
Make Cerato's vomit not stun the victim or make the stun time the same for everyone, like a maximum of 1.5s of stun for everyone
Additionally I think more animals should lose the ability to use their abilities based on fractures. This would indirectly buff pachy as well because it can disable the "main ability" of its predator to get away.
Why Troodon and Dilo can reach venom only when subadult, but even fresh spawn Cera can make you puke even if you are WAY bigger.... Maybe make Cera's vomit available at subadult too? That would somehow balance Cera
Instead, just let the juvies have their abilities upon spawn. I don’t see any reason a juvie troodon or Dilo can’t apply venom to like a goat or something
Make pachy be able to charge trees and knock down climbers
Please consider adding Deer to the list of Proteins available for Herrera, or alternatively swapping Goat from Lipid to Protein. TIA
Swap the envenomation duration of the troodon and the dilo
dinosaurs should be able to fight back/defend their heads while being grappled/pinned
just being able to use their bite or maybe like a claw slash in teno's case to prevent omni's from overpowering them and biting the head to finish them off quicker
Trike and Rex should take around 8-10 hours to grow to full adult on a constant 100% diet.
Might get a lot of dislikes but Scrap this new carno give us the old one back teno and carnos matchup was so peak and now it’s gone and Carno feels insanely weak rn ik it’s supposed to be a small game hunter but not only would it be more realistic for Carno to be its original size but it would still be a small game hunter but also be able to thrive in creatures it’s same weight class if you want a true small game hunter get rugops he would fit it better as a speedy agile slightly larger predator
Teno needs a stam nerf, the thing has basically a unlimited amount of attacks it can dish out especially while using tactical endurance. TLDR make teno take skill to use again.
Add goat and/or dilo to carno's // diet, as right now it has no ai, and the only dino people play on that diet is maia, but even then not many people play it. Both these are smaller than carno, so its still a "small game hunter"
nerf ceras turn radius, just a bit its on par with omnis
Up pachy’s speed to 43.5kmh, but it slows down to 41-42 when charging up a ram maybe?
Other than speed, I believe pachy should be able to stun 1300-1600kg stuff on fracture, it just makes sense, there’s no way a carno would not be stunned or thrown off by their femur snapping, or their skull/ribs cracking.
Also uh pachies should have ways to counter Omnis that spam damage pounce, because currently there’s NOTHING you can do against an Omni that uses its damage pounce efficiently, NOTHING. bucking is the most unreliable thing in the isleverse and you won’t be z walking to a tree or rock in time.
The Isle: Evrima would greatly benefit from more balanced weather mechanics—particularly reducing the frequency and volume of rain, which currently detracts from the overall gameplay experience. Additionally, development efforts should refocus on expanding the dinosaur roster and enhancing their gameplay depth, rather than prioritizing environmental props like lamps, jeeps, and bunkers. The game shows tremendous potential, but it’s hindered by a noticeable lack of optimization; players shouldn’t need a high-end, $2000+ PC to enjoy stable performance. A renewed commitment to core features and performance improvements would go a long way in restoring community confidence and realizing the game’s full promise.
Why can't Galimimus fracture bones? Have you seen those flying knees from across the planet? Would add a lot of synergy with pachy, and add a second fracture based dino to the roster.
Troodon venom should not reset while the pack is still landing pounces. Each pounce should extend the stage 3 by 45 seconds. Its stupid that 45 seconds after stage 3 the animal is suddenly NOT poisoned at all anymore even if they've been pounced repeatedly during the stage.
Why does carno have the longest knockdown timer in the game? You can legit stun lock it indefinitely or for example get a 3 hit combo on it with Diablo 🤣🤣🤣
Reduce the stun and knockdown time for Carno and Dilo. The time they are stunned is the same as the time others (Like Cera and Omni) are knocked down. (Dilo's stun time is also absurdly long when vomiting)
Either Baby diablo is too slow or baby trike is too fast
trike is somewhat over tuned in all regards so if we want to keep things as the status quo, trike should take a while to reach their fastest speed (subadult) and then tone it down slightly as they reach adulthood
its really unfair to diablo how as a juvenile it runs as a snails pace while its apex cousin is running faster than it at a younger age
Just a complement and justificative
Make them have a super specific diet, hunger and thirst too, things like triceratops denying certain types of food maybe(since its a herb and will be easy to grow anyways)? In addition to the high time it would require a difficulty, a slow growth mainly involves persistence and not really difficulty.
Also, drastically reduce their stat gain, for example, if my rex in 2 hours is stronger than a ceratosaurus (which takes around 2 hours to grow) why should I use the ceratosaurus??
This happened in legacy and I think it's ridiculous
Make it so that in the adult phase they need to eat A LOT, not necessarily have a hunger that falls quickly but that they need to eat a lot to satisfy their hunger (make that herbivores have a hunger bar that drops quick tho)
In response to this, their stat gain should be similar to stego in my opinion. When the early growth gain changes were made, stego was the only outlier still having the original growth model (eg. reaching 3 ton at 50% growth). For a comparison, when growing alongside eachother Diablo grows exceptionally faster reaching full grown usually before stego reaches half.
This makes the early stages much harder, and the later stages still a great risk in comparison to being fully grown.
Make it so ceratosaurus loses body buffs when in the knocked down state, but regains it when its back on its feet.
dibble has spikes on his head so i say troodons herras and small omnis shoud die if you pounce on his head and omni shoud take damage
Nerf gastro for cera its waaay to broken and if we are at it make the charged bite have a cooldown
In order to have more fairness in regards to growth times and avoid situations like the one we have right now where cera is 30 minutes more than Omni and that one is 30 minutes more than troodon, I propose either increasing all growth times in a way that they are more or less fair and proportional to not create situations where one thing is objectively more worth your time than another, or at the very least reduce the nutrient decay rate of things as they get smaller (or just something exclusive of tiny critters).
With this they could maximize their diet more easily and still be punished with a proportionately long growth if they fail to have more than like one nutrient at a time.
Swimming/floating counts for "resting" for Deino on HT for stamina, but doesn't seem to actually provide healing; deino has to get out of the water & lay on the shore to heal (?) Idk if that's intended, if I'm bugged, or what, but it is very stinky gameplay
idk why the force to stand up stamina was removed. it is a good idea that force players to quickly getting up with the W to waste stamina if they are getting chase. this needs to return back into the game
While omni is pounched smth you get easily knocked down and stuck for like 4 sec by normal bush? Not tree but bush?Normal bush where u usually hide and walk trough? Fix that
the fact young diablos are barely faster than a deino on land is concerning, they should be faster
Stamina needs to be improved for all dinosaurs, it takes ages to recharge it and bleeding is another thing that needs to be adjusted, you lose 80% of your bleeding in 30 seconds, it takes many minutes after that to recover, like 15-25 minutes lying down, which is ridiculous, need to improve bleeding recovery and stamina when lying down
Recommend slightly increasing Utah's pounce damage to deal 35-70 damage upon impact. In the current version, Utah cannot inflict effective damage during the initial seconds of pouncing, leaving almost no countermeasures against terrain-exploiting opponents. Logically, Utah's jump attack should naturally cause damage through its body weight and momentum.
Troodon...
Troodon in hordtest is just awful. Sure, the stam cost reduction on pounce is great, but the real problem is in the speed of the troodon juv.
-You are slower than any growth phase of the deino on earth
-Their spawn points are bad, very bad, spawning far from any location where there are huntable bots for the current turtle troodon (13km speed...)
- Troodon in the hordtest, without the small AIs (which I hope will be added in this hordtest) is more difficult to reach adulthood than a Dilo, Carno and Cerato, all because of its speed Unnecessarily low (13km)
Please fix raptors killing stamina when they jump on you as a big dinosaur, example my 8 ton croc lost all its stamina within 15-20 second of baby raptor pouncing on me.
Why is this the case a baby raptor can drain a 8 ton crocs stamina? This is wild, stupid baby raptor almost got me killed cause of no stamina.
Nerf teno HP to 1300 the already broken with back and front attacks stun and kicks. teno that hunt carni atm moostly
Let dinosaurs sleep without the safelog screen. They could recharge stamina and health faster while sleeping but it’s also more dangerous because of the snoring and maybe it takes longer to stand up.
add option for server to turn diets on/off
make there more spots for dienos to go i know people dont like them but its really hard to play deino almost all the spots that are popular kill deionos if they try to go and its to far away make more pitstops or more rivers and or add more ai spawn so dienos can live if they dont go to popular spots
give us better canrivores literally pack of 7 dibbles are goign around kilinig all carnivores
Decrease the omni's pounce hitbox (It will also help them not hit each other as much in a fight) And add a mechanic for pin victims (not grapple victims) to be able to escape.
Because this is simply ridiculous, and it will be even more so with the addition of allo.
reduce tenos kick damage in exchange for the tail slam to do vastly more damage than what it currently does maybe 300 dmg or so. there's no reason the kick should be good at literally everything (bleed, damage, dps, lingering effect and mobility) pushing the tail attack into uselessness. you could say the knockdown and range is the tradeoff but why do that when u can just charge, do a 180, kick + stagger, land another kick and easy peasy 500+ dmg (not only this but u literally get LESS damage output starting a combo with tail slam if u actually hit them with it from afar due to stun time).
I implore you to keep rex growth time similar to trike’s currently after the patch and don’t back off regardless of complaints.
This supposedly hardcore survival game is missing on the hardcore aspect and I believe apexes should be the epitome of that. Not only giving extremely long growth times to these creatures prevents people from just flocking to the big stompy creatures and instead encourages them to find things they didn’t know they could like, but I also believe that 9+ ton behemoths should be an achievement, something you earn…And what better way to prove that than by surviving for a long time in a survival game and/or showing that you control the diet system and can keep yourself well fed consistently?
No creature above the 9 ton mark or around it should have less than 12-13 hours of growth on 100% diet imo, so basically Rex, Trike, Giga, Spino, Shant and Cama. Trike growing at its current pace is perfectly acceptable and should remain like that, same goes for rex even if many players get filtered in HT
enhaced digestion should be availbe from the begging not after u hit 60%
Gastronomic regeneration is like single best mutation (at least for carnivores) and is a nobrainer always get. Maybe remove it as a mutation and instead make it a builtin mechanic and tone it down a bit like previously suggested regen boost instead of instant heal. Also health regen could be a bit faster as downtime for hp regen is very long.
Dilos need serious work, even with the sun out they are broken, landing a couple bites rapid fire then just hiding till the prey is dead with almost unmatchable speed and good health and great mobility allowing even brand new players to dominate, lets not mention if they are skilled then ha f u. reduce the speed-increase the bite cooldown- give it regular poison like the rest of the venomous dinos, idk but it shouldn't be this good while things like raptor are almost unplayable unless u have g like reflexes. dilo also has one of the easiest grows with good diet sources and can have huge packs that people literally log out of the game when encountered. lol not done, also has god level night vision and no creature on earth has venom that does anything remote to this mechanic, i could keep going but ya please balance ...
PS.please give the raptor some more stam or some kinda love i miss playin it
Please dont let the haters change rex and others and make rex like 8h-9h to FG
The new bush audio on hordetest is a very unwelcome change
Bucking should be way more effective if the target is closer to you in weight, pouncing should be reserved for sustained damage against big game. They're light enough to bite to death reliably. It stays as an alternative option for chip damage and grappling, but it's less stamina efficient given the number of times you'll have to reattach yourself each time you're thrown off.
Why is teno faster than cerato? I can understand Maia, but it really almost feels like all the big dinosaurs are faster than cerato with few exceptions. I'm proposing making cerato faster, as the current speed means a good chunk of herbivores outrun a cerato. Currently we have lower-end of the speed spectrum of what ceratos should be while Teno is exagerated in speed.
It's not nice getting run down by almost every other dinosaur and with newer dinosaurs coming cerato will really be forgetton tbh.
I'd say 40.2 -> ~45 which is closer to it's top speed estimate of 30mph.
2 things you should do for dryo to QoL its "run away" playstyle
- Give it I-frames during dodge, even if its at specifically the first couple frames of it, so it cant be pounce/hit by carno charge from 15ft away and are rewarded for dodging on reaction.
- Allow it to cancel its eating/drinking animations with a dodge charge ( obviously can only dodge as far as it can look side to side so it increases use of hypervig mut)
Maia shouldnt be able to stunlock a FG carno from full hp till death. no reason to be punished THAT hard for being hit once. im not playing a troodon.
or remove maia from this goobers diet so people dont think its suppossed to be possible to kill one
I recommend adding more plants to the official servers. Currently, there's not enough food for herbivorous dinosaurs. Additionally, the duration of gastroliths is too short, forcing players to constantly consume them.
Add a cooldown for knockdown/stun to occur again in hordtest. It's just stupid how the cooldown that is in the public branch seems to have been removed or decreased in hordtest... If you can't get up very quickly (Like omni), you will be completely stuck and will die without being able to do anything
on larger bushes, please allow the dinosaurs to scrape a little more for the same amount of food ( for the herbfeeling xD)
Or increase galli weight so a full grown cant get pinned
Either change double tap lmb thrash on ceratopsians back to what it was (look down to thrash)
Or make it other keys. Double tap lmb thrash made ceratopsians bad in fights. Its too easy to mess it up and attack itself is too situational to be used that easily. Also charge attack (that fast one during running) forces player to spam lmb, which makes trike/dibble thrash locked.
my lord nerf dilo - why play anything but right now
The main reason Cerato is completely Op and broken currently is its vomit sickness.
I propose leaving the stun time for the vomit animation the same for everyone, like 1.2s. (Some have an animation that lasts 5s current, like Dilo and Herrera)
And increase the amount of bites needed for something of the same weight and larger, and perhaps for smaller creatures as well. Make the charge bite and the alt attack apply the same amount of bacteria that the normal bite will make the Cerato much fair and more Balanced
Add Cera and Dilo to Carno diets, remove Maia
Rework Cera Bacteria/Fix Desync
Cera's bacteria is making the game unbalanced. It can force vomit you, and it makes you pause mid sprint. It also only takes 2 bites, and you vomit. This is ridiculously overpowered in my opinion. In the video, I was trying to attack a cera, and it only took 2 bites, both with very weird desync. No idea how either of those bites hit me, but somehow they did. I could also vomit once again, even when I just vomited. There should be a vomit cooldown. A cooldown would kind of help balance Cera's bacteria, but just in some ways.
(This is on a no rules server, don't @ me saying the mixpacking is crazy)
make gallimimus weigh a single kg more then omni
Carno's charge hitbox need to be fixed, they can charge you even if fail the charge you recibe damage
apparently this wouldnt work so uhhhh
make galli (barely) unpinnable by omni or at least give it someway to fight back when pounced (by a single omni)
make the dilo clones disappear after they are killed. Ex: If 1 dilo from a group of 4 sends 3 clones and dies soon after and these clones have not yet attacked the victim, they will disappear (this obviously also applies to a 1v1)
fix the stam issue, game is way too slow and just turns into dinosaur roleplay chat simulator
I think the Raptor is currently almost useless when combined with Dsync and weak bleeding damage, and it requires a lot of skill and luck to successfully hunt other dinosaurs, except for Troodons and other small dinosaurs. Although large dinosaurs are on the diet list, I believe it could be well balanced if it were given at least a bit more speed and/or mutations that increase stamina or speed up stamina regeneration. I think this is a good idea and wanted to share it with the community. What do you all think about it?
fix the 100% death rate of any dinosaur that is not a stego to a deino. full stam fully grown medium/large dinos would not drown in 10 seconds or lose their entire amount of stamina within 5 seconds. its unrealistic and i appreciate being able to escape since water is vital and fruits/plants dont get enough to be sustainable. :)
I suggest that you put a limit on the gastronimic healing management for Cerato and Deino because they both benefit greatly from this mutation, being able to eat endlessly. I've seen many cases where Ceratos corner a target and when the Cerato takes a lot of damage, it runs to a carcass even with a full stomach to eat infinitely and heal health quickly. This is unfair and makes the game arcade. This is so unfair that it's almost as if an admin was healing them, the other carnivores, herbivores and omnivores can't do the same, what is so special about Cerato and Deino that they can eat Infinito without harming themselves and use Gastronomic even with a full stomach?
or just either rework or remove gastro and other combat mutations
make it rain less. the game relates on the sourrounding noises so much. the rain makes it impossible. its okay if it rains but like every 5 minutes?
Cmon developers do something with cannibalsim, I could give a lot of advice on how to do this, but it will all depend on your coding and much work with this. But this game is to much unrealistic and too hard in survivance, so when you try to get some help or safety from your species you can be just eaten by same species, it looks so dumb.
When Stegosaurus hits Rex on the head with a power swing, Rex should get stunned.
make mixpacking bannable (Mixpacking is just an unfun experience especially when you have people who play cerato a literal unkillable carnivore if it has food teaming up with apex stegos and other herbivores)
Give the pachy some love 🙏🙏
•Increase your speed to 43km
•Make it 3 stuns on larger creatures like Carno and Cerato when breaking their bones (Leg, head and body)
•Increase damage reduction for hits to your head to 80-90%
•Remove or decrease the stun time when missing and hitting the headbutt
change the hitrange of the carno. this is insane getting killed by a tailtip hit when he still was far away
Add a special big red sign for Cera and Deino that you should be prepared to be eaten by your own specie. Explanation: sound buttons, local chat, grouping with randoms and locating with your own specie are dangerous for survival for yourself. Those function are usefull only when you play with friends.
nerf cera vomit....make have a delay or etc
Nerf cera and stego they are to overpowered
buff deino health....make it such that it can have 50/50 chance against stego.....which will give stego a good chance to escape also stop stego dance in water....maybe even stop trike dance in water....what do you think guys ?
