#balance-feedback

1 messages · Page 12 of 1

fringe light
#

Carno bite force atleast to 250N (I guess it's already balanced and that current Carno player are just dumb and don't know how to play them)

lavish tundra
#

Carno is still the king of the land and the Deino is now the king of the water. No one cares about the "birds" and well the Utah lost a lot of the potential it had in legacy when the movement system was improved, imo, but yeah i got mixed feelings about that. The carno for example should turn slower, the deino faster for example. Also the best suggestion i got, you got great models of great dinosaurs, just throw some polish on them and throw them in the game. Its the content people are waiting for. And it would balance out the game, carno is the kid becaues its both stronger and faster than raptors, i dunno about after the nerf but before you slayed them like nothing in masses. Its nemesis now i guess is the deino but that thing cant travel fast, i usually just make myself visable by the water for a while then run fast as it goes some other direction down the river and drink, they wont catch up unless someone is lucky. Currently there is no balance to speak of in the game though, you wanna own a river you be a croc, you wanna own the lands you be a carno or rather more, you wanna sit down for hours waiting you be a stego, you wanna sit on a rock you be a raptor, Carno claps everything on land with ease except the stego. deino in the water. stegos get taken by carnoes who know what they do as well so yeh, neither has a proper adversary yet. Raptors from legacy beat them on the turn, Dilos as well, then Allos to big for those etc, for the moment though they sure apex. But its no wonder when you add the biggest crocodile ever lived togeather with some flyer. I understand the importance of the update but the groundwork looks good just ram in some content. You gotta be able to scavange a lot from legacy. And balance well comes with more dinos. And you should consider seriously how easy it is to turn these dinos compared to before, every small dinosaur will not stand a chance no matter of skill.

tight sierra
#

make utah's rest position less loud

green oasis
#

utah should weigh 700 kg again

lusty vine
#

Add a kick ability for dryo

versed bolt
#

Don't allow herbivores to form a mixed herd.
This is basically just a form of mixpacking, which should not be allowed to any species. Herbivores are pretty damn good, when I play them they don't feel weaker than carnivores by any means. So why should they have this option to actually form a
unified "side", which is a heavy unfair advantage over carnivores? If they were way more unviable than carnivores, I would understand the reasons for allowing them to form a mixed herd, but that's not the case at all.
And if you want to discuss this, please don't use the argument that large size modern mammals of different species do herd together. Dinos are not the same animals. And even IF these dinosaurs had the same behaviour, this game is not meant to be an accurate dinosaur game. Balance over realism, remember? Where is the balance in an invulnerable herd? Why is it considered normal for Tenontos to be protected by Stegos, despite the Tenontos being 100 % able to protect themselves?

tribal nacelle
#

Can we make small crocs faster and with more stamina than big ones in water? that would give them an option to defend themselves and survive and avoid the current AFK hiding grow only option. If you want to kill a small croc as a big one, you will have to catch it distracted or ambush it while resting out of water. Right now just makes you want to stop playing the game.

green oasis
#

buff carno stam, it's wasting too fast

final thicket
#

I've read complaints about mega-packing for deinos and how 2-deinos will create a megapack scent. The complaint is that this scent seems unrealistic to be detected above the water. However, having a pack of 3+ deinos would be overpowered. How bout, instead of the normal "footprint," megapacks of deinos would cause a lingering scent cloud above the water every time they surfaced.

This does a few different things:

  1. It still discourages megapacking deinos by causing this cloud to form any time multiple deinos in an area surface near each other. The size and time to dissipate of this scent cloud depends on the size of the group. Maybe there's a delay on how long before the cloud forms when multiple deinos are in the same area.

  2. It allows herbs and others to see that water in an area may not be safe, but doesn't provide any details about where the deinos went, how many there were exactly, and how long ago they were there.

  3. It keeps realism intact, sort of, and allows ambush attacks by deinos.

Anyway, I love this update. Been playing like mad as a pteranodon, and love the flying mechanics. I, personally, don't care about the megapack argument because of my play-style, but I know others do. Also, as a pteranodon, I don't have a megapack issue, as far as I know. I could be wrong but I've never noticed any increase in "scent" in the air with a few other pteranodons.

clever solar
#

I just spent the last few hours collecting data for the hitboxes for the current roster of Dinosaurs. And there were a couple things I noted.

Despite neither Dinosaur moving, a Utahraptor's bites to an immobile Deinosuchus' face do not always register. The Deino was laying down, and the Utah's head inside the croc head model. So there was no way it the hits should not have been registering. But about every 8 or so bites one would fail to register. The Deino would make no noise, and take no damage.

This is not an issue with any of the other Dinosaurs, not even Dryosaurus or Hypsi who have incredibly small head hitboxes.

Another thing was that Hypsilophodon did not have the x0.09 damage modified at the end of its tail like the other animals have. Instead Hypsi takes more damage at the tip of it's tail than the middle or base. This is an outlier, and I suspect a mistake. If the Devs wanted Hypsi to be killed easier by a hit from the tip of the tail, you'd expect them to do the same to Dryosaurus, another prey animal. But Dryo still has the x0.09 damage multiplier at the tip. That or there are hitbox inconsistencies, and we were able to clip into a weaker hitbox while biting the tail.

QA please test this an pass on that info to the Devs.

wary charm
#

Either nerf Stego tail-damage against Deino or buff Deino biteforce. Deinos lunge does absolutely nothing to Stegos while Stegos tailattack manages to rip out a menacing 30% hp. Deinos should be an apex but against a Stego they feel nothing more than a meatball rolling in the river.

Deinos and Stegos are Apex's, right now only Stego acts like one. Stegos can go in water without the fear of getting killed. That's not okay. I'm not saying that Deinos should be the strongest but an 8ton megacroc should be intimidating to Stegos (and vice versa). IMO the lunge should work on Stegos with an increased stamina drain.

inner sleet
#

Intense Inhale my baby boy Hypsi needs more love..

Ik Hypsi is kinda like the Oro and Taco of the game right now.. But.. Its spit isnt really helpping it

And its jump can be very helpful- To see its death running toward it..

Just a simple Feedback.. The Hypsi Spit cant be used to defend its self bc a Hypsi cant just stand there and wait for a Carno or Utah to rush at it Face first

"But GK! MayBe you CanT plaY-" NO. crys inside

The only thing useful i can do as a Hypsi is Threaten things around a herd, warn the herd, spit! And MISS- If Hypsi's gonna lose Its Hunger from doing weak spits/throw ups aleast allow the spitting hitbox to his the cheeks, heads and chin of the Predator.. It also kinda makes since..

Since the predator is running at the Hypsi at a fast speed the spit shoud give them a SLAP to the face.. And splatter.

But other then that Hypsi is ok-

Maybe i mean bite/peck would be nice..

:) But then that its a Good lower class dino 👌

compact raptor
#

Devs... iv u ever get to read this.. Absolute first thing that is needed is replay system an RULES and BANS.. currently on almost all servers carnis and herbies mix pack . almost everyone is a canibal even when food is everywhere.. Current gameplay is magent for worst kind of players. Anyone who wants a good old imersive experiance is dooomed and will probably abandon till its resloved. Till then servers will be full with dirtbags.

lavish harness
last drift
#

I also want to give a little bit of feedback on Hypsi.
I 100% agree with the things said by GirlKing (Discord doesn't want to @ you for some reason, sorry pal)
And I would like to add a little thing.

Hypsi is fun, the spitting has made many dinosaurs back off for me before. Well if it hits.
The jumping also comes in handy quite well to climb high places for safety from bigger things.

And I think all the things that I would criticise about the creature have already been said by the person I am rendering to here.
But a minor thing that really bothers me, is how the Hypsi stops running for a split second when spitting at its attacker.
Compared with the low hitrate of the spit itself... It's a fatal death sentence in most cases.
Hypsi just shouldn't stand still after spitting while running.

civic storm
#

Incorporating an auto-run keybind as a quality of life improvement

umbral snow
#

Fix or remake Hypsilophodon spit, make it auto aim at the closest predator an extend the range, as it is now anything in range to spit at is in range to just one shot bite kill you. Blind should disable their ability to attack as many just get blinded an they know if close enough to get blinded just bite an insta kill the Hypsilophodon, honestly as now the dino is useless an it's ability is pointless unless your a god 360 no scope master at aiming at a small point, but even then in range to spit in range to get one shot killed.

tacit mesa
#

The dynamic between Stegosaurus and Deinosuchus needs to be addressed. Stegosaurus should absolutely have the home field advantage on land as it has already, but they are often too bold around large water sources because they are not vulnerable while crossing water for the most part.

errant perch
#

Fully grown Deino 1 shot Utah. Ok ty

unique coyote
#

If you want to stop Mega packs for carnivores make them use there food 3 times faster

foggy condor
#

The devs are trying to make the game more realistic and they are doing a great job . But the deino needs atleast a small buff in bite force like il let this pic speak for itself

fickle moss
#

I wonder people realy don't recognize that raw power is not equal to damage. I believe that crocs jaws i suitable to fix the prey but not making wounds as sharks,komodo dragons or allosaurus. After fixing crocs make deathroll and this is making real damage and fractures.
If orient on real life,in game deino should catch legs or even head and make deathrolls.
According to ingame balance its stupid that deino is stunned when trying to catch the prey that higher then half of its weight. They should be fixed vice versa and make stamina challenge. If prey is out of stamina, it starts to suffer damage, deino could make a deathroll. That would be good.

lavish tundra
#

Possible to make, that Stego wouldn't do as much damage when it's in water (The tail is in water)? Stegos just yesterday, destroyed me and my friend because of it. If you have ever tried to swing ur arm or kick with ur leg in water, it hits a lot slower and not as powerfully as you would kick a ball on the ground. If the rivers could be more wide, then the Stegos wouldn't have got us, since they were on the each side (There was 6 of them) they just followed the river, somehow KNOWING where we were going. Yes, Stego did have quit powerful swing when it used it's tail, but wouldn't water limit it's power and speed? If it would limit it's or making the rivers wider, Stegos wouldn't be just able to stay in water and destroy Deinos

zinc parcel
#

If you Pounce a Stego and let go, if the stego hits your tail it still one shot. Is this intended? if so it need some balance.

clever leaf
#

Utah feels in a bad place right now, you are punished for missing a pounce by having a "landing animation" if you will (there should have been a cooldown instead). But are then punished on the dismount also by having a delayed dismount. This delayed dismount means Deino, Carno and Teno can land a guaranteed hit, Stego now 1 shots a dismounting Utah. Don't have us punished for landing a pounce.

wooden escarp
#

I dont know if its just me, but I litterally dont manage to ambush anything as a deino. Not because I am unaware of the mechanics and how to use it. I never find any prey. I am not saying that you have to get every 15min, not even every 30min an opportunity to ambush, but I am just swimming around for hours as a deino just eating fish and if I am starving alsmost near death, it always ends on cannibalism and thats annoying. Since the deino came out in the test server I was litterally not playing anything else. I already grew 5 full adult deinos. I get it if you werent be able to ambush something while the test server cause 80% were just deinos and pteras, but now in the normal server the population is actually really mixed, but still no chance to ambush.
There are litterally 1000 spots were players can drink where you cant see them, thats not going to change, I get it. But make other dinos maybe lose quicker water and make them need to drink longer to fill their water. Maybe but just maybe you could increase the water sense of deino. I just mentioned some ideas, but how I already mentioned, its just my experience as a deino.

vast wadi
#

Utah should get a quicker get up animation when it successfully pounces something and has to get off. I wouldn't say to get rid of the whole thing, but i would say it should be much quicker. It not only makes pouncing a stego an automatic death sentence because of your slow get up animation, but it also doesn't make sense for a utah that is in a life or death situation simply think "ah yes, i must get up extremely slowly to survive"

rain verge
#

Something to stop deinos from constantly spawn killing baby deinos. Maybe damage immunity (both ways) until the baby is a certain size? The way the rivers are, you can only escape by making a mad dash on land, but even that's super risky if there's land carnis or hostile herbis that spot you.

sly dove
#

Make rivers wider and deeper. Since the latest update players drink water at "safe spots" where even baby deino cannot hide and dive.

dusky sigil
#

It would be nice if the devs added a nesting ground where if herbis or carnis nested there it would make the eggs incubate faster. But you could also nest anywhere it just wouldn't have that buff or maybe it could be a perk? This would also make it a bit easier for carnis to find things to hunt. But it would be in a field like in the picture posted in isle phase two or roadmap updates (one of the 2).

celest grail
#

ig I think more rivers should be wider. besides being visually pleasing more variety is good. Not all of them should be wider and deeper but def. some of them should be

keen thorn
#

I'm not entirely sure why there are rivers only a foot deep that terrestrial creatures can drink from without risk. furthermore, it makes traveling from the east side of the map to the west (and vice versa) unnecessarily treacherous for deinosuchus

short quiver
#

Also the rivers need a visual update, with more plants, fishes...

glass kraken
#

when it comes to widening rivers, I think having the rivers grow wider + more varied as they go downstream would be a realistic and great addition

things like oxbow lakes, deltas, etc - these would be more common as you go downstream.

The reason for this varieties importance would not only be visual immersion, but outside of the swamps - our current aquatic environment is overbearingly hostile to whatever aquatic creatures may not be the top predator in that area. This is primarily due to the shape (a river without other features like oxbows or deltas is simply a curvy line) but secondarily due to their current lack of cover. I imagine this will be a huge issue when more aquatic animals are added, but it is already an issue for deinos. More waterways (along with more cover in them) would go a long way in adding both an immersive and more thoughtful gameplay environment for players.

Another gameplay feature we should consider is to ensure that there are more obvious crossing zones for terrestrials (and there of course will be more reasons to cross later). This would create tension. Do you risk crossing the wide and deep area (if you even can) or do you go across the crossing (which might have crocs).

clever leaf
#

To solve the Utah dismount issue, rather than having the dismount have a delay, make it so the Utah can use a little stamina to perform a kickback, which would also encourage the good players to pay more attention and do some stamina management. Utahs who don't pay attention to their stamina get caught out.

spare apex
#
  1. Adult pterosaurs must become hungry faster so that the gameplay forces them to fish more often or search for food. Make them a little hungrier than they are now.
  2. The gameplay for the ptera is now nothing from itself. It's cool to fly, but there's just nothing to do. You cannot influence the lives of other dinos in any way if they are not quite babies. They have already suggested adding the opportunity to grab small ones, but I think this is not realistic. But I also have no ideas yet.
  3. It has already been said here that the detection of other deino in the water should be removed. Leave markers only for the fish and so that the underwater sense really detects it, and not just when it moves away from the player.
errant cliff
hazy chasm
#

Here are some suggestions to improve balance and make hunting/fighting more interesting and complex, not just a pvp fight where strongest/biggest/fastest things attack like headless chickens and then run away if they're losing. This would add more pros/cons, pushing us (for real) to be more tactical, ambushing and thinking twice before attack even smaller things.
1- Utah's getting staggered after missing a pounce is a good example. No more utahs pouncing like crazy. That should make them think before try to. But they need a boost or being able to jump away from preys after a successful pounce. There are enough ways to fight back pounces after latching, and it deals less damage now, it makes no sense utahs are so easy target after pounce.
2- Carnos turning back capability doesn't fit their speed/size relation. They should decelerate first to do it, or fall to the ground if they try to turn on site at max speed, not just drift being able to turn 180° with almost no effort. Their omnidirectional attack should be faster instead, it's really slow rn.
3- Stegos shouldn't be able to wipe out a whole utah/carno pack that easy, not to mention stegos camping rivers and killing deinos as if they weren't twice stegos weight. Their secondary attack should be slower, instead an "omnidirectional" attack could be a good addition, like a 180° tail sweep, draining more stam since it's a wider movement, but dealing more damage.
4- This is more a functional rather than balance suggestion: Tenos omnidirectional attack using free look (Alt+LMB) like other creatures, changing the static primary attack for something similar to the 3 call animation, maybe dealing more bleed/damage or even stunning.

I'll be happy to discuss all this if someone wants or has some suggestions, these are just ideas anyway.

pine grove
#

There's dire need of balancing the deino babies. Dying to an adult has nothing to do with skill and everything to do with bad luck. It feels cheap and unsatisfying to grow by sitting afk but in its current state its the only way to grow safely. Just got killed by an adult when at 20% efter afk-ing for a long time because I was forced to look for food, he happened to swim by me and I just have less health, less damage and less stamina. There is literally nothing you can do. pretty cringe ngl.

thin escarp
#

I think this topic is already talked about a lot but i have a small change proposition for Stegos. I think the damage they deal with tail attacks is fine, but I think either theyr MaxHP should be lowered or the damage on theyr heads should be increased, as they are not armored in any way and having that much HP doesnt really make sense to me. The defensive strategy of a Stego is his offense and shouldnt be that he can just outtank every other dinosaur. Also his tiny head looks very fragile and not well protected so being able to just facetank 100 deino bites is an absurd thing in my opinion.

finite plume
#

Stego tail swing should be significantly slowed (and with slowing means damage reduction in water) when swinging through water, especially if its deep. For example I always see stegos standing with half of their body 100% submerged in water from a hill and they can swing full damage as if the water isnt even there to add friction, makes no sense. If you swing a bat in the air, it goes fast, now try swinging that same bat fully submerged in water, thats hard af due to the drag. (like how can a stego literally 60% submerge its body into water now and sprint full speed alongside swinging its tail like nothing, that should be physically impossible bc water creates drag) Check the image in #balance-feedback-discussion for the example i am talking about

Edit: To add onto this, I saw a nice suggestion in discussion: Perhaps weight should get a reduction based on how deep something goes into the water. Since when something is in water they feel a bit more weightless, so its easier to push and pull things around that are floating or submerged.

velvet stone
#

As we all know baby/juivie Deino's suffer from the problem of being painfully worse than their sub/adult counterparts in all aspects which not only makes surviving encounters from older Deino's a matter of luck but, it also makes afk growing the only viable way to reach adulthood which is something the devs themselves have stated in the past that they dislike about growth in legacy. The solution? Along with improving rivers and other water sources (which has been mentioned many times before in previous suggestions) baby/juvie Deino's should be more nimble than their sub/adult counterparts both in water and on land. Being more nimble would make escaping the jaws of an adult a little easier, especially if seen on land, but I also think that the Stam drain on land shouldn't be as severe for ONLY baby/juvie Deino's. cause what's the point of being nimble if you don't even have the Stam to possibly out maneuver an sub/adult Deino? Toning down the Stam drain on land would also aid in migrating to safer water sources for younger Deino's to live in until they reach subadult

gleaming cedar
#

The 2 second delay when dryo stops eating needs to go. It sucks to be stuck in place when carnivores come out of the woods for such a long time.

frosty lichen
#

Tracks visibility and persistence should vary based on the weight of what made it

final thicket
#

Please remove the shallow area that ties the two sides of the map together. Right now, it's just a KOS nightmare for any deino; both herb and carnivore are theats. I don't even like deino, but I enjoy exploring, and when I'm a deino, I have to choose which side of the map to stay on for my entire life. That entire section feels like an "afterthought" and not a planned change. I judge this based on how uniform it is and how many plants are randomly in parts of the water. Again, I dislike deino (and most deino players I've encountered have been assholes), but I also dislike being locked out of an entire dino. 😦

frozen sun
#

Deinosuchus Balance Suggestion:

This is generally targeted towards Deino v Stego since Deino is fine against everything else, so I'll keep it on the shorter side.

Deinosuchus right now has the ability to just barely guarantee a stegosaurus kill in a normal scenario when catching a stego drinking water (not entirely unawares). In a number of the tests we've done, we've found that Deino kills Stego every single time due to the fact a Deino can stun the stego for those precious 1 - 2 hits in. The stego cannot run away if he's closer to the deino, as the deino has the ability to bite through his tail hitbox and outright kill them before they lose all of their stamina. This is mostly due to the weird stun it has. The only time where a stego isn't necessarily dead, is when it's farther away from a deino and runs away but that's not necessarily a realistic situation. Apexes shouldn't be instantly deleting eachother under 30 seconds.

There are two spitball suggestions here that I have:
1.) Make it to where Deino can't reach Stego's body hitbox if he's biting stego's tail. Dasharkmasta was helping me out with this, and on his end he was aiming up to bite my thagomizer, but, I was still taking full body shots. This is to let him RUN AWAY.
2.) Get rid of the stun. The isle shouldn't be a stun fest, especially when regarding apex vs apex fights. A deino or stego should not be killing eachother within the span of 20 seconds if they can help it. Ideally you'd want Deino's slinking back to wait to take advantage of the wounded stego.

Thanks to @sacred vale For these tests.
https://youtu.be/54oRA0WgucI

Just a smaller few post tests we did just so that way people had a visual reference for the feedback made.

▶ Play video
calm wedge
#

Utah’s dismount from pounce needs fixing!

if you dismount from a stego it’s rare you don’t t get hit. This could be down to the stego’s tail hit box being broken since even if they hit you in your tail it still one shots you from 100% hp from time to time. Pounce seems very underwhelming since the stam nerfs and making it super risky along with it being rng if you get hit while dismounting.

subtle barn
#

Ok I have just one issue with Ptera. This was exceptionally well planned and implemented, my compliments to the devs. But the flight control scheme leaves something to be desired as far as intuitive function and ease of use. During flight, it’s important for me to not press the wrong button and perform a potentially fatal maneuver. This is what tends to happen due to the current keybinding of speedbrake, and other controls. Z is very far out of the way of my frequently used keys, and when combined with L ctrl for diving (and the air speed gain from diving) it can make for some key stroke accidents that lead to disaster. My suggestion is that speed brake be linked to the intuitive key bind, which is S, and perhaps W be linked to the returning to average speed (as opposed to spending stamina to really fly fast).

glass herald
#

Hot take!
What would you guys think about the following:
Deino's alt bite (out of water) costs stamina, making the Deino less powerful out of the water due to stamina maintenance, making the all-powerful turn bite situational, requiring skill, and much less spammable on land.
Water I see no issue with, since it's it's natural habitat and should be stronger in water. (However when more water based creatures are introduced this opinion can change)
This would be very similar to the Utah's alt attack costing stamina.
And the Tenno's alt attack costing stamina.
... and the Stego's alt attack costing stamina.

frigid crypt
#

Tenos entire combat system is already entirely stamina based, don't make tenos alt bite take stamina because it really doesn't need another thing to worry about, it already is punishing because if not timed correctly it leaves you open for attacks.

It's different with deino because it's a 8 ton gator flipping itself around. As with utah, it's a lunge.

If you were to add a stamina drain, at it where the teno does a side swiping claw attack, but not when it just attacks forward, if that makes any sense.

kind totem
#

I’m not sure if this has been previously discussed or not. But I staunchly oppose a current mechanic in which smol babu uwutahs are able to beta cuck me in three bites as a fully grown adult ptera whilst it’s casually standing still behind me and spamming bite. When I bite back I do next to no damage and certainly no bleed. When I try to fly away I slam against an invisible wall. I’m uncertain if this interaction is meant to go this way or if this is a bug, but it’s happened on multiple occasions. I think if ptera is meant to be this weak it should at least be able to fly away without slamming into invisible walls.

forest pewter
#

Nerf raptor bleed. Or at least the stam drain associated with it. A 80% stego should be able to regen stam at like almost full blood or what ever

tropic sage
#

fix teno tail slams hitbox i was running next to a teno hunting it and its tail that wasnt near me somehow hit me and i was then frozen to that spot so the teno killed me

safe torrent
#

Make Deino speed on land decrease linearly as it grows instead of peaking at sub

orchid scarab
#

Suggestion: Give Pteras that stock footage diving-bombing noise.
Pros: Might have actually been a real thing (we've never heard a dinosaur, so there's no way to say it WASN'T a thing)
Cons: None, all should fear the Ptera

tawdry olive
#

Baby/juvie deinos stam regain should be a little bit faster. Just something to help little ones escape big ones.

frail delta
#

There should be species limit, how many same species can be in one servers so there would be balance. Just like there is party limit for every species

drifting oxide
#

There's some silly discussion about the Deino not being overpowered. Its place is in the water; an ambush predator. It should not stand a chance on land, yet it tanks hits for days, and can bite directly behind it twisting its entire body. This attack costs zero stamina. It should cost a significant amount of stamina, but only when used on land. If you're for realism, this change makes sense. If you are for balance, then this change also makes sense. I am reading a lot of bullshit about the Deinosuchus bite force. Sure, it has a strong jaw, but when this creature spins around to bite something, it is not as if its entire jaws wraps around the creature being attacked and it crushes it with the full bite force. At most, it is delivering a powerful bite but in an ineffective way, and it shouldn't deal more damage than it does currently, maybe even less. A Deino should be exhausted extremely fast and be unable to attack after 8 - 10 bites on land. You could add a stamina costing alt attack that allows it to turn and bite at the cost of stamina (like the Teno does), and have its regular bite be a cone directly in front of it. Alternatively, you could make all of its attacks cost stamina on land. I understand if you like to play this creature, that you wouldn't want it nerfed, but I'm sorry, this creature is not a Rex and should ideally be trampled down by any terrestrial creature. If you're playing this dino correctly, this nerf won't impact you at all. If you've been playing it like a Rex, running on land to attack people, then you're playing this creature wrong, and that play style should not be viable.

tl;dr Add an alt + left click attack that allows the Deino to attack at any direction at the cost of significant stamina, then have its regular bite only hit where it's looking. This will balance it so that it can take down smaller creatures on land, but will rightfully lose to land carnivores which should have a field day on a fully exposed Deinosuchus.

drowsy oxide
#

No idea if this has already been discussed. I'm not on here often, but I had an idea for the Ptera that it's vision could zoom a little bit. Kinda like binoculars since most flying creatures today have amazing vision.

stuck wedge
#

I know this has probably been said before, but I feel like I have to say it as well just in case. Please fix the stagger animation after the utah pounce fails. It is sooooo painfully slow and by the time you get out of the animation you have been hit 3-4 times and your dead. It is so unrealistic that a predator in a hunt would get up so incredibly slow...