Please add all buffs made to Maia, Troodon and Carno to the Public Branch before finishing the hordtest, as it will take a long time to finish
right now smaller dinos are rarely seen, mostly due to big dinos killing them easily and half the time for noo reason, i suggest making audio different depending on species, like the smaller dinos can hear from further away, to give them a chance to run oor hide, while the bigger dinos cant hear tiny things like dryo running through the bush as easily as they can now.
its a bit ridiculous to think that a full grown carno can track a troodon near perfectly in the dead of night by sound alone, and i fear this will only be getting worse with the new bush sound effects coming in.
Yes i am aware their is the hypervigilance perk, hoowever creatures like troodon and even ptera cant get it simply bc they are carnivores (which is dumb, i think this perk should be limitted to a certain size range of dino)
increase deino night vision in water
Unironically (slightly) buff stego and increase its growth time to turn it into to a proper apex if it struggles defending itself against rex in a straight duel without ambushes. Just as a possibility.
I feel like there shouldn’t be huge disparities in the growth times of apexes, but it would be unreasonable to increase it like that with no compensation, even if small
Stego powerswing hitbox should actually follow the animation rather than popping up before the tail swings tho
This is technically a 2nd part to Deino balance, as my first part involved map design #general-feedback message. But I wanna focus on what Deino in general should get to improve its gameplay. This is what I’ve come to with
1: Improve Deinos night vision in general underwater and above.
2: Juvie Deinos shouldn’t have the fast water Drain like the adults do, and should rather be land focused. Being faster in general on land with somewhat standard juvie stamina. This allows them to engage with the world on land through sanctuaries or even just scavenging what they can find for a brief time before being pushed back into the water when they become a Sub.
3: Deino creates ripples in the water through sprinting when it becomes a sub adult. This can provide players with knowledge that a Deino may be nearby if the deino isn’t careful about how fast it’s swimming. However slowly swimming/bottom walk sprinting allows you to bypass causing any ripples. This should allow for deinos to be a bit more careful about how they hunt
4: Deinos underwater sense is drastically changed. When underwater you can sniff to highlight animals nearby for brief moments (like the scent sonar). However while underwater your camera is locked to looking above water, which means you want to rely on the scent in order to see things
OR you can go above water if you so choose and peak your eyes out to see normally (as seen below). This doesn’t make noise anymore for breaching and is more so as a tool to have a brief glimpse of what’s above water or far away. However you likely don’t wanna ambush while like this because of it being a bit easier to see you above water
I love the idea of dilo clones dealing no damage but confusing the target and making their UI garbled and unclear.
Bites from clones should still elicit damage sounds from the target, whether due to phantom pain from the venom or fear causing them to think they've been damaged, and further confusing the them as to which hits count.
That way, dilo players have to stay engaged with the fight. Their venom acts alongside them instead of in their place.
We would avoid dilo players who retreat and send clones only until they need to reapply venom, and the clones still do what they need to do to scare the target and make it harder to tell what's real, assisting the dilos by creating openings for attacks and making targets panic.
Dilo clones are similar to Goblin Shark in Depth. Even though the AI was typically easy to tell apart from players, you didn't always know which was which if people moved oddly, and when you have 4 clones as well as player sharks after you, ESPECIALLY 2 goblin sharks spamming clones, the panic is real!
The Isle doesn't need their clones to deal damage to be effective. Causing panic and confusion is a deadly tool all on its own. Especially if the clone AI could be tweaked to trot after the target or crouch and make it harder to tell if it's a mindless sprint at you clone, it could really drive up the nerves on invenomated players.
Notes:
- Garbled UI idea was mentioned by Metta in a recent video and I think it's a great idea.
- I don't like current dilo gameplay. They're fast, decently strong, and can just sit back in a bush and let ghosts kill stuff for them. It sucks.
Galli's vomit animation is way too long.
Vomit animations should definitely be balanced by size. Larger animals should have a longer animation, smaller ones should have a shorter one.
why isnt there a way to break free of an omni's pounce by now? Its so fun to just lay there and slowly die because they can just hold the pounce
Make the vomiting animations the same and short for everyone, something like 1.5s. Reducing your thirst and hunger by 80% instantly and preventing you from eating for 5 min is already an extreme debuff, Making long vomiting animations is no longer necessary.
If nearly every herbivore has a knockdown/stun attack, Pachy should have it stun back too. Especially considering it stuns itself when it uses its main attack to defend itself.
I get that it was removed initially because it made it really strong for its size and the roster was relatively small at the time, and it was an understandable adjustment.
But then after nuking Pachy into the ground bc of the stun lock issue they let every other dinosaur added afterwards become combat menaces that ABUSE their special abilities for free. Especially the larger herbivores, who don't even really need a stun to survive.
Pachy is slow for its size, has a small stamina pool which it needs to burn to use its main attack, it's small and is pretty susceptible to bleed, and its gimmick of breaking bones is unreliable considering most of the time you want a leg fracture, but the game will give you a head or body fracture instead. if nothing else is changing about the current stun lock system or Pachy's stats themselves then it NEEDS to be able to stun things so that it doesn't end up trading hits.
Stego has the high HP, long reach and high damage advantage against basically everything, Maia can run from something it doesn't want to fight, Diablo can kill the smaller things without the stun lock and it can run from most of the things that are larger than it (that it can still stun lock anyway)
Diablo can stun lock things up to twice its 3 ton weight, but god forbid Pachy can stun a carno or a cerato with a well-timed hit to actually have a fighting chance against either of them without having to hide on a rock and log out or die trying to do any damage at all. 
nerf carnos charge hitbox, why on earth can it not even hit my actual tail and do damage? balance him to actually hit us. -all other "small prey" dinos
This has been said before but I'll say it again: Nerf Dilos venom or at least change the way it works as a mechanic. After having died 5 times in a row due to 1 or 2 Dilos as both Cera and Carno I find their venom to be doing wayyyy too much damage, they face tank your alt bites then run away as the both visible and invisible clones hit you, it's not venom where youre slowly dying, it's guaranteed death within at least 2 minutes if there's more than 1 dilo, all this in day and night likewise, most of the time there's no escape.
Pachycephalosaurus/Fracture Rework
Fracture Rework
- All parts of a creature have fracture health. When a part’s fracture health reaches 0, the part is fractured.
^ This is already how fractures work - When a part is hit by fracture damage, a visual ripple effect occurs at the site of impact, the color of which represents the remaining fracture health on the part.
- When a part of a creature receives a fracture, the creature is stunned.
Pachycephalosaurus Kit Rework
Flanking Head-but (New)
- Low fracture damage
- Used when running, affects the left or right side (camera angle)
- No animation lock, low stamina cost
Charged Head-but (Current Ram)
- High fracture damage
- Used when charging, affects the front and dashes forwards
- Animation lock, mild stamina cost
Pachy gets the love it deserves, but still has to work for those stuns and fractures that it got for free back in the days where it was too strong.
Buff carnos charge damage significantly but at the same time make the charge do far less tail hit damage (and be incapable of stunning on tail hits).
Ramming a tail shouldnt really do any damage logically considering tails are flexible, compared to biting a tail which would do damage seeing as... teeth.
at the same time, my 1300 kg dinosaur plowing into your dinosaurs center of mass at 52km/h should probably do more damage then its short skull that likely couldnt open its jaw wide enough to actually bite you trying to take a chunk out of your side.
Essentially ups the risk/reward factor of carno. Yeah your charge does more damage! but you need to actually hit your target and predict their movement, as running through their tail will do nothing.
Trike gains too much power to early on in its life cycle, give it the deino treatment meaning make it gain most of its weight later on in its life because rn trike becomes a better Diablo within 2 hours of growing 😂 -
TLDR make All apex’s gain most of their weight later in their life cycle.
The stamina system needs to be fixed. It used to be much easier to understand. Sprinting and using certain attacks use stamina, it doesn't regen while sprinting, it regens slowly while walking and regens faster while resting. It's way more complicated than it needs to be now and only ends up causing you to wait absurd amounts of time and it often slows the pace of the game to a grinding halt.
Carno is at rock bottom for no reason. It should be heavier then a teno like it orginally was and have its biteforce reverted back to 180. There was no issues with carno pre nerf I don't know what inclined someone to just randomly nerf it while cera is overtuned. It can't even hunt midsized herbivoures such as teno anymore only preying on small tiers forcing it into a niche when we dont have other dinos for its previous niche aint good for balance. What we have is literally rugops. It needs a buff.
All that needs to be done is just have markers on the stamina bar to show people the different thresholds. Or at least some sort of tool ingame to let people know what the thresholds are
That would fix people not knowing how to manage stamina
Quality of life
Stamina HUD overhaul
This is a repost of something I’ve already stated, but I know have a visual representation to go along with it.
Color coded stamina
Trotting threshold - Green
Walking threshold - Yellow
Standing threshold - Orange
Sitting only - Red
Noticeable indicators of which threshold is active, making it much more obvious that there is a difference between them.
Please note that the illustration representing the trotting threshold is not correct, as it shows ~75% instead of 65% as it is in-game. This is a mistake, and not a request to change the threshold!
Threshold Indicators
Noticeable indicators of when the next threshold begins, making stamina usage more manageable.
These combined features will greatly improve the user-friendliness of the HUD its readability. Association with the HP UI also assists in this!
make diablo not be able to stun stego (2 times more weight and can easily kill a skilled stego)
buff maia stomp to 400 damage, rn a direct hit on omni after knoking it down does not kill him (congen mutation makes it even worse)
Something needs to be done about cerato vomit, I know most people will sook since there’s a million cerato players, but the current way it works is anti fun.
Literally ANY Dino I’ve played vomits in a single hit, regardless of how full their stomach is. Play pachy and land a nice heabutt only to trade hits, and as a result be hit another TWO TIMES just because you spontaneously vomit.
Make the mechanic have a delayed effect, so cera can track you off it like it’s supposed to. Or rework vomit so it just has a chance to happen again regardless of whether you try to eat or drink again
Also on troodon you can pounce cera, and his attack that misses (because you landed the pounce first) SOMEHOW makes you vomit, and you fall off the pounce and die.
Dumb mechanic makes fighting Ceras the opposite of fun.
I know they’re slow and need something but they’re defensive units as it is, they’re tanky as hell and hit like a truck regardless, we don’t need to be stun locked for 3+ attacks when we get hit ONE TIME
Right now Carno pretty dang fun only thing I wish Carno had was a small weight increase to buff its health up a lil not saying it needs to be as much as it was but I do think my boy could use a lil meat on his bones
Diets don't mean enough to herbivores.
For a faction whose food doesn't run or fight back, there isn't a lot of reason for herbivores or omnivores to focus on their diets outside of faster growth. Once some animals reach a certain size, diets become less of a priority.
Gallimimus is an excellent example of dietary balance, as if your diet isn't filled and varied, your core means of survival [speed] is reduced. Perhaps this could be applied in some way to all herbivores/omnivores, for example: less diets = more bleed taken by sauropods, less damage dealt by stegosaurs, increased damage taken by ceratopsians (to weaken the effects of its area-specific damage reduction) etc.
The appeal of herbivores should always be: statistically stronger than predators in similar weight ranges, being unable to starve, and easier to grow - this general design philosophy should NOT change. However, living off grass beyond a certain growth with almost no penalty allows herds to increase in size without conflict. Therefore, I believe grazing should also drain diets to reinforce the potency of the above suggestion. Herbivores may actually fight over resources, and it may also create more unease when considering herding up without completely removing it as an option: "Will you fight this diabloceratops over this diet plant, or will you surrender it and survive on grass for the sake of maintaining good relations in the herd, but leaving yourself an easier target for the carnivores?"
I'm not good with the numbers, but perhaps: =>90-100% of x1 diet does not invoke this penalty, =>50% in x2 diets does not invoke this penalty, and =>33% in x3 diets does not invoke this penalty. This way, starting out and filling up on only one diet found isn't detrimental.
Tl;dr:
Having none or low diet values should weaken all herbivores/omnivores by targeting a fundamental strength of that species, and grazing should increase the decay rate of diets.
I and many others believe Dilo needs to be nerfed urgently. it is a larger small tier/ smaller mid tier dinosaur and yet able to take many hits from much larger dinosaurs and out stamina even more. a good balance would be to simply lower the dinosaurs overall health pool as well as increasing its stamina drain due to its ability to tank so many hits and simply run off if it needs to. Dilophosaurus is quite a skinny dinosaur yet it can fight way over its weight class. which in groups makes sense due to its bleed but Dilo should be much more of a challenge to play. another point is the clones, this is a realistic dinosaur survival game, why add plainly stupid features like clones dealing damage. there should instead be multiple clones that circle the player making it hard to spot which one is the real Dilo. if played right Dilo should be able to take down much larger prey in a fight but it currently has too much slack and room for mistakes.
Remove the fog from troodon's venom
Nerf dilo stage 1-2, they shouldn’t last as long as 5 minutes after the last bite. Was bitten around 5-10 minutes later instant third stage and had 8 clones chasing me from both dilos which only one had bitten me to prop stage 3 then I died from full hp essentially as a fg patchy. (Fun head butting them tho.)
Make the stun rate of the Stegosaurus's Power Swing work differently depending on the hit location one rate for head hits and another for body hits. This way, the Stegosaurus will not be able to stun apex predators like the Rex when hitting their bodies, but it will be able to stun them when hitting their heads.
Dilo Venom rework
•Decrease the duration of poison in stages 1 and 2 and perhaps remove the buff where the duration doubles at night, but keep the buff greater ease of applying venom with Less bites at night
•Make the clones disappear after the Dilo who launched them is killed.
Ex: If 1 Dilo from a group of 4 Dilos die and the clones created by it have not yet bitten the victim, they will disappear.
make cera not be able to have gastro like whats the point if they are invincible near a body and they can gastro
Rework the Dilo venom mechanic. It should have actual venom that slowly kills you over time, similar to bleed. The way that clones work now is just not fun and also unrealistic, and I think people will have a better experience playing the dilo if it's reworked.
A 90%+ Omni should not be able to pin a FG Galli
One pin is enough to kill a Galli if it's done for long enough, and though yes, Galli can run, the bleed will ensure it dies even if it's resting, requiring Galli to get Traumatic Thrombosis, and that's assuming it escapes to begin with. All that's required for Galli to die to Omni is for it to be solo, a lone Galli has no way to counter a pin and is guaranteed to die.
Solutions could be to make an exception for Omni's pin weight for Galli exclusively, increasing Omni's min pin weight to just below Galli's weight, or if a pin is still wanted, giving Galli a way to throw off a pinning Omni using it's strong legs.
rework gastro heal so that it increases health regen rather than pure health, as it really just causes herbivores to body camp and carnivores to get free hp in the midst of a fight
Pachy needs a buff/ kit adjustment it's to weak 😐 
make the dilo halulus killable again please! and make them stop infront of the animal invenomd animal then alt attack to give them a chance to alt attack the dilo halulu. makes the envonomed animals fight back making it a good distraction
CAN YOU GUYS ADD TO TROODON can catch a fish its so hard to hunt some pig and anything
I think ptra should be able to somewhat bleed all small Dino’s and anyone who is less than 25% grown or whatever stage would indicate a Dino having developed tougher skin, and in addition ptra should maybe leave a bloody peck mark on a Dino’s head or body after being brutally smacked with its beak to younger or small Dinos. Also another suggestion is to only apply this when you alt attack with ptra.
Troodon climbing
fix herrera vomit animation duration.
5s duration? what is this? this is more than the herrera knockdown animation
Make trike gain most of its weight near the end of its growth cycle instead of being as strong as a dibble 1 hour into growing
I just lost a fight as a dibble between 2 dilos. They played well but I feel like envenom duration is too long. It certainly didnt' help that the hallucinations were invisible. maybe make envenom duration scale lower for higher weight dinosaurs or just fix hallucinations.
just got sprinted down from full stamina by 2 ceratos as a carno.
im really hoping they were cheaters.
if they weren't, why, on gods green earth, is carno (the high speed plains bully) getting ran down by 2 scavengers? buff the speed and stamina.
stego tail swipe should deal bleed all times
give deinosucus bite a chance to fracture
carno ram chance to fracture small dinos and body fracture chance if ram is head to head with small medium dino
cera charge bite should cause small dinos to fall down as it's like a thrash bite down to them (nerf the instant vomit a bit though)
dibble ,maia, teno and trike attack should have a chance to deal body fracture to small dinos.
nerf pachy instant leg fracture and instead increase body fracture chance.
I wouldn’t say stam, but definitely speed
Pin Mechanic
Leave it only to troodon, omni and rex (only 80-100% growth)
-
add a mechanic for pin victims (Not grapple) to be able to escape
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Make it so that creatures cannot be pinned to the ground when hit in the tail, only hits to the head and body should pin you
unerf deino to its original state... decrease hunger and water drainage...give bite ability to fracture...
It's already an ambush predator....the map is completely unfair to its adult form....you can avoid it completely.....make migration easy for it atleast and make ambush proper as dinos (which it can't grab) fracture will slow their escaping chance or counter attacking chance.
Deino adults have a food crisis as you are forced into cannibalism and even small deinos can't replenish your food and it takes a lot of time to grow.
Troodon venom should last 90 seconds during the night, similarly to how dilo’s venom get massively buffed during the night, troodon’s should also have an extra incentive to be a night terror
fix phantom vomit sickness on troodon from cera alt attack NOT LANDING when you pounce the cera, it makes the combat against them borderline unplayable when it happens for no reason
Cerato does way, way too much bleed.
Make gastro heal your health equal to hunger you get , not just 5% per every piece of food
Change carno's diet to something it can kill. Remove the maia and diablo and replace them with... idk like dilo or cera.
increase juv troodon speed from 13km to 20-25km
slow down the metabolism of deinosuchus
buff carno to 1.8 tons, increase biteforce and ram damage
make it an absolute small game hunter
with cera, dillo, raptor so it can hunt this dino even when they are in packs.
but change its game so that it should not hunt anything more than 1.8 tons.
this will give carno a balanced place to control small-medium dino population but wont op and would become the prey to the 1.8 dino and bigger.
make it fall down in ground to attacks of dinos more than 1.8 tons or take hefty bleed etc
this will decrease cera raptors dillo packs which have become abundant in the map too much at the same time be a prey to trex allo and other herbi carni dinos above 1.8 tons
Combo Pachy
What I mean by this is for Pachy to be granted a damage buff for its downward headslam attack on a target it knocks over(approx 1.5-1.75%, maybe higher.), so that it can use its downward slam attack to capitalize on a well placed ram. I think this would give pachy a good boost in power without being oppressive as it needs to land its ram or alt swing first on a smaller target and then capitalize on it with its slam. This would also give its downward head slam an actual use in combat without being too oppressive to other playables.
Make stego hit box limited to the tail spikes in the animation, It's been an issue for so long, I hope they actually read these.
make venom or vomit etc have a cool down or an immunity in an affected dino....it should be able to repeatedly affect a dino multiple times in a short time continuously....set a cooldown of 14 minutes immunity to the affected dino
nerf the bleed herera do like 1 pounce = 70% 80% blood lose, also the hitbox on pounce is disgusting
Make dilo and omni the same speed or swap their speeds so dilo is slower. A solo/smaller pack of omni has no way to escape a dilo pack unless there happens to be a rock nearby they can climb. Dilo is faster, stronger, and can just tail bite you into venom and spam clones even if you lose them in the forest.
Since people keep assuming I'm not trying to evade or hide or throwing myself at a larger pack of dilos, that's not what I'm talking about. I'm talking about stumbling across a larger pack of dilos that will track you until you die. If you take one bite, you're bleeding/envenomated and even in the day time, that is basically a death sentence without a rock to climb since they can apparently run faster and fall as far as you so you can't even flee down steep terrain unless they just don't try to follow you. If they don't give up, you die, unless they miss every bite while you attempt to juke them and lose them, which is LUCK based as much as skill based with desync how it is.
It doesn't matter if you can evade and hide if clones can just kill you for the dilos that bit you once and then LOST you.
This is gonna be less of a feedback, more of a general critique of the current balance that I believe is mostly due to the community. People often say “the devs don’t do anything we want” when I feel this is far from the truth. Most balance has actually been the exact thing people wanted, only to complain about a few months later when their balance idea suddenly makes their gameplay less fun or engaging just to list a few examples:
. Stegos initial release where it was only 4T (balanced around the current roster) but people asked for it to be buffed to be its proper size
. Pachy stunlocking things to death, and instead of asking for any reasonable changes, people complain and it gets slashed in half via the complete removal of stuns
. people wanted Maia quad stance to be better for defending itself where bipedal was for running away. They buff quad stance and now people say Maia is too OP
. people kept asking for Cerato to be buffed so it can be better against Carno and Teno, so they buffed its bacteria application and you know how that went
. Peoples constant Hate spike for Carno through its many changes (which did have good reason to why it needed changes) , people were tired of Carno being as oppressive as it was and begged for it to be toned down. So instead of asking for reasonable changes people begged for nerfs only to then settle for a playable (but not great) Carno because they just don’t want it to be oppressive anymore. Instead of just fixing its one core issue with charge, everything else got slashed away into a rather half baked playable
Conclusion
There’s definitely more I’m not thinking of atm, but most balance points have been what the vocal amount in the feedback channels ask for. I just feel like the community should be more critical and thoughtful about how they want something changed. Because more often than not people boil down to “X needs to be buffed it’s so bad, and Y is way too strong nerf it”
^At the end of the day, all we can do is hope, and I'm positive this is already the case, that the devs look at feedback as a supplemental tool and not a requirement or criteria.
People feel entitled and make demands but these should be acted upon with logic and not emotion or pressure.
I think the devs are well aware that the discord is full of biased cults, whether it's glazing or hating, and know how to filter through these.
So this post is to appreciate, thank you for listening when you do, and sorry for not understanding when you don't.
(Although I truly don't understand why dilo venom is so brainlessly op lol)
Change Troodon Spawns
-Replace Northjungle spawn with Northridge spawn (Has psittac and turtle spawns nearby)
-Add West Rail
Buff Gali’s weight. It doesn’t make much sense that they’re visibly so much bigger than raptors, yet weigh less.
It makes it so damn hard to judge whether or not they can pin you (which is a mechanic that is unbelievably dumb when it comes to Gali because of the obvious size difference)
Either that or adjust the pin mechanic to make it 25% bigger to pin, not literally same size or less.
Kinda crazy that a raptor that weighs the same as me (or max 25kg more) is somehow pinning me solo. Makes Gali just a snooze to play because you have no option vs raptors (a matchup that SHOULD be a skill matchup) is relegated to “I land right click I win”
Yes you can run away, but that shouldn’t always be your only option, especially on a Dino that has a deadly kick
And also a pounce would likely mean death regardless if you can’t get the raptor off ASAP as they take tonnes of bleed damage, and their only escape is to run.
Cera’s vomit obviously needs to be nerfed. It’s way too strong, but I think the solution is actually pretty simple and can even be changed to make cerato a more unique hunter as well.
Nerf the amount of food and water you lose after vomiting, and remove the double bacteria application from charged bites. OR, double the amount of bacteria used for a charge bite. It’s strange it applies extra but still only uses the same amount in its current state.
On top of this, and for the main change: add a delay for vomit, perhaps a random interval between 15 seconds to a minute. A flashing indicator could appear on your food telling you you’ll vomit soon. This way, you have opportunity to either abandon the fight, or prepare for the vomit so you can’t just be locked in place mid-fight.
What would make this more interesting, is having players flee and then vomit somewhere in the forest. The cerato can then smell this vomit and attempt to track the target down if it wishes to try and finish them off. It still gives the prey plenty of time to leave, but a slim but unique opportunity for the cerato to pursue.
From the current Hordetest Build as of 28/04/2025 D/M/Y
Dibble spar sucks. It’s extremely buggy at times, the main spar attack is too clumsy to use in actual combat, the turn radius is so big that a running Cerato can out turn you, and even trying to run and sidestep in spar causes the dibble to constantly stop and lose momentum.
One way experienced Dibble players, like myself, have gotten around this issue was by doing the default headbutt in spar mode by running side to side or by running diagonally. This gave dibble players a better fighting chance against Ceratos and other dibbles alike.
In the newest Hordetest patch however, Dibble is unable to do this anymore and is now forced to do the spar attack instead (see video below to show what I’m talking about)
https://youtu.be/bUXgXoEgiJE?si=7oYNlTdCetmyCdl3
This has now made dibble completely outmatched by a good Cerato player. It can’t turn and face the Cerato player, and even if it could, the spar attack would leave you vulnerable to a counterattack because of how it holds you in place when performed.
A bad Dibble player will obviously lose to a couple of good Ceratos, but now, even the best of Dibbles will almost always lose to a singular Cerato of equal skill; it’s just abhorrent balancing.
I’m not gonna sit here and suggest allowing dibble to run backwards like in its Hordetest from a year ago, that was completely busted, what I’m suggesting is one of two things to fix dibble and keep it as the fierce mid tier we all know and love. We can:
- Allow dibble to run in spar and perform the standard headbutt like it does in the current Evrima Branch
OR - Give dibble a much better turning, especially when in spar and standing in place.
If the Dibble had better turning, it would make it well suited for what it’s good for, 1v1 confrontations. Or, we could simply allow Dibbles to do its default headbutt in spar mode, like how it always has been.
Maiasaura
Overall I think Maia is in a fairly solid spot however there are a few things that could be changed with it
1: Maia quad back kick has a 1.5 second cooldown
2: Maia Speed growth curve becomes more in line with the adult around 50% instead of around 75%
Currently, every playable has some kind of combat mechanic or high stamina drain that forces players to play carefully and look for openings except for dilophosaurus and ceratosaurus.
For both of these playables the only two things that drain stamina are sprinting and alt biting. This wouldn’t be an issue if there was something to keep them accountable for using their specialty.
These are not specific suggestions for how to balance it, but an argument that there should be any mechanic or statistic that forces dilo and cerato players to play strategically.
For dilo, hallucinations have no downside or opening other than a quick animation you can do while sprinting. The moment you get your target purple, you can just spam right click and run until they die.
For cerato, you can sprint while doing a charge bite that does prevent, slow, or provide an opening, does not drain stamina, and does not have a long cooldown between uses combined with its fast turn rate while sprinting.
been playing maia for a couple days and noticed the water drain is absolutely mental, can this be toned down a bit? its basically a semi aquatic at this point
Made my way all the way through swamp to sp an then to west as a croc from a baby an 5 meters from the water at the pond a boar spawns in on me an kills my croc as I was dying from dehydration, surely we can stop pigs attacking crocs that are lager then the dam pig please
In order for Dilo to get a clone charge make it that It needs to bite you and then It will get another clone charge. This would boost player activity for the dilo because once you are at purple they just run and spam right click and that just seems like a dull mechanic since getting your target to purple isn't really that hard. Make the clone recharge time 20 or 30 seconds so that the dilo cant spam the clones and needs to manage the clones instead of just spamming, and aslo remove passive clones. A dilo that is dead should not be able to spawn clones
return the trike and dibble combat to what it was before. Making the attack that was previously done by looking down now be done by clicking the attack button a few times has left mainly the dibble vulnerable where, even a good player, will be completely hindered during the fight by this mechanic.
Maybe this mechanic is good for the trike, but for the dibble it hinders more than it helps, basically a nerf...
Stego is basically silent and also the largest assassin to ever exist
Release all the buffs/changes made to Carno, Troodon and Maia to the Public Branch. It seems that this hordtest will last a long time, having been 3 months with only the Trike that is not even finished yet...
Baby troodon should not be able to drain a fully grown stegos Stam, the size difference is way too big for it to be able to do that, Maybe multiple troodons but definitely not one singular troodon and I mean this for all growth stages
No more carno spam charge please
People probably gonna dog on this suggestion. I’m a pachy player and the amount of times I’ve killed an adult carno is ridiculous so be fare it’s usually a 2v1 but the carno it almost 3 times are size. And two good headbutts and that carno is dead because of a fractured. I get the charge attack from carno needs to be fixed. But I feel like the carno need to be buffed in the weight apartment. Its hard for a carno to kill a cerato because of there bacteria bite and they would most likely loose a 1v1. It’s come to a point that big herbis like Stego and maia, and Diablo end up fighting other herbis because there bored and let be honest what the hell is a carnivore gonna do to them unless it’s a big pack. And the carno is real life weight like 2 tons. To be honest I’m just sick of being bullied by stegos and daiblo
Please fix Carno's hitbox. There are so many videos of it hitting things that are 10 meters away. It might have the largest hitbox in the game for attacks. It can almost hit things from across the map
Why does Maia take so long to get up after a knockdown? It makes no sense for it to be so long
Fix stego tail hitbox, it's like you get hit by magic powers
make herrera have more air underwater. as a dino which can dive underwater its air capacity is very low
Bary just looks so much like it’s gonna get retaliation damage while pinned down. I would be surprised if it wasn’t due to how exaggerated the biting and clawing is. Either way, if it gets it, I think it would be absolute cinema if:
- There was retaliation damage against deinos grabbing it. Obviously not much against larger ones but maybe something like a 2 ton one getting some serious harm if it holds on to it for a while (even though it could still do something like wasting its stam and letting it down on its own)
- 300-400kg juveniles beating up Omnis that try to pin them and obviously being a good anti grapple tool
The current stamina system is sitting simulator. Change it.
nerf raptors bleed. as a dino which should only be able to kill big dinos with a huge pack it shouldnt be able to kill a stego with ease with just 2 raptors like cmon
Make it so that Photosynthetic tissue speeds you up during the day BUT also slows you down at night, with Nocturnal being the same but opposite. That way there's more of a trade off to consider before taking either mutation, AND you can't just take both and be extra fast 100% of the time.
I know Ceratosaurus is kind of a hot topic atm but its clear regardless that it needs changes. While I am aware of the bile changes mentioned in the dev blog I don't know if just nerfing bile would be enough. Even without it cerato is still a better hunter than it has any right to be. The main reason for this is its charge bite. So I have 2 changes I feel like would push cerato to use charge bite as intended.
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Cerato while holding its charge bite should have a speed decrease. Something around 36-37kph while holding it. This will make charge bite more of a tool to bully things off of corpses and to use defensively in combination with its great acceleration and agility to defend itself.
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Charge bite should take 5-10 percent Stam to use. If this is too big of a draw back you could buff how long cerato can hold charge bite as a minor buff allowing it to keep the threat of charge bite up for longer (this change wouldn't increase ceratos max damage with charge bite only how long it can keep charge bite active before releasing the attack).
I can't tell if this was intentional or not, but the stam draining from raptors pounce is horrible, and I wasn't even bucking. I'm nearly an adult deino and yet my stam disappeared in seconds from a single raptor. Also, the trees don't do anything to them besides make them ride invisible motorcycles. I hope next patch fixes this but I'm really just confused and annoyed by raptor all around.
give troodon a sort of playfighting or social ritual to boost stamina regeneration amongst those who participate so ppl who r out of the fight and distanced from fatigue can get themselves back in it faster.
I’m not going to try and remember all my bullet points, but I think it would be nice if there were more ways for all playable to interact with or be affected by the presence of corpses, like biting flies that discourage corpse-camping or the ability to burry bodies to either eat later or hide the sent from predators/competators.
Stegosaurus is absurdly overtuned — Deinosuchus stands no chance, even in water
Let’s be real — the current balance between Deinosuchus and Stegosaurus is completely broken.
I just watched my full-grown 8-ton Deino get deleted in 5 tail swings from a Stego. That’s over 8,000 HP gone in about 5 seconds, with no time to react, no way to escape, and no realistic counterplay — even though I ambushed him in water. How is that remotely balanced?
Let’s break this down:
Stego tail attacks deal up to 2,250 damage each, can be used every second, and can hit large targets with ease.
On top of that, head multipliers or side hits can boost damage even further.
The Stego causes insane bleed (even though Deino doesn’t bleed, this still punishes most carnivores unfairly).
Meanwhile, Deino’s bite is laughable in comparison — 500N damage max, no bleed, no knockdown, no ability to drown a Stego (unless you're more than 2x its weight, which is barely possible).
Stego’s turn radius and tail aim make it basically a walking turret with tank stats.
In real life, a Deinosuchus would have no problem ambushing a Stegosaurus. With over 18,000N of bite force, 8–10 tons of bulk, and aquatic stealth, it would absolutely be a nightmare for any large herbivore near water. But in The Isle, it’s flipped upside down.
It feels like Deino was nerfed hard to stop water camping, but now any Deino near a Stego is just a free kill for the herbivore — in a game where Stego shouldn't even want to go near water.
Suggestion:
Reduce Stego tail attack frequency OR power.
Add some kind of stagger, knockback, or tail cooldown.
Improve Deino’s lethality when ambushing from water, at least against herbivores.
Introduce armor/fracture mechanics to give large predators a purpose again.
This isn’t just about realism — it’s about having meaningful roles and fair matchups. Right now, Stego can 1v1 most things with zero fear, and it kills the fun for anyone trying to play as apex semi-aquatic like Deino.
Remove the ability of Deino and Cerato to eat forever and not have bad consequences, Ceratos abuse this advantage and continue eating and healing life very quickly abusing gastronomic, this unbalances the game a lot.
All other animals in the game have bad consequences for eating too much, they end up vomiting and losing stam, why don't Deino and Cerato have these consequences?
Gives Troodon the ability to change positions on prey like Omni can.
Troodon has less HP than Omni, so he can't take a hit from almost anything.
He needs mobility even more than Omni.