My suggestion is just make it use stam if you fail a pounce when you hit the ground and run away that way you have to run off and refill so that it prevents people from being able to spam pounce. A punishment that'll prevent an immediate repounce back to back, but won't punish the user with instant death.

kind totem
#

I think ptera should be added to list of baby + smol juvi killer. Like a seagull/stork that eats rats and bunnies and squirrels and pigeons and ducklings. Instead of being ~lol dedded~ by baby utahs.

lavish tundra
#

Deino needs punishment for not managing stam when it pulls off ambushes.
Currently if it grabs prey and takes it under. It's still dead regardless despite how low a Deino's stam may be. Once it's in the water, it can just spam bite while the prey struggles trying to swim up or back to shore. The slower swim times and the stam burn for the prey make this situation even worse for it. If you're a full grown Deino with max stam. You should absolutely kill anything you can ambush without much trouble. Though if you have little to no stam, and your prey wins the stam battle, it should get a fighting chance to get back on land. Otherwise it shouldn't even have a lunge attack, rather just a high dps ability. I suggest that a similar feature be added like the pounce onto the lunge ability. When a raptor recklessly pounces and loses it's stam. It gets thrown off and has to take time to recover to move. While in the Deino's case. There is no consequence for that same scenario. My suggestion is that when a Deino loses the stam battle from an ambush, it becomes temporarily stunned and sinks to the bottom of the water. This gives prey time to swim back and a chance to leave the area with what little stam it has left.

strange iris
#

I would concur that fully grown Pteranadons shouldn't be losing to juvenile Utahraptors. I'm not saying that they should get a mechanic that gives them a distinct "hunt all the babies" gimmick but it is a bit strange to be fleeing from something roughly around the same size as a Hypsi. A new Utah certainly isn't going to stay still enough for me to snatch unless they're completely oblivious and after that they far exceed the agility needed to escape.

However, where we're at right now is essentially allowing a squab the ability to attack and kill an eagle. If you're that tiny and foolish enough to make that choice it should result in the Utah being eaten.

oblique wyvern
#

Carno’s new alt bit is absolutely horrible, it is way to slow and practically unusable, no point when you can just turn and bite way faster

rocky lily
#

Babies/juvies have no way of countering the insane amount of targeting going on in the deino community, unless the individual goes AFK.

I hate PVP because multi-player games give me extreme anxiety that can sometimes impact my health, so I enjoy the exploration aspects of the Isle the most; however, I can't explore if I'm spending 5 hours in a bush.

To combat this, I suggest that babies/juvie have a stamina buff, especially when they are on land. For all you "the game is realistic" bros out there, here is some realism/science to justify the suggestion because apparently, that matters:

Newton's Law of Gravity states that every particle attracts every other particle in the universe. On Earth, all bodies have a downward force of gravity proportional to their mass, which Earth's mass exerts on them. The Earth is constantly pulling us toward the center because of its gravitational pull. The bigger and the more mass someone has the heavier they are; meaning the more force Earth is exerting.

Baby/juvie deinos have less mass than sub-adult and adult deinos, meaning they do not have as much force being exerted on them compared to their older counterparts. The babies/juvies are able to run faster and/or have better stamina than the adults, whose weight put them at a disadvantage. Of course, as the babies/juvies grow older and gain more weight, their stamina returns to what it is now.

So, in summary for all you non-sciency folks:

Smol skinny bois = Weak but with good stamina (on land)
Big buff bois = Strong but with bad stamina (on land) (so, nothing changes)

glass herald
#

Give Baby Utah Pounce.
Carno has ram, Deino has lunge.
Balance.
That is all.
Edit:
Seems its lacking due to a bug? I'd like for the team to keep the Utah's ability in mind when creating new dinos like the Deino, which we're currently unable to pounce on. (Hoping this also gets addressed, but Babo pounce priority at a baseline, unless it requires a rework. If so.. please do add that to a side card on the trello ♥)

frigid heron
#

to give wallowing more incentive make mud help heal wounds even after the bleed is gone. wallowing could help reverse scars/locked health faster rather than forcing people to sit in a bush to heal the quickest.

ivory pilot
#

Suggestion for Evrima: Add a secondary attack to the Pteranodon

I had an idea that passed through my mind, it would be nice to add a secondary attack that makes that we can catch with our claws, when we fly, the other dinosaurs of small size (Baby, Juve) to take them in the air to release them and kill them with fall damages.
Of course, we will have to add a key on the keyboard where the caught dinosaurs can be released, for example by pressing the space bar key several times as fast as possible.

wooden escarp
#

I think a lot of people have mentioned this before me, but still I will mention it again. Please make the rivers wider and deeper. Its impossible to ambush something as a deino if your body just slips out of the river cause its just 2 feet deep. By now there are a lot of spots where you cant dive or even swim, but other creatures can just drink from there, without having any danger from being ambushed. Specially fast creatures like utah or carno can quickly run to one of those spots and drink without giving deino any chance to ambush for getting food.
A lot of people are talking about nerfing deino a bit on land and I have to agree on one or two suggestions that made some people, but before nerfing deino on land, you have to make him useful in his natural habitat.

unique coyote
#

The pack limit what should it be with gender involved for carnivores utha 3 males and 3 females and 1 alpth male
Carnos 1 male carnos 2 females and Deinosuchus 1 female and one male

dusky sigil
#

Maybe make carnos alt attack do more damage since it looks to be charging up a bite looking to do more damage to the normal bite, but they both do the same damage.
🤔

near chasm
#

Not really feedback but i want to be able to smack a rex right in the cranium with my stego tail and 1 shot it. Obviously not if its just a body shot (unless i hit it in a critical spot, like the heart). I think a great addition to the herbies with hornes and spikes and all that fun stuff, got critical hits. It could either be a % based thing or locational. In legacy a the apex carnis can pretty much walk over any apex herbie, even tho trike and stego both stab the living shit outta em like 10 times, and cama should be a challenge for a large apex pack, not an easy meal for a solo. And poor anky. This is very annoying because they cannot run or fight, they are just meals. But if i was a rex and i had a 2 meter long horn stuck in my brain, I think I would die instantly. Maybe you would even go as far as make each organ have their own % or hitbox and have their own nerfs. For example a lung shot could cut ur stam and slow the regen, a stomach shot cuts ur food and speeds ur hunger drain, etc. That might be asking too much, but would be cool as something down the line. Another thing is that this could also open up a whole new area in the perk tree too. Anyways, I think this would be a great way for the "fight" herbies to still fight off the apex carnis, while also not making them super op with pure base dps (legacy rex).

EDIT: ok maybe it wouldnt be 1 shots but they would still do enough damage to mark the end of the fight, after all ig herbies arent ment to kill, but to defend

calm harbor
#

Crocs need a hitbox nerf on evrima they can eat you 20 ft away sometimes. And Raptors need buffed they're to weak to everything even falling damage and maybe more bite damage bleed is good but they don't bite for much. And stego tails shouldn't be able to smack something near its face. They need to be strong but maybe make them turn slower and a smaller area of affect on the tail smacks

hazy chasm
#

Following my previous four ideas here are another two focused on deinos-stegos figths balance.
1- A lot of stegos like to camp water sources to kill deinos, standing with more than half their body in the water and still able to attack normally, that should change, it'stotally unrealistic and unfair. I read here someone suggesting a slower tail movement in the water, and it would totally make sense due to water resistance and friction. Also they shouldn't be able to even attack if their tail is totally under the water. The same way utahs can't latch pouncing if preys stand in water (which I don't think makes sense tbh).
2- I agree with those saying deinos aren't land apexes and herbivores aren't just food sources. I can imagine some reasons for deinos not being able to drag stegos into the water but still... I suggest to keep that like it is, but giving deino the chance to grab stego's head or neck for some time lunging (limited by stego's stam %). This would hurt and exhaust the stego while deino doesn't take damage in the process since it's heavier (both would be pulling from each other in place). Once deino release it, stego could choose between attacking it with its little remaining stam (deino would lose less stam) or running away to heal.
Of course this is a complex mechanic and prolly hard to add, i don't even know If it could be implemented.
And yeah I know some players would reject this as soon as they read it, prolly the same ones camping when they play as stego TI_Stego

pine grove
#

hey what if herbies could use scent when resting? Kinda makes sense right? Carnivores can use it when walking because they're hunters and then Herbivores could use it when regenerating stamina since they're prey. I think it could be cool.

frigid heron
#

reverse panting to start at much lower stamina rather than 55%. when in a chase it can be hard to tell of they have low stam when they could just be at half. i recommend what it was before or around 30-35%

hollow crane
#

Can we seriously have more fish spawn points as theres next to none in most of the rivers , there dont seem to be any in the sucho swamp eaither. This would help players explore the water ways and not just amass at a couple of places, I mean the map looks stunning but you cant explore it due to lack of food and water.

elfin goblet
#

A lot of people have provided a lot of solutions to mixpacking or overpacking, most of which involve something like directly debuffing the dino's strength, health, etc. I personally am never a fan of something like that, especially when utahs can spend so long stalking their prey it could be wrongly assumed to be mixpacking. Also I simply hate the consistency of stats being altered as punishment.

Instead of directly nerfing the mix/overpackers, why not have it that the passive orange cloud becomes visible at all times, not just during scent, for these fellows? That way you can see the storm approaching without directly harming those who might have accidentally been in a mixpack, and allowing people to see or know there is a mix/overpack before it is too late for them. You could also potentially change the colour to diversify and give it a real sense of warning to those approaching that the potential battle will involve a LOT of dinos and will not be pretty. This acts to act as a disincentive this style of play without harming the basic stats of those participating.

dusky sigil
#

Maybe make it so if multiple Carnos were to charge a stego (2 or 3) at the same time it would make the stego fall as if it was a baby stego when a Carno charges it.
This would also add more threat the Stegos to make them easier to kill.

sinful parcel
#

Utahraptor should fill up on food faster, since it's the lowest tier hunting-based carnivore right now it would realistically need to fill up on food faster before a larger carnivore comes and threatens it away from the body.

hollow ridge
#

Give utah an ability where it can do a kickback from a pounce that consumes some stamina.

Pounce right now is completely unviable to do on any players that know how to take advantage of players jumping off.
If a player stands still and you jump off a pounce you are practicly guarranteed to take a hit, and for raptors thats usually devestating. There is no way to counter this as of now.

frail delta
pine grove
#

Whoever suggested Deino's should be faster as babies on land was a god damn genius and Dondi should work for him, its such an easy and clever fix to the deino to counter all the cannibals

lean bolt
#

I agree younger Deinos should be a bit faster or at least have much more stamina than adults on land, but as they grow it gets worse and worse. Maybe instead of faster speed they could just have decreased acceleration time so they start running faster? 🐊

low forum
#

Right now im ONLY playing Dryo or Ptera because there is just no way for me to survive as a loner. Don't get me wrong I like that you can team up with other people in this game but most official servers have turned into a China/KOS festival! I have seen so mutch bulls** the last few days since update 3 came out. No one cares about the grouplimits! Deinos still sit around with at least 3 adults in ambush and 4 juvis around them, making it almost impossible to hunt them. Yesterday I saw a pack of almost 15 Utahs run across the map killing everything; when they found 2 adult Deinos they could not bait out of the water they let a Stego come in and do the job, friendly calling it and standing in line! watching. You cant even grow a Stego yourself; once you call out for others you are found by another Kos China pack - they go stand around you and they will swing you at the same time so there is no way you can escape! Dear devs these people are KILLING the game right now, get the legacy rules back on, or the admins, let them watch and take action again for the love of god!! How can you balance a game like this if so any people from outside this community trash it left and right?

frigid crypt
#

There are still some issues with bucking, I've noticed more specifically on teno. It's hard to tell when you are actually bucking because many times the animation will be interrupted and will stop all together, or only the front legs will move, or it'll become so delayed that it takes several seconds for it to engage. Giving any pouncers enough time to doom you with bleed if you can't get to a tree fast enough

hollow ridge
timid hull
#

i think carno is a bit overtuned and should get a nerf, not a big one but just one enough were they cant just run at you spam left click until u die, i think they should nerf its stam or something. if u have a suggestion leave it in the balance feedback discussion.

ancient viper
#

There should be a hard limit on the amount of Dienos on servers to avoid the "clumping" that always happens as a stopgap at least until a hard counter/competitor/predator for them is released

rain verge
#

Allow deinosuchus to group up to at least 3. 2 is too harsh, and will be especially so once nesting is implemented.

pine grove
#

Honeslty just f*ck Cannibal Deinos.
literally nothing you can do about it.
If an adult decides they wanna kill you for fun you're just dead. Its incredibly unfair and a cheap way to die.
Genuinely ruining the game fully for me atm.

spare apex
#

The deceleration is proportional to being in water. So that dinos who went to "wet their feet" in the water or stand in shallow water also slowed down due to the resistance of the water.

zenith socket
fickle moss
#

Does it clear for players that if juvs deinos will start to run faster, then more of them when they will grow to medium will start to cannibalase similar suzed deinos, because deinos will be the easiest food for deinos anyway. So players will just lose more time.

Currenty if you survived 2 hours by deino your stamina becomes better then adults have on the ground. During this two hours you have an hour to find some safe place away from spawing point, and find the one fish. If you want to play croc, you should think like a croc. In nature juvs croc will ALWAYS got eaten if they would be noticed.

hollow beacon
#

babies need a way to survive. If you are seen, you're dead. We need juvs to be able to not fight, but flee. Mayybe a camo special for juvies, kind of how a juv deino can hide its rinckles in water if its in a bush? Make juvs faster, or add some sort of speeding abilty for juvs in order to get away from cannibals. Something for the children!! Or give juvies some sort of extra stamina? something like adrenaline.

lavish tundra
#

Carnos ram needs to drain less stamina because you need a good couple seconds to get going, and once you charge your stamina goes down like crazy. Your literally just putting your head down and ramming someone with your head. How is that supposed to make you use stamina

onyx totem
#

i think it might be a good idea to lower the growth time on stegos to 3-4 hours, they cant escape, fight or hide from anything for like 70% of their growth currently

pine grove
unique coyote
#

When your thirst is 1/4 you cant run i mean if your thirst is under 25% you can't run

modern quail
#

If u accidently hit someone in ur group, they should have at least 10% damage reduction from ur hit, that would be TI_SoNice

tropic sage
#

raptor pounce needs fixed because when you dismount they can get a free hit and when i dismounted i was pressing shift and i wasnt running leading to my death

muted leaf
# fickle moss Does it clear for players that if juvs deinos will start to run faster, then mor...

I like this type of thinking, however, you didn’t touch upon just how easy it is to get noticed and found as a juvie

As it stands, the swamp is the only place with legitimate hiding places for juveniles to flee to or hide from adults. Everywhere else, the scape of the rivers is incredibly narrow and linear. A juvie has no way to detect an oncoming adult swimming down the river before they detect them, and by the time they do, you’re already too slow to get away and too easy to track on land and run down even if you have a head start. There’s one single river with bushes to the sides of the river that provide a bare minimum for juvies to hide. Other than that, most rivers are long, narrow winding paths with nothing in them and only two ways to go. There’s no branching off paths, no grass to hide in on the river bed, no tree trunks to slip into, and no way to detect oncoming adults. The giant stretch of shallows where even a juvie can’t dive and hide connecting the two spawn points makes the croc map structure all the more restrictive.

This blankness and a linearity, in conjunction with the lack of fish to support the amount of crocs on the map, makes being a juvie suck because why risk finding a safe spot when you can just bush camp and minimize your chances of being cannibalized by going out to find your own territory.

This is all a problem because crocs, by nature, are restricted to their habitat for the most part. If you’re gonna make surviving as Deino fun, but also realistic, you have to expand the rivers, open up more branching paths and areas, add more foliage and hiding spots for juvies underwater, and remove the needless stretch of shallows connecting the spawn points. Maybe add more fish spawns too. make it less tight and restrictive for Deinos so cannibalism feels fair and a last resort. And so all deinos have a fair chance within their restricted habitat. I think instead of considering buffing juveniles, we should consider buffing their habitat.

fierce parcel
#

Reduce the amount of damage and bleed tenos take to their tail. I was around 40%, maybe a little more, as a teno and a carno juvie the same size as me bit my tail once, taking about 1/7 of my health and bleeding me quite a bit. I also just think carnos might do too much damage lol. I ran off after that attack and a possibly fully grown carno bit my back once, killing me.

rose storm
#

Buff Hypsi’s speed to like 42 or something, no reason for it to be 5 mph’s slower than tenonto

slim sapphire
#

Ok so since there's quetz hype rn, i wanna offer input on balancing it in-game.
Quetz should be an aerial apex, but a glass cannon with fragile bones but extremely strong muscles & a beak built like a sledgehammer, so it should function as such. It needs to be able to fly until it needs water & food which is already planned with stam regen in air. It should build up stam the fastest when in air though, as they even slept in the air, which is how they crossed entire oceans. They shouldn't be very agile though — about as agile as a living airplane can be — and so should be constrained to landing and taking off at a very low angle, no hovering like ptera or other smaller fliers. It would also need either a running start, or a cliff to fall off of to take flight. They should be fighters through and through, not runners.
As far as combat goes, the only things they should really be afraid of are utahs and other small, fast animals it would have a hard time hitting and couldn't evade or outrun. A cool combat mechanic for this if for utah to be able to pounce them and hang on to them even as they take off, and with more hits slow them down to the point they start falling, or at least stop them from ascending very well and draw heavily from the quetz's stam. The more animals hanging onto the quetz, the more stam drain there is, but 3 should be the limit at which point a quetz can't take off, and if it's already in air and a third grabs on, it starts descending and it takes stam just to steer. A cool damage indicator for this could be ragged wings TI_Pog
Ideally, Quetz is like a rifle. No large animals want to deal with it: a deino would get wood-peckered to death, a rex would take so much damage the food that the mostly membrane-and-bone animal would offer simply wouldn't be worth it, and the only actual dangers are the things that can trap it and are hard to hit like utah. It's terrifying and does heavy damage, but has some serious weaknesses too.

zenith socket
#

Deino normal bite needs to be buffed. I just fought about 3 tenos as 100% deino and I'm pretty sure they weren't all 100% I bit them all several times and they were still alive and able to run away. Our bite force is laughable

void star
#

Just curious, once quetz comes out what will be the allure to keep playing ptera? I feel like the population for ptera will heavily die down since quetz sounds like it will have more combat and diet potential. Or am I missing something?

errant forum
#

i have a small proposition that i think it would make sense.
the game should retain the information if you disconnected by sleeping and if you were sleeping the falling damage should be disabled for a few second while reconnecting because sleeping means that you standed on a solid ground for an entire minute so you were not falling and the fact that the rock you were on rendered in to late and made you fall to your death is kinda frustrating even if it is fast to grow back. And I specify that it should be only while you dc while sleeping to prevent just logging off mid air and use it has an exploit after failing mid air.
and some Utah can climb pretty tall rocks and i would hate to grow back an Utah because of game performances.

I mean it is not a big thing but it would help fix some issue without creating massive exploit
and if you are scared of people accessing unaccessible area by logging in and jumping down a canyon just use the waking up animation that prevent movement while the player is invincible to falling damage.

(PS* sorry if my English is wrong not my first language * (which is french and C# lol))

lilac stream
#

Here's just a thought of mine in order to make baby Deinosuchus life a bit easier since right now there's almost no other way to grow a Deino to 100% successfully besides growing it AFK:
Passive water sense (the blue rings which show movement in water) could be removed for Deinosuchus within their own species, so you can actually hide as a baby. I know right now you can hide by just not moving in water but most of the time this will only come into place when you already detected other players and then it's too late anyways. At least so far i've never managed to hide mid chase even after making some distance and standing still. It's just an idea though. Also the difficulty to grow a Deinosuchus could change upon further map changes.

lean moat
#

I really think hit boxes need some major work, at least for myself they do match what happening on my screen at all and it seems like they do not match the physical models of dinos or their attacks in many ways. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Also in reply to @slim sapphire Great ideas but one thing I would like to say and ask for, is that the Quetz takes off from a static position as this is was likely the case, which has been indicated from fossil examination-see video @ 56.30 https://youtu.be/qXel46M6Ug8?t=3391

220 million years ago dinosaurs were beginning their domination of Earth. But another group of reptiles was about to make an extraordinary leap: pterosaurs were taking control of the skies. The story of how and why these mysterious creatures took to the air is more fantastical than any fiction.

In Flying Monsters, Sir David Attenborough the wor...

▶ Play video
acoustic ravine
#

@lilac stream jumping off this idea what if the range in the passive water sense had a larger range for juvies than adults? So that the little crocs could see/detect the larger ones and stop moving before the adults pick them up on THEIR radar? Just an idea. Haven't played croc much so have no idea if this is even feasible.

sinful parcel
#

Please reduce the fall damage on Utah, the fact that it can die or get critically injured so easily from small falls is ridiculous.

timid peak
#

This game needs adjustable species limits. Allow server owners to set a hard cap on the number of a particular species on a server, so we can prevent what almost all servers are currently experiencing with the deinosuchus.

As a baseline it should be no more than 25% of server capacity for any given species, so for a 100-slot server there shouldn't be any more than 25 of a given species.

gleaming cedar
#

There is way too much available food ingame at the moment, leading to massive packs of carnivores roaming the servers while the herbivores hide in the corners. Food output should be reduced across the board both to give big carnivore packs harsher upkeep and to make herbivores move around more.

spark flint
#

Please make it so Carnos can bite upwards. The birds are able to bite the carnos but not the other way around in the same circumstance.

clever solar
#

Bring Back Instant Animation Cancelling

There used to be a time where you could cancel your wallowing animation at any point, stand back up, and escape from danger.

Wallowing, Eating and Drinking animations should be able to be cancelled immediately, as the need arises.

I understand this is something the Devs want to include again, but I want to argue that with the amount of ambush predators in game, this needs to be prioritised ASAP.

cunning cedar
#

Optimize your game, seen a full grown deino get sent into the shadow realm from a stego swing 20 feet away while he was swimming from it.

sweet mauve
#

Hi, can someone please help me? My Esc, Tab and other key are not working. I can't even see my progress

shadow dagger
#

Some people don't like utahraptor, but to me utahraptor is the only dinosaur that has given me a sense of true teamwork and use of skill in the past. Right now utah is in a very bad spot as most other animals dunk on it. Me and my friends have been going through tests after tests, doing battles with various scenarios and testing generally how abilities work.

Utah has very little to no good match ups currently and often they turn to cannibalism as a source of food. I have provided at the end of this post, due to character limits a nice set of note cards that basically quickly describe the relation between that dinosaur and utah. Those note cards are the result of multiple tests and I will suggest how to balance out the place utahraptor is in right now based on them.

The pounce - The pounce is near suicidal to use right now, a miss will get you killed as it seems to stun you for about 2.5 seconds, which is enough for other dinosaurs to run up and kill you or heavily maim you.

Dismounting from a pounce forces you to stop and walk for a bit, making you an easy target for anyone who knows of this weakness the raptor has. A stegosaur will 95% of the time kill a pouncing utah the moment it dismounts, similar results come from the teno. The only way to survive a dismount is to dismount towards lower terrain which will give you a little bit more distance. Anything less will be certain death.

No other dinosaur seems to be punished as much as utah when it comes to using abilities. Besides stamina costs, no dinosaur gets stunned for missing their special ability. No other dinosaur is punished for being successful in their ability.

Utah should be balanced like carno, with a long cooldown or longer growth time or maybe extra stamina costs. Or fix the jump after a pounce and perhaps shorten the self stun upon missing.

https://i.imgur.com/gaJ0dGU.png

tropic sage
#

Utah pounce needs fixed 2 utahs pounced me and i could no longer move so i couldnt get to a tree to knock them off

calm harbor
#

Utah pounce needs buffed there's no way for a raptor to counter any of the other dinos if they know to buck. Utahs are way weak compared to any other dino in a pack they need to make bucking drain stamina a lot because its broken right now one buck and your off and dead as a raptor.

vagrant wing
#

Im on slowmode on general-feedback TI_Dilothink so here it goes:
Group system, with a feature like for Ex: Deino group consist of 2, but what if they could invite lets say 2 juvis to group, and by the time they get to a specific stage, lets say "subadult stage" or a 50% growth time, they'll get auto-kicked, same could be done for other species.

still garden
#

For the sake of balance and the need to be cautious on the part of both prey and predator..Add more Stealth and fleeing options for both Predator and prey.

To start with predators, they should be able to sprint slightly faster with fuller stamina for ambush predators while predators that exhaust their prey have a steady pace for long periods of time. Predators should also have some specific fleeing options. For example, a Utah should have the option to quickly abandon his attempt to pounce and have a chance to successfully land on all fours if his Camera is up enough or by pressing a button, someway to make somebody stumble giving an opportunity to make a quick escape or a lethal stumble. Same applies to pteranodons fishing ability, able to quickly preform and flying straight up quickly animation to get away from crocs quickly if they’re fast enough. (Crocs able to quickly jump up and snap a pteranodon down, giving the pteranodon a thin window to escape with their flee button)

Herbivores and omnivores should be able to flee quickly when they suddenly see a predator stalking them or something running. With full stamina the herbivores should have a quickly get away button which just makes the prey if nimble jump away quickly and hall ass for a few seconds if you press the button fast enough. This would be an option for only the most intelligent of players.
But also give herbivores an option to be stealthy. With herbivores like stegosaurs being quiet usually isn’t an option especially in the woods trying to hide young ones. Herbivores should have a slow, cautious walk when they’ve sighted carnivores.

dim bobcat
#

idk if this has been suggested or is already implemented, but hunger could drop faster the more dinos are together, to avoid big groups and promote infighting for resources

fallow raptor
#

how bout something to stop/fix this from happening

gleaming cedar
#

Stego currently doesn't eat near enough for a herbivore its size. A stego should have to spend a majority of the time eating as a 6 ton herbivore. Now, don't get me wrong, the rate of the hunger meter going down is fine, but it should take a lot more to fill. At the same time, it shouldn't have to drink as often as it does currently.

amber violet
#

Stego: Feels like it attacks way faster than it should for having such a powerful long range attack with such good area coverage. Hitting hard is fine, but hitting hard multiple times per second is less fair.

"South" Falls/Pond (@fallow raptor) - Balancing this area would require either rules and strict enforcement/video/moderation, or an overhaul of the area/biome itself. Having an easily camped water area with no safe escape or logout options was a terrible idea, especially since Deinos are weaker than Stegos and have a lower pack limit. Maybe they could make a waterfall cave or something where deinos can go hide to logout?

craggy beacon
#

Carnotaurus should not have a head charge because of how the neck vertebrae is its neck would snap instead it should have a head bashing down movement like a person hitting a nail with a hammer to make it more realistic and balanced. as well they should make the Carnotaurus have a slowing down mechanic so it cant just turn on a dime and catch smaller pray that are trying to evade it because one of the mane problems with the isle is that everyone gets spawn hunted buy Carnos some get away but most get insa killed so i think these changes would buff and nerf the Carno.

signal junco
#

Raptor pounce is not in a good spot atm, it's not even high risk high reward, currently it's high risk low reward for a couple of reasons:

Bucking is too good right now and after 1.5 sec you have let go or your stamina will get destroyed. also in that 1.5s timeframe you apply very little bleed damage.

Utah get a dismount penalty after a successful pounce wich is dumb and combined with the point above means you get outdamaged most of the time or straight up oneshotted depending on the dino opponent

Regarding tree collisions/pounce misses/utah run out of stam thats good, Raptor needs to be punished in those situations

Pounce is in a weird spot atm and needs fixes, not buffs

hazy zinc
#

Make deinosuchus' alt bite attack drain a fair portion of stamina, from 10%-20%, with a small cooldown after the attack as well. currently the alt bite makes it basically untouchable on land, due to the ludicrous speed of the attack. A creature that does so much damage and can attack so fast needs to have some sort of drawback.

pine grove
#

and also, please for the love of god make Deinos get a big ass debuf if they eat other Deinos when diets are added

slim topaz
#

Please allow quadrupeds to crouch (with the exception of Deino, perhaps). They don't have to hunker low to the ground like bipeds, but they need a way to hide in bushes without the idle vocals giving away their location. I died as a young tenonto because the resting function has vocals tied to it, so I couldn't use that, so I just had to hope the idle vocals wouldn't give me away. But they did.

There is no way a prey animal that was trying its best to hide would be chuffing that loudly, or at all. I think crouching should be available for all playables to reduce their tracks and be quieter, even if it's not absolutely silent. I notice that Dryo actually has some quiet crouching vocals, but it's still able to hide fairly well. Quadrupeds can only hide their tracks by walking along game trails, and that's unfair to solo players who have drastically reduced defense options.

As a side suggestion, please reduce the Utah's resting vocals as well. Their volume is... pretty exaggerated and ridiculous.

rotund cipher
#

Currently there isn’t much incentive to use the charge as a Carnotaurus, since you can just run up to something, bite it, and run it down without burning through most of your stamina. The alt bite is also practically useless since it does the same damage as the normal bite but has a slower attack speed.

To rectify these two things, I suggest:

Make the charge take less stamina: Currently, the charge burns through your stamina extremely quickly, taking about 15 seconds to drain your entire pool. Combined with being difficult to hit, this makes using the charge generally not worth it. To fix this, I think lowering how much stamina the charge takes would be good. It still should drain stamina faster then normal sprinting, just not as much as it does currently.

Increase alt bite damage: Currently, the alt bite does the same damage as the regular bite, while having a slower attack speed, making it basically useless. To fix this, just make the alt bite do more damage then the regular bite. This would give the Carno a much better reason to use it against attackers.

These are just some ideas on how to make Carnotaurus use it’s combat kit more and to better effect, rather then just running up to things and clicking LMB on them like legacy combat.

hazy chasm
#

I would change something of Bean's suggestion cause that would make carno more OP taking nothing from it in exchange.

  • Lowering how much stam charge drains sounds good, not more than half tho.
  • But the omnidirectional attack should be faster not stronger, or at least not too much stronger.
    Still I don't think most players would use it as long as the normal turn rate is way faster, so they just need to run and bite.
  • Increasing alt bite speed and lowering turn rate would push players to use the alt bite more often.

Carnos shouldn't be able to turn that fast and attack with no effort. There's no way a carno should be able to repeatedly bite everything around that fast. For example utahs are meant to kill bigger things, they rely on their agility to avoid attacks and land their own ones if they're good enough, which is possible against tenos, and even stegos or deinos as long as desync or that stupidly slow movement after pounces (which I hope is fixed soon) don't kill them.
Carnos turning that fast just totally breaks utah's design purpose, making carnos unbalanced.
And for those thinking carnos are balanced, tenos have better turn rate and still they can die 1v1 by utahs way more often than carnos in a good fight (between players knowing what they do). While carnos can easily kill tenos too, with a worse turn rate (slightly worse) even if the teno player is more experienced. Carnos can kill everything rn just biting and turning in place like ballerinas. They need to be fixed and balanced with everything else.

Just to be clear about something, I mean turn rate while they're running ahead and you press S or turn the camera, not walking.

keen halo
#

fix this please, we erased 7 deinos as 2 stegos in a matter of minutes. (in the river)

rotund cipher
#

Simple Bleed Idea

Currently, the bleed mechanic in Evrima is well, rather underwhelming. You often ignore it during fights since it’s just, not a big importance. Sure, it makes you regen much slower, but it’s just not as much of a factor in fights as I think it should be.

Keep in mind that I am not saying for bleed to be a gigantic factor in fights. I’m just offering a simple idea for how to make it more important rather then just “oh I’m bleeding, maybe I should stop that after I finish this fight.”

Make Bleed Drain Stamina

Currently, when you are bleeding, your stamina and health regeneration is slowed. That’s all well and good considering what bleed is ment to be, but I think it needs more. Perhaps after maybe half of your blood pool is gone, your stamina starts to slowly drain passively, worsening drastically as your pool depletes. If your bleeding severely, your bound to tire and be short of breath quicker considering that the main thing that’s delivering you oxygen is leaking out everywhere.

Just an idea. I think this would make bleed a better tool for hunters that rely on it, allowing them to endurance hunt more efficiently and exhaust prey more effectively.

teal python
#

aight. dont know how i should put this.

a fully grown ptera should be getting 100 to 0 by a single dryo. i get it, light body fish eating scavenger type of role -- yes. but 1 shot by almost everything in the game? nahhhh man, nah. just a littleeeeeee more health would be fabulous.

fringe light
#

1- When a tenonto slam it's tails it'll waste more stamina

2-the tails slam deal less damage

And/or

3-The tails should have a cooldown before spamming.

lavish tundra
#

"The Hysilophodon is a small herbivorous ornithischian that's built for life in the jungle. As well as being one of the more beautiful dinosaurs on the island, it also sports impressive jumping capabilities and speed to match." (Roadmap description)

Though Hypsi is meant to be one of the fastest small critters of the roster, we know that its size and leg length makes it impossible for it to outrun any of its predators. It's jump, as showed in Hypsilophodon's concept art is a mechanism of evasion, but currently it's pretty much useless as that. You can use it to abuse the unfinished tree hitboxes but not even there you are completely safe (which is fine, balance wise).

What Hypsi currently needs, besides a lot of tweaking and even rethinking, is a jump that you can use even while running. Currently you can only use about 20% of your jump power while on the move, I suggest revert this jump nerf and make it be able to leap and in that way the spit can really be the last resource; logically, an animal would only use its own vomit as a defense mechanism as literally THE LAST resource, for that's its own food and energy it's using.

sly umbra
#

im prepared for the downvotes on this one but i think the growth times on stego and deino need to be changed, both these dinos have the same, 5 hour grow time. yet one of these will get destroyed by the other no matter where they are(land or water) i think if two animalsare to have the same grow time, they should be an even match in their respected region, but currently, some stegos can sit waste deep in water with a second glance because deino cant do anything about it as if they try, they will loose. so please change the grow times accordingly or do something to stop deino being so underwhelming

indigo ice
#

Hypsilophodon needs some love. Either make its spit have a larger target area, or make it is less food. They're basically worse dryo atm

lavish tundra
#

Was Fighting some carnos as a deino in some shallow water, when I was on my way to center. If I remember correctly there was around 5, and used alt bite and killed one, and the rest said fuck it and ran away. I noticed while fighting em I didnt drain an ounce of stamina, none while using alt + left click. I feel that deino needs to drain a reasonable amount of stamina while using this attack, especially while doing such a manuver.

The only references we have for deino is crocs and gators in real life, and from what ive heard and seen in some nature channels is that they are slow and slumber, and when they need to they can be deadly, but they can be tired out :C.

I will post a pic of how much stam I think deino would lose from using its alt bite attack 🙂

Accidentally deleted the image bruh, well ill put the percent 3%

tawny turret
#

Nerf teno, it should not be as strong as it is. Can almost 1v1 an adult carno, (and win) and really there's no reason for it to be as strong as it is. 80% of the time it will be within herds or in a group of other tenos.

(Or nerf its tailwhap, add a cooldown for it)

pine grove
#

I kind of feel like when it comes to fighting a Deino as a Deino it just boils down to who bit first at best and who's bigger at worst. There should be some element of skill to fighting imo, idk if this is as big of an issue with other species, I've just noticed that it definately is a thing with Deinos. If we are the same size and I bite you first, you either try to facetank and out damage me, which is impossible since you will by default be at least one bite behind me, or you try to run, which is impossible because we have the same speed and there's nowhere to go.

plush lake
#

Hypsilophodons abilities are unnecessarily nerfed and or just plain bad. The gastro intestinal spit should be reworked into a larger cone with a wider hitbox. As the ability is almost completely useless in the situation that it should be most useful in. Aiming at a moving target that is faster than you is completely impractical as you have to STOP MOVING AND PROBABLY MISS or just keep running. You are never in a situation where it is better to spit than to run. Decreasing the range of the spit and making it a cone would make it easier to land on a moving target, and would eliminate the annoying sniper trolls. this would also eliminate the knocking the ptera out of the air problem. On the other hand, the High jump is worthless. When you are moving it gets rid of half of your elevation for no reason at all. If it takes up half of your stamina, at LEAST give us the full jump. Dont let the hypsi name go to shit. It is such a cool dinosaur with amazing potential. It's so close to being awesome.

regal shuttle
#

regarding the tenonto and carno matchup, if there are to be any tweaks id say that carno stun should either last less time on tenonto so carno cant just stun-bite-facetank tenonto as easily or tenonto could be able to deal damage and bleed to carno when its on the ground by flailing its claws around at the cost of making its recovery take longer. tenontos tail slam should have a small cool-down after it is used or lands on a target, instead tenonto will need to use its other attacks to deal damage. the cool-down on the slam only needs to be 1.5-2.5 seconds so carno cant be stun-locked as easily. the big issue with these attacks is that they create a situation where one party takes a massive amount of damage with no counter-play basically for free. either the carno gets a charge and forces the tenonto to be very defensive or the teno lands a tail slam and forces the carno to run.

potent chasm
#

Please remove the start up lag of Dryo’s dodge. A dodge is supposed to be a quick jump to avoid attacks, so having a few seconds of a start up animation makes it easier to predict where the dryo will be next.

vagrant wing
#

Dryo being able to perform/interrupt wallowing, with the use of the dodge skill? TI_dryoAAA

pine grove
#

Imagine how easy it would be to just let Hypsi jump higher when running and also increase the height it can fall from without being damaged and BOOM its more fun to play.

lavish tundra
#

Please give juvie Utah the ability to pounce, it is currently the only dino in game that doesn't have access to its "special move" until 100%, and pounce is such an important hunting aspect for utahs, it would make growing one much more engaging.

plucky plaza
# plush lake Hypsilophodons abilities are unnecessarily nerfed and or just plain bad. The gas...

Not so sure if this can go in balance feedback, but it's about a creature already in game that needs a couple changes. Following up the feedback I'm replying to, what could be done to improve the Hypsilophodon gameplay, in my opinion is:

Jump: decrease substantially the use of stamina. Make it so the jump isn't a charge ability (it's really tedious in this game tbh), instead make it just like the other jumps, depending on how long you press it, it's how high and how much stamina it takes. (If you wanna keep the charged jump, maybe it could work the same while standing, but I feel it's unnecessary)
To be a nimble creature like it's supposed to be, the jumping as of now is a hindrance more than anything. Instead of being able to react as you go through the map, you have to prepare your jump, but if you end up not needing to jump, you let go and jump anyways, wasting your stamina.

"Vomit" attack:
1.- RMB hold is aim (like most shooting games that you have an aim feature. The R for cancelling is kinda off.). If you don't hold it, you don't aim; simple and instinctive. And you get to shot on a long range (just like it is now) as you press LMB while aiming. Aim and shoot, that's it.
2. Alt RMB (or whatever key bind you could give that) to give you a quick short range and "wide" attack (kinda like a shotgun in videogames) in the direction that you're looking, for escaping predators that are on top of you (if you are forced to aim all the time, it makes hypsi gameplay harder, despite it's speed, specially in situations like this). That way, if you manage to react on time when a predator ambushes you, you can leave with your life intact.

I hope this is in the right place to post, and that it make sense for the Hypsi's gameplay.

hollow lion
#

Dryo faster than utah ?TI_Squint

earnest stone
#

I think would be nice if the deinos have random movements while holding a living prey due to it's shaking to escape, making it more dificult to Deino to take the prey too far away from the land. Because I think it's too OP, even winning The lounge you cant run away from his bites.

hardy estuary
#

Something so simple that will make life so much more fun
Deinosuchus alt biting takes stamina.
Deinosuchus decreased stamina regeneration on land without resting. (maybe? not a must)
Why?
Simple. There are little to no weaknesses for deinosuchus right now. Other than being careful for your own species. you're pretty much fine if you are up against anything of a lower weight class. (perhaps excluding stegosaurus) Normally deinosuchus has a rather long time going to its tail. But with alt biting, it happens in less than 2 seconds. With no stamina cost! so he can cover his weak spots with absolute ease. On land, which is supposed to be an area where deinos are vulnerable. Even Sitting down. Has no endlag whatsoever. Therefore. If alt biting for dinosuchus will cost a fair margin of stamina. lets say. 15 bites when full stam? It would be better that way. If a deinosuchus ruthlessly uses his alt bites. He'll run out of stamina and be unable to protect its juicy behind.

finite plume
# sly umbra im prepared for the downvotes on this one but i think the growth times on stego ...

I somewhat agree here but instead of changing deino, how about just fix the water so things cannot stand halfway submerged in it without swimming, I know this was done to fix a floating bug but it needs to be tweaked again, I keep seeing things standing 50% submerged but still fully capable of sprinting through the water. This would solve that balance issue of things entering deino's domain with no danger without having to change stats of said animals. edit: just a note, my point is to not change deino's stats but instead fix the wacky water mechanics

plucky plaza
#

Speed up the Ptera’s walking and trot speed. The walk speed is unbearably slow. The trot only to match up a little since the walk should be faster.

celest grail
#

When more AI are added, I feel that 90% should be small Ai. Big AI in general will take away from the "player eat player" gameplay. Imo, AI are simply a tool to lower the risk of starvation on smaller populated servers/for smaller groups and make it more immersive, AI should never be the primary source of food for this game.

lavish tundra
#

Adding to what one member has previously said about Utah, the delay Utah has when you fail a pounce should also be decreased.

In most ocassions, that delay will allow other players to just get way too much damage on you while you're still recovering from the failed pounce.

The delay when players shake you off the pounce by making you hit on a tree is pretty high.

I feel like Utah's pounce should be a high risk/high reward move, but right now it currently does not feel like that. Any pounce that you miss is mostly the death of the Utah, so yeah.

Probably you could decrease the delay to 2 - 1.5 seconds.. or you can increase the bleeding the pounce makes even more, or decrease the stamina it uses when you've hit a successful pounce, or maybe give Utah more health so it can withstand more blows and not insta-die to a failed pounce.

These are some of the options that have come to mind to fix the current pounce issue.. I hope it does get fixed because currently it's pretty unbalanced

dim spade
#

Stegosaurus needs the changes to its tail swing stam cost from update 3 reversed. Sure stego can beat a deinosuchus, but decent deinosuchus players will never bother attacking full grown stegos anyway. The fact that stego gets bodybagged the moment more than 3 carnos show up just doesn't make sense for how much of a time investment the creature is.

indigo ice
#

3 Things that I think need changing 1. hypsi should use less hunger per spit. 10 spits should be enough. 2. stego should have its tail jab stamina use reduced. It is its only good attacking option and it can only use it 10 times, which isnt good. 3. The delay after utah pounce should be removed/lessend. It is a free kill for a teno or stego.

spare path
#

Can you give juvie deino a faster walking animation and maybe more stamina when running? Or perhaps decreasing adult deino stamina on land or making it unable to walk, so it can only crawl or sprint? Right now, there is no way to escape an adult deino as a juvi. If the adult deino is persistent, it will catch you swimming, or if you go to land and use your way faster sprint, you will eventually run out of stamina and the deino will just catch you walking(like what happened to me when I had a growth of 40%), so there is no way a juvi deino can survive if an adult wants it. Also, I find kid of strange adult deinos moving so fast on land or walking like that constantly. Like, a 500kg saltwater crocodile most of the time only crawls, and its running speed can’t be kept for too much time. Meanwhile, a 5t croc can run for...30 seconds? And walk without crawling infinitely, like if it was actually a modern day alligator or something

sly umbra
#

The smaller the deino the faster it should be. i think everyone is aware of the deino cannibalism currently and it makes it not worth playing because 80% of the time if you see a larger deino it will kill you and you cant do jack shit about it, at least if smaller deinos where faster than larger ones you'd have a chance you escape rather than just being a useless rendition of your adult counterpart

lavish tundra
#

Allow Utahs, when pounced, to "buck" it off like the other dinos. Every time another Utah successfully pounces you and they have full stam, you're most likely just going to be a free kill. Utahs should have at least some form of defense or way of fighting pounces from other Utahs.

Instead of bucking them off like throwing them off, I figure, since a pounced Utahs head is right under its hunter, it should be able to bite and attack the one who is pouncing it. Make it so they can't walk away unscathed. It's so incredibly annoying, getting pounced and not being able to do anything about it besides, die or hope they lose stam so you can run away.

hazy zinc
#

there needs to be a way to fight back against deinosuchus if you're grabbed by one, something along the lines of how dinosaurs can buck to throw off a utah. If a dinosaur is grabbed by a deino, it should not lose stamina unless they are actively struggling against the deinosuchus. The way the grabbed victim's stamina drains currently without the deino having to do anything is way too generous towards the deino. Oxygen drain alone is more than enough for a deino to rely on. The grabbed victim's stamina should only drain if it fights back against the deino by holding E. Also like utah's pounce, deino should lose stamina while it is holding its victim (which it already does), and lose more if the victim is struggling to escape. With this change deino's lunge will not be an instant win, and deinos will actually have to do something other than simply hold right click and then wait in order to bring down their prey.

solemn sleet
#

The turning and movement for Deinosuchus is so jank that turning around to hit something is just the absolute worst thing I've ever done in a video game. Hitting things like a Utah becomes absolutely trivial because they can hit you all over the place while you have to deal with the worst turn radius seen since Legacy Carno sprint. What's wrong with smooth turning as opposed to this weird insta directional turn where you can't even precisely aim your bites?

lavish tundra
#

generalists and brawlers (i.e. cerato, tenonto) should have a reduced locked health cap per battle compared to the average strata of playables while tanks (anky, camara) and specialists (allo and carno, for example) should be the exact opposite

red burrow
#

I think allowed back pedalling would be great allow for some slow backing off while threaten, crocs can attemtp to ambush and slide back. give a way for for ppl to keep jaws front and not turn and expose like most predators do is they back away.

brazen acorn
#

Deinos are weak in the water there is no reason a stego should be following a deino in the water

slim topaz
#

I love the idea of a backpedal, even if only some creatures get it. I hate the current "Hit and run" or "Facetank" combat styles we have now; I wish you would introduce more nuance into the system. Abilities are an improvement, but I still don't feel like a dinosaur when I'm in combat with an equal.

My dinosaur should be biting and thrashing, not... snapping, letting go, and then running back in to continue snapping. These are things that small predators do. I don't want to see an allosaur ever doing this unless it's ripping flesh with the joust.

Please give us the stamina-based combat and thrashing/grappling abilities that were promised with your recode, even if all it does to creatures larger than you is cause you to flail around while attached to them, ala Utah Pounce.

Figure 1. An example of thrashing.
https://media.tenor.com/images/66b1e71327d4b4e4187c4fde3f9eda45/tenor.gif

elfin goblet
#

Make Utah dismount if a dino is swimming, not if they merely touch the water. Not only is this exceptionally unrealistic, but it's ridiculous to see these utahs get flung off for simply being around water.

hollow ridge
#

Reduce bleed resistance for carno. Ever since utah pounce got buffed bleed and reduced damage it became nearly impossible for an utah pack to hunt down a descent carno unless it is vastly outnumbered.

thick perch
#

Not sure where I'm supposed to suggest this, if not here I apologize. But I had a concept idea for Psittacosaurus.

Being the first venomous herbivore, it uses it's quills to fend off predators. Alongside being the first herbivore with venom, it adds an extra to the venom branch and gives Psittacosaurus a chance for a more interesting gameplay and defense instead of just being eaten. However, unlike Troodon and Dilophosaurus, Psittacosaurus would remain diurnal and hide in the safety of burrows and foliage during the night.

craggy canyon
#

Great, thanks for letting me know not to play stego ever again due to the fact that deino is now stronger than stego due its locational dmg hitboxes buff. Way to go, in balance guys. fun stuff. I don't care cuz no body cares about our gameplay reals, they want stego in the gutter, oh they'll get stego in the gutter by not being played. cause now ima go deino route. which says about me cause rarely do i ever cater to the carnivore side

heavy gate
#

can you devs seriously just optimise this game, evrima is meant to be better hit boxes but its straight up almost unplayable, stop bringing in new updates until youve fixed this games mechanics, enable nvidia reflex already before anything, how can you devs think this is okay? i play other games on american servers while im in australia and i get 5-10ms. playing this game on australian servers which im in is upward of 30ms

neon forum
#

It seems like stegos head hitbox seems to either be bugged or its too large or if thats not the case then maybe deinos bitebox is too large or bugged. There are many times you will get a head hit on stego even if its not. Idk if this is a known issue but i will post some pictures and also a video showing a deino hitting it down below.

(All credit goes to Börmt-die-Buse for the clip and pictures i didnt make them just using them as an example)

https://youtu.be/bqCbd3OxgxY

Head hit on stego in the picture even though its clearly biting the body (even if it does hit anything else it would be the neck not the head)

modern quail
#

When mercs come out, please don't add LMGs that have like 50-100 rounds, because that would make me have excruciating pain. Because mercs can just camp buildings, and spray n'pray the entrances, and also they require barley any skill to use lmao. TI_Succ

novel sail
#

Add a passive multiplier to Deinosuchus' regeneration and movement speed by how much sun is available in the sky and the time of day, so if it is cloudy, rainy, or nighttime, he receives a debuff.

Percentages will scale accordingly by the sun and moon's position.

6 AM = 100% stamina regeneration
12 PM = 150% stamina regeneration
6 PM = 100% stamina regeneration
12 AM = 50% stamina regeneration

Phases of the moon also play an additive property into the mix during nighttime, starting at 6 PM, peaking at 12 AM, and ending at 6 AM. Stamina regeneration will scale accordingly approaching each stage of the lunar cycle.

Full moon = +25% stamina regeneration
New moon = -25% stamina regeneration

Seasons will apply an additional percentage:
Summer: +25%
Fall: 0%
Winter: -25%
Spring: 0%

Stamina regeneration cannot go below 50%.

Overcast with light clouds subtract 25% from the regeneration buff, while heavy clouds that produce rain or snow will subtract 50% regeneration but only during the day.