Make it so trike and rex and trike don't spar, yes I know its cool and cinematic but its gonna be terrible for trike vs rex if it works anything like how dibbles sparring works, instead of some cool clash between 2 giants its gonna turn into whoever brought a friend to the fight. Yes a trike shouldn't 2v1 2 rexes easily and vise versa but it shouldn't be as easy as lock the other into the spar mode and get your packmate to bite their back while they're locked into a buggy and poorly designed system with no way of defending themselves.
7-8 ton para please OR at least some big scaling when elder to like 9-10. We love our giant slabs of meat carrying their weight around and also we are lacking in non slow moving, combat oriented giant herbivores.
I know the devblog mentioned working on changes to cera's bile, but i think one of the things that should be changed is that cera should not have bile as a fresh spawn, and should instead unlock it once it hits subadult like dilo and troodon's venom
It would be nice if we could do something against the dilophosaurus is clones don't get me wrong that's a cool feature for them to be able to send fake double gangers of themselves to go get you but even when the Sun is up and it's not night time it is still a death sentence to get bitten by one because if you can't climb up on a rock or jump into a body of water You're dead. all I'm saying is that it kind of seems like whether it's night time or broad daylight you only have two options currently lay down and die or go out swinging.
Trike combat is patently awful still. Left click locks you into an animation that lasts at least 3 seconds or longer, meanwhile your opponent is running circles around you and killing you easy-peasy while you're still struggling to attack. Not sure what the aim is with Trike combat left click, right click seems useless as well, at least it didn't seem to damage the cera juvi I was fighting very much at all. Players have a propensity to spam left click in combat, so I'm not sure if single click attacks are the way to go, but if the double click happens it just locks you in and you can't do much but watch your health be depleted by an opponent which really saps enjoyment out of it. Please consider changing this to be more similar to Diablo, at least then we wouldn't be uselessly defenseless. I can see where the aim is I think, but it's still very difficult to combat anything, at least as a baby Trike as it stands. Maybe adult isn't as bad, but I haven't been able to grow to adult yet with the newest patch.
The stam drain feature for cerato upcoming while holding charge, apply this for stego holding up its tail for the charge hits, the speed of which it can already spam tail slams is absolutely wild, to balance it more fairly I think it would work quite well for stegs to slowly drain stam while holding it up. Makes it a little harder for such an apex dino to simply hold it's tail up 24/7
Cera nerfs finaly! tenos will wipe all ceras now. speed is very important in this match up
36.18 km speed boys. like... i saw someone in feedback talking about this idea. i personally didnt like nerf cera LIKE THIS. Corpse scav cera have body buff from corpses, yes, but like, come on. 8 hits from teno instead of 4 and it will be an easy hit for teno and cera will not win. this is a main part i dont like . no more diablo hunts i think too. If use simple bites witch 2 times weaker and it will be 2 times harder. No more steg kills also. Even now when u hit his head steg can do from 0 to 100 km/h in 1 second, teleporting and kill u. Ok. Cera wasent ment to do all that and they remove that.
The cera changes are a step in the right direction, but honestly I would increase the stamina drain when charged to the maximum for twice the amount at the very least. Also the speed nerf should apply CONSTANTLY, otherwise it is kind of a non drawback when it impacts cera so little and you can still run around dealing more than your normal bite for free.
Or maybe also make it so it keeps draining stamina if you move around with the charged bite at maximum, so it can still remain as a defensive tool
As much as I like the visuals, long animations for "basic" attacks are horrible in terms of gameplay. Looks realistic, visually pleasing but destroys the gameplay. Play a Trike throughout it's life and tell me you enjoyed any seconds in combat. Got attacked by a juvie cerato as a juvie trike, got bit 3 times under me doing one of my basic attack.
So the supposed cera nerfs:
Very minimal and unnoticeable stam drain while charging the bite
Supposed speed debuff activates after around the 4th roar, all the while cera gets the 345 damage faster (barely affecting the offensive use)
Bacteria is only now obtainable from rotten flesh, which is easily cookable by just chunking 3 pieces of meat and waiting less than 10 minutes on the body
and the buffs:
Cera has insanely buffed bleed resist while their health is high
Cera will get 1.25x stability while charging the bite, meaning carnos wont stun them and tenos will likely not stun them with body buff with the kicks, and wont be able to knock them at all with the slam
Cera, like mentioned before, gets the maximum damage much faster, meaning its even more spammable, and can hold it indefinitely meaning the prior timing to engage them as the bite ends is irrelevant
These changes are promising and a good direction, but values make it overall buffs instead
Either revert ceratopsian thrash changes (double LMB to thrash) or make it other controls
Rn thrash just ruins their fights most of the time. Its too sitautional to be activated that easily.
Make the speed decrease when using the charge bite constant and increase the stam consumption for the Cerato. The changes were good, but they are weak, there is almost no difference and this looks more like just buffs for the cerato.
I tested the Cerato after this update and I didn't see any difference in speed and the stam drain is extremely low and takes a long time to be done...
Debuff penalties should be applied to those who overpack or mixpack this is an issue that disrupts the balance of the game a lot
New balance changes are good , but main issues of balance are still not solved .
Mutations : Gastro , both speed mutations , and dmg mmutations .
There are must have in order not to be in a disadvantage , and block space for QOL mutations , deleting them is the esieast option imho.
Add natural gaits for the dinos, for example we should have types of locomotion that we can select depending on the speed and stam drain that we want to have. It will be organized on order to choose how we want to move according to a situation:
- WALK( doesn't consume stam, less footsteps sounds)
- TROT( slightly faster and doesn't consume stam but increases footsteps sounds)
- RUNNING(consumes more stam at a decent speed )
4: SPRINTING(greatly burns more stam and speed is increased a lot)
This mechanic can be very good for ambushing at a quick time or to chase prey for a longer time if doing endurance hunting,
make pachy omnivore
Allo SHOULD NOT outweigh Diablo
Cause if it did, it would mean Allo can solo pin Diablo, and for the dibble who cannot run away (theoretically), this is honestly too overpowered. Sure Diablo will probably stun, maybe even knockdown Allo with running flips (it can do that to Stego after all), but Allo will almost certainly be faster, regardless you can make the argument that an Allo can avoid a Diablo if it chooses.
Pinning as a whole imo is a very broken and unfair mechanic when improperly balanced. A successful pin should go to those players who have caught a smaller (and typically faster) victim off guard, or if a pack has coordinated properly to pin a larger victim. Back to the Allo vs Diablo matchup, I’m fine with the idea of an Allo duo achieving a pin, cause at least there is some coordination involved. But again, a solo pin shouldn’t be so easy for Allo in general in this matchup.
Also, a “Screw Diablo” mindset isn’t productive (for those who may oppose this)
The changes to Cerato are a very good step in the right direction. However there are just a few minor overlooks within the changes and here’s how I’d fix them
1: the slow down effect on charge bite only seems to happen when you reach max damage, which doesn’t do much if I only plan to use it when I reach max damage, or before. How you can fix this is by just having the slow effect at all times when charge biting
2: rotten food giving bacteria can be overlooked via meat chunks making the process much faster. The simplest way to fix this is to make meat chunks (and organs by extension) rot at the same rate as bodies, or that they just only rot when the body rots
The new cerato changes are a great step in the right direction, as many would agree. But there are some comments on how I feel they can use it to secure cerato as the body bully, body guard it should be.
It’s great that cera now only gains bacteria from rotten bodies, giving it a reason to search for them, or a reason to camp a body while it rots. However, the meat chunks can bypass this. Meat chunks need to decompose faster so large amounts can’t lag an area, but I feel if a body itself isn’t rotten yet, meat chunks pulled should despawn entirely as they hit the rotten stage.
For the charge bite, the changes are a great step and feel intended to help it be more defensive, while still having some offensive capability.
I don’t feel the movement speed effect should be changed all too much, maybe only coming into effect a little sooner than it does now. The stamina however, could be reworked to be more useful when defending stationary, but more hindering in an offensive fight. This can be done by having a 5% stamina cost after a bite is fully charged, and no stamina drain afterwards. This forces cerato to be cautious with how frequently it’s using the bites. In a defensive situation, it will have less of an effect because it’s largely stationary and regaining stamina, but offensive it is forced to try and end a fight quick, or suffer through lack of stamina if it fails.
Infant trike turn speed and swim speed could use a buff its unnecessarily bad
Buff hypsi’s stam

Gastro shouldn't work on AI corpses
Remove tactile, gastro, hemomania, prey drive, hypermetabolic, hypoalgesia, photo tissue, nocturnal, osteosclerosis and fibrosis. We need survival mutations instead, not making a hard meta where the combat ones are obviously the only ones worth getting
I don't think all of Cerato's changes are appropriate for balance. I have no issues with bacteria and stamina drain, it's logical and doesn't ruin the balance in any way, but stun resistance and speed... imo speed needs to be brought back, otherwise Cerato becomes too vulnerable in fights with Diablo, where speed was her advantage. She's not fast anyway, so I don't see the point in such a nerf. As for stun resistance. It won't help against adult Diablo, trikes, stego, but it will help against Teno? (1.25x is 1625, so Teno won't stun?) Let's be honest, in an open field, without a camp, Cerato had a great chance in a fight with Teno without it, and Carno? He stuns Cerato only at long range, does this mean that now he won't be able to stun her at all if Cerato uses charged bite? Correct me if I'm wrong (I haven't tested these changes in practice), but if my assumptions are correct, it would be more appropriate to give Cerato 1.20x resistance and give Carno a 1.20x LONG range stun buff, which would make him relevant against the updated Cerato and give him a better chance against Tenos, while not affecting the smaller types.
Allow cerato to get bacteria at full stomach (on current HT branch where you only get bile from rotten bodies)
Please give full grown troodons the ability to get organs out big prey.
When they prey you killed is too big (dibble,teno steg etc) troodon should be able to slowly drag organs out. Visually it could look the same as when you are carrying a heavy corpse
remove juvenile raptors/troodons ability to drain adult dinosaurs who are much larger than themselves stamina by any degree. stego can get their stamina drained by well over 5% by a TWO kilogram juvenile troodon like come on now 😭
Honestly, I think this should be applied to every carnivore in the future, as maybe an option to have the dragging animation for an organ or just dropping them next to the body. Could be hard to do, not denying that, but otherwise what would be the point of hunting something like a trike as an omni or dilo if you get no reward? Or the same goes for something like a group of allos hunting an elder shant or cama successfully
About mutations : Day 2 .
Not like info I will say is new to anyone , pvp mutations are ...... deep breath UNHEALTHY FOR THE GAME . Gastro , photo , nocturnal , dmg boost mutations , all of them should be deleted its not that hard , but devs are constantly ignoring the bigest balance problem of the game entirely , dont really know why .
#Delete_GastroPhotoNocAndDmgMuts
Be well .
can we get a speed increase for juvie dibbles ? to at least match the speed juvie trikes get ? juvie dibbles are way slower
Leave dibble unchanged.
Reduce juvie trike speed.
Where is the pachy buff? Where???? 😭😭😭🙏
Please, I beg of you remove combat/speed mutations. These types of mutations have only become the meta and make your survival game only come off more as a "fighting game" to players.
Rather than making for survival variations between individuals, they've been made something you must take or you'll be at a disadvantage and it entirely nulls balanced stats.
Don't remove any mutation unless you remove tactile endurance as well.
It's just fair that cera's charged bite's stability is accompanied by the speed decrease. Make it so that you get that 10% less speed as soon as you start holding rmb, which also would actually discourage cera from just using charged bite as a primary attack, punching like an allo or alberto would for no stam costs and never being slowed down since it takes so long to kick in
Also for that charged bite stamina decay, it's way too low. Losing less than 0.1% per second is so sad, but in order to give cera the ability of still moving freely with it, I would propose to increase that depletion drastically to for example 0.3% per second as long as you are sprinting and charge biting, meaning that you can hold it for free as much as you like while wlaking around and have no problem going for a quick offensive, but not running around roaring and preparing to deliber a toothy nuclear warhead on whoever you're pursuing.
The changes had a great intention and I'm glad feedback was taken into account, but those numbers and conditions ironically buffed cera
I know cera shouldn't rely just on carcasses, but it's so absurd how this thing is so good at hunting and playing like a miniature alberto or rex 4 shotting tenos, cc'ing dibbles, rolling maias and all for two hours of growth. These changes should be done by the time rex is out, there will be no need for cera to be this hyper offensive tyrant that it is right now.
Change Ai spawn distribution
Currently the system has highly adverse effects and is extremely un beneficial to the ecosystem of the isle. Ai spawn in hordes around large groups of full grown dinosaurs while fresh spawns and smaller under grown creatures couldn’t get a chicken to spawn on them even if they tried. The system practically favours and supports over packing and mix-packing while indirectly knee-caps people who want to play solo or follow grouping limits set by the devs.
Thus in response I propose the following changes to Ai spawn system.
1 - The larger number of Dino’s in an area will reduce the chance of Ai spawning depending on the if they are (?)% grown
2 - if the number of Dino’s above (?)% in a set area (basically render distance or what ever value the devs use to determine this stuff) is high AND the species is diverse Ai beyond fish (for now) cease to spawn to encourage either changing area or engaging in combat
3-If the Dino’s grow is below (?)% and the number of players in the set area is low it significantly increases the chance for Ai to spawn
4- if the player is relatively close to fresh spawn and not nested or friend code spawned (unless both are fresh) significantly increase the likely hood of small Ai like chickens, frogs, baby goat,boar and deer spawning.
5-give things that require or feed primarily on fish a AOE that causes for fish to spawn for more often if they are present and increase significantly the more there are (don’t need to increase number that spawn just likely hood of them spawning [baby deino count but after like 20% they got options and don’t need small colony fish]) this would be primarily for beipi and PT were PT would benefit the most as PT have horrible starting experience tbh
I believe if the following changes are made it would have very big but good effects on the ecosystem. Specifically would force large groups of FGs to traverse the map for food, significantly reduce the capacity for mix-packing and the effectiveness of it, improve the solo/small group experience significantly. It would encourage roaming the map and using other parts of the map to avoid hot spots if you ain’t ready for all that smoke while also keeping hot spots a very strict and aggressive zone. While this affects carnis primarily you could adjust MZ and PZs to encourage or push herbis towards Hotspots if needed to allow the combat thirsters their chance at glory. Though I doubt you’ll have too herbis want the smoke just as much as carnis in most cases.
If you agree give me likes if you didn’t agree or hate me specifically the X is there for you, if you wanna discuss ping me and I’ll get back to you in 1-2 business days 
Buff pachys speed to 43km per hour so it is faster than a cera with photo and buff body fracture so that it nerfs the dinosaur effected speed by like maybe 10-15%. So pachy can get a body fracture and run
You buffed cerato again
It's legitimately gotten much stronger than pre-"nerf" cerato
not only is charge bite more spammable because of how quick cerato get's to full damage now, we can also tell when we are full stamina to meta game because of the stamina cost when at full charge capacity.
if you wanted cerato to be a defensive playable, you need to change how the defensive display works.
Instead of making cera slower and making it endless but cost stamina, which were also somehow buffs, You make the charge bite get effected by cerato's defensive position
Cerato is supposed to be a corpse bully, so charge bite should deal full damage when around a corpse it's as simple as that
when not around a corpse: 200 damage, same as an alt attack, + same bacteria infliction
when around a corpse: 345 (or more since we are restricting it's movement to 50m around a body)
all the "nerfs" did was drive away bad cerato players who needed everything to get a 1 up on someone, anyone who has an ounce of skill realizes that this is a buff
Let pachy be able to at least stun Cerato a little bit. Without a shrug from a pachy hit it’s useless for a pachy to even try fighting back from Cerato. And since pachy can barely outrun one you don’t stand a chance unless you jump on something
carno needs a buff because he can no longer kill anyone with elder raptor coming up and the amount of bleed he takes he also cant 1v1 a cera and his group limit is less then a cera bring back old carno where he use to knock down ceras and tenos
Dilo needs a small nerf. the venom is just way too strong the way it is right now. what i suggest is give it a flat DOT of 10/s for 20 seconds. that way getting your target to purple does 200 damage and they cant just hide on a cliff to prevent the venom damage.
for the clones, just let them be active only during the night and as soon as the target is "blue". that way they can be a distraction to get off your venom bites and actually do some damage instead of just sitting back the entire night and killing something by just sitting back
"Reduced RMB hold time for ceratosaurus's maximum damage/bacteria application"
Revert this^ change and make "Made ceratosaurus slow down by 10% and use stamina after the mouth display has been charged" happen the second you are charging the bite instead of only when fully charged.
The stam cost part is also counteracted by the regen if you are not running not sure if this is intended.
Rotting bodies with vomit on cerato is near useless because 1. You can take chunks out of bodies and they rot in 5 minutes or so and 2. It takes soooo long to even rot a juvi trike that its never worth it. Not to mention scavenger ai will swoop down and destroy the whole corpse in 10 seconds with nothing you can do about it.