So, at 12 PM (150%) in the spring (+25%) but it is raining heavily (-50%) will give Deinosuchus a 125% stamina regeneration buff during the daytime.

hazy zinc
#

Utahs need to be able to buck off other utahs. Dinosaurs having an instakill move against their own species should never be a thing.

celest grail
#

The Utah "recover" from a pounce is a little too long, and I dont agree with the "full stop" punishment that it gives, I feel like if you are running, pounce, miss, and keep running, the debuff should be slower speed for (however many seconds makes sense) with an associated animation to show that the utah is recovering. Being stuck in place after missing isnt per-se fair. I do agree with being stuck getting up if you're thrown/knocked off though. TI_TheEndIsNigh

crude stump
#

Give Deinosuchus the ability to leap out of the water to catch flying Pterasaurs that come to close to the surface of the water as it has been seen in modern day saltwater crocodiles jumping out of the water to catch ducks, geese, bats and other flying animals that fly too close to the surface of the water. It also will make hunting fish as a Pterandon a lot more challenging as you can risk getting ambushed from below by a Deinosuchus. It would make playing as Pteranodon not as easy as it currently is because nothing can really catch it when it is flying.

glossy sleet
#

I'm not the best with balance feedback but I'll repeat what I said in the general feedback purely because I think it belongs here and that suggestion had some decent reception generally

Utahraptor:
-nothing to say, I'd argue its quite balanced (no I'm not a Utah main please don't insult me like that)

Tenonto:
-Slightly increase kick stamina reduction
-Slightly decrease slam stam reduction
The amount of kicks you can do is quite high, and they need to balance a bit of wild flailing with precision. Also apparently kicking out your back legs is a lot less difficult than what is essentially just twerking lmao

Dryo:
-also in a great spot but I wouldn't mind the remove of the short stop before the dodge

Hypsi:
-slight increase to movement speed
-slight decrease to hunger loss upon spitting
Being small and spitting are its main defenses, and I think they'd be improved this way

Stego:
-Is honestly fine where it is

Carno:
-moderate decrease to acceleration speeds after drifting or skidding to a halt

Deinosuchus:
-some sort of stun mechanic if it's still in your mouth when you run out of stam, just anything that gives a chance to get away if they use their ambush poorly

Pteranodon-
-Slightly increase resting stam regen rate

gaunt finch
#

I can agree that the utah pounce is a bit too punishing; what I dont like is that both skilled and unskilled raptors get punished when they dismount with the long vulnerability animation. Some utahs pounced my carno, and as soon as they were thrown off, they were stuck long enough for me to easily headshot them 2-3 times, which makes it a death sentence. I think the dismount mechanic should be revised to reward stamina management. If a raptor dismounts on their own with a certain chunk of stamina left, they should be able to jump off and use that stamina to land on their feet and get away. However, if they stay on the target until all of their stamina is gone, it makes sense that they fall and get stunned for a bit, as all of their stamina has been used. This could introduce the strategy of estimating when the target is close to death; so a utah may be incentivized to use all of their stamina if they know the target will die before they run out of stamina, and the utah will dismount before their stamina is depleted if they know the target won't be close to death yet. If youre reckless and waste all of your stamina maximizing damage, the risk to you should be higher.

thick perch
#

Change Carnotaurus group size from 5 to 2. They are the fastest animal on the island, they don't need that much help.

harsh ledge
#

Make it so that Deinos have to eat more frequently than every 1.5 hours. At this point in time it is literally a creature designed to afk with.

celest grail
#

Not 100 % sure how to fix this but land deinos needs to not be a thing in general. Lately the deino count has been way lower than when they first released but having a group of 5 huge deinos going on land is frankly dumb. They need to be encouraged to stay in/close to the water and have some kind of debuff if they get too far from it, because it doesn't make sense for a deino to be a mile inland hunting a tenonto in the woods TI_DeinoOWO

haughty estuary
#

how do ya'll feel about having the sniffing radius change according to server population.
So low pop = larger radius, and vice versa. to maybe help a bit on lower pop servers?

hazy chasm
#

I think The Great Lord Derptah suggested in general-feedback something that could be perfect to punish land gators, fixing what Flyingpieapple's said, and also what Taber said too, preventing deino from being an afk creature. Thermal impact.
I guess we all know that gators and crocs are cold blood creatures, they can't regulate their own body temperature, so they go to land to take a sunbathe and back to the water. Adding this would push deinos out of the water looking for some sun if their body is too cold (maybe just resting on land or just floating in the water during night since there's no sun obviously TI_Wheeze); and they wouldn't be able to stay for long on land under the sun unless they wanna become kentucky fried gator.
Idk how this could apply some buffs or debuffs, maybe giving like 20% extra stam after sunbathing so they can travel further by water, but ofc reducing that stam or even dealing damage if their body is excessively hot and they're traveling by land. It could affect their hunger or speed too, since reptiles need a perfect temperature for everything, which is hard not being able to regulate it by themselves. Just thought this after reading those comments.

cunning cedar
#

Slightly buff Carno's stamina, There has been many times i've seen aggressive Tenontos track down Carnos due to having more stamina then tail slamming the Carno to death once it has no stamina despite it trying to run away.

mental rain
#

i just pounced a full grown dryo as a 35kg utah and pinned it, eventually killing it with the pounce

dawn tundra
#

^This. The pin threshold weight for juvi Utah does seem a bit high. A 35kg juvi Utah doesn’t pin an adult dryo but an 80kg one does, tested tonight. That being said, an 80kg juvi Utah shouldn’t be pinning down and restraining a 120kg dryo. To be able to pin something you should probably be at least equal to it’s weight. So a bit of an increase in weight required to pin a target might be in order? Otherwise an awesome job, improves the gameplay of both juvi Utah’s and small/juvi herbivores by giving them both something to do/watch out for

frigid crypt
#

Possibility to lower the sniffing/vocal volume for juvi tenos when laying down? Or even, for most juvis when laying down? Hiding via laying down as a teno was a primary way of escaping since it lacks the ability to crouch. Giving it loud sniffing noises makes it nearly impossible to hide from anything, because everything 5 seconds you give away your position. Breathing shouldn't be THAT loud, its a little dramatic.

You used to be able to lay down and get up almost silently until around 50% ish growth, and that was fantastic because you could hide, but now its nearly useless..

inner oracle
#

Diets: adult deinos should be able to get cannibalism profit ONLY from eating deino juveniles. Eating a sub/adult ones should make them sick. It's more realistic and it will can help them focusing on real hunting/fishing and own species population control. Then, adult deinos will stop sharing their prey with random gators around making giant packs who invade every part of rivers. Sub and adult deinos cannot fill the hunger just with small bodies of juveniles and they have no reason to kill each other - they will be forced to explore water areas more to find decent herbivores to eat. Growing as deino will be harder so less people will decide to play them and finally we will see more people playing different species.

buoyant helm
#

When I played the most recent update pounce didnt ever seem to apply the bleed status effect. If this change was purposeful please revert it.

unkempt lagoon
#

Recharging stamina should cost food and water. So moving fast or fighting has a cost to it and you’ll have to choose your hunts wisely like in real nature.

safe torrent
#

I see some people saying that Deino lunge has no counter play and you need to be able to do something about it after you've been grabbed. However you can't say this, and then continue pushing for Deino to be weaker in every other front.

Deino seems powerful right now because it "one shots" most of the cast. It won't forever. When you get lunged by a Deino, you are being grabbed by the strongest animal in all of history that is specifically specialized to grab things in it's own weight class, while being under half it's weight. I know that The Isle doesn't want it's Deino to be so powerful, but it's still an 8 ton murder log, and your little carno shouldn't really be having a good time in it's jaws.

Deino is specialized to do exactly what it does, and it should be damn good at it. If your ABOVE half it's weight, the tug of war should suffice for giving you a chance through a battle of skill and timing (see my suggestion on that https://discordapp.com/channels/401464048610312193/401481371249541120/837860483532849176). But if your something that literally weighs half as much while being crushed in that thing's jaws, your dead, and that's if it caught you near water, and the water is deep, and it has basically full stam, and it doesn't mess up at all. Deino is sluggish on land and while it's acceleration out of the water is great, when it's momentum drops it doesn't go back up. It can bite around it but it can't be at all offensive anywhere outside of the water (at least it shouldn't be, alt bite should cost stam. It shouldn't be free food, but something in it's weight class or a group of smaller things should have a good chance.) In the water it will be outmatched as well by Spinosaurus. It's a niche dinosaur, stop trying to make it worse at the only thing it's supposed to be good at. TI_HypsiPlead

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

elfin goblet
#

This most recent patch has been nice for a ton of reasons, the changes to utah make it far more fun to grow up with, the new buildings are awesome and hypsi finally got some love in the form of their highjump being significantly improved. However, hypsi is still behind other dinos, still not sporting any form of growth and having a primary ability that falls behind every other dino. Mild autoaim or at least, an increase to the available hitbox to something like the dino's whole head for a blind would very much help cement the hypsi as a far more fun dino which can properly utilise its abilities for self-defence over trolling

charred nacelle
#

Controversy incoming. But I know ill regret it if i don't say something as soon as possible. We need to consider how this game feels to someone brand new to the game with low information resources. I think the community should think of a way to make it safer for new carnivore players to ask for help in game from members of their own species. Perhaps an increased 2 call radius and an explicit notification if the invite is declined or finding some way to prevent accepting group invites to see someones exact location and then using that information to kill them. Many servers have mandatory 3 call threatens which make it clear that you don't want to group with someone who was trusting, hopeful, (or nieve) enough in the community to put their life in someone else's hands by trying to group and play the fun dinosaur game they just bought. The idea that more experienced carnivore players have a short term hunger incentive to kill and eat new players who come up to them 2 calling or give away their position by asking for help in chat is Anti-new player experience, Anti mentor-ship, Anti community and Anti player base growth. None of these are immune to exploit and need professional expertise and tweaking but here are some suggestions. There could be a stress bar or Instinct bar that would react if a player engages in behavior that the developers would like to discourage like killing group members. The first hit against a member of the same species could have reduced damage giving the other person the clear signal that the other dino does not want to group and giving the attacked person a better chance to escape. If you want to preserve the friendly fire aspect during complicated combat you could give the attacker some small stun or both get stunned with the attacker having one just a little shorter to preserve same species hunting and cannibalism. Do we want to incentivize hurting players we could be teaching in a game with no tutorial or in game help of any kind?

gentle tartan
#

I suggest making deino alt attack cost stamina and made slower after deino has been on land some time, its just funny how a sub deino chased me and 2 other utahs on the plains, 100 meters away from the river. Barely any tree in sight, i pounced him at the base of the tail, after i dismounted he just simply alt attacked while i was in the animation and killed me, 0 counterplay to this , valve.... i mean devs, pls fix.

lavish tundra
#

The Utah pounce needs to change its kicked off time, right now if you pounce it’s not even worth it since once your bucked off you basically get 1-2 bits on you from your opponent.

If I pounce I shouldn’t have to pay the price of waiting through a whole animation and get killed when all the opponent has to do is just sit there and hold E. I should be rewarded for pouncing, and it should be your opponents fault for not paying attention. But don’t worry all he has to do is hold E and he gets like 1-2 free bites on me when I’m off

hazy chasm
#

I've been hunting deinos as utah for hours today pouncing some of them several times, thought some suggestions to improve it (the last one is something a lot of people says often):

1- Pounce should latch not just aiming from the side but from everywhere around (not pouncing their heads cause their mouth is on the way, that's obvious, but maybe jumping over and holding RMB once in the air). Deinos are kinda flat, wider than tall, they don't have spikes or anything that could prevent a pounce (like stegos), and their osteoderms are all along the body except the belly, so there's no reason for pounces to latch only aiming to the flank.
2- Also pounces should latch exactly at the spot you aim and land it. Right now utahs tails clip through the ground which looks awful, not just visually but functionally, since most deino's body is empty. So if you aim to the hips from behind you latch longitudinally onto the hips, if you aim to the back from the side you latch transversaly onto the back, etc.
3- Water cancelling pounce should be fixed, it's ridiculous that you fall cause one deino's leg touches the water while the whole body is still on land. Water should only cancel pounces if the spot where you're latched goes under the surface. This should apply for every creature not just deino. Makes no sense pounces can't latch cause a stego is slightly watering its feet on the shore.
4- Obviously that ridiculously small step when you dismount after pouncing should be fixed/improved, at least giving the chance to jump using more stam or whatever, but allowing us to move away safely if good timed, not just falling next to the target walking, giving a free shot. Makes no sense that the best ability for utahs is a death sentence most times.

shell hill
#

Can adult utahs also get a bucking for when another adult pounces them, after the update adult utahs can buck off juvi utahs but not other adult utahs, it kinda takes no skill to kill another adult Utah as long as u have full stamina and u land the pounce then there dead which shouldn’t be the case

I’m open to any opinions if u don’t agree on this

steep ledge
#

Let the player control which way the dryo Dodges

rapid owl
#

Deino Nerf in recent patch change:
With the new water visuals, if you are completely submerged as a Deino, but close enough to the surface, you still create a noticeable wake. I'm not sure if this is a bug or not, but if it is intended, this heavily reduces the amount of areas in rivers where hunting is viable.
My suggestion is to give Deinos a "trot" function: while underwater reducing their speed, but also hiding their wake.

steep ledge
#

Deinos cant grab full adult carnos because that means deino cant grab full adult carno, full adult stego and full adult deino

jovial cypress
#

Being guaranteed to be murdered by a smaller juvie raptor pouncing as a FG Pteranodon is kind of crappy.
Instead of being murdered by an infant- that shouldn't be able to just dominate you- you should have a chance to live and remove them by flying off the ground(unbalancing the smaller raptor).
I bucked and didn't even stand a chance, hell I even tried to make it to water. Kind of a broken mechanic, in my opinion.

dusky meteor
#

Stego tail hitbox is too big, They can hit you like 2 metros away from you and the opposite part of the body that is hitting. (maybe is a bug, but i nor sure, so i put it here)

fast gazelle
#

On the topic of stegos, I'm pretty sure a baby Stego can't insta-kill a grown Ptranodon with just one tail swipe. :/

sweet flint
#

Honestly, Deinos are far too OP. They deal way too much damage, can take so much damage, have an instant kill option and are linked to 1 of the most important resources in the entire game.

1: All water sources are connected

As all the water is connected (apart from that 1 shallow strip), deinos are directly linked to the main resources needed for survival. Although the main purpose of the deinos is to add risk to water, there's a fine line between a risk and likely death. Even with the shallow strip of water, that is still a small percentage of the map. Their should either be more frequent but more evenly spaced shallow areas or isolated water holes in grassy plains that give dinos more options when it comes to drinking. Water holes keep the risk of drinking by allowing a place for other carnivores to hunt while also never taking the possibility of a deino in the water to 0.

2: Deinos have far too much health

8000 HP is far too much health for a large carnivore to have, especially since they have the safety of the river. If a deino decides it wants to go on land but then takes a lot of damage, it can easily swim back into the river and regain all its lost HP with little to no risk. I think deinos should have A LOT less health as that would add a lot more risks to going on land. In addition, deinos should not regen HP and stamina while in the water. Making the deino have to sit on land to heal and regen stam adds a lot more risk to getting into fights on land and can help reduce the deino population (more on that later). To balance this though, the passive and resting regen rate would be a lot faster as to not make the deino too difficult to play.

velvet stone
#

This suggestion was inspired by something Miragaia (idk if they want to be @ 'd or not) mentioned in #balance-feedback-discussion but anyways. Attacks that drain stam such as alt bite and special abilities should have a diminishing return similar to Utah's jump rather than a flat decrease in stam for a couple reasons.

-trying to balance out attacks by applying a flat decrease in stam will inevitably lead to more Stego situations where the animal is made basically defenseless in situations where it shouldn't be (a lone Stego vs packs of anything for example).

-diminishing returns actually punish repeated spam whereas ridiculous flat decreases like Stego's 10% drain on its stab can actually punish smart usage of its (currently) one useful defense tool.

so how should they work? well as a starting point 3-5% of stam being drained on the first attack is a good number to start with as it's not too light but also not too severe. obviously this would increase through repeated usage, but how much it increases will depend on how strong/useful the alt bite or special ability is. Certain creatures like Deino would be punished heavily for spamming its alt bite whereas Stego wouldn't be punished as heavily for spamming its stab. Obviously the 3-5% number is flexible and can be altered however the devs see fit.

hazy zinc
#

Tenontosaurus has a ton of "favorite child" privilege currently. It is the only dinosaur with four attacks, it has seemingly infinite stamina, as well as incredible stamina regeneration. Its swim speed is incredibly fast compared to other land dinosaurs, It turns in place incredibly quickly, And has virtually no ending lag on any of its attacks. Many stats with this dinosaur are overtuned for seemingly no reason, while every other animal in evrima has its own obvious strengths and weaknesses.

This dinosaur must be toned down in some areas, most notably its ability to turn in place so quickly. Weighing only 200kg less than carno, tenontosaurus should not be as agile and mobile as it is, especially since it has such a long and heavy tail. tenonto has two attacks that are able to basically one shot utah thanks to the stun effect they have, those being the tail slam and the kick. Utah's one strength is that it is more agile than its prey, but currently tenonto can simply deny raptors any chance of attacking by simply turning with the utah as it tries to go in for an attack. against a tenonto with half a brain, there is virtually nothing that raptors can do against it despite the rivalry between tenonto and utah being depicted as a relatively even one in concept art.

while sprinting, teno stamina drain should be increased to the point where it can no longer outstam a carno. tenonto is already fast, and combine that with its ludicrous stamina it suddenly has the ability to chase down carnos which tenonto is only supposed to fight if it absolutely has to. Tenonto also could use a reduction in its stamina regen while standing/walking. The key to hunting a tenonto is supposed to be to wear down its stamina, but tenontos stamina regenerates too quick for this to be a possibility.

finally, more endlag on the tail slam attack specifically is needed. This way tenontos actually have to follow up their attacks with combos, not just spam click until their opponent dies.

brave edge
#

There needs to be an increase to the hunger time of the deinosuchus. How you gonna expect me to wait and ambush if im gonna starve to death?

ebon sentinel
#

So this is based on my experience as a Utah in Evrima.

Imo Utah is perfectly balanced with Tenonto atm.
The fights are always fun, and brings a realistic take to the game!

Tenonto is btw, with Utah the balancing point of all the dinos.
They were the first dinos in game and those who were tested on.

The third dino added was Carno.

The Carno gave the Utah playes a fear factor, and added more to the ecosystem.
And dont get me wrong! I love the fact that you feel scared/nervous when standing beside a Carno, and it should stay that way.
But that dosen't mean a Utah players only option should be to run specially not in a pack.
I have seen multiple packs of Utah's, getting completely demolished by a single Carno.
Not only because of the fact that carnos hit like a truck and also weighs like one, but because of carnos hitbox and absurdly long attack range.

It only makes it worse how locational damage favors the carno because of how tall it is.
It's almost impossible for a Utah to hit a standing carno in the head!

Lets not talk about the lag and stuff, but that only makes it harder for the Utah, who btw on average is 3 shot by an adult carno.

Personally I would be more than happy if the devs just decreased the carnos hit range so it looked like its attack hit you lol.

  • I am fully aware of how lethal a missing pounce is too (That could also be changed, but that's not the point of this topic)

This is totally my opinion...

I hope they consider checking Carnos range and hitbox.

Thx for reading!

sweet flint
#

How about a mechanic that prioritizes damage to people not in your group so utahs can more safely help their pack that have been pounced for example?

plucky sequoia
#

Deinos spend stamina when using the alt attack because they are crocodiles, and crocodiles would obviously be jumping back to bite someone XD

gloomy carbon
#

In my opinion the water consumption is too quick... I know is a survive game but sometimes I'm more concern about drinking water than being eat for other player

dawn tundra
#

An alt attack for dryo? Dryo is supposed to be much more orientated to run away from fights rather than engage in them but out of all the other dino’s it’s attack just leaves a bit more to be desired. A kick seems much more in character with a dryo than a bite does. It’s legs are it’s strongest feature after all. I was thinking of a similar concept to how Utah’s pounce works, except instead of it pouncing and latching onto a creature, the resulting jump would have the dryo jump into its attacker using both its legs at once in a sort of jumping kick? The attack could inflict a small stagger to predators Utah sized and possibly completely knock over smaller adversaries, while pushing the dryo away from its target upon hit to facilitate the dryo then making its speedy escape. (Essentially a dino drop kick)

hazy zinc
#

Tenontosaurus and Carnotaurus should both be able to stun Deinosuchus if they land headshots on it with their respective stunning attacks. The full force of a Tenontosaurus' tail slamming down onto a deino's head should be more than enough to stop it in its tracks, as well as a Carnotaurus ramming a deino's head with sharp horns at over 40mph. Deinosuchus needs to have some form of counterplay against it if it is trying to fight powerful terrestrial dinosaurs like teno and carno.

dim spade
#

Give deinosuchus stam drain on its alt attack. Such a powerful attack that nullifies the deinosuchus’ biggest weakness whilst on land and having no real cost for missing it is unbelievable. A land croc play style should not be anywhere near as viable as it is currently. Also, give utah more distance when disengaging a successful pounce. Utah is all about risk reward when fighting larger foes, one mistake against a carno could spell your end. But getting punished for successfully landing a pounce doesn’t feel good. Utah can still get stunned if it gets pushed into a wall/tree while pouncing, or runs out of stamina. But a completely successful pounce should not be as incredibly punishable as it is currently.

lavish tundra
#

fix the deino gameplay experience, right now until you grow up as a deino you are insanely helpless, you cant outrun nor hide from bigger deinos
Even if you sprint on land at the sight of them they could just follow you because they are faster on trot and sprint
i suggest the ability to sneak underwater, you might move slowly but you wont make any cyan circles that other crocs can see

green oasis
#

buff deino bite force, 750-1000 N

modern quail
#

Honestly frustrated right now, a juvi deino just killed us as raptors, we hit it so many times while on land, and kept following us. He eventually killed us, juvi deino health in my opinion should get a small nerf, currently, it is over 800 health, and has the damage of an adult utah.

EDIT: It was also bodyguarding, which is why we were attacking.... sad right?

edgy harbor
#

it would be great if when the utah raptor sleeps It doesn't make as much noise as it does right now because when I try sleeping carnos end up finding me because the noise is really loud and you can barely here the sounds for the other dinos while sleeping

swift totem
#

I really want to bring this to attention again, because it's an amazing piece of feedback imo. Carnos never use their charge, they have no need to. It complicates their hunts, if they go for the charge, they're using up stamina and are likely going to miss, which encourages players to use their strong bite rather than their ability. Right now, carno isn't played how I'd expect it to be, it's essentially a cheetah that can bring down buffalo. Carno has brute force on its side right now with its powerful bite, and fills a different niche than it's intended to. It's not the plains hunter that runs down prey in short bursts of stamina and catches others off guard with well positioned charges, it's the high speed lion with an ability that is less effective than its bite, and quite honestly a waste of stamina.

Reduce carno's weight, bite force, and grow time, not by much, but enough to change how it's played. Encourage players to use its ability rather than run up to things and spam bite. By reducing its weight and bite force, you'll have the flexibility to redesign or improve its special ability. You could make it drain stamina a tad slower, so if a carno misses its first charge, it's not game over. It is, however, going to be harder to hit the second time around. If at first, it had the element of surprise on its side, on the second charge, its target is aware of its presence, and it's up to the carno whether to use more stamina on another charge, or try to catch the prey with a normal run and bite.

Please tag with your thoughts in the discussion channel if you have any, I'd love to hear ideas.

solar bolt
#

There is an over population of utahs making it incredibly difficult to reach adulthood as a carno. Seeing as most carno players seem to be solo and its not uncommon to run into groups of 5 or more utahs. I find myself avoiding the populated areas and struggling to survive by scavenging on scraps until i reach sub adult only to get pinned by a adult utah. 1: mature time for utah should be increased OR mature times for canos should be decreased. 2: Sub adult carnos should not be able to be pinned by utahs

plucky plaza
#

Regarding the Utahraptor's pounce recovery animation (when you miss a pounce), keep the animation's length, but allow for an override so you can start moving halfway through it. It would improve the Utah's gameplay and give it a breather in case it misses a dangerous foe. ||Or even, Utahs could then use it as an escape tool as well, but I don't think that's needed.||

I say halfway there because there are 2 moments in the animation, one is the impact where the Utah "crouches" when reaching the ground, and the other part is the accommodation after that. So the point here is, once that first half is done, the accommodation is just a pretty animation, during combat you try to get on your feet as fast as possible and keep moving.

If this animation length was due to balance, it can still be done to give a vulnerability for Utah. The way I mean is for the movement before the animation is done takes away some stamina (or maybe have a stamina threshold where the animation can be overridden. let's say 35% up). That way, it can still be able to do this animation override, but when the last pounce took it's useful stamina, it has to do the recovery animation before moving again due to exhaustion.

Let me know what you think

hazy chasm
#

I've unified and reworked all my balance suggestions along with others I read here (sorry if I don't mention you, there are too much messages along time to do that) making them deeper, more precise and adding new ones. I think all these changes would keep balance better than now, while basing creatures playability more on their special abilities and specialisation than just stats.

Percentages could be changed if it's needed. Feel free to react positively or negatively, and tag me to discuss changes as long as they're reasonable.