Other then all of that I feel like most of ceratos issues come from it being able to abuse meta mutations better then any other playable. With speed mutations it outruns a pachy/teno without the mutation and it just makes them way more agile then they need to be. It can use gastro better then every other playable because it can eat while full (even if you make it unable to regen while full hunger it can manually vomit to heal more).
the new rework of cerato is really strange. when i read about it, it seemed like a nerf , but 😕 turned out its a strange buff instead. it allready had stability from corpses, now it can dont take stans by holding rmb? rmb now takes stamina, its a good change, but the amount of stam used is laughable, cerato can hold it forever. bacteria deterioratig over time seemed nice, but they go away so long so its like another buff, before they dissapeared completely over time, now if u dont find salt rock, u cant take chances fighting other ceratos after 1 fight. What I want to say. Cera was too strong, so it didn't need any extra buffs. If you continue like this, you will have a cera-rex. It can already kill apexes.
As others have said already you guys buffed cera instead of nerfing it, the charge bite was made better and since the speed reduction isn't instant you can abuse it, ya'll gave it EVEN MORE CC RESISTANCE , buffed its bacteria so it wont go away in about 40 secs so in a fight your guaranteed to vomit, and the funny thing is that the only con you gave it is that it cant get bile from fresh bodies anymore and only rotten ones and it cant get bile if its full while completely ignoring or forgetting the fact that cera can MANUALLY VOMIT! and you can just grab meat chunks and drop them to make them rot in about 5 mins. Did you guys even test these changes before releasing them? what happened to the QA? 💀

I appretiate the devs making changes to the cerato trying to make it less OP but its not enough. Cera is the most popular playable not because it matches up to the other playables in a fun in unique way (not to say it isnt fun or unique) but mainly because cera is too easy. Being a borderline apex in its current state, coming across a cera or a group of ceras will be a difficult fight no matter what you are, its not supposed to be like this. Cera is supposed to scavange so tell me why its the first pick for hunting stegos? It shouldn't be! Like Lokkie7 said, if you continue like this, you will have a cera-rex. Entice cera players to be scavengers, not apexes.
make the extra group slots stay until the babies are subadults. once they reach freshspawn stage they are still completely useless on their own and will follow you regardless, may as well make them able to tag along properly until they are able to atleast hunt boar on their own
edit: it doesnt make sense that some species have 6 or so eggs yet having them exceeds group limit.
HT juvenile Maia is a little too slow or just gains speed too slowly to truly be viable on its own without luck.
I want to clarify on the whole Cerato changes. Because overall these are good changes. But there are a few things that allow players to bypass them or that should be tweaked just a bit
1: getting bacteria from rotten food is 100% a needed change. However players will opt to pick meat chunks as they rot faster instead. To fix this, just make meat chunks only rot if the corpse has rotten (this also helps differentiate if a meat chunk is rotten or not)
2: the charge bite slow effect should start as soon as I start the attack instead of after the max damage is reached. Because it doesn’t really do anything if it only happens after I want to use it. This will help it stay more defensive
3: The stamina drain on charge bite after max damage is fine, and the misconception is that the value is only 0.1% per second. It’s actually 0.3% which is counteracted by regen which makes it 0.1%. This can be fixed by just making it so you don’t regen stamina when charge biting
I feel the juvi trikes alt attack is not in sync and the animation is just too slow like its head is really heavy and a juvi shouldn’t be feeling like it weights a ton like an adult.
I think that Maia having a growth time of 3-5 hours and only being able to achieve 3.7 tons makes it not only extremely unworthwhile herbi to play due to being able to be grappled by Deinos at any lifecycle, but unrealistic as well due to the fact that Maiasaura could easily grow up to 4 tons, some specimens achieving 5 to even an astounding 5.5 tons.
I think that Maiasaura should be able to achieve a 4-4.4 ton weight even without becoming an elder---not only for the sake of realism, but to provide an end of lifecycle gameplay loop that does not revolve in constant fear of deinos for how long it takes to grow.
Back when Carno was 1800 it made sense to have this slow ahh recovery time from kicks or stuns because it helped balanced it out but now that carnos smaller and it’s recovery is the same it makes it very venerable to any sort of knock down or stuns compared to other Dino’s in its weight class if we could get a faster recovery and a farther knock back for Carno would be great
dilo needs a nerf, and you’re ready for this conversation. in my opinion it’s now the strongest carnivore in the game. dilo is already very fast, with a strong force bite. i know that devs won’t remove the venom mechanics, and i don’t mind it, but it definitely needs some changes. considering that clones are broken now, even two good dilos can do a lot - killing mostly anything they see. the poor target won’t even be able to outrun the hallucinations or dodge them, because they are invisible.
i just don’t understand why a creature that’s already so strong, has a powerful venom. the fact that clones cause damage is insane, they are not even material. they could be used for distraction only, to confuse the prey, but not to cause damage. i wish troodon had this instead, it would make much more sense
Another suggestion about cerato (hordtest)
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Make it so that he can only get bacteria from rotting bodies, and also only for rotten pieces that have been removed from those bodies. Pieces of meat that have rotted naturally should not give any bacteria to Cerato.
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Increase stam consumption to at least 0.40 and make the stam cost occur a little sooner
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Make the 10% speed reduction instantaneous and constant from the moment the charge bite is active
-And maybe (MAYBE) make the stability bonus 1.25x only near bodies, if not near a body it will only be 1.15x
To add onto the recent Cerato changes, some have suggested that the charged bite should only do the full 375 damage when near a body. Without a body it should be 250 or a bit lower, yet still stronger than the alt bite. This enforces the bully style it's intended to be while not being overly powerful without defending a carcass.
To add on, the damage buff should only apply when defending a body that can be dragged or can't be grabbed. Small bodies that can be carried like meat chunks should not apply this buff to prevent one Cerato carrying a body while the other bites at things they are chasing.
In order for Dilo to get a clone charge make it that It needs to bite you and then It will get another clone charge. This would boost player activity for the dilo because once you are at purple they just run and spam right click and that just seems like a dull mechanic since getting your target to purple isn't really that hard. Make the clone recharge time 20 or 30 seconds so that the dilo cant spam the clones and needs to manage the clones instead of just spamming, and aslo remove passive clones. A dilo that is dead should not be able to spawn clones. The dilos venom at day should NOT be good and should not last for that long but at night the venom is very effective and lasts way longer and this will encourage nocturnal play since the dilo is supposed to be a night time hunter
for the love of God playing dein is horrible you can get it full grown but getting food after that is pretty impossible it keeps being of starvation even on a 300 pop server I still can't find food it's stupid 🙃
The Isle: Evrima would greatly benefit from more balanced weather mechanics—particularly reducing the frequency and volume of rain, which currently detracts from the overall gameplay experience. Additionally, development efforts should refocus on expanding the dinosaur roster and enhancing their gameplay depth, rather than prioritizing environmental props like lamps, jeeps, and bunkers. The game shows tremendous potential, but it’s hindered by a noticeable lack of optimization; players shouldn’t need a high-end, $2000+ PC to enjoy stable performance. A renewed commitment to core features and performance improvements would go a long way in restoring community confidence and realizing the game’s full promise.
Beipiaosaurus and troodon should reach subadult sooner than 50%.
During the night, similarly to how dilo's venom is buffed, troodon's venom should also be buffed
This includes:
- A longer stage 3 envenomation timer, to 1 minute 15 seconds (up from 45 seconds)
- stage 1 and 2 venom stages lasting 45 seconds (up from 30)
- Bites are able to initiate venom (only from stage "0" to stage 1)
Ceratosaurus should not have bile be activated prior to 2nd mut, just like every other dinosaur ability. It's no fun and/or fair if a fresh spawn cera eats just a bit and already makes you puke.
Properly nerf cerato, make so the speed nerf is activated has soon has the charged bite is casted, the "nerf" did nothing its more a of buff if anything cera is even stronger and more opressive now.
can you add a system that causes some sort of debuff when in a group larger than the "limit" already in the game, I feel this could create a reason for mega packs to not form which I believe can be detrimental as they block up all the resources for anything that isn't their species, another example would be mega herds which body block any sort of food a carnivore might have found I think it should be something that causes panic and makes the affected bite randomly, maybe hear things or take minor damage thanks for hearing me out
So, I think the last time I have seen an adult pachy in game on an official server was around three to four months ago. Truthfully, there is not really any reason to play pachy solo or in a small group. Whatever your pachy group can do, an omni or dilo group can do way better.
Now, pachy doesn't need to be some super overpowered beefy dinosaur like it was in the first update it was added in. Groups of them, and even solo ones, were super oppressive to basically everything except adult stegos and of course deino. Pachy is supposed to be a defensive animal, but it actively gets punished for trying to even attempt getting a fracture. Diablo is a defensive animal, and it does miles better than pachy. Why is this?
Some people would say the reason is because it has a stun, but I would like to disagree. You don't need a stun to be a defensive playable. I think a good example would be how diablo can easily protect it's sides from predators using it's sparring stance, and the fact it has a massive defense boost on it's head, which is the weak spot for most animals.
I personally think instead of giving pachy it's stun back, we should give pachy heavy damage resistance on it's head. This wouldn't make pachy some powerhouse, because you can still have packmates hit it from its sides or back, but if it's running at you it can get a headbutt off and if you bite it, you should hit it's head and it should give it enough time to run away. Plus, how come pachy doesn't have head damage resistance but diablo does? Pachy's head is literally made of keratin, just like diablo's. I'd suggest a 50% or possibly 75% damage reduction on the head, and that is all.
The only other thing I want to suggest is that you need to give pachy some better diet options. Trying to get diet as pachy by swallowing small little miniscule fruits one at a time isn't very fun.
with rex soon to come, what will combat it?
We don't have anything that can challenge a rex.
(We have trike, but that doesn't 'challenge' rex - it's just hard for rex to hunt it.)
The reason I don't count trike as a threat is because it can't run down or 'hunt' a rex
Once rex is here, next we're getting allo/kentro/austro right? But what is going to combat rex?
An allopack could contest a rex, hunt it -but how often are we going to see packs of allos take down a rex?
I think it'll be pretty rare.
I think rex is going to end up in another deino-situation, where its only concern is other rexes.
The next carnivorous apex is far down the line. The gap between rex and other carnivores, in terms of powerscaling, will stay huge for a whole year or so.
Yes, we've had that situation for a while now with deino - but deino is limited to the water.
Rex is terrestrial and has ambush-mechanics. Sht is going down.
Rex will be the new stego of evrima for a while now, with the only difference being that it actively hunts people - while stego is just hard to hunt. Nothing will ever "actively hunt" rex, but something will have to combat it soon.
My conclusion is that rex's addition was too early, but also just right. It will spike the playerbase by quite alot, but it will also make the environment a bit awkward.
With how week in terms of hp and attack damage of the troodons. I suggest that the venom cause hallucinations simialr to the dilo but without decoys in visual maybe in audio so the one inflicted cant pin point audio. But also to add to this a damage over time application that can be stacked to a certian amount for a solo and a pack to be able to reach to make a troodon a feared menace yet easy to dispatch of.
Stego is extremely powerful even for his weightclass and above and I think this will become even more obvious when rex will be released.
Although it's fun killing a deinosuchus in 5 seconds (rex will probably go down as fast) the burst damage must be tuned down a few %.
Also, in order to prevent the usual head burrowed in a rock/tree/water camping with the tail up for long periods of time I propose some changes
- keeping tail up costs a small amount of stamina
- stam cost x swing decreased to ~5%
- immune to dib stun/smaller trikes etc while tails is up
- other reasonable changes but keeping the tail up indefinitely without any repercussions its not balanced
I'm concerned for humans' introduction to the game
I honestly think humans in the isle is a good thing. It will not only steal parts of primal carnage's audience, but it will bring in a new audience overall.
The way these devs want to add humans into this game, will be equivalent to 2 big games combined into 1.
It will either go terribly wrong or terribly right.
We might lose some of our current audience once they start focusing on humans and putting less focus on dinos, but I think the audience will grow overall in the grand scheme of things.
- However, the introduction of humans might get very messy.
Lets assume the game's playercap will be 110 upon humans' arrival. Humans are fragile, so they need to group up.
Humans will huddle up in big groups - in few locations, unless they get rust-like base-building mechanics (which we so far know they won't).
Say 40+ players choose to play as humans on average. The rest of the map will be even more dead than it already is with this playercap
Hotspots will get even hotter, map will be even less explored (which is the opposite of what the devs want)
Making the gaming experience even worse for dinosaurs, dinosaurs being the main thing of this game.
Humans are a sub-topic, dinosaurs will always be the main thing of the isle.
How will humans co-exist without killing the map?
give trike and other apex herbivores the ability to knock down certain small trees to eat from and bring food from the treetops like fruits, bird eggs, small lizards, insects etc for other smaller dinosaurs and potential shelter and or hiding spots for smaller ground dwelling species trying to survive like dryo, hypsi and troodon so they are not as negatively impacted being around bigger herbivores who would otherwise eat majority of the vegetation
Dilo clones being invisible and doing so much damage they are impossible to ignore is broken please fix it, they should never have done damage in the first place, If you can kill something over twice your size with just 2 bites and some invisible clones it is going to make players just play dilo for the broken mechanic, make them visible and make the venom based on weight and possibly lower the damage of the clones, they currently seem to do more damage than the dilo itself.
Everyone says Cera needs a nerf and they are right but sometimes this can be difficult for the producers. Then Cera needs an enemy like Carno as another option. But Carno's power is not enough to defeat Cera (unless you are a competent Carno player). As a result, if we buff Carno, we may have taken away Cera's freedom a little bit. They will have to play more cautiously. They will not be able to attack everyone they see because there will be people around who can really hunt them. Allo will come to the game soon but I still think there is time for that. Until then, it may be useful to keep Carno strong and dynamic. My suggestion is to increase Carno's speed a little and then increase his weight to 1500kg. Maybe some changes can be made to his RAM but I think this will be enough for now.
nerf carnos hitbox??? wth is this
I know pteranodon is getting a rework that plans on making it more terrestrial, but regardless I would like to reiterate:
I do not care if ptera is no longer capable of flying wherever it wants in an instant as long as it becomes a fully fledged competent terrestrial animal. Flying around and fishing can be entertaining for only so long, and as a carnivore pteranodon is in a spot where it weirdly enough cannot really take advantage of the few player kills it can earn, which is a weird anathema to carnivore gameplay and its PvP appeal.
Not only it takes a while to get the organs from even something like a fresh spawn herrera, but also even if you pop off and destroy a juvi cera and it went 3 meters into the water, you can easily waste +60% of your precious stamina only for it to be edible. And then land brawls are pointless.
Feels pretty absurd and especially clashing with Dondi's distaste for permanently untouchable creatures that you have a godly stamina during your invulnerability hyper fast mode but jogging at 28kph (which imo should be faster if ptera were to sacrifice part of its flight) for a minute leaves you out of breath.
So please, I would greatly appreciate if QA could test how would HT ptera perform with MUCH GREATER land stamina and agility as well as attack power to hold its own against something that is not a fresh spawn or a hypsi, even if it is a tradeoff for the current flight that allows you to cross over half of the map effortlessly other than going up the highlands. It needs to feel like a carnivore that can actually be a problem for other small adult playables (dryo, beipi, troo, maybe land herras when land pts are in pairs) and not a spectator mode that is free killing entertainment for others.
Thank you.
Make Cerato charge bite slow it down immediately instead of when reaching full damage
Here are some of my new ideas on how I think Pachycephalosaurus can be reworked to solidify itself in the current roster with updated abilities, mechanics, and balancing.
New Abilities:
Medium-damage Thrust (replacing Left-Click Bite)
- Can be used while still, or moving.
- Knockdown for similar-sized opponents
- No bonebreak, 60+ dmg
NEW Charge (Alt Right-Click)
- Starts by slowly ramping up speed
- Stamina drain increases over duration (high stamina drain)
- Reduces turn-speed
- Creates loud footsteps/huffing sounds
At full speed:
- Applies high damage (200)
- Stun or knockdown (higher thresholds than other attacks)
- Bonebreak
NEW Spar Stance
- Used for same-species sparring or as a defensive tool
- In spar: Right-click charge has no windup and releases instantly
- Requires better aiming and timing, but is more surprising
Other Changes:
- In spar or either Right-Click attacks, Pachy gains a stability multiplier (similar to Cerato in HT)
- Stun is now applied ON BONEBREAK (once broken, can’t be stunned there again)
- Downward-slam now deals higher damage, can be used to follow up on a knockdown
- Base Speed increased to 44km/h
These changes are intended to make Pachy MUCH better at handling numbers in its own weight class more defensively. While still able to be overwhelmed with its low health, it has the tools to defend itself better and play by its environment. More opportunity to cripple opponents beginning a fight, and more methods to hit harder in an engagement if positioned and timed correctly.
With the stun changes, it has opportunity to hit-and-run safely with opponents too large to engage with.
The longer charge also provides opportunity to severely hinder an opponent before a fight, so long as you catch them entirely off-guard. Doing so uses a large amount of stamina if charging for too long, so pulling off an ambush properly and carefully is a must.
Trike and dibble atack needs to go back to what it was.
It's okay that they want this attack to be used more, but making the attack happen by clicking the button only twice quickly during a fight gets in the way and leaves them very vulnerable
Put this attack on some other key or do something else, but change how it is currently
Reduce cera's bleed resistance in the hordetest, 99% is insane and nothing should have that level
My idea how to balance PACHY 
can we make pachy a little more balanced, so its playable? pachy was my fav animal on isla spiro. or how was it called.
it used to dominate. i understand the nerf. cuz it unrealistick with no run up to stun a fg carno (1.8ton), BUT after the nerf its kinda bad rn, sure u can sruvive easily againts omnis and ceras. and other stuff, but u are a free food for carnos.
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pachy ram should work like carnos, the more run up distance u create the more u can stun. for example, if im very close to carno with no runup. I get stunned. but if get like a big run up i should stun the carno. and still not get stunned. or stun eachothers ATLEAST
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i think this woudl make pachy playable while also making it balanced,
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ALSO PLEASEEE fix the ram hitboxes, the amount of time i hit a STRAIGHT leg from MANY angles and havent broken the leg was like every ram i tried breaking the leg.
it just feels like leg breaks are a myth rn.
Please give some love to the poor pachy 🙏 a small speed increase so it can run away from ceratos and do something about the self stun
Buff Pachy's base speed to at least 43 km/h (So it can escape Speed Mutations Ceras) and remove the self-stun after landing an headbutt 🙏
Carnotaurus
This suggestion proposes a rework in its operation, making it a predator more appropriate to its niche.
STAMINA:
Buff
2 Min 15s > 4 Min
(Running stam duration)CHARGE:
Nerf
1.0x (current) > 1.5x consumptionSPEED:
Buff
49 Km > 50 KmWEIGHT:
Buff
1.300 Kg > 1.350 KgSPIN:
Nerf
1.0x > 0.5x (while charge)
If you think something should be changed or added, ping me at: #balance-feedback-discussion
Addressing the idea of a mechanic that combats mixpacking
Unless you want to make a mechanic that will be exploitable, and used by some players to troll others, it is impossible to make an anti-mixpacking mechanic.
The only way to combat mixpacking is to ignore it, and focus on making the game more fun.
The more interactable and fun your game is, the less chance there is for people to get so bored that they decide to mixpack
buff pachy weight to 650 kg, remove the cooldown to attack again following a succesful ram so u can actually combo, and add stun on fracture for 900+ kg
Make quick getting up using the WASD keys take stam to use again 😐
Please someone fix this, this is not okay, so many people have made feedback posts and filled out official bug reports yet this issue persists-
HT maia is so close to being great except for this one issue thats been around since maia release-
Maia, baby or full grown CANNOT switch from biped to quad or from quad to biped when being bit. Maia quad stance is so slow that even our slowest land carnivore, cerato can keep up with an adult maia in quad, thus if your incredibly low on health, trying to do what maia was designed to do, run as maia is almost 48 khm's, it cannot due to a game mechanic being locked away from you-
This is also still persistent on the latest hordetest build
(This clip is from a few days ago where i saw yet another perfect example of a stance lock, i was a 44 khm speed baby, yet i could do absolutely nothing but die cause my quad is way too slow, i cant fight and cant run due to stance lock)
PLZPLZPLZ give pachy a speed buff or cerato a speed nerf, Pachy can barely outrun cerato and if you get bit once as a pachy your extremly lucky to get away alive. Only thing pachy has over cerato is a jump and its very situational
To add to this, pachy vs dilo is stupidly one sided as well. Dilo can bite the pachy once then run off and spam clones until the pachy dies. Unlike omni, pachy is way slower and doesnt have the same agility to be able to escape dilos
Pachy rework
•Remove the Stun it suffers when it misses its headbutt or greatly reduce the stun time
•Increase its head damage reduction to 80%, as it is rarely attacked at this point, but when attacked it barely makes a difference to the current damage reduction that the Pachy has.
•Increase its speed to 43km
•Make it so that a stun occurs against dinos like Cerato and Carno whenever a fracture is caused (Body, head and leg), as the Pachy is extremely vulnerable when it uses its headbutt, especially on a Cerato
•Make Cerato unable to use Charge Bite when his head is fractured, but keep applying bacteria
Pachy is in a really bad situations, it doesnt perform well against anything in game._.
Speed buff to 42.5+ and weight to 550 would be cool imo
ai predator prey relationships for example Repenomamus digging into psittacosaurus burrow, stealing eggs/young and hunting adults asleep in burrow
pterodactylus on troodon's diet pls
pachy is such a victim rn
if an omni manages to land a pounce on one, it's done for
Tyrannosaurus rex & triceratops(Apexes overall) changes
Of course, with the Dinosaurs in the evrima being Of course, with the Dinosaurs in the evrima being Surely, with the apexes in the evrima being stronger and growing faster, we will have an overpopulation, who can control this?
Rex:
- Make Tyrannosaurus Rex Cannibal
Making him a cannibal will make him control his own population, making it much more manageable. - Make it so that in the early stages (up to at least 50% of gameplay) Tyrannosaurus is extremely weak for its speed, making t rex players need to be better than the animals It can reach, other than t rex itself
- Make him have a terrible hunger and diet, where neither bots nor very small animals can nourish him.
- A terrible Bleed and life regen, which added to his high hunger, will make him wear himself out with each hunt if he is not cautious and skillful.
- Give him a bad Bleed, making himself his biggest counter.
Trike:
- Put a horn sharpening mechanic in place, where Triceratops needs to compete with others to get it, if he doesn't do this he will lose bleeding potential (making it an easier prey to rex).
- Put bones in his diet, yes, bones, these bones will be used to sharpen the horns (calcium) and will be part of his diet, being the main thing in his diet.
- Make his lower stages weaker and make his power gain greater in the adult stages.
- Make his hunger very high, to the point that if the population gets too high, he needs to compete with other triceratops
It must help ALOT with apex population control, making them only used by the most experienced and skilled players.
Troodon and pachy should be able to alt attack while running without slowing down
These two caught a huge indirect nerf due to the removal of running alt attacks.
Pachy lost its ability to deal damage that isn't directly in front of it while moving fast and troodon's alt attack has always been somewhat useless
Here are some of my new ideas on how I think Pachycephalosaurus can be reworked to solidify itself in the current roster with updated abilities, mechanics, and balancing. I have made changes to my previous idea based off feedback, and hopefully this version is more positively received.
New Abilities:
NEW Thrust (replacing Bite)
- Can be used while still, or moving.
- Knockdown while sprinting for similar-sized opponents
- No bonebreak, 60+ dmg
NEW Spar Stance
- Used for same-species sparring or as a defensive tool
- In spar: Right-click charge has no windup and releases instantly
- Requires better aiming and timing, but is more surprising
Other Changes:
- In spar, gains a minor stability multiplier (Only lessens heavy stuns from smaller Mid-tiers, increases pin threshold for Omni from 2 > 3)
- Stun now applied ON BONEBREAK (once broken, can’t be stunned there again)
- Ram animation-lock removed on hit for smaller targets
- Downward-slam deals higher damage to knocked targets
- Base Speed increased to 44km/h
These changes are intended to make Pachy MUCH better at handling numbers in its own weight class more defensively. While still able to be easily overwhelmed with its low health, it has the tools to defend from what it can’t out-speed. Now being able to keep on the move in a fight as well, with more reliable abilities and less movement locks. Overall giving Pachy a more well-rounded kit.
The current bite is utterly useless and it deserves the treatment Diablo/Trike’s running attacks have.
The stability multiplier in spar only provides a slight improvement as a 500kg Dino should not be immune to these stun/knockdown effects in any capacity.
With the stun changes, it has opportunity to hit-and-run safely with opponents too large to reliably engage with.
The damage buff to the downward slam is intended to give it actual use in a fight, with a similar function to Diablo or Trike’s gore attack.
Buff pachy
Increase the level of stuns pachy can throw, so it has a chance against carno and cera. But we don't want it to be too strong, so reduce its leg break chance a little, so we will have less chance of seeing pachy constantly hunting tenonto, of course its damage should increase to balance this. Also, either shorten or remove the time it stuns itself when it headbutts. And buff its speed
Pachycephalosaurus desperately needs some help.
Its stun was entirely removed, this makes no sense.
Similar to Carno, the longer you hold the RMB ram (charging the ram), the more force will be in the ram, and if you hold it for a longer amount of time, you should be able to stun creatures like Carnotaurus and Ceratosaurus again.
Just make it a time-based thing. Hold it for longer, more force. Hold it for less time, less force.
To help this, maybe increase the amount of time you are able to do the charge run, and the longer you hold it, it should take a little more stamina when you hit. This should balance it out decently.
Maia's quad stance attacks shouldnt cost stamina, or atleast have a lowered cost
Do not give allo any kind of pin mechanic, a fast animal of that size with an instant kill ability would be very far from Balanced well
Dibbles alt attack should be able to knock down smaller targets, it’s more of an uppercut than the uppercut it’s self
MAKE TENTO LESS OP, AND MAKE IT HAVE A SMALLER HIT RADIUS
If a Deinosuchus is less than 50% the animals weight it should still be able to latch on to the prey, but the prey is in charge of the direction they go. So if a croc tries to bite a much bigger dino it will just be pulled onto land to get stomped out.
I figured out how to balance the 4 problem mutations:
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Gastronomic Regeneration: eating will increase your health and blood regeneration by a small amount, depending on how much food you eat. Getting hurt while healing will remove the effect
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Tactile Endurance: when you’re at less than 55% of your stamina and/or health, stamina cost for all actions is reduced by a small amount. Excludes sprint cost
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Nocturnal and Photosynthetic Tissues: sprint speed buff of 5% is removed and replaced with a 5% increase to stamina regeneration threshold
Reduces cera's speed to 36 km/h
A lot of people are finally realizing how bad of a spot pachy is in, so I wanted to throw my 2 cents into the pile:
The core issues with pachy are that ram is incredibly buggy, fractures are way too strong, and it has been power crept by the other 2 dinos in its tier.
Ram being inconsistent is an understatement, there are at least 3 separate and consistent bugs that cause it to hit on the pachy's side but not affect the target, hits that do register will often just break body, ram/ram and ram/carno charge interactions have been broken for over a year, and any slight incline make ram literally useless.
Fractures need a rebalance, leg fracture is broken op, body fracture is too weak, and head fracture is a bit too strong. Together, the fractures take up WAY too much of pachy's power budget and are why its stats need to be absolutely abysmal to compensate. Fractures need to have less power in preventing a target from standing their ground, but have more power preventing a chase. The specifics can depend on what the devs want each fracture to do, but here are the main changes I think NEED to be made: Leg fracture needs to not disable alt attacks and many non-mobility attacks, body fracture needs an immediate effect, head fracture needs a nerf to the damage reduction, and gaining a fracture stuns. Additionally, fracture tiers would make fractures overall MUCH less polarizing and easier to balance.
Lastly, pachy has been power crept by the rest of the roster. Dilo literally face tanks it or just lands a bite and clone spams it to death. Omni's pounce slows pachy to a walk so it can't scrape omni off, pounce can deal 1/2 of pachy's hp (with bucking), and omni is no longer self stunned for missing. Meanwhile pachy is self stunned for missing, self stunned for hitting, after both theres still an additional attack lock, and its alt attack deals as much as an omni's bite. And then theres also speed mut cera being faster and carno becoming much better at hunting pachies.
Dilo clones shouldnt do max damage when prey is full hp, at like 25% it should do the full amount
teno's back kick is too spamable
give pteranodon two separate swallowing animations, one dedicated completely for fish and small animals, the other for meat chunks and organs
having the same animation play of a small creature wriggling in your little pelican flap as you swallow it takes too much time especially when pteranodon literally is eating something that shouldn't be wriggling
it seems really silly but its honestly a way people have lost pteranodon quite often, because the animation takes like 7 seconds before you can take off
Nerf or get rid of the gastro regen health mutation (the eating makes you heal health mutation), make it where you can ONLY get health when your stomach is ACTUALLY empty and avoid stuff like cerato with infinite stomach from eating up to 100% every fight, making it impossible for the foe members involved in that fight to have a genuine victory. I cannot tell you how many times I’ve killed a cera pack member as a herbivore or other carnivore just for the rest of that cera pack to feast on their friend and get back to 100% while I slowly die to them with no other options. It goes from fighting 4 ceras to 7 as they just regen to 100% off their friends corpse the moment they get hurt.
Please consider adding the ability to smell or scent gastroliths. If they’re going to be such a crucial mechanic, it only makes sense to let players reliably locate them. I can never find them when I actually need them, but I stumble across them all the time when I don’t.
make hypsi's spit cancel the sprint, ideal as a escape tool as opposed to letting you standing still while someone just runs at you.
I think Maia needs some looking at, its controls and attacks all feel clunky and awful to play as. Which is a shame
add the patrol zone in all corners of the map to generate food for both carnivores and herbivores, because in most places there is no food at all
Hitbox from Cano is broken, feels like they can hit you from other side of the map lol
Might tone down Ceras bacteriaration when biting.. one bite as a raptor and i puke all over! XD
I know many people have already said this, and that it has gotten some changes in the hordetest, but cera is way too powerful all around.
Even if you manage to escape and hide from it, you will die anyway due to being out of stamina, out of water and out of food.
I feel like it would be powerful enough without the whole vomit thing. Now I would never suggest removing a mechanic, but I feel like some serious nerfs are needed to make it more balanced.
I think vomit stun lock should just be removed. Maybe dinos could just run/walk while vomiting?
To balance deino in water one of the spinosaurid should be added faster, this will make the deino have a challenge and the power of the deinosuchus in the water will decrease.
How to fix pachy ram.
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pachy ram should work like carnos ram, cuz it just makes sense. The longer u hold it the bigger u can stun.
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also feactures need to get fixed, the hitboxes are awfull.
Hay Devs, wanna know what'll help a bit with Mix packing? Get rid of certain mutations that allows them to do so easily, no I'm not ever gonna stop asking for their removal....
Gastro eating
Night/day mutations
Getting Stamina upon damage
Please remove them.
As much as I agree with these mutations needing to go, I’d actually be slightly worried about the removal of tactile endurance for balance sake. Let’s look at Stego. Tactile is essentially a MUST-HAVE mutation, due to how easy it can be to run out of stamina, and how crucial it is for Stego’s kit. Currently, if a Stego fights 1-2 good Diablo’s, it physically stands no chance of winning without Tactile, as it’s literally useless against them once stam runs out. That concerns balance with Diablo as well, but that’s for a separate conversation (why can they stun Stego, I’m still baffled by this).
I’d mention Maia as well, since its stam burns absurdly quick when using any attacks, but let’s continue with Stego.
In the hordetest, I’d say tactile is even more of a necessity due to Trike being in the game, which is the Diablo problem 10 times over. While Stego CAN defend itself to some extent with such high damage, the moment a trike player figures out it can literally just dodge and knock it over every time it wants to attack, Stego will stand zero chance.
Again, these also concern balance with the ceratopsians, but I feel that removing tactile presents way too many problems for Stego. I do agree it should be removed, but not without some other balance changes as well. Personally, I like the idea of Stego gaining a free swing change every 15 or so seconds to encourage calculated and careful attacks.
Once apexes are out, Stego is going to need something else because it’s gonna be in a whole different league of combat, while also weighing so much less than many of its competitors.
Please give Galli it's bleed back, it makes so little sense that the Emu of the Isle doesn't cause any bleed whatsoever. It doesn't have to be what it was previously but it doing absolutely nothing is absurd.
When fighting with cerato, the bacteria capacity creates too many problems, it needs to be balanced.
After taking bacteria from cerato, instead of vomiting immediately, a warning should appear on the stomach indicator and after a few seconds, we should vomit (it gives the player time to create distance between himself and cerato)
The bacteria needed to make the player vomit should be given in more bites (the bacteria rate per bite should be reduced) and the amount of slowing down after vomiting should be reduced, we can be bitten at least 2 more times during this time.
also I have 2 different suggestions for RMB only one is enough
1 --> RMB no longer gives bacteria instead it slows the opponent down a very small amount (very little, like 5 or 10%)
2 --> When pressing RMB the speed should decrease gradually but the damage will increase gradually
0-4 seconds speed 110% to 75%
0-2.5 seconds damage
175 to 275
also pressing RMB continuously causes pain in cerato's jaw and he can't press RMB continuously(I only brought it so that they don't abuse the instant 110% buff I gave to his speed. for example after pressing RMB 3 times in a row his jaw should rest for at least 15 seconds)
(yes when they first press RMB they start with 175 damage not 150. otherwise it's too much (It would be too much of a nerf. It's a very small change anyway)
This feature will slightly reduce the ceratos' most important feature, agility. It can be modified, but this is the basic logic
Increase pteranodon size to 65Kg so it can actually hunt a bit better, as well as not being an instant one shot to troodon when ffully grown
buff omni's bite speed. theres no way a stegosaurus can swing its tail as fast or faster than a raptor simply biting. when dilo over here is just spamming its bite like theres no tomorrow.