Edit: forgive me for the doc distribution, I've saved it fast from my phone's notes and didn't check it lol

wet pier
#

Just played Utah yesterday after the Update .. cool that Juvies are able to pounce but to nerf the pounce by stunning the Utah when he jumps off in General kills the Dynamic for me.. a stun if u fall off bcs of low stam is cool but now this special ability is useless for bigger prey .. limiting the game even more .. :/

lavish tundra
#

Maby babys should move faster than adults but for shorter periods of time. Cus too many baby Dinos r getting slaughtered by adult dinos. There's a game called "dinosaur sim" in Roblox they have that. They actually have allot of good stuff but it's just ugly and pay 2 win and full of dumb kids plus the combat is trash in that game. Isle is superiour for combat and looks.

hazy zinc
#

Currently, we have two types of "stuns," which are knockdowns and immobilizations. There should be a third type of stun to go along with this, which would be a stun that doesn't immobilize movement whatsoever, but disables a dinosaur from attacking for the (relatively short) duration of the stun (ideally a 1-3 second stun.) This type of stun would be used primarily for defensive herbivores that have no choice but to fight large carnivores that may or may not have a higher damage output than them. For example:

When rex is added to evrima, stegos will be one of the many options that a rex has to hunt. Being that rex will more than likely have both a faster attack speed and higher damage output than stego, there would be nothing stopping a rex from facetanking a stego until it died. to make matters worse, stego's primary defense mechanism is a stationary attack, meaning that it is more than likely going to be forced to take a hit against a rex in a fight. This is where the attack-disabling stun comes in. If the stego stabs the rex before the rex bites the stego, the stego is able to disable the rex from biting. This way, the rex is forced to either time his attack carefully so that he lands the hit first, or catch the stego by surprise in an ambush. The stego's reaction time is tested with this mechanic as well. This would also add a level of realism to a fight, as no animal would continue to attack an animal that is actively stabbing them over and over.

this stun mechanic could also apply to other large, primarily defensive herbivores, such as therizino, anky, deinocheirus, etc, to better be able to fend off high-damage apex and pseudo-apex carnivores like spino, giga, acro, sucho, etc.

frozen silo
#

Increase bucking stam cost, or get rid of pounce once and for all. As of right now, there's no point using pounce if your enemy know how to buck

plucky sequoia
#

impossible to get out of stego after taking a pounce 😕

elfin goblet
#

Fix the fact that shallow water makes someone immune to pounces. Deep water makes perfect sense, but touching the edge of a pool which only reaches the ankles of the dino should not kick off every raptor

hollow crane
#

Ai fish and ai spawns need to be increased and more all over the map as currently they are way to low to allow you to enjoy all the amazing work thats gone in to the map as you have to hang near water and food spawn points. I really want to wonder along the beeches find greens and fish and small fresh water pools I dont want to hang out round rivers due to water levels dropping so fast. The game looks amazing please let us injoy all of it and all of the map. and not just have to get to an area turn round and have to run all the way back to water and food.

brave edge
#

Bigger deinos need to be slower on land than smaller deinos. Make them consume more stamina while sprinting on land but less in water. This is for smaller deinos to atleast have some hope by running to land. Unless there are utahs or raptors nearby where they will eat the deino. It makes sense for bigger deinos to move slower and use more stam on land because they are heavier.

mystic vapor
#

Hello, short story to highlight a problem: I encountered a pack of carnos as an adult stego and successfully defended myself for over 30 minutes. During the battle i killed 1 carno... i have been attacked by a baby utah a few minutes later... must have been a coincidence. After i killed a second carno suddenly i got attacked by 2 baby-utahs, also in a frequency of every few minutes. Now i am not really complaining about the obvious respawn abusing that went on here (which is a problem in itself) but rather the fact that baby utahs can apply bleed to an adult stego. That is absolutely ridiculous. If a goldhamster attacks a horse it will definitely not make the horse bleed - just as an analogy. Now in total i have been jumped by these 2 baby utahs for a grand total of 8 times, thus completely preventing me from outhealing the bleed. I think bleed should be dynamic and based on the size of the target, in cases like this one the baby utah should not be able to apply bleed at all tbh.

hazy zinc
#

Once they are added, small playable dinosaurs like oviraptor, troodon, beipiasaurus, minmi, etc should be scaled up to around dryosaurus size, give or take. Combat between animals that are incredibly small is a hassle due to the fact that it’s so difficult for the combatants to hit each other, as well as barely being able to see their character since it is 90% of the time covered by grass, such as hypsi for instance. Playing as a small animal should make you feel as such, but there is a point where playables are TOO small to be enjoyable, and the overly-large environment just becomes a hassle. Why play an animal where all you can see is grass when you could play as a larger one that doesn’t have the same issue? I know that the isle wants to go for accurate size ranges in comparison to real life dinosaur counterparts, but I feel that these smaller dinosaurs should be an exception so that they actually feel like more viable options.

sacred nest
#

2 pteras killed 2 adult carnos from a group of 4 adults and heavily injured the rest this doesnt seem so realistic somehow theyre doing damage without even touching us

wheat cove
#

Steggo

Sounds: When resting the breathing is too loud, dead give away when trying to hide. Also when standing from resting position, makes a lound grunt noise like a utah is right next to you, what is that?
Movement: What is with the delays on this dino? When eating, turning etc it's super slow to respond.
Grow Time: This dino isn't so overpowered that it needs to be in sync with Deino grow times, maybe reduce a bit on this one?
Needs/Wants: I'd like to be able to sniff when moving as well as crouch, will those be a thing? If not the crouch, at least the sniff would be nice to have as when you're hunting a bush it's a pain to have to stop and sniff again.

plush lake
#

Hypsi still needs major changes. While it's slight buff to the jump in 3.5 was appreciated, its still pathetically weaker than it should be. I have posted on this before, but i have revised and rethought many of the changes that should be made to hypsi. First and foremost, turn radius. Hypsi's turn radius is absolute garbage, especially considering how small it is. Every single creature that is a threat to hypsi can out run it. (crocs are technically threats, but they arent as much of an issue as carnos and utahs.) And because it is slow, it should be able to juke things with extreme ease given it's size. It's turn radius should be buffed by a large margarine. Possibly even having a better turn radius than dryo. Dryo is extremely fast and at least has some combat potential. Hypsi has neither of these. Second, the spit. Hypsi's spit should have an aim assist. I don't want full auto-aim. I do want skill in this dinosaur, however, the ability is completely worthless in any situation other than trolling. There is never a circumstance in which spitting is better than simply running away (and we already know how running away will go). The aim-assist should auto-lock on an opponents face when you aim close enough, so that you can maintain aim, even while moving or if the enemy crouches or ducks. This will prevent pointless wasting of food, and will make the ability useful in combat. And third, the jump. Hypsi's high jump was slightly buffed in 3.5 and it is better, but its still leagues away from being useful. It should not lose half its elevation when running. That is a pointless nerf that makes the dinosaur less viable for no reason. Fourth, Hypsi should have an alt attack, in the form of a kick/claw attack from the hind legs. It would be a stationary attack similar to teno's claws and it would allow hypsi to defend itself and its brood from small predator hatchlings. Even though hypsi is confirmed to climb, that doesnt mean the rest of it's abilities should be bad.

plush lake
#

Part 2 of hypsi changes (i reached the character limit on the first post TI_Wheeze ). Hypsi should be able to fall from even higher heights than it already can. In it's road-map description, it says that it can use it's feathers to slow it's fall. However, i have noticed that any height that dryo and utah take damage from, hypsi also takes damage from. Hypsi should have a much larger fall damage resistance, and should be able to fall from higher places without taking any damage. The last thing about hypsi that should be changed is the camera zoom. I understand that hypsi is supposed to be a small creature with a limited field of vision, but COME ON you cant even zoom out past your own tail. Hypsi has massive eyes, and bird like creatures are known to have extremely good eyesight. Just allow the camera to zoom out a little further. Thats all i am asking. (also great job on cherry i love the design and the feel to it. Keep up the good work team 👍 ) (Edit: Also make visual sexual dimorphism for hypsi. Its not a huge deal but like c'mon)

thick perch
#

It's not the biggest issue, but pouncing should exactly overrun every other attack. If a Utahraptor is pouncing in the air and gets hit, it shouldn't land that pounce, it should stagger/stun, or just take damage and be able to run away. It doesn't make sense for a stego to swing it's tail at a Utah mid pounce then not do damage, or for a tenonto to claw a Utah mid air yet it still lands on its side. Again this isn't the biggest issue, it's just not very ethical or realistic.

round violet
#

Carno is a bit over-tuned for what it's place in the ecosystem is supposed to be, even with the limited roster taken into consideration.
It's supposed to hunt/bully smaller animals.
But even with just a pair, Carno can reasonably hunt everything on the entire roster right now, which is silly. Anything else that gets added afterwards, whether it's Allo or Alberto or Sucho or anything that's supposed to be stronger, is going to suffer the same problem with Carno, since Carno doesn't really have a weakness other than low stamina.

I think a good step in the right direction for it would be to reduce its bite force to 250. Still enough damage to damage its intended targets (small dinos) but not enough to harass large targets nearly as easily as it does right now. Because with such a high base damage at its disposal, it doesn't even need its charge to fight at all, since it can just facetank Hypsi/Dryo/Utah and even Tenonto sometimes with high damage and godly turn, and you don't need many Carnos to harass a Stego/Deino to death, either.

kindred topaz
#

PLEASE fix carnos charge not working! after charging once it'll bug out preventing you from charging again, i almost just died because i tried to charge and then got stuck on my target when it didn't work. i think rn the only way to fix it is to sit down

also hard disagree with the suggestion above, at least for right now. utah megapacks are a living nightmare for carnos (especially now they can pounce at all growths) and all carnos have going for them is that they can somewhat facetank. i've run into packs of over 20 adults and there's no actual way to fight against that. if you run they'll eventually track you down, if you fight you're guaranteed to die immediately blink i'd say keep carno as is until there's some way to prevent megapacks.

tidal ingot
#

yo apparently stegos can impale u even when ur on a high rock?? kinda sucks:(

lavish tundra
#

what about the fact that stegos literally attack everyone that gets near them, i just got impaled thrice when i wasnt even close to them, my body as a utah glitched and i was at the end of their tail as an adult mind you, very irritating 😦

hazy zinc
#

Many people have suggested this many times, but nothing has come of it as of yet so one more time won't hurt. Deinosuchus alt bite needs to drain a fair chunk of stamina. An aquatic animal should not be nearly as oppressive towards terrestrial dinosaurs who are literally built for maneuvering on land. If anything, it should be highly defensive and vulnerable to attack, as it can end a player's progress in an instant when they eventually have to seek out water, a necessary resource.

elfin goblet
#

Stego needs more to be worth the 5 hour growthtime. Yes, the tail is a powerful tool, but stego itself still feels highly underwhelming and weirdly designed, especially the fact that for some reason it needs to drink more frequently than any other creature.

To make stego more intriguing, I'd do one or more of the following

  • Reduce dehydration time and increase hunger time, it feels more natural to need food more than water and makes it more of a creature that migrates between place to place after eating all of the local plant life due to its massive food need, rather than camping out nearby water-sources
  • Add another special ability outside of its tail. A knockdown perhaps, where it knocks a creature in front of it to the ground and tramples it for damage. Could bind tail to alt+RMB instead
  • Reduce growth time? Not as sure on this one tbh, but 5 hours on Stego feels underwhelming when you can also get an 8 ton death-machine in the same amount of time
unkempt lagoon
#

food drops really slowly in evrima. I can AFK for 30 min and still not be hungry. it makes the gameplay pretty boring as I don't really have any motivation to do anything while I grow.

fallen cape
#

ive heard some people giving shit to taco because it has no real features of its own but i have an idea that might be able to change a bit about that.

i thought since psittacosaurus roughly translates to "parrot lizzard" it might be a cool feature to have it be able to partially communicate with other species or even humans.
my idea was to give taco an alternate local chat in wich it can read the local chat of other species and it makes the messages from the taco appear in the local chats of all other animals around it, maybe even give it the ability to understand human speech. for being able to balance it maybe give it a certain limit on the amount of caracters it can write in the alternate local chat. IF youre feeling generous it might also be cool if it could use voice chat for 1-3 secconds with a long cooldown afterwards so that its not just standing there there and existing but can actually be helpful with some limited communication between players of different species.
just an idea tho idk how realistic or easy to implement that would be but it certainly would be an exciting concept.

solid totem
#

Having Corpse that stay 2 hours. For the small server it's incredibly difficult to survive. If the Meat depop before I can eat it. It's not good<
And drain less food for the Carno

strong vortex
#

Utah should need to crouch (similar to how the hunter from LFD had to) first before pouncing even if its just 0.3 sec to charge the pounce it would be enough just to be able to have some indicator when the pounce is coming. What I want out of this is that utah is first forced to bleed his target with normal bites and then once the target it forced to slow down because of the bleed then the pack would attempt to pounce the target safely. Could also Increase the launch distance and height to compensate a little bit.

Pros: Indicator allows for a little bit of counter-play
utah isn't just pouncetah and actually makes pounce a bit more situational and leaves some more room for his other tools.

**Cons: **That scene where raptors are running side of a prey item and then jump on their prey will be harder to pull of ingame.

lusty thunder
#

Maybe give Pachy an ability similar to Dryos dodge and Utah alt bite. Basically it would dash to the side and then head butt which knocks Utah’s down and stuns carnos, however it would deal low damage. Similar animation to apex kill animation in JWE. So it doesn’t end up getting chased down by swarms of Utahs which I’m assuming will be faster. I feel like it should deal very low damage and take lots of stam though. Herbivores especially Pachy were never super popular picks so maybe after the initial excitement it could get a buff. Just because let’s be honest, more people will play utah and carno then Pachy. Pachy will more than likely be slower than them as well so the carnivores can choose to engage while Pachy has no option but to fight. Obviously I’m unsure if you already have a good mechanic for defense and I’m sure you do but I just wanted to throw this out there. I personally think that tenonto was done right. It’s slower than most carnivores yet it can stun and run or fend them off. As yes some people may want carno to solo tenonto, utah to solo Pachy, or deino to solo Stego. I feel like the herbivores don’t have a choice on if they get to fight or not, so it would be unfair for herbivore players. It also logically makes sense for their to be more herbivores than carnivores and herb life should be a bit easier so we have more producers. But yeah great job on tenonto balancing-keep it up.

mystic vapor
#

Give Hypsi a better FOV. Maybe the same camera-angle that a baby utah has. I would like to see more than just my feathers and the back of my head 🙂

dense cave
#

hypsi buff when?? TI_HypsiPlead

stiff drift
# hazy zinc Many people have suggested this many times, but nothing has come of it as of yet...

"An aquatic animal should not be nearly as oppressive towards terrestrial dinosaurs who are literally built for maneuvering on land."

That's literally what they eat... They eat terrestrial dinosaurs that go to water. Adult alligators will eat, or attempt to eat, anything that comes near the water that's within their reach with FEW exceptions. It doesn't matter how" maneuverable" you are. Crocs eat monkeys, deer, birds, antelope, zebra, and even other crocs in the wild... Most of which are highly maneuverable... But all of which come to the water to drink.

You just want to nerf something you don't have the skill to play, and you're trying to make the dinos you CAN play, hunt something they were never meant to hunt.

I know what he meant Lati. His suggestion is still invalid because deinos that leave water are already basically sitting ducks and will be immediately picked off when the rest of the line-up of apex predators are released. Like rex and giga. He's still trying to nerf something to force balance something that isn't even in the same weight class.

lavish tundra
#

I will be one more of the group that will add something to Deinosuchus.

Although I do not believe the dinosaur to be broken, since it has it's weaknesses and is capable of being killed, Deinosuchus ALT Bite should drain stamina as it does for all of the other dinosaurs currently in the roster.

Alt biting, even though it's not a special ability per se... does feel like one because you are capable of almost spamming it without a real punishment, stamina wise.

So, my suggestion would be:

.- Either add stamina consumption to Deinosuchus's alt bite attack or
.- Increase the timing it takes for ALT Bite attack to be used again, to prevent people from spamming it and "having an advantage".

austere imp
hazy zinc
#

The ability to "sprint" while dragging corpses would be neat. Holding the sprint key would make dinosaurs move at a speed faster than walking, but slower than trotting at the cost of stamina, of course.

lavish tundra
#

Pounce needs a rework for stamina and mounting off, you should be rewarded for getting a successful pounce on anything and it should be stacking bleed like normal.

So then why does it need to cost me so much stamina to hold on when the animal is already bucking to get me off, it just seems like raptors can’t stay onto a animal for too long without jumping off or being bucked off and being left with no stamina only to die cause them getting bucked off is a death sentence. Speaking of the bucked off

This is really stupid how when your bucked off you literally fall to the ground for a couple second animation. Now that I’ve gotten my successful pounce and I was bucked off from my preys tactics I need to be punished apparently by not being able to do anything as the tenanto or carno proceeds to bite me when I’m helpless on the ground in a animation.

It’s honestly as simple as just let me fall on my feet when I get off.

Raptor just feels too punishing and the pounce is usually how I die because while it does good results the aftermath of it is a death sentence. Please just rework those two problems because Utah is no fun to play right now besides killing juvies

sand glen
#

For all my Utah Mains. Is there anyway to change/nerf, why when I dismount after a successful pounce that i am punished by getting stuck in my landing spot for 3 seconds. With everything else already being able to 2 shot a adult Utah. (adult dinos). I don't see the reasoning behind having to be stuck on the ground after a proper dismount (with stam remaining). The only way i tend to die is because of pouncing properly.

finite mountain
#

The ability for momma dinos to pick up hatchlings in your mouth would be cool because if a predater came you pick them up and run

plush lake
#

ok so another hypsi suggestion. Since compy is confirmed to be extremly fast for its size, possibly rivaling/out speeding a teno and or a utah, (no i'm not joking this is confirmed in an official video) and it got me thinking... Why in the ever living fuck is a dinosaur half the size of a hypsi as fast as a utah. What the fuck. If you guys dont change compy's run speed, then make hypsi run faster, because the "it has small stubby legs" clearly doesnt apply to the game as a creature thats literally ONE HALF OF ITS SIZE can out bound a raptor the size of a black bear. So if compy is faster than hypsi, then there is no excuse for how slow hypsi is currently

elfin goblet
#

Carnotaurus balance change:

Currently, carno is VERY LMB-centric. It's combat lacks the ambush predator or small-game-hunter style that was advertised, and instead we have essentially a mini-rex with very fast legs and a taste for literally anything it sees. The charge is so difficult to pull off, most people simply don't use it, which is a shame since i tend to find MOST (cough cough, dryo, hypsi, carno need to step up their game) of the special abilities both useful and fun.

Changes:

  • Charge causes fractures on impact. This is a huge change and immediately buffs carno heavily, as if it lands that initial charge, it more than likely will end up finishing its target off. Obviously, you can't do this without drawback
  • Bite force reduced. This thing can mess up much more things than it has any right to by spamming LMB and rarely ever uses its main ability. This makes it kinda boring and lame as a dino, and with the charge change, a reduced biteforce means it actually needs to hit the target with a charge for more consistent damage output and confirms on kills
pine grove
#

I miss the old bleed 🩸

glossy sleet
# stiff drift "An aquatic animal should not be nearly as oppressive towards terrestrial dinosa...

Well that was fun to read

Yeah no Deinosuchus is a bit too strong, and while I can't add anything specific to the conversation I will say this

As a predatory apex, the only thing that stopped Croc from ruining the ecosystem conceptually was the idea that being caught on land by large predators or packs would leave it injured or past tense, now of course this is not the case. I mean you can shove your head up a stegos ass and spam an attack that does, what, double damage? And cause of how the tail swing hits you slaughter it while taking minimal damage compared to a proper battle, that's not a "you can't play it" or "favourite dinosaur bias", that's just kinda dumb

I mean of course, you shouldn't hunt a Croc on land with like 2 of 3 Carnos, but when there's like 5 of you? Well it's a different story for a creature that is "not great on land", or atleast it should be, but no there can be like 7 of you and you'll likely lose still because alt bite

Stam drain or a cool down is the way to go, and of course reducing the attacks hit box because it resembles the trikes stomp attack at the moment

Deinosuchus as a playable is supposed to drag down unsuspecting creatures and bully a player off of carcasses close to the water, that's how it needs to obtain its food and how it keeps its place as a dangerous semi aquatic predator, what it should not do is walk across the entire center meadow and take out 15 different Utah packs in the process, that's just no

Also the lunge itself is a little flawed, poor stam management means nothing as long as you just get it into the water where you bite it to death before it has a chance. You may also notice you lose stam when grabbed, I think you should either not lose the stam so you can sprint swim from the tired Croc, or losing full stam would give a temporary stun to the croc for its poor attempt, letting the poor thing get away

weak raven
#

@lavish tundra You do either of your proposed changes and Ill drop the game until rex is added. You think Deino will bother coming on land once a rex and giga skulk the shores? Hell no. Im sorry deino is not overpowered its just that everything thats out is beneath his punching bracket; He will also likely be brought up to power within the apex category. So how are ya'll gonna deal with the true deino when he isn't in his de-powered state? This is an 8 - 10 ton killing machine, a puny carno/raptor shouldn't even WANT to tango with that. If you make apex's able to be killed by smaller dino's no one will play them, I know when I was on private servers with alt-bite turned off I never wasted my time growing and apex because then some utah could cheese the game and dunk you. Whats the point? Leave denio as he is, stego's counter him pretty hard right now.

Then when Apex's come out watch how fast the land apex's make meals out of stupid "land deino" players who DARE to challenge them; But in the water they should be king. No spino, no sucho, no bary or otherwise should be able to contest the true water apex. You're essentially asking them to gimp the deino so that others can "compete" but they aren't meant too... Deino is in a different league and was put out STRICTLY because (This is my assumption) the dev's were excited and wanted him to be out before he likely should've; Hell the only reason I play evirma at all is due to deino. Otherwise I'd be waiting for alberto/acro/giga/rex. Because I have little to no interest in playing carno's lol. Know your place in the food-chain, ironically enough carno's and utahs have an easier time dealing with stego's than Deino so technically there is a balance. What kills deino now, is killed by the others.

@glossy sleet No, you're just not playing the game correctly and narrow-mindedly looking at what we currently have and reeing to the rooftops that you cant kill deino with puny dino's who IRL wouldn't bother. Again when Apex's come out deino WONT be able to get away with what you're talking about, but by all means nerf the only thing keeping evirma lively. You'd be killing the game for me and quite a few others, it takes five hours to grow a deino to what thirty mins to an hour for a raptor? Two hours for a carno? The time investment is far greater on deino; I think you need to learn to play. Because you need to look at it from the prospective that deino is your first taste of what an apex can be capable of, albeit at a likely less supped up level. So if you're complaining now, imagine when the others emerge and again deino is buffed... you gonna complain about them too? That your wittle carno can't compete with a rex? Might was well begin the floodgate of tears and salt now then.

deft zenith
#

Trophy stats? Kills, what kind, which animal, time played as, time in servers

plush lake
#

Can we get a health percentage on our health bar? It would be nice to know if you are healing or locked. Also can we have a population counter up by the cords? It would just show the amount of people currently out of the max amount

jovial nymph
#

The red vignette at the edges of the screen when you get damaged does not seem to grow linearly, I'd say it feels linear from 100% to 75% HP but then its the same graphic until zero, I can almost never tell if I'm at 60% HP or 30% HP. Would be nicer if it got linearly worse the more damaged your dinosaur was so it's easier to tell without going into character screen mid fight

cursive rock
#

The Utaraptor swoop works crookedly in the water: If the dinosaur is up to its heels in the water, then the Utaraptor immediately flies off the prey upon the swoop, as in the case if the dinosaur simply enters the water up to its heels while the Utaraptors are hanging on it. This is at least VERY inconvenient for Utaraptors. I understand if you knock down the utaraptors against trees, dive into the water, but the water is up to your heels ... This is especially evident when you are in shallow water.

timber wedge
#

Stego does too much damage to carno tails. I can't tell you how many times I've seen carnos go in for a headshot when a stego is doing a swing animation and end up getting hit on the tip of the tail and losing 40% hp, this is highly unrealistic and unrewarding for carnos. I know the argument of "carnos shouldn't even be hunting stegos", at this rate if the damage multiplier for stegos hitting tails isn't fixed then allos will have the same issue hunting stegos.

I say nerf the damage multiplier for stegos hitting animals on the tip of the tail and make its tail swing speed depend on how much stamina it has, for example 100% - 60% stam it will swing at the rate it does now whereas any lower than that will make it swing slower until it recovers more stamina.

near elm
#

If you add Cera into Evrima please don't make it take a billion bleed it just makes it trash and no one will play it.

indigo ice
#

The bite of Carnotaurus should have a damage nerf.
Carnotaurus is meant to hunt smaller prey, not larger animals. If it wants to hunt a larger animal, like a Tenontosaurus, it should need to ambush them and knock them over with its charge. Carno's strong bite won't balance well with pachy and cerato. So, I think a bite force nerf is in order, when pachy is released at least. Right now, a carno can just run in and spam bite against tenontos, which it should've able to do

left cargo
#

depends on how pachy is balanced really

sly umbra
#

ok yeah tenonto tail slap needs a cooldown. currently its overpowered as fuck, my 80% carno just got knocked to the grown and the i couldnt get up because of the stupid ass stun lock. a stun lock that does damage in any game is broken af and it definitely shouldnt be in a game that literally requires you to spend hours playing

unique solar
#

Remove the hard cooldown on carno charge, buff the damage, and reduce the stamina drain. Lower carno's regular biteforce and lower its turn radius and acceleration out of a slide. Like most people are saying, carno does not currently fill the "small game hunter" niche as it possesses the mobility and biteforce to act as more of a brawler.

sweet hound
#

Carnotaurus balance:

Lower it’s biteforce to 250N. It’s current biteforce is just way too high at the moment, and like Ethodon says, it encourages Carnotaurus to take the role of a brawler, instead of a small game hunter.

Lower it’s turning speed when skidding. It should prioritize the Cheetah role.

(Different but here me out) Lower it’s alt-turn speed slightly so it can prioritize using its alt-attack to defend itself instead of turning and using the regular bite.

Remove the charge cool down, as this should be its main way of hunting, and if all else doesn’t not go well, it should run things down with its regular bite. This would not be spammable aswell, due to requiring full speed to operate, not to mention the horrible turn speed that would be accompanied with this, encouraging the Carno to choose its bite instead of ramming.

ember frigate
#

Pteranodon suggestions: Since Pteranodons are generally weaker than their same-time-growth counterparts, such as the Utah, I believe their growth time should be put down to something like 45, or even 50 minutes. Though it's not really hugely effective in terms of changing anything, I think it'd make playing the Ptera more fair- since you expect yourself to be able to hold your own weight for your growth time. If not that, then I think they should be given a small chance to bleed, it is a sharp beak flying at high speeds, after all, and should be given a chance to pierce skin and do minor bleed; nothing crazy, just enough to be more than a nuisance. As it stands right now, Pteranodons feel more like a pigeon than the creature we all know and love- flying is great, and a great advantage, but there's a lot of counterplay in the game to stop your advantage dead in your tracks. I think the Pteranodons are great mechanics wise and I love how they've been balanced, but they do feel like they need some slight love.

elfin goblet
#

Nerf the turnspeed of Teno
I honestly don't mind anything else about Teno's kit, but I feel it's absurd for a creature with such a heavy tail and body to be twirling around in circles like a ballerina. Nothing like a deino or stego slow turnspeed, but low enough where it doesn't feel plain unrealistic with how this thing moves. It also balances out how this creature will often whip out a tailslam and kick out of nowhere. A little change with a difference that helps a good deal with balance and realism.

zealous comet
#

Alt bites to use stam - Why? Because the dino usually swings it's whole weight into a different angle and I'd say it should take as much stam as a stego is swinging it's tail, mostly this would be best to balance the sudden apex in the game deino to at least be able to be taken down when it is out of water which should make it still strong but not as much as in the water, as currently they are quite untouchable unless a stego goes face to face with it. (Possibly alt uses less in water, more on land for deino?)

round violet
#

Suchomimus should be considered for getting added in Evrima sooner rather than later.

I know it was initially removed from the roadmap because the devs figured it was too large for the other playables to handle, and before Carno and Deino were added, I'd agree with that. But now that they're in the game, and I've personally experienced how they all interact with each other and the environment, I think there needs to be something added in the Evrima roster to tie everything together a bit more. Because neither Carno or Deino have any competition.

Sucho is pretty big, yes. But it's not oppressive in any way.
Large HP pool, decent bleed resist
Slow on land, not very agile compared to the other land dinosaurs
Decently fast in the water compared to other land dinosaurs
Mediocre stamina,
Good damage with its bite, low bleed
High damage with its claws, high bleed
Eats fish primarily (ties into diets) which would make elite fish less of a free resource for Deinos to take and subsist on freely like they do right now.

By itself, Sucho could easily bully Carnos off their food/fend off a pack and keep them from getting too comfortable as a playable. It could also take out juvie/sub Deinos on land or in water, and adult Deinos on land. In pairs or groups, it could actually provide competition to adult Deinos, even in the water, which is what Deino really needs right now since the river is basically an uncontested safe place for Deinos to heal/eat/grow.