I feel like Hypsi is fragile enough that it shouldn't be stopped in it's tracks when spitting. It is meant to be a defensive measure, to give you time to get away- but at the moment if you try to spit at a player who's chasing you it anchors you to the spot until the animation is complete. Considering the range on the ability is not very long at all, the only time it is actually usable is when you haven't already been seen or you're in a position where they cannot get to you.
increase footsteps sounds for stego/diablo cuz they are very low. Funny how you can hear better and from a longer distance a troodon than a full stego
Troodon changes
-Increase your speed when juv from 13km to 20km
-Make the troodon a scavenger, as it should be, being able to eat rotten flesh
-Make venom work like Dilo venom:
Instead of the purple stage passing and disappearing completely from the victim, the poison should decay from stage 3 to stage 2 and then to stage 1.
The latest changes made to the troodon in the hordtest are good, with the exception of the unnecessarily low speed, and these other changes I propose would be the final changes; adjustments that the Troodon need
(the image is a replica of a blue whale heart, not an actual one)
bleed has got to change, its very overpowered against the small tiers but incredibly underpowered against large tiers
I understand that small creatures have less blood because they are smaller but also consider this, larger creatures have larger organs and arteries
A blue whale's heart and arteries (the main aorta) are so big you can crawl through them
An elephant's artery is about as thick as a pencil around 7 mm, meanwhile a human's femoral artery is about 2 mm on average
smaller creatures should take less bleed damage because they are less likely to have an area that is weak to bleed getting hit
larger creatures should gain a slightly higher blood pool, but specific areas should be susceptible to bleed mainly, the neck, shoulders and behind the thighs
It'd be nice if the tail in general didnt take as much damage as per say head/body hits, getting bit/hit on the tip of the tail and being brought to orange/red is a bit much honestly. (I know it could be latency, but it has also happen when the game is not having issues)
Hipsy's spit ability should hit a large area where he's aiming, and he should be able to run while doing it.
It would use a bit more stomach content, but it should be a great trade-off.
The ability is supposed to be there to escape from enemies, but it's far too precise in its function.
You have to hit the eye exactly and have to stay standing. Exactly what you shouldn't do when a hunter is running at you.
So everyone just uses the ability to annoy others because they can't use it to escape otherwise; it's not usable in combat.
please fix carno stun lock by dibble teno etc.....fg carnos with full health getting literally oneshotted
carnos alt bite hitbox is way too small especially on prey knocked over like raptor
Buff all ceratopsians stationary turn in place while in spar mode to be SLIGHTLY faster.
Change how the thrash attack for the dibble and trike is done. Increase the amount of rapid lmb is needed to 3-4 or put this in another key but just change how it is currently in hordtest.
This new way of doing this attack is terrible, it simply gets in the way and barely helps during fights, putting you in an animation because you accidentally pressed the button twice...
Cerato is now so unbalanced that it should be classified as an intrusive species.
They can eat anything, regardless of whether it's old or fresh.
They have tons of damage and defense with stamina and resistance, with possible additional buffs.
And not to mention Gastro Mutation.
And they can stun you with vomiting.
And now they're killing even triks.
Honestly, Cera has brought nothing but disadvantages to the ecosystem the game is trying to build.
I don't want to whine, but it's extremely frustrating for so many players how Cera simply dominates in every aspect.
at the very least, give cerato a scavenge competitor. pteranodon should have the ability to properly scavenge too. Ptera should be able to eat rotten meat / bones for diet
please for the love of all things holy give carno a fighting chance against anything. nerf cera or buff carno i really dont care but one of the apex carnivores (right now) should not be getting killed in every fight.
Guns might ruin the game.
Balancing a game that revolves around growing a dinosaur for hours to co-exist with humans that can access guns able to obliterate a dinosaur within a flew clicks, is an EXTREMELY delicate challenge that risks undermining long-term progression with short-term firepower.
Humans will work very differently in this game, opposed to dinosaurs.
The main counter-argument to this is "Bullets and guns will be scarce".
Just like with rexes, being as powerful as they are - they will be scarce due to the difficulty of growing them;
while bullets/guns will be scarce due to the difficulty of obtaining them.
However, the difference between a rex and a gun is that a rex dies when it's killed. When a human with a gun is killed, the gun can just be retrieved.
Humans will have bases, and ways to store equipment.
As they huddle up, with the power of numbers - they can gather A LOT of equipment.
What is going to happen when the game meets a challenge like this?
Would be a shame to grow an omniraptor for 1h30m just to your pack onetapped by python revolvers.
Cerato HT Changes Feedback:
Charge Bite
The slowdown when using charge bite feels too minor, 10% doesn't feel like it affects much and the speed penalty only happening once the change bite is fully charged makes it feel abusable as you can just time when its about to happen instead of waiting, making it 15-20% would be better as it would leave more of an impact and harder to hunt with. The stamina drain once fully charged feels very meaningless as the speed penalty sounds like it can do enough of a good job of giving a downside and just it just punishes corpse defending. The faster time to fully charge feels unnecessary and I think it was fine before it was changed. The infinite charge bite duration is great as it is harder to abuse the duration while fighting it. The increased threshold from stuns is also great as it feels like something you don't want to run towards.
Bacteria
Getting bacteria from rotten corpses only is great as it encourages more scavenging which is something Cerato lacked and actually gives manual vomit more of a purpose. Salt Licks curing bacteria feels pretty meaningless but is a nice QoL change and makes sense.
New Deinosuchus Passive Ability Idea: Fat Reserves
What does:
Gives Deino a second hunger bar of fat that activates after their stomach empties and lasts (if full) as long as their normal hunger bar.
Pros:
Deino can now stock up on fat during good times to allow them to last out the bad times.
Cons:
Fat takes 2x more food to increase the bar (Making it harder for Deinos to stock up on fat without wasting food)
When Deinos hunger bar is depleted and begin to use their fat: Deinos have significantly slower speed (10-50% slower), and Deinos stamina regen is decreased (idk a good amount), (Maybe weight/health decreases as well?)
(This makes it so the Deino can survive on their fat, but if they run into a more full and fit Deino, the odds will not be in their favor)(These negative perks also make it so Deinos will want to stay out of their fat reserves, as it decreases their mobility greatly)
What I hope this does:
With the amount of safe drinking spots around the map and no reliable AI, Deinos can often have a hard time stay on top of food. Fat is a solution that makes it so a Deino can still patrol their hunting area even during times of struggle, but at the cost of their mobility and overall streagth.
I don't know if this is already planned but I think the reloading mechanics for guns should be similar to Day-Z or Escape from tarkov where you have to load every individual bullet in a mag, encouraging humans to be a lot more careful and plan ahead more. I think this would stop (or at least make it hard) for humans trying to mow down a herd or pack with guns as you would have to take considerable time after every fight to reload.
Also a weight system for humans where they become louder/slower with the more gear they have on them. I don't think a solo human should be able to carry multiple long guns and ammo without drawbacks.
Adding onto this, I don't think you should reload ammo ONe by ONE for every weapon, as it does not make sense for some of them if they include magazines, but I would like to see extensive ammunition management within the inventory.
I don't play many survival games, so my best comparison here is Unturned (Replicator forgive me) but in that game, you need to have actual mags in your inventory, and fill them with ammo you find yourself (when you're in a safe place if possible). When you press the reload button, the game randomly picks a non-empty mag from your inventory and uses it to reload your gun, then puts the empty magazine in your inventory. Which means after a fight, you'll be running around with a lot of empty mags in your pockets, which may be worth throwing away for more space for other loot, unless you can find ammo to find them.
increase raptor stam regen and decrease stam drain due to running as a fg
It's an dino most reliant on stam but currently it drains badly if you run as a fg, it can pretty much get two shotted by a 1 ton animal plus its a small dino
running as a fg raptor should not cause. so much stam drain and recovery should not be so slow.
Remove Gastronomic Regeneration
Accelerated Prey Drive (Carnivore)
Deal more damage to animals with low health
Value: 10%
100%hp to 20%hp 2.5%dam. to 12.5%dam
Cellular Regeneration
Recovers health slightly faster
Value: 15% X
5%
17.5% while sitting
Congenital Hypoalgesia
Reduce incoming damage when fighting larger species
Value: 15% X
Rework: The more your opponent weighs, the less damage you take.
10%more weight to 400%
damage reduce 5%-10
Hydro-regenerative
Recover health faster during rainy weather
Value: 25% X
25% in rainy weather
30% in stormy weather
nocturnal
Faster health/locked health recover and higher move speed at night
Value: 5%
speed buff removed
+15% stamina regeneration speed
When running in the night, footstep sounds decrease by 25%
Photosynthetic Tissue
Faster health/locked health recovery and higher move speed during the day
Value: 5%
speed buff removed
+20% stamina recovery speed
reabsorption
Recover a small amount of water during the rainy weather or while swimming in drinkable water
Value: 1 X
Value: 0.33
Tactile Endurance (Herbivore)
Convert incoming damage to stamina
Lower heal more stamina regen
hp 100% to 1%
stamina regen +1% -60%
Gastronomic Regeneration
Eating restores a small amount of health Removed
Rework: the fuller you are, the faster you regenerate health.
Hunger 0%-100%
Healt regen +0%- 35%
Please remove current gastro,tactile and damage/speed mutations as they really compromise immersion
Creatures that rely on stabbing/blunt force like stego, Diablo, trike and pachy should deal much less damage to tail shots of creatures under a certain size
There’s literally nothing to hit there, these creatures need to go through something and puncture/bash to deal damage, how can you do that against a slender tail?
Obviously thicker tails like those of large carnivores, apexes, deino, etc take the full damage, but the tails of most small tiers are too thin for them to hit, or at most hit effectively
So uhh, omni has one SLIGHT problem in hunting. its the fact that when u acidentlly pin one of ur team8s, it takes WAYYY TOOOOOO long for u to get off, even if ur spamming. and with newies and randoms it happends ALWAYS, it also happens to skilled omnis just cuz u kinda do. and im pretty sure if an omni pounced its pack mate irl, it woudvle got off way sooner than like 3 secs, gives time for ppl to kill u. so yeah please make it like when u press spacebar on smth u pinned u get off automaticly
Ptera should outweigh Troo tbh (by a little bit, just so a solo Troo can’t pin it)
Quetz is a problem. Not the playable, but the balancing.
How long should quetz take to grow?
More often than not, people say it should take 4h or even upwards to 5h. Some say 3h.
Say quetz takes 4 hours to grow, and weighs 900kg.
In this setting, quetz is going to get absolutely obliterated by 2 omnis. 2 omnis, which by the way, take less time to grow - combined, than 4h quetz.
Not only that, but quetz - despite its size, is just fragile.
Then, should quetz weigh more? Like 1.5 tons?
Perhaps no, because then it's just a powerful invincible giant.
Okay, so should quetz take 2h to grow then, at 900kg? Well no, because it will be unnatural to grow such a large playable within 2h.
Why do I keep saying 900kg as minimum? Well because if quetz weighs any less, it's just going to get pinned by 2 omnis.
So then, is quetz dependant on a pin rework? I don't know, is it?
I think Stego needs a little nerft to its ho pool or its damage. Maybe a bit more delay between tailwips if they miss? That thing is a meat tank with a lot of damage and yeah, you can kill it over time, but honestly I don't think something that take ages to take down should have so much damage. If he's gonna destroy anything that hits, then should have less hp. And if he wants to be a unkillable meatwall he should have less damage
Bring back bleed to Galli's kicks, even if it causes less bleed than before
Or
Decrease stam cost for running kick from 5% to 3%
Dilophosaurus Rework
Much of the community is dissatisfied with the state of Dilo and there’s quite a few good reasons why:
Envenomation is non-intuitive
-Players abuse unnecessarily high DPS to facetank targets.
-The use of venom “stages” does not compliment the playstyle of Dilo in the same way as troodon and I believe this should change.
Low interactivity between Dilo and target
-Envenomation is used as a crutch for players to have work done for them, rather than a tool to make work easier.
-Venom has no counter play.
No significant difference in performance during day or night
-Dilo is just as effective out of its element as when inside it.
-Creates both a mechanic and identity crisis, Dilo is not a “Night terror”, it’s just a terror.
Dilophosaurus venom is not scary. It’s annoying.
What to do?
Make the process of envenomation more strategic
-Dilo has to interact more to apply and more importantly get use out of venom.
-Dilo has health/weight and DPS more akin to other dinos in its size class.
Offer counter play and interactivity between Dilo and target
-Dilo venom used as a tool to create openings and disorient prey rather than a crutch to deal free damage.
-Dilo can do more with clones.
-Opponents can create strategies to see through the delusion and Dilo can create strategies to enforce it.
-Opponents can destroy clones.
Make Dilo stronger in its element and more vulnerable outside of it
-Dilo will be more vulnerable during the day and have a separate playstyle.
-Dilo will be a serious threat during night time and turn the tables of fear.
My full message was too large and the second half will be posted in #general-feedback .
at what point will the devs look at the feed and see how broken Cerato is as a creature? hes gone from a scavenger to an all around tank and fighter. The fact it Keeps getting buffed and all its prey remains the same is just tragic - I can only imagine how horrible allo is going to be once again
For comparison, to see how broken Cera is.
Cera starts at 20 km/h
Troodon now starts at 13 km/h
In order to balance quetz, it should weigh 800+ kgs
as it can pick up a 425kg galli
Quetzalcoatlus
inspired by @forest hatch
The holy trinity of specialized assasins—Deinosuchus, Herrerasaurus, and now, Quetzalcoatlus! Here are my suggestions on how to design the isle’s king of the sky and the thought process behind them:
Stats
Growth Time - 2.5hrs
Weight - 700kg
Speed - incredibly fast during flight, 35-40km/h grounded
Bite Force - 100-150, earns a 3x headshot multiplier to all dinos! (Excluding those with natural armor)
Ability - Grab: Quetz can pick up and fly off anything within its weight range (max = Dilo sized). When carrying a creature, Quetz suffers massively increased stamina drain depending on the Target’s size.
Restrictions
-Quetz will not be able to attack while flying and has very limited agility in the air
-Quetz will have to gain momentum or use gravity to takeoff (similar to Pteranodon’s emergency takeoff and falling takeoff)
-Quetz will have the ability to scavenge
-Quetz will be able to grab prey only while flying
Intentions
The intention of Quetz is to be a nomadic scavenger, able to detect carcasses from long distances and close the gap quickly and efficiently on the wing—with plenty capacity to defend itself while grounded and feeding. Quetz is also a proficient hunter, and similar to its fellow ambush predator Deinosuchus, it uses a certain element of nature to secure kills: gravity.
ok i get ceratos a problem but hear me out hurry on allo and watch 90% of cerato players swap to the new biggest carnivore (and the remaining 10% will suddenly have an actual predator as oppossed to the "small game hunter" and omni packs neither of which are hard to deal with in HT)
Gives Dryo the ability to dodge unlimitedly, like Carno's headbutt.
It should also be possible while eating and drinking so he can dodge instantly.
When Dryo is running, he should also be able to use a tail slap.
And perhaps a faster growth time?
This would help this nearly extinct species increase its numbers as long as they can't burrow.
Fix swamps, more food spawns both plant and animals currently it feels like if you spawn swamps ur objective is just to gtfo of the swamp
Ptero AI should attack herbivores near bodies and deal percentage based damage similar to bees. And for god’s sake remove gastro already
make carno charge hitbox make sense 🙂
Another suggestion about Cerato hordtest
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Increase charge bite stam cost to at least 0.50%
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Make the 10% speed reduction instantaneous and constant as long as p charge bite is active
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Increase the time it takes to reach maximum damage with charge bite. Not the same as the public branch, but not as short either
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Make Damage mutations not affect charge bite
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And make the 1.25x stability bonus only active near bodies, otherwise it will only be 1.15x (As well as making the body not add any stability bonuses above 1.25x)
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Lower the bleed resistance to be equal to the current public branch or maybe just a little more resistant. (Hordtest cerato has more bleed pool/resistance than a Trike)
Trying my hand at bigger carno because why not
Stats:
Weight: 1600kg
Sprint Speed: 52km/hr
Bite: 150N
Charge:
Works similar to now in that increases speed, but lowers turn radius and stam efficiency, however, it loses the auto attack mechanic.
Instead, you have three "charges" like dilo or dryo, let's refer to as momentum, which normally appear empty. While in "charge state", they begin to build over time as long as you're charging, at one momentum per every second. You immediately lose all momentum if you stop the charge state. When you press "LMB", you spend all of your current charges and 5% stam for a headswing with one of the following effects
1 momentum: 5% speed boost (54.6km/hr), 50 damage on headswing, knocks down animals 25% its size, stuns animals 50% its size
2 momentum: 10% speed boost (57.2km/hr), 100 damage, 50% knockdown, 100% stun
3 momentum: 15% speed boost (59.8km/hr), 200 damage, 100% knockdown, 150% stun
The headswing operates very similarly to maia's shove, and can be used to fling creatures in front or to the side of the carnotaurus. You may not use headswing without at least having one momentum charge.
You ALWAYS take recoil damage and deal no damage to the target for attempting to headswing anything 200% your weight or above, regardless of momentum. Missing the headswing will still spend all of your charges and the stam, meaning you'll need to keep charging to rebuild them.
Why?
Ideally, this rework does one of many things
- Adds additional versatility to charge, making it a speed boost tool, a burst damage tool, a CC tool and so on
- Allows carno to feel like it CAN stand a chance against cerato/teno, but adds notable counterplay in that regard (both charged bite and tail slam can prevent the carno from getting a meaningful stun off, and a missed or mistimed hit will result in pretty substantial punishment. It's still at a disadvantage, but it's less black and white)
- Removes a lot of the jank/unfairness felt from current charge's autohit, and forces more precise timing and skill to utilise the charge effectiely
- Visually allows carnotaurus to understand how/when it should be knocking down prey, rather than just kind of hoping it does because currently, there's no way to tell
- Makes carno feel less spammy, but also more powerful, adding more satisfying gameplay for both sides of the engagement
- Places even more emphasis on a mobile/momentum focused playstyle with tangible, visible rewards for taking advantage of your speed
As all of us who like dinosaurs know, Trike and Rex are the most famous dinosaurs in the world, worthy of the cover of the game. A lot of work has been done on Rex, and at each stage of its life, its gameplay is different. And what about Trike? It's just a "copy and paste" of Diablo. I suggest changing its gameplay in its different stages of life, such as attack speed, spin, and some special attack in adulthood to differentiate it from Diablo. 600 bite force is too little for it. It's slow and has to be very feared. I've seen a video of a player with a full Trike alt attacking an Omni Elder (650) kg and not killing it, that doesn't make sense. Stego has approximately 1,700 damage in its old tail.
rex and trike feedback:
i think rex should be a cannibal so the population is not to big.
i also think rex should start pretty weak so it is harder to survive to adult.
i think max grp should be 2 for rex and that his bite force becomes stronger bye fighting/killing with people but that it has a maximum.
for trike i think he should start weak as well and slow.
but as it becomes bigger it becomes stronger.
i think there needs to come a horn sharpening mechanic. bye fighting with people.
max grp should be 3 or 4 for trike.
I think pachy needs some serious rework/buffs. I just played as one in a long time and it wasn't the greatest experience.
Pachy vs omni was once considered one the most balanced fights, but now I had an omni kill me by pouncing me once, unable to do anything to fight back. (I was fullgrown and had full health). Pachy's ram is hard to aim when compared to omni's pounce and many other dino's attacks.
It also doesn't have the greatest stamina or speed or anything really to make up for its low health pool.
I'm not sure how it could be buffed, but I feel like it needs some love.
(Also add omni stun back, I don't think there's any reason not to punish it for missing an easy to aim attack)
grouping should be overhauled especially for some specific dinos lets take rex for example
rex grouping for juvi-teenage should be 3 but it gets to 2 when adult, but when are you adult you get 3 extra slots (assuming it can lay 3 eggs at max), and those children can stay into the group until they hit late juvi which would be perfect as they could defend themselves, 3 for juvi-teenage because that much might be able to take on a young triceratops, while still being culled by dinos like carno, cera, raptor etc
I completely understand and agree with troodon/omni pounce to be disabled once prey goes swimming but I think as long as the pounce it's done on the back of the prey, as long as the back area stays above the water, the pounce/latched on animation shouldn't be interrupted during swimming. Obviously if the target goes under water completely (0%stam/drowning etc) in that case I agree the pounce should be disabled.
I don't think this would be a major buff to omni or troodon at all or that it's completely going to break the game for the other playables, I just think it makes alot of sense to be this way and it would look more realistic
it takes carno 4 bussiness days to stand up, dibble hits it FOUR times... this garbage needs to be fixed thats horrendous lol
Edit: Also why is this like this if dibble is on their diet? It’s literally impossible to kill them if you take even one charge.
I think we need a thorough rework on what creatures have in their diets.
carno has dibble on the diet. What? How? Why?
why does teno do so much bleed? Tried fighting one as a carno, got kicked once, got tail stunned once and claw swiped twice and ended up bleeding out (No i didnt just mindlessly sprint forever, i left the fight and tried to heal)
Make Dilos clones work with bite. 1 clone per bite.
Otherwise I feel like playing Sniper Elite 3d. Mybe just 1 clone per 30 sec more and thats maximum
pin is the most budget mechanic in the game and it needs to be fixed. how can a raptor literally miss like 4 pounces, just to hit a pin and kill a FG galli from FULL hp SOLO, before running out of stamina? most cringe thing on this planet and it makes half the roster just unfun to play, especially considering they can pin if they pounce your face, like that makes NO sense whatsoever, they should have to pounce like normal.
make pin drain BOTH peoples stam fast, and if the pinned target runs out of stamina they die, and if the raptor runs out first they let go of the pin.
This way a raptor cant just pin and kill off 40% stam when i have 85%+ , doesnt make any sense, if i have MORE stamina (essentially strength) i SHOULD be able to overpower the raptor
It SHOULD work as a momentary stun to allow the pack to come kill you, NOT a solo raptor wins because it was 1kg heavier. dumbest system known to man right now FR, either that or it needs to be HALF the weight like croc
idk how im supposed to believe that with EVERY muscle in my body i cant lift 1kg more than my own body weight
Carno should have increased charge threshhold weight if the prey has low stamina
Carno has some serious balancing issues. A Carno should not be able to charge out of a standing position, basically costing no Stam and having no cooldown. considering they can always run away, turn around and charge immediately again, without prior running, makes it really difficult for Dinos like Raptor and Dilo to hunt a Carno. In a 1v1 scenario, Carno will ALWAYS win as it just runs away and charges over and over again until you are dead. (Even tail hits do significant damage.) My solution? Either re-adding a cooldown, make the cost of charging out of a standing position SPECIFICALLY higher (Not by Prior running of like.. idk 3 seconds), OR completely remove the ability to charge out of a standing position.
Reduce the application of cerato bile to both lighter, larger and creatures of the same weight.
Or
Make the vomit stun time the same for everyone, around 1.2s
Migration zones need to be absolutely saturated with plant life, its where the herbis should absolutely flourish and want to flock to and should only move once the number plants gets to <= 25% of its capacity. And let them exist and show up for herbis of specific zones like of where a predator is suggested to find the herbi prey (Jungles, Grasslands, Coastal, Swamps, etc...) And when it needs to move, it should move to a position that resembles a logical migratory pattern, like as the plants "regrow" in the next zone. Not disappear randomly from one of the map to the other... The zones dont have to be next to each other but shouldn't appear "empty" when it moves...probably like 1/2 full or like 1/3 full.... And if its like pretty far away put a patrol zone on the way
Increase omnis bleed and bite speed thing bites slower then a deino idk why
NGL ya'll might have to make trees not knock off omni's/ any dino that latches onto another dino, because as we all know everyone just cheese's fights with omni's by using trees to there advantage its a smart tactic and realistic but in terms of game balance and enjoyability for both parties not so much, since the omni's legit can't do much to a target who uses trees and the target just has to camp the tree, and anytime the omni's try to attack them they get hit SO MY SOLUTION TO MAKE A FIGHT MORE FAIR AND ENJOYABLE FOR BOTH PARTIES is to simply allow omni\any dino that uses the latch mechanic to stay latched onto a target no matter if they use a tree BUT reintroduce the missed pounce animation you guys used to have for omni and make it last about 1.5 secs not too long so it feels like your stuck forever but not too fast as to not allow a dino to counter attack the omni for missing their pounce ALSO Make bucking off an omni more effective by draining the omni's stam faster since if the omni actually lands the pounce you can't simply rub it off of you instantly using a tree at the cost of no stam. I truly believe with these changes implemented fighting as an omni and being hunted by them would be much more fun and engaging.
NOTE - I'm not even an omni main but its obvious to me it needs help, omni is barely effective rn its stuck to hunting juvies and the rare pachy, and pachy is a whole other story. 😂
I am here yet again requesting a speed boost for juvie dibbles 🙏 almost everything in the game gets an animation speedup in juvie stages (even stegos and trikes) except the poor dibble who keeps adult animation speed all throughout its growth. Going ANYWHERE is a pain
(HT)
Buff tenos kick range, your attacker can practically be point blank range and the kick will not connect, might just be a desync or lag issue on the HT, this plus the turning makes it even harder but not impossible
Also I dont see the problem with omnis current elder stats on HT, the stat increase have NOT made the players any better at pvp so they're still easy to deal with in large groups.
The buck is fcking horrendous, drained 60% of my stam which went down in 3 ticks to buck off an omni, why are we getting punished for trying to get an attacker off us, and at that point the bucked omni will be around the same stam % or more so they can just run away while the others keep you busy, Overall not really an issue since trees and water exist, it just means that if your caught out in the open with no environment to use to your advantage its just a moderately easy win for the omnis.
The current buck (in HT) would not be an issue if stagger was brought back when you missed a pounce. Pounce should take skill and have consequences for missing a pounce, this also causes players to be rewarded for dodging a pounce.
HT Feedback
Troodon's jump should consume less stamina so that it has the same stamina consumption as its pounce.
Jump costs about twice as much as pounce, which is pretty illogical
Imma just throw this out omni mains be damed,
Baryonyx having a counter grapple instead of buck it is fair and would be fine. I see no reason why 1 Dino having a unique counter to omnis is world ending some things just aren’t meant to fight each-other fairly.
It’s not even unbalanced tbh it would take time to do locked you in place and could be easily countered by simply jumping off before they can do it. Bary will already default be a very hard hunt for omni due to its affinity for water so I see no loss for something omnis ALREADY SHOULDN’T BE TRYING TO HUNT having a unique counter. Omnis can just not fight them they don’t even need to avoid Bary they’ll be significantly faster they can tap sprint for 5 seconds and boom distance.
In conclusion make this a concept a reality!
Dilo does need significant work with how its ability works, not just how buggy it is, but the design itself. It's such a cool concept to have a hallucination bringer nightmare carnivore but at the same it translated so poorly in game that you might as well dilophosaurus the carnivore pachy. It feels like a glorified legacy playable that os devoid of any versatility as its whole hunting method is either brute forcing your way through smaller things or just relying on your crutch broken rmb spam to effortlessly and cheaply win against things larger than you? And when it's daytime you may as well cry about it because there is no way you are taking on something like a teno, cera and hardly a decent maia.
I get that dilo is supposed to be better at night and rely on its ability like everyone else, but it's just absurd how much of a one trick pony dilo is, and it has no middle ground: you either roll your opponent through a mind numbing tactic, or you very much cannot hunt anything with that abysmal agility and fragility for anything larger than an omni. Please, fix dilo and put it in a stable spot where there's skill involved that can allow you to pull some weight without crutching on an overtuned dot that might or might not work. Currently it and deino are two main factors as for why the carnivore roster feels so bad and lacking in refreshing playstyles.
May I request something for dryo to be even slightly effective in combat with things like troodon ik its suppose to get borrowing and its more of a runner not a fighter but when in the occasional troo v dryo matchup its unnecessarily difficult for dryo to defend itself properly mainly the peck is one of the most least effective weapon because actually landing one of these on a troodon is pretty difficult as for alts troo can just bait them and pounce you taking almost half your health. Maybe giving dryo a better move other than that horrible peck or give it a secondary attack allowing it to use kicks. Plus maybe this will attract new faces because troo v dryo is a very fun matchup
We need a rebalance of all mutations. Mutations should not only give something, but also take something away, so that players have a choice: play on a dinosaur with the original parameters or remake the gameplay to suit their needs. The point is that a dinosaur with mutations should not have strong advantages over one that does not use mutations at all. So that you understand what I'm talking about: for example, a mutation that increases damage also increases food consumption (I repeat, this is just an example, the developers can make better balance changes)
And separately about "Reniculate kidneys". This perk should either be removed completely, or made according to the "grazing" principle, so that drinking salt water does not completely fill the thirst.
Please add a visual clue (a slight colour change would be fine) for non cannibalistic carnivores so they can identify organs from species not on their diet against organs belonging to their own species.
Hypsi buff? The hypsi climb is coming, so what if, we make it more attractive for players? I think if the spit can make damage, it can work like a glass cannon dino (as dilo)
The spit would make 20 dmg, so if u hit to the head u will make 40 dmg and the blind effect, if a dino wieghts 200kg or more the spit dmg will reduce from 15 dmg (200kg) to 0 dmg (1 ton) (this way it only works on small dinos and dont will be dif in big ones).
The hypsis are inmune to the bile dmg.
In this way, the hypsi could figth herreras, ptras and troodons, but of course, to take a ptra you need 2 headshots, a troo is 3 headshots, and a herra 5, anyway a hypsi will die by one hit, so if u want to figth somenting most prob you will need a team.
And if the hypsi will be an AI it will make more interesting to small predetors to take one down, and not just be a meatsac waiting to be eaten.
Omnis are too large for how squishy they are. They need to be made smaller and faster (dilos being faster than Omnis is crazy) or get a slight health boost. Their stamina drain at full adult is also pretty bad. To fix this I would suggest giving them a larger stam pool, reducing stam drain from pouncing/jumping, or increasing their stam regen. Omni has probably one of the highest skill ceilings in the carnivore roster and I think it boils down to lack of balancing.
i am convinced that cera got shadow buffed. i thought yall removed the cera 1 shot vomiting omni to the tail. but for some reason a NORMAL BITE from a SUBADULT cera can make a full grown omni vomit. remove this or make it so that it has to atleast be a charge bite
If a sufficiently large Omni pushes down a Troodon, I should just quickly break its neck.
The animated fight between them isn't worth much, since Troodon has no chance to free himself or survive the HP loss from the exchange with the Omni in order to kill him first.
That can only happen with a juvenile Omni to adult Troodon.
So either give Troodon a way to truly free himself or at least make his end shorter and painless.
slightly less boar more goats deer and chicken?
dibble should not be 2x the wheight of the irl thing. dibble at its highest was 1.7. on average it was 1.3. it should NOT be 3 tons when carno is being low balled
pachy needs to be around 850-1000 kg and its lockout after rams needs to be cut 1/2 in order to avoid the guaranteed damage it gets from current rams, will solve the prob without making it runaround with no ram cooldown bein OP, or enable the elder system for it after omni... it needs the love as its now as rare as dryosaurus
Deinosuchus should be able to pull 25% more of its full body weight down into the water than it weighs, instead of just 75% of its weight.
When swimming, you simply can't stay above the surface if you're being pulled down, even by something that's not even 1/4 as heavy as you are, technically speaking.
Pulling down 25% more than your weight is a good number.
Only 75% of your weight is too little.
We now have tricks and stegos that go into the water without any risk, since there's nothing to pull them down.
This makes Deinosuchus's function in the food chain completely ineffective for large animals.
He can't do anything against them in his own domain, where he should have the say.
Makes people afraid again when they're swimming and no longer have solid ground beneath their feet.
Make unstuck move you out of holes or remove reported holes.
Shorter bite cooldown for raptor and carnotaurus - longer alt attack cooldown for raptor and herrerasaurus.
I think that the Reabsorption mutation should either be removed entirely, or it should be unlocked by swimming a set distance in drinkable water.
Stegos are to Strong in this game and the hitbox is to big
I miss Legacy bleed system where all dinos had there own bleed dmg and res , bc right now the bleed you deal is based on your bite force , thats why cerato deals more bleed per bite then dilo and there actually no such thing as a "natural" bleed res in evrima (well there is , but more on this later) , every dino lose the same amout of blood but they do have diferent bloodpools and bloodpools are based on weight(hp) by the way , thats why for exampel, 500kg stego will lose same amoutn of blood from one Omni bite as a 500 kg pachy .
In legacy on the other hand each dino had there own bleed dmg and res for exapmel lets take cerato and dilo
Dilo
Dmg - 150 Bleed dmg - 50
Bleed res when siting 10, standing 25, walking 50, runnign 100 - dmg to your dino per 3 seks.(Thats for 3 full drops of blood)
Cerato
Dmg - 350 Bleed dmg - 8
Bleel res when siting 25, standing 80, walking 100, running 200 - dmg to your dino per 3 seks.(Thats for 3 full drops of blood)
And every , EVERY dino had there own bleed res and dmg(and bleed regen as well) , as we can see cerato has much more powerfull bite but bleed dmg is almost zero .
And now about that " natural bleed res " in evrima there is only one dino with natural bleed res gues whom? Cera , cera has 50-60% (hard to mesure) compared to same weight aaaaand it aslo has buf to 50% bleed res near corpses , nice , very nice (NO).
Bleed system in evrima is good but its made in very lazy way , more dmg -> more bleed , thats why I belive that we need that uniqueness for every dino that was in Legacy , so bleed can actually became a thing in PVP , bc right now most battels end from raw dmg , there is no thing like playaing from bleed . I died to bleed in evrima maybe 5 times out of all time played .
Hope that devs will improve bleed system bc right now its underperforming imho.
Gives Troodon 1 second of invulnerability when it latches onto prey.
The game can't determine whether it's in the prey's attack zone or already at its side, even if the attack only begins after the jump.
This almost always results in the Troodon's death, even though it shouldn't have been hit.
For Heightened Ghrelin (Increased overeating capacity by a large amount) mutation.
Could we see a measure in the stomach UI that shows how close we are to vomiting due to over eating? Just to make this mutation a little more viable.
The measurement could be the exact same as bacterial content from Ceratosaurus bites just a different colour. And speaking of which the bacterial measurement should overwrite the overeating as most situations that would be more important.
Or you can change the mutation to greatly increase the overall stomach capacity instead of just the overeating capacity.
Either change would help this mutation make it worthwhile