I don't think any other playable would be able to deal with all of these issues as well as Sucho could, which is why I'm vouching for it.
It doesn't have to come in right away or anything, but I think it should be considered once the mechanics are in, and the next few smalls (Pachy/Cerato/Troodon) are added in. Evrima needs an apex that isn't faster than the entire roster of dinos like Carno is right now lol

ember frigate
#

Addition for new aquatic animals, sort of a part 2 to my post in general feedback, but this also ties into balancing, as I believe that the aquatic scene needs to be balanced in terms of a fair mix of creatures. I think there should be at least three aquatic creatures for the river, and three for the ocean. Oceanic creatures may not be coming, but the beautiful, expansive ocean leaves so much to be desired. The Croc is easily the apex of the river, but what could accompany it? We could have a Carbonemys- the giant turtle, who could be a river AND ocean dweller, potentially being a double-threat. It sounds like Carbo would be just prey, but no, Carbos have jaws strong enough to eat crocs, so anything smaller than a sub adult would be in real danger from these seemingly harmless turtles. Though they would be slower on land, they would have more stamina and water, allowing them to have counter play to bigger, larger crocs. Lastly, I think a prehistoric type of Pirrhana would be badass and fits the atmosphere perfectly. They would be fast enough to outrun their natural predators, the Carbo and the Deino, but deadly enough to deal with anything not proficient in the water, and provide more active fishing to predators in the river, even to pteras skimming. For the ocean, it's tough. Mosa and Megalodon are great Apex options- but We can't have ocean dwellers essentially barred from the rest of the playerbase, being stuck in the ocean. Semi-aquatic options really are the best, and there are fresh water prehistoric crocodiles to choose from. The beach needs to have specific foods, to attract players. Additionally, the ocean needs to be centralized, so that two pieces of land are separated by an ocean with thin land bridges, to give ocean dwellers a chance to interact and hunt.

leaden burrow
#

The croc needs a major quality of life adjustment once a nerf comes in for alt bite, mainly to involve the water aspect of the game. Firstly, they need to make AI fish spawns for all water areas across the map, there have been times where I'm at a corner of the map (mainly beyond swamp where there are rocky areas around water) and nothing spawns. This needs fixing so Deinos don't always have to be in one spot hunting for fish, which would also ease the cannibalism problem for some.

Additionally add some more depth to the water in some places. It's meant to be an animal built for grabbing and assassinating unsuspecting water drinkers. How on earth are crocs meant to do that when all the other dinos go to shallows, without having to worry about any sort of attack possible? Don't get me wrong, not all water spots should be deep, but cmon, that stretch is too long and all crocs can do is sit there while all the action happens and no dinos have to fear the water.

ebon sentinel
#

Carno and Utah problems (this is sort of a part 2, to an old post about carno and utah issues)

As a Utah fighting carnos, i've experienced alot of cases, where the carno barely touched my tail (I looked through my recording afterwards), but I still took major damage, even with the new "location damage" enabled. I would say, around the same damage as a normal body hit.
This is super annoying, and I hope the devs will take a look at it!

I am currently unaware, but strongly disbelieve that this is a desync problem, at this point in development.

timber wedge
#

Deino should only be able to sense water movement after they hold Q and sniff, and they should be able to extend how long they sniff by how long they hold it down.

This is to prevent some cannibalism in deinos, cause babies cannot escape a deino that can sense their every move even if they get out of water and run into trees they could still track them down, I think baby deinos should have small cave-like natural tunnels or holes in rivers where they can escape adults if needed.

Also just having a ring of neon blue while everything looks normal just looks weird, if you sniff and then sense water movement it looks very natural with the red and blue scent particles.

Oh yeah and land carnivores should only be able to smell deino blood in the water after they sniff, cause that just looks off with the neon red blood in the brown water.

pallid notch
#

Give Tenonto a cooldown of some sort for it's tail slam, its ridiculous... I wouldn't say anything crazy, maybe 1 second. But for Tenonto to to just spam it on a carno and leave it with barely any health before it can even move is kind of crazy. For reference, I had a fully grown Carno that went from full health to death in about 5 seconds. The Tenonto tail slammed me about 3 times, spun around and clawed me and that was it for me.

civic prawn
#

Regarding Deinosuchus cannibalism, that situation really needs a solution. And don´t get me wrong, I´m not opposed to the fact that cannibalism happens, its a survival game, you die sometimes.
What I do take issue with is the fact that you can do absolutely nothing about it.
Bigger deino wants to kill you? Well he can, without issue.
You are adult? Well you better hope that you don´t run into a group that has 1 more deino.

At least for the growth phase the solution would be easy. Just make the crocs faster with more stamina on land, depending on how small they are.
With speed and stam on land slowly decreasing as you grow, reaching whatever minimum makes sense at adult.
That way smaller deinos at least have an inkling of a chance to get away from bigger ones. Because as it stands, if you don´t see the bigger guy coming from a mile, which isn´t always possible because, you know, diving is a thing, you are boned.

Advanced Watersense is nice and all, but I can´t sit on the ground of the river all day holding Q. And literally forcing me to afk grow in a bush to minimize chances of beeing spotted by bigger deinos can´t be the goal here.

p.S. Unrelated sidenote: What made you think "hey, we are gonna release our first mostly aquatic animal, lets completely remove an entire swamp and replace it with river". Talking about the swamp that was located around center.

celest grail
#

Short and simple, humans should either have bridges they can make or boats to cross rivers.

fickle briar
#

I feel like Deinos' water sense should be overworked a little, big dinos in the water should be visible from way farther away than small ones, that would also help small deinos hiding from bigger ones.

hazy zinc
#

Make tenonto's tail slam attack register damage differently depending on which part of the tail hits the opponent. For instance, if a Tenonto lands a tail slam with the base/mid-section of its tail, it should deal full damage coupled with a stun. But if a tenonto hits an opponent with the tip of its tail, the damage should be miniscule. having utahs knocked down and carnos stunned due to being hit by the tip of a tenonto's tail should not be happening.

craggy fern
#

The Cera has long been one of my favorite Legacy dinosaurs to play as. As it stands, in comparison to the Carno, the Cera when placed into Evrima (assuming similar Legacy stats) doesn't match well against most opponents. Slower speed, less stam, less bleed, and equal bite force to the current Evrima Carno (350), let’s look at making this match-up more balanced for the Cera as a mid-tier.

Balance ideas:

  1. It’s been discussed, but the Carno gets both a weight drop and bite-force drop. 1600 Kg and 250 bite force is an ideal range and I feel the Legacy stats had the Carno set correctly. It’s designed to be more like a Cheetah, not a full-on Lion.

  2. The Cera is depicted as being immune to most diet restrictions and is a keen scavenger. Increasing its scent-range over other dinosaurs to pick up on carcasses would be a nice feature for the Cera.

  3. The best turn-radius in the game in Legacy was the Cera’s shining feature. It’s a stocky, robust, low-to-the-ground carnivore. I hope it retains this in Evrima. Giving it an agile 180 alt-bite like that of the current Deino would be a nice rebalance.

  4. Building on stocky, robust, a great feature for the Cera is bleed resistance, as well as resistance to venom. This could create a niche for the Cera over other dinos with being able to potentially match up well with a group of Troodon or Dilos.

  5. Wildcard, but I think the Cera was one of the dinos that greatly benefited from ambush speed in Legacy. The Cera could really benefit and have a niche with being one of the few/only dinos to have ambush speed in Evrima.

Lets talk Cera! I like the hinted swim-speed hint, (perhaps also an ambush/escape speed leak?), and the apparent look that the Evrima Cera seems like a mean neck-snapping MF. It was known for it’s long blade-like teeth and robust jaws, so the fact that the Carno has higher bleed damage and (current) equal bite force seems puzzling.

ember frigate
#

why can't the deino wallow in mud?

pale sedge
#

Yo u should change the troodon to sinornithosaurus because sinornithosaurus was like microraptor where it could glide and it had a venomous bite I only say switch to this because of the fact that herbies keep hiding in densly bushed and treed areas when I hunt them. if we had sinornithosaurus which could climb trees, glide off them, and have a venomous bite it could make the forest a not-so-good hiding spot as sinornithosauruses might drop down on you

graceful stone
#

you want balance for deino? Deinos alt attack costs stam, like with teno. The good attack costs stam. End of story balanced. And make the carno be able to grab a fully grown utah so he can secure the kill vs deinos.

raw turtle
ember frigate
#

The Pteranodon could benefit from a few tweaks. When creatures of a certain size body block the pteranodon, they should damage similar to the damage received by the ptera, as well as a stun similar to the teno knock over. If we're being honest, it feels weird for a creature to jump in the air with no way to balance or counteract the force of what's basically a torpedo with a sharp point, and not even be moved an inch as you smack into them at mach 5. It would counteract the weird gameplay of 'jumping to catch the ptera,' but still be viable with some risks. It's still balanced from the enemy's end of course because the ptera is always 'stunned' while smacking into other creatures, since you smack into the ground and can't take off while right underneath a creature.

kindred topaz
#

you know what? i'm gonna say it. carno alt bite is the most useless combat ability in the game and nobody uses it! it's super slow and ineffective and i say either speed that shit up or just remove it spongejudge i said what i said

pallid notch
#

I think the Hypsi's spit ability should have a greater area where it can shoot, but to balance that, it should consume more food from your bar (like nearly half) and have way less range. Because I imagine if you are being chased by a Troodon you wouldn't want to stop and take 5 seconds to aim only to miss and die. I feel its appropriate that you would quickly turn and be able to spray whatever is chasing you and continue to run pretty easily but sacrifice half of your hunger or something. If this suggestion is a bit harsh, something where you can toggle your type of spit between shoot and spray (shoot is the current spit & spray is the spit i described) to counter this.

weary hare
#

Deino bite should one shot a Utah unless hit on the tail same as stego as a stego does. Lunge needs to be a tad tiny tiny bit further. And deino should be able to stay under water longer. can’t tell you how many times I could not stay under long enough to get a lunge. maybe a lil less stamina loss as well when swimming under water.. deino should have a longer grow time. Make it worth the buff and damage buff. You could also shrink the baby size if increased the grow time.. this will allow y’all you do something Bc with the babies in the mouth in the future if y’all ever choose to go that way...

For the love of god make no hud turn off the blue stuff in the water!! just takes away how beautiful the game is trying to immerse yourself when all the blinking blue.. it should only go off for stuff breaking the surface of the water. Or fish. Not other deino. Gives lil ones a better change to hide and get away from cannibals.

More players hunt deino than anything else as all other dinos... than deino hunting anything them... A BIG simple fix with out doing anything of what I said! Would either make it take longer to consume water. And longer before a Dino needs it again. Or make thirst happen faster! Players simple are never caught drinking unless at hot zones.. spawns. SPEAKING OF SPAWNS..... this spawn system only really works well if the whole map was open. It causes a lot of servers to drop FPS Bc there are bodies all around hot zone spawns. spawning needs to be more vast. And different areas more random. That or longer cool downs. No one plays anywhere..... expect south, center, and southeast spawns. Rest of the map is untouched.

high musk
fast gazelle
#

Okay I call bull. I just lost a raptor to a deino, and I wasn't even near him when he went to bite me. Please fix these hitboxes or lag, or whatever is causing players to teleport at random.

clever solar
#

Carno's alt bite would have more use as an upwards bite, to snatch pesky birds from the sky. This way it can stop taking pecks to the head from aggressive Pteras, and have something more useful for its alt-bite attack. They could even re-use the 1-call animation for the upwards bite.

Adding onto this, an upwards bite would be useful to bite Utahs and other animals who think they're safe on rocks.

Carno's height should be an asset imo

ember frigate
#
  1. I'm a ptera main; but I think if we're allowing them to land in trees, then trees should be able to be 'rocked' by an animal at a heavy cost of stamina, and only by animals of a certain weight threshold. Your dinosaur would begin to play an animation where the tree gradually rocks more and more the longer you push the tree, and maybe after a couple seconds is rocking enough to be difficult to stand on(in other words, you'd have to be perfectly moving on the treetop as it sways side to side). Pteras would then be forced out of the tree, as it stands now, I can follow a dinosaur infinitely by landing in trees and constantly harass them, and they have zero counterplay. I love playing ptera again, but it does feel unfair when i'm doing this to someone.
  2. I also think ptera take off could use some work, shift + space doesn't feel drastically faster but it should, and should cost more stamina. Right now it really doesn't feel any different.
  3. I think Ptera should also have an alt attack to 'swipe' an enemy with their foot claws, which they probably used to catch fish, which would deal much less damage but have small bleed.
  4. When the Ptera collides with an animal in the air of a certain weight, the ptera shouldn't be the only one knocked to the ground. The speed and force at which the Ptera hits the animal should be enough to knock down smaller animals and disorient larger animals. I don't think jumping to catch pteras, a flying spear, with your body is really... interesting or fun perse. The Ptera won't gain any advantage from this, just a chance to get away from smaller creatures.
buoyant helm
novel sail
#

Deinosuchus should have a mechanic that allows it to drown prey normally too large for it to drag into water when on land, provided the prey is actively swimming and not just standing in deep water. In fact, I believe it should be able to drown full-grown Stegos when they are swimming because weight decreases in larger bodies of water. To calculate an object's weight in a liquid, you get the weight of an object minus the water displaced, so the less water displaced, the lighter the object becomes. Since the weight of a larger dino is infinitesimal in comparison to the weight of water surrounding it in a large river, the dinosaur becomes practically weightless, Deino would have no issues drowning say... a full-grown Stego, in this case.

And for those of you who scream "but my 5 hour dino", it was your decision to cross a river without spending the time to check for danger; you had the ability to bait a Deino attack and take minimal damage in the process, but you chose not to, and now you paid the price. Just as Deinos are at a mobility disadvantage and are vulnerable to more agile predators on land, the same should apply to Stegos when they decide to wade in Deino territory. You also weigh a little more than half of Deino's weight to begin with; you cannot expect Deino to cower in fear around you when you walk into its kitchen, thinking you own the place.

I cannot see it drowning anything larger than a rex or a giga swimming in the water, not without help. It probably should not even try to drown another Deino. Maybe the maximum weight required to drown something completely submerged in water would be any range less than its own weight.

timber wedge
#

Make it so when carnos charge small dinos the small dino doesn't go into its mouth. This doesn't make any sense and can really mess up a hunt like it did mine, where I charged a teno and went to bite it while it was down but I couldn't because I had a baby utah in my mouth then I kept spamming G to let go of it which took like 10 seconds.

clear delta
#

i'm unsure if this is a planned feature or not so i'm just gonna go with it, larger creatures should be able to body check smaller creatures out of the way either via a dedicated button or just an automatic reaction upon running into said smaller creature while sprinting. it seems a bit comical that a stego can be stopped in its tracks via collision by a utah when you should just be able to body check the little shit out of the way, same even goes for something like a carno, give predators reason besides not wanting to be attacked to not get in front of a large charging herbi.

vague wasp
#

Not sure if it's been mentioned before but I like the idea of pvp being turned off for people that are within the same group. i have both accidentally killed and have accidentally been killed by a friend when we're both trying to attack something.

pliant grotto
#

Magy balance

  • Rather than just tasting bad (which solves nothing) the magy should be poisonous like a dart frog or toad, the poison should come from the fruit it eats through its diet.

What should the poison do? 1 out of the following. (Its effect would start when bitten rather than after its dead... as it would be relatively useless then because of kos)

Bite force should be used to decide the severety of the poison as smaller creatures won't be much of a threat and thus it wouldn't need to be used.
The poison balance wise should more so effect carnivores that threaten magy more than those who cant on thier own.

  1. a debuff

• Since magy's main threat would be allo the % decrease should be based on allos speed in relativity to magy's.

When bitten make it so the aggressor gets a speed debuff (enough for magy to escape) along with maybe a hallucination.

2nd idea for the poison would be for it to give cramps/muscle spasms to those who have bitten magy thus giving it time to escape.

Just tasting bad isnt much of a defense especially considering its humans behind those dino models.

Now with this being said since allo is shown to be a bad swimmer and is rather large magy could utilize its surrounding terrain such as jungles and rivers to escape from allo. But the poison would definitely help.

With creatures like dilo and troodon surely one could fantasize magy to be poisonous even though irl it wouldn't be.

1/2

pale sedge
#

can we make the raptor not have the get up time when it misses pounce? like if u miss and no one there it ok but if u take damage u should be able to run. Like if u miss and when they hit u it should let you be able to run

uneven tree
#

I think magy absolutely has the potential to be viable, but the devs currently don't even seem to know what they want to do with it. They're just throwing ideas at a board and seeing what sticks. I figured I'd give a suggestion on how I think magy should work, in a way that would make it fun and viable.

-Firstly, drop the poison. Being poisonous is a cool idea, but feels pretty ill-fitting for something like magy. It really feels like the devs were struggling with how to make it viable, and instead just threw poison in there to try and make it work.

-Statwise, magy would generally speaking be an all-rounder. Decent speed, decent defense, and decent attack, with emphasis more on the defense thanks to those osteoderms. It'd be capable of surprising speed considering it's stature, although it's stamina would be somewhat poor.

-3 basic attacks that would make up magy's repertoire, and are what would make magy interesting and viable. The emphasis with these attacks are defense, as magy wouldn't be very fitting as an offensive animal.
First a simple tail-swipe. Fairly average in damage, mostly useful to deter tail-riders.
Secondly, a stomp. This would be very high in damage, however due to being a stationary attack, it would have difficulty landing it against a moving target.
Thirdly, as an alt attack, would be a powerful neck swipe, like what's seen in the concept art. It would deal a minimal amount of damage however would knock-down and temporarily stun attackers. Thanks to the powerful neck and broad stance, magy would be capable of knocking down animals larger than itself, even the size of allo. However the larger an animal is, the more stam it takes.

Playing magy would be about chaining your 3rd and 2nd attack, and conserving stamina. Knock them down and stomp their head in one fell swoop, but don't waste precious stam. Attacking magy would be about dodging that swipe, and baiting out attacks where possible to waste magy's stam so it can't attack effectively.

pliant grotto
#

Apart from the poison magy should still be rather fast just not faster than allo, an example being if magy spots an allo maybe 30-50 feet away it should be fast enough to outstam allo but if the allo is closer it would catch up and force a confrontation (not including the prospect of possible water being around)

So from concept art + my idea magy will have the following

  • A poisonous body (with an indicator of it not having ate its diet be a discoloration)

  • A shoulder check (with its osteoderms)

  • A Tackle/Topple (which could probably effect allo, but definitely dinosaurs around its size such as cerato. And if it could effect allo it would grant even more distance)

And apart from a possible tail whip that all I see going for it, though pretty impressive it wouldn't be stupid broken. "Smaller" animals (cerato, carno) would be less affected by the poison and can still hunt it pretty fairly while the larger ones get the full brunt of it (I used bite force as a measurement because you're taking more out of magy, though ik that's not how poison works irl)

But I definitely disagree with splitting the roster just so magy could be viable, I believe it is balancable and you can truly turn something trash into a treasure

2/2

potent chasm
#

Maybe also give Magy a slightly better resistance to attacks that knock you over, seeing as it is a decent sized quadrupedal animal, and maybe a bit of damage resistance on it’s back and maybe neck specifically, because of the osteoderms

sacred vale
#

deino needs stam drain on its alt attack. it is currently far too comfortable on land. i'd say give it a good 10-15 alt bites worth of stamina, so it can defend itself and be a threat, but not endlessly spam turn and be "in its element"

lavish tundra
#

So the original idea of pounce is “you aim carefully and if you hit the target you get to stack lots of bleed onto the target so that it’s easier to bleed them out.” Problem is that once your rewarded for stacking this bleed your put onto a deaths sentence if bucked off. And I shouldn’t have to jump off once I succeed in pouncing.

My suggestion is get rid of the fall on ground and stay there for 2 seconds and replace it with a fall to the ground and get right back up instead of this long animation I have to sit through when the stego or carno can just get a free kill now

high musk
#

Don't know if it's just a bug or what but when a juvi Utah pounces me when I'm a full grown Carno it shouldn't be able to slow me down to walking/trotting speed till it jumps off 🗿

livid venture
robust marlin
#

Once climbing is a mechanic introduced along with Herera, I think a few different dinos should get some level of climbing added as QOL updates, but climbing ability and stam cost would vary by species. I think it'd be a much-needed QOL addition because jumping onto things, especially specific things (trees and rock ledges) is so clunky and you're more often than not getting Bodied by hitboxes.

Hypsi should be able to grab onto trees its jumping into and pull itself up, as well as rock edges. If they can reach it with their jump, they should be able to get onto it. Nothing is more annoying than being able to jump high enough to reach a spot but because you were .3% under the edge of the hitbox, you fall back down and get eaten.

Utahs should be able to climb rock ledges if they can reach them. Smaller baby utahs use less stam to do so because they weigh less, giving them a natural safety from bigger predators as babies. Maybe baby/juvie utahs can even climb into trees, with some effort, but can't as adults. Bigger utahs can mostly only climb big things like boulders, buildings, etc but it takes more stam as an adult. They're designed to hook onto things. They should be able to climb SOMEWHAT. At least enough to get on top of that boulder their legs can technically reach if hitboxes didn't redirect your jumps.

Same thing with some other dinos like Troodon, Oviraptor, Beipiaosaurus,and some herbivores as well like Dryo and Tenonto. Basically if it looks like it could reasonably haul itself onto something with its limbs and/or claws, it should be able to (with some likewise reasonable effort!), but dinos who obviously don't have traits that lend well to that wouldn't be able to climb at all (carno, t-rex, pachy, stego, etc).

Also this applies to steep hillsides. A 2 foot tall bunny drop shouldn't be an automatic death sentence if I'm running away from something and trying to jump up it when I'm a dinosaur specialized IN JUMPING with built-in feet cleats.

wind creek
#

adding onto this, in the concept it shows a Utah clawing up a tree to escape a carno, but the tree isn't very big. Utah could be able to get up to the top of trees that are about as tall as the one in the concept

desert stratus
#

i think that adult utah should not be able to be pinned by another utah to prevent insta canibalism. its pretty annoying because if your pinned your helpless. I believe they should be put on the back of of the utah to give them a fighting chance even when pounced.

sleek kindle
thin tinsel
#

Deinos are currently far too safe to play and, with the exception of a fully grown stego, cannot be challenged. To all of you begging for the ability to kill a fully grown stego, lmao.

There's a few primary things causing this I believe: first is the fact that Deinos are quite literally undetectable 90% of the time to land dinos. The only way to detect one is if you catch them above water or moving near the surface, in which case you can see ripples. But this can easily be avoided on the Deinos' side by just hugging the floor when moving or simply staying still. In other words the land dino has no agency in whether or not they're ambushed, they will always be under risk of ambush because they will need to drink. No amount of caution will change that, just luck. That, or if you manage to find one of the very few shallow locations in a river you'll give yourself a better chance. To fix this I think ripples should always form when a Deino moves and the water should have a very slight opacity change so that a still deino can be seen with a good eye. That, or increase the number of shallow locations on maps so that land dinos can strategically drink from there if they can find them. They're too rare/small currently.

Second, food. Deinos currently are very easy to grow early/mid thanks to the fact that food quite literally spawns all around you in the form of fish (let alone all the free meals you get out of typically 1-2 shotting anything you spot drinking water). Maybe reduce the amount of fish that spawn? I'm not sure that would be wise, but that's all I can think of right now.

Third, Deinos grouping up in packs as large as 11 (largest I've seen so far, not counting myself at that time). Given the ease of use and overall strength it isn't surprising that there's generally an overpopulation of deinos in any given server, but right now it isn't uncommon to find massive groups of them lazing in a river just living off of fish and whatever helpless dino comes by for a drink. There needs to be severe consequences to staying in such large groups, because right now it's far too easy for these to form. The limit of 2 per pack evidently isn't effective in reducing this problem.

That's kinda all I have right now I guess. I'm not expecting many to agree with me honestly, but I sincerely think something needs to happen at least. Maybe adding a dino that can comfortably hunt them in the water would help with these problems, but that's your guys' call.

Thank you for coming to my ted talk

neon glen
#

Give Dinos the ability too strugle when getting grabbed by a deino just like when ur getting pounced by a utar just with deino. It would be same button. It would NOT drain the deinos stam as much as it drains a utars when bucking because if its like that, deino wount be able to do much.

sweet hound
#

Reposted
Carnotaurus balance:

Lower it’s biteforce to 250N. It’s current biteforce is just way too high at the moment, and like Ethodon says, it encourages Carnotaurus to take the role of a brawler, instead of a small game hunter.

Lower it’s turning speed when skidding. It should prioritize the Cheetah role. If it fails an ambush either with its charge or after attempting to run something down, it should suffer the consequences instead of having a Sonic-fast turn.

(Different but here me out) Lower it’s alt-turn speed slightly so it can prioritize using its alt-attack to defend itself instead of turning and using the regular bite. But as an added bonus, the longer your alt-bite animation plays, the more damage you do. (I.e. it takes 1 second to fully play the front-alt-bite animation, while the back-alt-bite animation takes about 2-2.5 seconds, so the back-alt-bite will deal more damage than the front.)

Remove the charge cool down, as this should be its main way of hunting, and if all else doesn’t not go well, it should run things down with its regular bite. This would not be spammable aswell, due to requiring full speed to operate, not to mention the horrible turn speed that would be accompanied with this, encouraging the Carno to choose its bite instead of ramming.

craggy fern
#

Quality of Life Suggestions/Balance

  1. Ptera has quicker stamina regen, but has 10% hunger depletion. Ability to take off from water, at the expense of moderate stamina-loss
  2. Carno has 250 N bite force, but has no cooldown on its bull-rush
  3. Hypsi gets a better field of vision, reduced hunger depletion upon using spitting mechanic, 1-2 second increased blind
  4. Teno doesn't get pulled to a stop to use it's claw attack and can keep at least half momentum
  5. All Herbis can sniff while walking/trotting
  6. Press 2 for friendly call, hold 2 for invite/accept invite
  7. Press G to take a chunk of meat, hold G to drag body
  8. Reduce time it takes for Utahs to rebalance upon dismounting a pounce or missing a pounce, but perhaps give a stamina hit for doing so
lavish tundra
#

Just some ideas to balance carno out more.

  1. change carnos bite force to 250N to make it more of the small game hunter it’s supposed to be while being able to defend itself against things like Utah.

  2. it’s head charge takes too much stamina for a stun. It’s used very little because of how much stamina it drains and it can be a bit weird to start if sometimes. It needs a decrease in stamina usage and polish up the starting of the charge

Canro does not need much. Players just think of it as the current allo just as deinos think there a Rex

hazy zinc
#

On an opposing note, Carnotaurus, nor any other dinosaur for that matter, should NOT have their stats majorly altered AT ALL until more decently sized animals are added to the game, ie maia, diablo, cera, allo, etc. We have zero idea how carno is going to stack up against cera and allo when those two are added to the game, which will likely be its main rivals. Advocating for carno to be nerfed right now is essentially making the only large terrestrial predator a minimal threat to anything, despite it being the 3rd largest playable in the game currently.

lavish tundra
#

Kinda agree with Pesky here. I think that balancing right now should not take up too much time and shouldn't be changed after every half patch. Most of the animals are missing from the roster, therefor you won't be able to balance it properly anyway. Just be easy on balance, don't do extremes and thats all we need currently. At the end of the day, you'll probably need to make major adjustments after the full roster is released.

sacred vale
#

imo carno is in a really good place in the current state anyway. i've seen plenty of people say that it needs to be more of a "small game hunter", but it already fits that really well right now. it has an even fight with tenonto, and therefore its general prey list is tenonto and below, which it think is perfect for it. i could maybe get behind a bite force change from 350-325 (meaning it takes one more shot to kill a teno, but it doesnt take any more shots to kill a utah), if it got a bit of a buff in the form of an improved alt bite or somethin. mobys idea of a "high bite" for snagging pteras or rocktahs was interesting (#balance-feedback message), and/or maybe the idea of a pin like in the concept art, that could be used after knocking down a small animal after a charge. really carno imo is the most balanced animal in the game, it really doesnt need change at the end of the day.

lavish tundra
#

Ok I think the main point people say when they want carnos bite nerfed, is that it’s able to fight things like stego and deino. (Although this could of just been avoided if they left these bigger creatures for later when stuff like allo is in). I see the point of view on why people think this (cause carnos being played like an allo) and I think both party’s of the argument are valid. One side carno is stronger than it should be. On the other it’s the biggest terrestrial carnivore right now and should be able to fend off against the big bois

I think that the best way to fix this problem is actually quite simple. The next creatures the animators/devs work on needs to be the more smaller creatures like herrera, Gali, troodon ovi etc. If they focus on those then carno has every right to be a small game hunter and would have no reason to fight deinos or stegos. Stego and deino kinda unbalanced the Web of the ecosystem being made and it’s not that carno needs to be nerfed. It’s that it needs more food options besides dryo and hypsi (who are basically two of the most boring small creatures to play) which are rarely ever played. Plus with the upcoming diets system it would help it even more with more food options not only for it but also Utah I guess.

Idk stego and deino should mostly rn just be walked away from to prevent carno players from taking on Deinos and stegos. But if there is a bit more diversity in creatures coming up that actually benefit carno it could probably get the player base to limit how much deinos and stegos there are.

Also it kinda makes sense Utah packs are able to take out stegos if they play right, they die to carnos as there predator, the carnos mostly have a 50/50 chance with tenanto. stego acts as a good food source for smart Utah packs and deino still holds a threat on the waters. I’m not saying this is a perfect solution but it is a possibility

Edit: this is just to show how the unbalanced roster can be balanced again

hollow ridge
#

Make deinos alt bite drain stamina. For some reason deinos can throw themselves around like beyblades while utah`s alt bite drains stam.

elfin goblet
#

Something needs to be done about fall damage. The fact that a carno can drop half its size worth in a fall and lose half HP, despite having exceptionally powerful legs is ridiculous. I'd imagine a carno would be able to resist a fall with perhaps a fracture from a much higher distance, not losing half of its health from accidentally running off a small incline

lavish tundra
#

I do agree with the top post.

Currently falling from some heights that would give you a leg break in legacy are basically insta death in evrima. I do feel there needs to be a increase in where your able to fall from without dying. Obviously I expect a fractured leg but still. Only thing I see actually dying from these heights would be apexs

oblique wyvern
#

So apparently the carno tail biting a stego still works ? Saw my friend die to it, if it’s the case wth

finite plume
#

aight, hitboxes.. a problem..

  1. This is primarily for deino but can go for anything else too, add collision to the head and base of the tail for two reasons: one being deino can legit just smush its face through things to bite and two being other things can smush through deino's tail to bite the head, thats weird. Same goes for carno but with rocks, carno is able to bite through rocks... to fix this the hitbox for an attack should not be allowed to merge through an object.

  2. Stego... currently stego can impale a utah even if the utah jumps into the base of it's tail, this causes the body of the utah to teleport onto the thagomizers and frankly last time I checked teleportation shouldn't be possible. Stego's thagomizer hitbox should not extend to the base of it's tail because cmon, those spikes are solely on the tailtip alone.

  3. Stego sometimes lands hits on something despite it's tail not actually touching them (being under the tail does not count, I'm talking standing a few feet away from it). Perhaps it's tailtip hitbox is longer than the tail itself?

  4. Biting in general and lunging.. okay this is probably the biggest issue, I have seen countless times bites not being registered despite colliding with the target, utah pounces suddenly causing the utah to just hit the ground and go into it's recover despite colliding with the target, deino's alt bite not landing at all despite colliding with target or managing to land a hit to something not even in it's jaws, and deino's lunge not grabbing anything despite lunging straight through the target.

Please work on fixing hitboxes because these issues can seriously effect the outcome of a hunt/attack. If this is an issue with server syncing then I understand.

hazy zinc
#

Dryosaurus needs to give much more hunger. They currently only give two ticks of hunger to a carnotaurus, when realistically they should be giving 50-60% hunger to a carnotaurus. one dryo should also be able to bring a utah nearly to a full stomach.

merry hare
#

Currently, utah can pin any dino 1,000 kgs or less. And while I don't think utah needs a nerf at all. I thought it would be kinda cool to make it so if a dino is 500kgs-1000kgs the utah would pounce it, pin it for around 2-3 seconds, then the dino would go into an animation of struggling to its feet. Then the utah would be able to be bucked. Thought this would not only look pretty cool. But also, it seems a bit daf that the utah can pounce a dino twice its size and pin it with no chance of escape. On the other hand utah doesn't need a nerf rn so idrc, just thought it would look cool.

swift hamlet
#

I get that utah is small in evrima, but as a raptor I feel like we are to squishy, As a full adult raptor if a full carno bites you, you are pretty much done for unless you can make them lose you in the trees or bushes, I feel like utah needs a slight health increase maybe?

novel sail
#

I have heard that Tenonto and Stego's superior stam pool in comparison to Carno allows them to run down Carno despite its superior speed.

Sure, Carno can just find a river and wallow in it, but... a STEGO should not have enough stamina to track down a wounded Carno. A tenonto, maybe, but still.

I feel QA should do a little balance testing between Carno, Stego, and Tenonto to test their run duration time because I am seeing enough people complain about it to be a noticeable problem.

I believe Stego definitely needs a run time nerf since it is a slow, fat herbivore who should spend most of its time eating and defending.

So, depending on the results, either Carno needs a minor buff in stamina regeneration or run time duration, or Tenonto and Stego need a small nerf in their run time duration. Not necessarily a decrease in their stamina pool, but just enough run time so the fastest land predator doesn't get completely screwed because players do not want to treat herbivores like real life herbivores, who do not track down predators long distances out of salty, petty spite.

Edit: I am not saying decrease the stamina pool. I am saying decrease the run time. I am sure there is a way to decrease run time without decreasing stamina.

Think about T-Rex, who will most likely not have a very good run time, but it will have an excellent stamina pool for sustaining fights because it is a brawler who needs to keep his stamina going even while bleeding.

south totem
#

not enough places to wallow (that aren't at river banks) so many times i have needed to wallow to get away from something i have gone to rivers even shallows and not been able to wallow bcs of a deino or something else or the thing chases me while im wallowing and then i die.

tidal terrace
#

Would be nice if you could decide also either take out a chunk of meat, or drag the body. Sometimes i want to eat silently ( so taking out chunks and then eat the chunks does much less sound or a better example, if its close to the water and i dont want to get dragged into water, so i just try to run there, take out a chunk and run away)

Also another:
Invite system is really cool in theory, but should have its own key to inv people. Its just so annoying that babies want to give a sign that they are friendly and want to stick around ( 2 calls) but then they just ruin the whole grp.

full lantern
#

With fractures, they should get worse and worse and stack if you keep getting injured, for an example. If you have a head fracture and a Rex comes out of nowhere, gets a bite on your head while your a maia, you should be dead

My point is that fractures should, hopefully stack and worsen if any further damage is applied upon a fractured part of the body

Also give anky the ability to fracture, thing doesn’t have a club on its tail for nothing

sacred frost
#

Uthas are to weak, they cant outrun a carno, and if you fail a pounce your dead.

cedar plover
#

Personal Take on Potential Changes for the Current Roster

Hypsilophodon

  • Buff its super jump height considerably (for both standing and running jump)
  • Turn spit into a cone aim instead of a line, so Hypsi is actually able to practically use spit during a chase

Pteranodon

  • Probably fine?

Dryosaurus

  • Nerf HP to 200 instead of 340
  • Nerf Speed to equal Utahs(or 0.5 kmph over Utahs)
  • Nerf Peck DMG to 25N
  • Buff dodge distance significantly so its actually practical to use
    (Give Dryo good night vision when that comes around, maybe add a backwards kick attack that does around 75-100N?)

Utahraptor

  • Reduce HP to 750 or 800 from 1000
  • Add a new jump off move that Utah can spend some leftover stamina during a pounce to leap off its victim to a safe distance, instead of just the current unsafe dropoff and falling off when running outta stam

Tenontosaurus

  • Probably fine, at most increase running stamina drain speed slightly

Carnotaurus

  • Decrease LMB damage to either 250N or 300N [Maybe]
  • Increase Alt-LMB damage but keep its current attack speed (Give it a niche use against knocked down opponents as a finisher)

Stegosaurus

  • Add a new tail sweep attack(Alt-RMB) that does less damage than current tail jab, but significantly more than bite that can be used whilst moving and is a fast attack, but also lacks the range and precision of the current tail jab

Deinosuchus

  • Make Alt-LMB cost 5% stamina per use
tidal terrace
#

Desync has to be the priority to fix before any balance change.

winter olive
#

who else think raptor stam should be boosted?

subtle barn
#

Build Vital vs non vital dmg update into all dinos, as follows.
Tails and limbs are vulnerable to all bleeds and breaks and fractures etc, but cannot receive damage to main health pool.
Torsos take bleeds, and bleed damage to torsos is multiplied. also you can damage main health pool by attacking torsos.
Heads can take bleeds, and main health pool damage is multiplied.

tranquil canyon
#

dryosaurus should either have less stamina or less speed. having a dino that can outrun all predators with no risk isnt good balance wise.

dawn tundra
#

Another dryo suggestion aimed at making its dodge actually useful. What if upon using its dodge it kicked up a dirt/dust cloud at the location of the dodge affecting a 180 degree radius around the rear of the dryo, kicking dirt into the eyes of anything within the angle at a distance of 2 dryo body lengths away. Unlike Hypsis blind, this would not be able to be rubbed out of ones eyes, but would only last for a duration of 3 seconds before vision fades back in. Optionally this could also hinder the receivers scent for 30 seconds to help the dryo make its escape without being tracked as easily. Hopefully this would also lean towards the ability being used defensively, as opposed to a troll ability kind of like hypsis spit atm because anything within 2 dryo body lengths is also in very close proximity to counter attack, should some random dryo walk up to you and try it.

icy current
#

Hey developers!
I really wanted to tell this suggestion what is a must have in the game i think.
That we are really need a cool down for the 1 call! And only for the 1 call. Like a 2 min cool down. So people only will use that if there is a real reason for it. Couse now its still annoying that everyone just pressit a one hundred times in a minute. And also this would increase the 1 call "value" as well.
Thank you.

indigo ice
#

All attacks should use stamina, but some only very small amounts. At the moment, carnivores are at a great advantage in longer fights or when fighting 2 opponents, because they need to conserve their stamina less. I propose that all attacks, like bites, use at least a little stamina. Think of it like how it works in Ark, I guess. Just a thought.

uneven tree
# indigo ice All attacks should use stamina, but some only very small amounts. At the moment,...

Yeah this is a bit of an issue I've noticed. Generally speaking carnivores are relying on their bite as their main damage-dealer, and the bites don't usually drain much stamina. Meanwhile the herbivores have to usually rely on other means to defend themselves, and these attacks drain a whole lot more stamina. Realistically it should be fairly even. Both animals basically want to bait out attacks until the other tires and either becomes vulnerable or gives up and wanders away. The predator shouldn't have a big stamina advantage. Given that the predator is usually faster, if they start to tire they can simply walk away. The herbivore doesn't usually have that option. Tenonto is good, I think it's attacks hit that sweet spot of damage and stamina. They're strong without being overpowering, and drain enough stam you need to use them wisely, but you can still defend yourself if the carnivore baits you a few times.

Stego meanwhile... the jab doesn't drain as much stam as it did a couple of patches ago from what I hear, but I don't like that it drains much stam at all. Stego's only other attack is a bite which is essentially useless. Stego's tail jab is good against something large like a deino which can't dodge, and I'm sure will be good against other large animals once they're in. But utah, carno and hell even kamikaze dryos can fight stego, thanks to being able to bait out and dodge the tail super easily until the stego can't attack any more. IMO Stego needs another tail attack, maybe a swipe. Does less damage than the jab and is less precise, but has a greater range of attack and uses less stamina. Stego would still want to use the tail jab against large opponents, it'd be far more effective. But the swipe would give it a better way of dealing with smaller animals that can dodge the jab. Seems weird to me that deino gets a really good terrestrial attack used for defense with limited stam usage, yet stego, an actually terrestrial animal, doesn't.

timber wedge
#

Give carno more stam but slow stam recovery speed, groups of KOS tenos chase carnos down too easily in my opinion, it's fine if utahs do it as a way of defending themselves or hunting but on the tenos side it's just purely killing for sport. I think giving carnos a little more stam wouldn't change fighting that much especially against utahs because they can jump over deino-infested rivers or hide in bushes or jump on rocks that carnos can't reach, I also think it would encourage players to use the charge/ram more.

daring dock
#

My balance feed back is to add something bigger than carno that will help balance out carno craziness and deino tankness..

strange remnant
#

(A) Scent trails should last longer, and (B) walking through water should act like a mini-wallow for scent.

(C) Blood trails should be visible to carnivores without slowing to do careful sniffs.

(D) I'd also like to see a blood scent (red version of the pack scent cloud, visible when sniffing at about 1/4 the usual pack scent range) from dinos which have recently injured/eaten/carried/dragged a member of your species. (E) This scent is removed by wallowing, drinking, or swimming (perhaps if blood is visible on your muzzle, the effect would be active), or Naturally after a period of time.

Being able to smell your own species blood is in part a way to make it harder for predators to make kill after kill in a short time (RP) and as a minor anti-cannibal mechanic. Note that, because water removes the scent, deinos would be largely unaffected, and players could hide it reasonably easily if they are smart.

robust marlin
#

With the Fracture system just around the corner, I'm hoping that what we get in terms of fall damage fractures is going to be better than Legacy where minor falls would cause constant leg breaks and lengthy amounts of time just sitting waiting for legs to heal, even with dinosaurs that theoretically should be pretty resistant to fall damage.

The best example I can think of is how in Legacy if you tried to climb up onto the pipes/buildings around the Docks as something like an Austroraptor, something that has feathers to help cushion its fall through gliding, air resistance and the like, you'd be constantly breaking your legs even carefully jumping down off of a moderate height.

Likewise utahs, carnos, and other things would constantly break legs sliding down mild 45 degree hills which was just plain ridiculous.

Yes, if you have something like a T-Rex or a Stego (or really anything not designed for jumping, falling, and sudden ground impacts) fall 5x its own height off a sheer 90 degree drop, there's probably a good chance it'll fracture or break a leg, but I'm really hoping we're going to avoid the legacy problem of a sub Carno going over a bunny hop that's only 1/3 its height and now it has to sit in one place for 20 minutes waiting just to be able to walk around, meanwhile every other dino in a 5 mile radius can see it can't walk.

Size and dino lifestyle should obviously play a part in what would cause leg-break as well (Hypsi, Dryo, Ptera, and Herrera would have lots of fracture resistance, for example, whereas some dinos like Utah, Pachy, maybe Oviraptor would have moderate fracture resist, huge apexes like T-Rex or a Stego would have little fall resistance comparatively).

timber wedge
#

Deino and teno alt attacks should take stam, they are literally better than the primary LMB attack will ever be and deinos is actually quicker...

sly umbra
#

utah needs a slight health nerf. for a 500kg animal 1000hp seems a bit high. 750 or 700 would be better to not make it one shot by almost everything but also not make the small nimble pack hunter be able to shrug off a bite from a jaw thats the size of it.

strong vortex
#

Bit more complicated suggestion then id like to but, by holding SPACE for some dino (without jumps) u can walk diagonally without turning. Basically you would be able to walk backwards as a stego without having to turn so awkwardly.

Extra suggestion: there has been talk about adding a more defensive attack to create a more rock, paper, scissors combat system.
This could be done by giving u a defensive attack while walking backwards which could be something like a counter attack

strange remnant
#

The bleed system could use a minor rework, in my opinion. It should be a lot harder to bleed out after winning a fight, but blood loss should come with other issues.

(A) Make bleed effects gradually stop as you heal, not full bleed until it all suddenly stops.

(B) Reduce bleed rates when still and/or increase bleed rates when active.

(C) Apply the same body-part system for damage to bleeds - tail bleeds should be far less significant that body bleeds.

(D) Make all bleeding slow as you run out of blood, but also debuff all Dino stats when blood is low - slower run, weaker bites, slower HP/break heal, all stamina costs higher.

(E) Remove the whole "Ptera can't fly when bleeding" and replace with breaks for wings.

real peak
#

Considering the Deino is a favourite for a lot right now I might get some negative feed back on this but is this is a survival simulator, I do believe it needs to be addressed, Deinos had and would have a much stronger bite force then they do right now in the game considering its a massive animal that has largely muscles to close their jaw more then open, I would like to suggest maybe increasing its bite force to at least more that of more then a rex considering a rex is estimated to only have as much a s 30,000 newtons of force

Not asking for it to be buffed to the moon I'm just saying maybe add breaks to its bite consider or increase it a notch

merry hare
#

Carno is a bit too good at the whole brawler thing. Carno needs to be strong right now so tenos and stegos have something to fear. But it's still a specialist, meant to sneak up and charge stun prey, not run in close to tenos and stegos and start drifting around them bobbing their head in and out. So I'd say when it stuns a dino (teno for example) it will deal even more damage than it currently does, and the teno will be stunned for longer. Also make charge easier to use. it's janky rn. Anyway, in return for those buffs, carno needs to, 1: bite way slower. Carno bites so fast, if it keeps spam biting a teno after a teno stuns it it is basically a 50/50 for who dies first, if the teno spams fast enough it should live, but the carno needs to land 1 bite before hand and it will win that battle. That's pretty stupid, being able to do damn near as much damage with 1 bite as a dino that takes 10% of its stam to do the same damage. Not to mention the teno can't run from it, that needs fixing. 2: nerf carnos turn speed while drifting. People claim it's a big land carnivore and that's why it's so strong, so why is it able to drift turn after going full speed, somethin needs to change there. and finally, 3: reduce its healing. Again it's a specialist, not a dino that should be able to fend off the same amount of utahs as the defensive dinos. One carno can run into a pack of utahs, start drifting around, deal the same amount of damage to a utah in 1 bite, that a teno would deal with 1 tail slam, and proceed to kill the entire utah pack. Carno is tall, long, and is a bipedal dinosaur, mf shouldn't be able to drift after going full speed. When cera comes to evrima in 2076 carno will demolish it, stuffs gotta change

tidal terrace
#

What about if there will be a server option how much herbie / carnivore can be on the server? I think the ecosystem will work much better if there will be some sort of limits. Often i join in a server where literally 50+ carnos running around. At that point its pretty useless to play with a utah for example. Sometimes i feel i can't play even when i want, because the eco is not balanced. I also know that after a few hours carnos will die of hunger or they start eating each other, so the eco will balance itself at a point, but what about if i have only an hour or two to play, but i can't. And the other side of coin is then that herbie should be fun to play... or a bit more fun. I think herbies are a bit lame because of the eating is not challenging enough. If food source is not unlimited and harder to find ( so sometimes its worth to camp the bush) this can boost up some gameplayes. What do you think?

strange remnant
#

Remove damage when sliding down a hill, at least for quadrapeds. When you start sliding, remove all player movement control and give them a physics skid at the bottom of the hill.

With tree impact damage coming, sliding quickly down a hill should only be dangerous if you get airborne or hit something.

There's spots like south side of croc pond falls where a map developer clearly designed a slide down to the water, complete with skid markings... But using it nearly kills you if you are big.

I put this in balance because it will buff deinos in some key parts of the map where they transit around waterfalls, and big dinos in the hilly areas.

lavish tundra
#

Staggering effect when a Utah dismounts from a successful pounce should be reduced.

Pretty much every dino in the roster except for Dryo or Hypsie have a chance to kill you when you dismount from a target due to the high delay the animation has to recover normal stance, it is a bit unfair as you basically do not have the opportunity to do anything other than await your death.

I understand punishing you for a failed pounce, that is okay.. as it can teach the player how to use the ability in a more effective manner, but being punished for literally doing things right and dismounting from a successful pounce is a little too much. You should have the possibility to dodge an incoming attack or counter-attack people, not instantly die.

So, I suggest:
.- Either reduce Utah's recovery times when you dismount, or
.- Give Utah .15 seconds of invulnerability when you dismount from a target, this time could potentially be enough for Utah to have the chance to run away/dodge an attack/avoid death.. then you could re-engage and continue the fight. Invulnerability would start as soon as you hit the ground, not mid-air or just as you latched-off.

sterile sigil
#

Make rocks more accessible.

The rocks, mainly used by Utahs, can basically never be used as an escape, since they are very tedious to climb. Yes, you can climb up after numerous tries when you're not engaged in combat, but if you try it while being chased by a carno you are almost guaranteed certain death. Utahs should have these spots easily accessible, since they are both slower and weaker than the carnos.

So I suggest; Make a little ledge, very small is enough just so carnos cant get up, and then make sort of a ramp up to a little plateau where you can retreat.

strange remnant
#

This is maybe a pointless suggestion given the upcoming diet changes, but I think it is too easy for deino to live on fish (unless there's tons of deino around) and simultaneously too hard to grab drinkers unless they are impatient, desperate, or noob. We need to make them ambush and drown prey as their primary way of getting food. While there is often food at centre and croc pond atm, that is mostly because deino get into big group land fights and people suicide to them (and cannibalism when they don't). I'd like to see more opportunity for deino to grab drinkers and less reliance on AI/noobs.

There's already plenty of river for people to grab safeish drinks from away from deino hotspots, we don't need tons of shallows around mid and jungle arches too. Drinking should be scary and deino should be hungry, basically. The amount of deino you see at mid just sitting on the riverbank with their mouth open tells you all you need to know.

(A) Get rid of big fish spawns at croc pond, arch river, the end of the river, and along swamp river, or make FG deinos get less nutrition from them.

(B) Get rid of most if not all the safe shallow spots to drink (especially mid shallows and jungle arches) and MAYBE make drinking take longer for some dino

(C) Add some big fish or other aquatic AI spawns for the swamp where PvE or desperate deino can get food if they can make the journey, and to get some population down there - it's too safe for herbis at swamp atm

(D) Long term I'd like to see the main river widened significantly. With upcoming tree impact changes zoning carnos out of forests, Utahs being able to jump rivers to get easy escapes from carnos needs to be reined in some more. Arch river is so much better and more interesting than mid and shallows.

(E) Rebalance deino hunger as required. Real life crocs eat once every couple of days because ambushing drinkers is not a regular, reliable food source

(F) Fix the sprinting underwater making noise above water bug

neon glen
#

Deino alt bite cost stam. Everyone asking for it pls add this in update 4

strange remnant
#

Dinos below half stamina should pant and make noise that other dinos can hear (atm there is some panting while running, but it stops as soon as you stop running and is inaudible to others). It would add some dynamic to long fights (e.g. trying to wear down a teno herd) and make stealth a little bit more interesting after a fight or a long run.

tidal terrace
#

Utah raptor pounce is not really usable at this stage. I hope they will fix the guaranty hit from everything when you are landing, this post not about that.
Bucking drains waaay too much stamina. After bucking utah loose way too much stamina, which makes him unable to chase or if carno flip the coin and start to chase there is no way he can outrun it.
Im not complaining about the mechanic. I think bucking is a good thing, but should be done differently:
Bucking should drain stamina exponentially. Beginning of the animation should drain much less stamina, nearly 0. So utah can cancel it. Hes not really doing a lot of damage and hes not punished by 20% of stamina loss.
Also if you think it, when stego bucking animation begins, hes standing on his rear legs slowly,this should not drain a lot of stam, but when he hit the ground, a huge stam loose can happen. This is more realistic as well and requires a higher skillcap to play Utah.

timid pelican
low garnet
#

Suggestions for balance of the current roster:

  1. Hypsi is supposed to be an animal that can’t really fight back but spits at attackers and makes it’s escape. However the spit is really hard to aim and the camera angle in to zoomed in. Give hypsi a better camera angle and a bigger spit range.
  2. Utah is pretty balanced with pounce being punishing if you miss or lose stamina but when a Utah pulls off a successful pounce they are easily hit when the dismount. Utah should not get killed for pulling off a pounce. So as people have suggested give it a kick off of the animal it’s pouncing that uses stam. Utah also only weighs 500klgs so maybe it health should be slightly lowered from 1000 to 750ish.
  3. Dryo should have a little less bite force and possibly be slower.
  4. Carno is too much of a brawler. Making the charge more useable would make it rely more on its special ability. Making the charge take less stam and get rid of the cool down(it has to be running full speed anyway) but lowering the bite force quite a bit. This way a carno that ambushes it’s prey and charges them is more successful than one that spam bites.
  5. Stego feels to weak for a 5 hour grow. It’s tail jab is to slow to deal with small targets. Give it a backwards tail swipe as an alt attack that does less damage but takes less stam and is faster than the jab. The stego can use the swing to face away from predators and move away swinging the tail(so it could be used while walking) Also stego could possibly be given more health as it weighs 6 tons but that’s a maybe.
  6. Deino needs its alt attack to take stam. It preforms to well on the land for a aquatic animal. Also fixing it’s collision so it can’t faze through dinos and bite there heads. Also since Deino will be a cannibal with diets juvis should be faster and have more stam than adults because right now they can’t really do anything.
    Tenonto and Ptera seem pretty balanced already to me.
strange remnant
#

I have a suggestion to make carnivore/herbivore mixpacks a little bit harder.

Now, mixpacks are very divisive at the moment - some people like them, some don't care, some absolutely hate them. Personally not a fan but I don't think they should be banned or prevented, either. There's all kinds of legitimate reasons people might mixpack - maybe you and your friends have FG dinos if different species and just want to play together, or maybe you are bored of what they are playing and want to do something different.

The issue is that mixpacks are typically stronger and easier to play if done right. For example, a squad of 7 carnos is a great way to control and fight mid, but also can be hard to keep fed if you can't catch enough prey. Substitute a few tenos in, which can just eat grass, and you have all the benefits of a large pack without the drawbacks. Plus combining the unique abilities of different species can lead to some very strong group play.

My slightly janky suggestion is this:

  1. If a Dino is near a species which typically preys on it (e.g. tenos near utahs or carnos) for extended periods they could get "stressed" and have decreased stamina regeneration and cap, or maybe they don't get the usual resting buffs when laying down.

  2. Likewise for predators who are near species they typically prey on for extended periods, they could get an increased hunger rate, making them need to eat more frequently.

Neither of these effects would make mixpacks unviable, but they would even the playing field and be more balanced with your traditional packs.

strange remnant
#

Another minor suggestion. Add ground effect to Ptera and future flyers - flying within a wingspan of the ground gives better glide ratio and more lift when flapping. Yes it's a buff, but it will also encourage ptera to fly low enough to grab...

wind crown
#

report system or kill feed so people have a sense of worry to be exposed when they do degenerate shit in this dog shit community game. soz not soz.

edgy oracle
#

buff utah

glossy sleet
#

Most of my recent feedbacks have just been fueled by salt, even if I do still agree with them, so it's time to stop being triggered, lol

Carnotaurus, it's not broken, it's not underpowered, it's just in a weird spot at the moment. As an animal, Carnotaurus works fine in the current state of the game. Anything it can kill easily is more agile, anything that isn't more agile it can't kill easily. So, what's the problem? You probably already know, but if you don't, Carnotaurus isn't really Carnotaurus anymore

Now legacy isn't known for skill, but Carnos hit and run playstyle, its general fragility compared to its rival creatures and bus turn made it the most difficult to play, it required actual skill to use and was its own thing

New Carnotaurus is just Utahraptor but bigger. Its incredibly fast to turn, the acceleration pre skid makes mistakes rarely go punished too heavily, and it's gameplay is relegated to point and click adventure game. Us Carno gamers have been begging for a buff for ages, but now it's finally here, its way too much

Now Carno being a bruiser dinosaur isn't a big deal as we have nothing else to do that, and Tenontosaurus wouldn't have to worry much if Carno did piss all damage like in legacy, but I think once the time is right we can look at some changes

  1. Lower the time it takes to pick up speed after drifting/make the skid last longer to punish mistakes or to have the same effect

  2. Lower the bite force to 300 or 275 or make bite anim longer, but in turn buff the charge in some way that makes it more effective, whether that's a slight change to the turn speed while using it or less stam drain, not sure, but as an ambush hit and runner the charge should be used

  3. Make it turn worse than it does, it turns at the same speed that Cerato did in legacy Isle, and that thing was a tp machine. Carno should feel like it drags a bit, save Carno from bigger Utah hell

  4. Just fix lag

All these nerfs at once would probs be a bit much, we'll see

pearl yoke
#

so i don't know where i need to ask this, but can one of the dev help me or something I've tried everything but since i swapped my game to Evirma and back to legacy. none of my keys work i can move or anything except for my calls those work but nothing else i cant open menu or my esc button or anything.

winter olive
#

pls disable any attacks from land dinos while they swimming

neon glen
#

Deino alt bite should cost stam. It really dosent make sense for a croc that size to be dancing biting dinos everywhere.

strange remnant
#

Alright since people seemed to like my bleed overhaul, I've got an idea for a scent overhaul. The aim of it is to make scent more useful for tracking and finding prey or avoiding predators without ending up with mass scent spam in busy areas. Part of the justification is IRL animals rely heavily on scent to track and identify other animals.

  1. instead of scent being full strength (bright yellow footprints, smoke effect) for 60 seconds until it disappears, make it start strong and gradually fade. First the smoke effect fades and disappears, then the footprints fade to gray and eventually disappear over around 15-20 minutes. The older a scent is, the harder it is to see and track.

  2. Add scent markings to bushes that dinos move through.

  3. Make moving at slower speeds (Trott and walk) leave footprints which fade faster or (my preference) start partly faded with reduced smoke effect.

  4. Add subtle queues to help differentiate species or major species groups. At the moment it's pretty easy to tell footprints apart, but as the roster expands it's going to get harder and harder. The queues could be subtle shade variations or different smoke effects, for example.

  5. Down the line, consider adding an option for a "Hardcore" server mode where packing up only changes the scent appearance of your pack instead of adding nameplates (could be through unique footprint textures).

  6. Expand the "Pack scent cloud" system to include a red blood effect for areas where a lot of fresh blood has been spilt, maybe a darker red visible at long ranges for areas with a lot of carrion, brown for unclean nesting sites, etc

  7. Make wallowing last longer but also make it slowly fade out, so at about half-wallow you start to leave faded, hard to follow footprints which get stronger as you lose more mud. Bathing etc has a similar effect.

  8. Remove the smoke effect from your own footprints. If you can smell yourself that strongly you need to reconsider your hygiene habits...

tidal terrace
#

I see all the suggestions about footprints, foilage, water, wind or weather. All of them are great ideas, we need them all! But keep in mind that these can end up with performance issues or lagg.

**The TOP priority has to be to lower lagg, desync and zone border issues. **

When the skeleton is strong enough, then you can build more things on it!
I really hope devs are reading all this messages and they have some sort of brainstorm trello where they can sort out all these good ideas!

robust marlin
#

On the subject of balance between land and water dinosaurs, yes a lot of people feel like fully adult Deino is way too comfortable and OP on land for being a water dino but on the flip side, adult Utahs and Carnos are way too comfortable throwing themselves headlong into rivers and ponds to piranha anything smaller than a full grown Deino to death. It really doesn't take more than 2-3 Utahs to spam kill a sub-adult Deino in water, where it supposedly has the advantage.

((Also inb4 the "salt" and "l2p" reactions, I'm not complaining or mad, I'm just saying its not a one-sided problem like people make it sound. It goes both ways))

west urchin
#

idea time!
deinos can use rmb while swimming to latch themselves onto larger dinos and drag them down at the cost of more stam, so they could take down dinos around the size of a stego but only if the "stego" goes into the water.

Example: a deino can't grab a adult stego on the shore but, if the stego goes into the river the deino can grab its leg to pull it under.

this would discourage larger dinos that a deino wouldn't normally be able to hurt from jumping into the water to fish them out.

i hope i got my idea across feel free to ping me in Balance-Feedback-discussion if your confused.

strange remnant
#

A couple of minor changes to the sniffing system:

  1. Magnetosense (compass) active at all times, not just when sniffing. Needing to sniff to use your innate sense of direction is silly. Would be a huge quality of life improvement for Herbivores.

  2. Concussions should mess with your magnetosense, sense of smell, hearing (eeeeeeeeee), etc.

  3. Storms! Lightning! Compass going all spiky and crazy!

  4. Consider letting herbivores sniff while walking in exchange for a nerfed sense of smell. For example, sniffing while walking only shows water/food, or it works like deino watersense (small range while moving, stopping increases range the longer you stand and hold Q).

plush lake
#

Hypsi. Needs. Love. The dinosaur is dreadfully weak and cannot defend itself whatsoever. The abilities it possesses are lack luster and are incapable of defending the creature in a survival situation. The spit is useless outside of trolling scenarios. In a chase, hypsi's main defense is supposed to be blinding the opponent to make a quick getaway into cover. (and trees. hopefully soon 🤞) It is so hard to hit a moving target with the spit that it might as well be removed from the game. There is never a situation where spitting is better than running or stealthing outside of trolling circumstances. A way we could fix the spit is making it into a shorter, wider ranged shot-gun blast that would be much easier to hit when moving and easier to aim in general. The trade off for this easy aim, is that you have to be at close range. Also allowing access to the longer ranged line as an alt input for the spit would be useful for trolling as well. Second, hypsi's other ability. Hypsi's mega jump should not lose half elevation when running. That is a pointless nerf to an already useless animal, and just makes the inclusion of the ability worthless. Third, turn radius. Hypsi's turn radius is absolute garbage, especially considering it's size. Not to mention its large tail feathers would make an excellent pivot point. Hypsi get's outsped by literally every predator. And it cant really juke effectively either due to its shit turn radius. And finally, the camera. I get it. Hypsi should have the perspective of a small animal. It makes sense. But HOLY HELL that camera is so zoomed in. Not to mention its placed on hypsi's hips and not its head. TI_OviQuestion This makes it absolute HELL to keep surveillance on the area or see through foliage. To change this, place the camera on hypsi's head not the hips, and zoom it out slightly. It has very large eyes so it wouldn't be a huge deal either. Devs, please give some love to the spit chicken. Peace

robust marlin
# plush lake Hypsi. Needs. Love. The dinosaur is dreadfully weak and cannot defend itself wha...

Honestly Hypsi probably shouldn't lose much distance on how far it can spit either unless we get a speed boost because its already impossible to out-speed anything that wants to kill us. Raptors and carnos are faster and their bite range against Hypsi feels like utter BS. Even adult Ptera can one-shot a Hypsi. Baby Utah can pounce us and we can't do anything to buck them off. Almost anywhere Hypsi can jump onto, adult Utahs can too, and they insta-kill in one bite.

The only thing Hypsi really has going for it right now is superior fall damage resist letting us drop off cliffs others can't (and there's not that many cliffs), and being able to swim faster than most utah or carno. I can't tell you the number of times I just yeet into a river to get a utah or carno off my ass. The latter, however, either requires there to be no Deino nearby in the water or for the Deino to feel generous. And even if Deino is feeling generous, you'll usually have one that won't eat us next to another that will. So there's that.

strange remnant
#

This is probably goofy and needlessly complex (and possibly unnecessary with diets and hygiene), but what about having a core body temperature mechanic? @subtle barn suggested it for Dienos, but it would be more balanced/interesting if applied to all. There seems to be some debate about whether dinos were warm blooded, cold blooded, or something half way inbetween (mesothermic)... I personally would guess there would be a mix.

  1. Like current day reptiles, have a core body temperature which, if it falls too low causes decreased metabolism and therefore:
    -Decreased movement speed and attack damage
    -Decreased healing speed
    -Decreased growth speed
    -Decreased hunger rate (food lasts longer)
    -Decreased bleed rate

  2. AFK in bushes, especially at night time, causes core temp to slowly drop, laying in the sun and active movement helps to raise it. For Dienos, being on the surface will keep it reasonable, sunning on the shore will rise it further, afk in shade or at the bottom slowly decreases.

  3. Some dinos could be warm-blooded or mesothermic instead of cold and be less susceptible to core temperature drops, however they would also have higher base hunger rates (just like IRL).

  4. Warm blooded or cold blooded 🇵 🇪 🇷 🇰?

  5. Give a future nocturnal hunters the ability to vaguely sense body heat for hot or warm blooded dinos.

lavish tundra
#

I really want to encourage deino players to not just be aqua Rex. So it needs some sort of nerf on land since I feel it should be the way it is in the water being it’s perfect area of attack.

  1. increase the cool down time between bites when on land

Can’t really think of much else to do to it without needing it into the ground so y’all give some ideas on any other ways to encourage playing them properly

finite plume
#

Give stego tail swing attack that does less damage than tail jab but takes less stamina and increase stamina drain on tail jab. Tail jab is such a wonky movement it's kinda odd that such a heavy animal can move like that without exhausting much, and stego needs an attack to use thats lighter and takes less stam like a tail swing to give it some alternatives to it's stronger tail jab. Nearly all the other dinosaurs have a "heavier" and a "lighter" attack, so why can't stego have it too?

buoyant helm
#

Allow pteranodons to take off when bleeding, but make it use a large chunk of its bleed pool and use 2x more stamina.

lean bolt
#

I keep seeing all these suggestions about making Deino's alt bite take stamina, but why not make all alt attacks take stam? Makes sense since your dino is swinging it's body around and (not 100% sure on this) doing more damage than a regular bite. TI_OviQuestion

signal leaf
#

make the deino do a death roll when grabbing something on land or in the shallows, it will probably make it easier for deinos to get through shallows without getting murdered by a passing carno duo

sly umbra
#

Meat chuncks should give 25% food so that they are actually useful, especially for something like say rugops who id assume to be a scavenger, if it only gets like 5% food per chunk there's a better chance of just going in a eating rather than stealing a chunk and bolting

tidal terrace
#

i really hope when they release Diet system and Fractures we are not going to suffer more laggs, desync, or new type of mutant problems 😄

But what about Devs if you frequently change things in the game, so people dont need to wait half a year for an update.
I mean, you have official servers. These servers are made also to improve things and gather data... But i have never seen in my steam library a small update for the isle.

Would be much more efficient in my mind to balance small things while we are waiting on a "big" update.

For example, how much time would it take to change the landing distance for utah? Would it help?? We dont know. Lets test it!
Or change the trees texture a little bit, so we are not frequently stuck in one? Or the pteradon community shouts about "i cant fly while im bleeding" problem?

Please use the community servers much more. You have much more potential in your hand that you are using! Everyone here is to help for YOU....

Crossed fingers that this message will land in front of a DEVs eye!!!!!

indigo ice
#

How I suggest to balance the playables once update 4 comes out:

  1. Tenontosaurus
    Teno is perfectly fine as it is, no changes here.
  2. Dryosaurus
    Dryo should be slower than Utah, but it's dodge should be easier to aim and travel much farther to compensate.
  3. Hypsilophodon
    Hypsi needs a better camera, and a longer ranged spit. Right now, playing as hypsi is annoying, you can barely see anything and spit is almost useless right now.
  4. Stegosaurus
    Stego needs an attack that it can use when moving, like a crowd control sweep. (Weaker than the jab of course) It's tail jab should also use a little less stamina. It has a hard time against Utahs, which it shouldn't.
  5. Pteranodon
    Fine as is.
  6. Utahraptor
    Allow Utah's to jump farther off of prey after landing a successful pounce, at the cost of stamina. This will prevent utahs getting punished for pouncing properly.
  7. Carnotaurus
    Reduce carnos bite force to 250n, to fit it with the small game hunter playstyle better. It works too well as a brawler.
  8. Deinosuchus
    Deino needs some competitors, like suchomimus, to kill juvies and fight the adults. The alt bite on land should use stamina.

TLDR

Teno is fine
Ptera is fine
Deino needs competition and alt bite Stam drain
Carno needs a weaker bite
Stego needs crowd control and less Stam drain on attacks
Utah needs a pounce escape option
Dryo needs to go slower and dodge better
Fix hypsi camera and buff spit
Tell me what you think!

merry hare
#

sooo carno does 30% of a tenos total health, basically 600 damage, when it charges and stuns it. nothing wrong with that. but there is something wrong with the fact that it does that damage when it charges the tip of your tail. stacked on the fact that it can stun you when it hits the tip of your tail. if teno shouldn't be able to stun with the tip of its tail, then carno shouldn't be able to stun me hitting the tip of my tail. and also that is way too much damage, considering it's hitting my tail.

delicate wren
#

I posted this in general feedback but realize it’s better here:

I feel as if there is one major flaw with the hypsi: it’s abilities don’t help it escape from predators. The jump allows you to sit in trees, but any carni, except croc, can just bite you from the tree. Although this issue will likely be solved when they can climb, at least make hypsi jump higher and the trees taller to add a safe place. The spit also doesn’t help, even if you hit the blind, you stay still for a second. This second allows any carni to just keep running and biting and be able to kill you anyway. I have thought of 3 ways to fix this: increase the range, make it easier to blind, or have it not make you stand still. These will allow hypsi to have some counter play towards predators other than running in a bush, while also making the abilities useful.

hazy zinc
#

fall damage needs to be toned down drastically on all dinosaurs. players should not be falling only twice their height as a raptor and losing half of their health instantly, especially with how easy it is to slip off cliffs with the movement system and auto object avoidance.

timber wedge
#

pounce is literally just a waste of stam instead of a main attack atm

like theres no point in playing utah that gets bucked in 2 seconds when u can play utah 2.0... (carno)

strange remnant
earnest robin
#

The dot smelling system! It is extremely hard to pinpoint a single bush in a mass of loads of dots coming from a lot of different directions. This also applies when trying to find water surrounded by a million bushes. I have to really squint to see if it is blue or green. Maybe making the dots a bit bigger would help.

timber wedge
#

carno takes too much damage from its tail, it gets bit on the tip of its tail from a deino and takes alot of damage, same with stego... this is about as accurate as dying from getting stabbed in the toe, utah can take 9 tail hits from stegos swing but carno can only take 2-3? this makes no sense lmao

hazy zinc
#

dryosaurus needs a speed nerf to make it slightly slower than utahraptor again. the fact that dryo is faster than utah ruins the fun of the chase, as dryo is a throwaway dinosaur whos core gameplay revolves around narrowly avoiding faster predators. since dryo is faster than utah now, it makes dryos dodge ability relatively useless and leads to an uninteresting hunt for both parties.

sacred vale
#

Tenontosaurus is in a state right now where it’s really good. Really, really good. It has the best trot speed in the game, and can turn fast while trotting, or in any other mobility state for that matter. It has amazing stamina, and its attacks are extremely devastating due to the stun, yet don’t drain much stamina themselves. Just like carno last major update, teno currently is too overtuned in too many places, and should be balanced to be more in line with the rest of the animals

Change its stamina overall so it needs to be smarter with its attacks

Its trot should be slowed down a bit and be less effective with turning during that trot

Consider how versatile tenonto is in current state while also having the combat prowess to do, well...this

This carno was full grown and full hp, died in one stunlock and couldn’t even escape

lavish tundra
#

Buff Carno charge damage, nerf Carno bite damage and bite speed. It should be a fast runner that flips shit over like pancakes, not a spam biting Rex wannabe. That's it, that's my suggestion.

celest grail
#

I think carno turn rates need to be made significantly wider and the turn-around speed much slower. When bigger carnivores are added like Ceratosaurus and allosaurus, carnos shouldn’t be going toe to toe with them.

lavish tundra
#

Carno doesn't need a nerf.

I want to know the reasons that people want it to be even worse, because from what I've seen and played, carno can't hunt ANY of the small game its meant to at the moment, making it even worse at turning just forces it to hunt bigger game like teno, which as a small game hunter should be the second option for it.

And these same people usually want carno to have a nerfed bite force and at that point its just legacy carno, useless at everything but running away.

Making it so carno can't even juke/predict tenos tail slam is silly, why make carno worse because it can capitalize on a teno player making a bad play?

Carno is in a good state at the moment, it can catch what its meant to with a ambush, and can take on tenos if it plays well.

frank mauve
#

Stego alt attack idea

A faster and omni-directional swing that does take a bit more stam and does less dmg

tidal terrace
#

What about if we can see a small heart icon under the blood icon? So we dont need to hit the character sheet to see how much hp we have?

neon glen
#

Lots of people when trying to kill something, can bug there head into a rock or into the wall of a human building and bite them from the outside. Theres two ways to fix this just make it so that dinos cant stick there head into rocks or walls. Or make it that whenever a dino bites a rock when trying to kill a dino they get a very minor fracture in there head. It would make the game better so dinos dont stick there head into rocks/buildings and bite dinos from the other side. Just like when utar pounces a rock or a tree they would get thrown back jump that but when biting they would stumble back. 1 for the first one, two for second

lavish tundra
#

UTAHRAPTOR BALANCING CHANGES

Filipe on Pachy’s and Utah’s weight:

Pachy is less agile than an utah, but more robust, that is why the weight is subject to change, will probably be heavier than utah

Filipe on Pachy’s weight:

hmm, I would say around 650 actually, we will see
There’s a simple solution to this problem: instead of making Pachycephalosaurus’s weight 650 kilograms, make Utahraptor weigh 400-425 kilograms. In that way, Utah is not pinning shit that is 1000 kilograms in body mass.

Filipe on Utah pinning shit twice its size

well, yes, otherwise pounce juv is useless, you have to account the speed factor on it, imagine being hit by something with 500kg in a certain speed, it knocks you down probably
This is exactly the reason why our lanky and skinwrapped Utahraptor really should not weight 500 kilograms as it does right now. Fast, maneuverable, bouncy, and with a leaping ability, that’s the Raptor our Utah is designed to be, not the 500 kilogram brawler that pins shit 1 ton in weight and tanks Carno and Deino bites. Utah weighing 500 kilograms and having a HP of 1000 is so broken and ridiculous.

This Utahraptor above weighs 500 kilograms. It’s a tanky animal. The Utahraptor below doesn’t weigh 500 kilograms, and is able to go to mindblowing speeds, jump and leap like a fucking cougar, which its real life counterpart obviously was incapable of.

hazy zinc
#

on the topic of utah, its pounce needs some heavy fixing. dismounting a pounce should be MUCH quicker than it is currently. A player dying or taking damage because they landed a successful pounce should not be happening. Also, the pounce needs to be much more generous when it comes to connecting it. many times when going for a pounce, utah will either phase through its opponent, or collide with their opponent and not latch on, leading to a dead utah despite pouncing in the correct location.

as far as utah's health goes, i think it's fine as is currently. it can be taken out very quickly by everything bigger than it, so i dont see any issues with its current weight and hp.

lavish tundra
#

Carno should have a faster trot then teno or only slightly worse.

It's weird that the speed guy, the guy that sacrifices the rest of its stats TO be fast, has a snails pace trot compared to teno, a generalist, which allows carno to get trotted down.

Sure you can avoid it, but I shouldn't HAVE to, I'm a carnotaurus, not a ceratosaurus, I'm not meant to brawl these guys, so why should I be forced to if the teno is really out for my blood, making it faster might be a bit too much, but at least make it only slightly slower, because teno speeds past carno with its trot atm.

I feel like this change should be saved for when other carnivores get added, more of carnos small tier prey items are added and when carno get's its bite force nerfed and goes into more a specialist role.

merry hare
#

I get the whole carno needs to stay strong rn, and I agree, if carno got bodied by teno all the time, then teno and stego wouldn't have alot to fear. But... can't that just be said the other way around. a couple people think teno is OP in basically every aspect, and every thing it does, it does too well. So lets say the devs nerf teno in update 4, and buff carnos stam or somethin. So now there would be an environment where dryo, hypsi, and ptera are all basically troll dinos compared to carno. utah poses very very little threat. utah gets disrespected by carno rn, with carnos crazy high bite force, bite speed, stun, and health. teno wouldn't be a threat anymore cause it got some cool down on its attacks or whatever. stego doesn't 1 shot carnos, meaning they can just tank a hit and go heal, never getting fully killed or punished. which leaves just deino, which i'd hope would get stam taken for its alt attacks in update 4. so deino won't be on land as much. basically carno would be un-killable. Here's my super crazy idea... teno and carno are just fine rn, it's just both sides complaining whenever they get killed. if carno gets nerfed, teno has to be nerfed. and the same goes for teno. Carno and teno are both glass cannons, BOTH capable of STUN. both able to deal really high damage. and both mobile. just in different ways.

edgy relic
#

Don't make Deinos preferred food cannibalism. Rewarding Deino cannibalism isn't gonna curb the deino overpop problem, it's only gonna make it worse. Deinos already kill each other in masses, sometimes not even for food. Allowing them to achieve their maximum growth rate by just eating each other would be disastrous. You're literally making them self sustaining.

Growing deino currently is already ridiculously easy, and this would only make it even more easy. Instead, make Deinos preferred diet any land dino that is in lunge weight range. This would be beneficial in the following ways.

  1. Deinos have to actually use their ability and learn to ambush if they want to fulfill their diets properly.
  2. Makes growing harder, as juvi deinos now have to hunt for food in their own size range instead of bumming off of adults.
  3. Increases competition between adult deinos since lungeable dinos are smaller and give less food. This stops deino megapacks from surviving by zerg rushing stegos and solo deinos.
  4. Coincidentally, lunge range dinos also happen to be carryable corpses, rewarding deinos for risking trips on land to steal kills from land predators.
west urchin
#

I think utahs pounce should take less stam to use initially, you should be using most of your stam to hold on to the dinos not activate the attack. and it's not like you don't get punished already for missing a pounce by how long it takes to stand back up.
also, it makes no sense that a pounce takes more than twice the amount of stam as a regular jump like is it that hard to throw your legs out.

unkempt lagoon
#

is there going to be any kind of faction pop limit on servers? like 25 humans, 75 carnis, 100 herbis kinda thing? theres so much content planned I'm concerned there's not going to be enough server population to fill all the niches unless the servers go up to 300 people or something. A server thats more than half humans would just turn into pubg.

merry hare
#

it isn't a super big deal since uwutahs don't really use their alt attack as much. but why does a 500kg agile dino use 5% of its stam to perform an alt attack when teno, carno, and deino dont. again since uwutah isn't a defensive dino, making it take stam isn't as vital and balance changing as somethin like making teno claw attack take stam. but it just seems a bit daf

lavish tundra
#

I have a suggestion to fix Dryo's dodge
It's implementation so far has been lackluster and is mostly at times a detriment to use in a chase.
I think what they were going for was sort of like a Dark Souls dodge to time at the best possible second to escape the clutches of it's predators when in a pinch.
Though with it removing your momentum, a weird unpredictable direction, together with the absence of I-frames. It simply isn't worth it's salt as a mechanic.
My idea was is that what if we repurposed it's dodge to be more agility based rather than a leap. When a Dryo is running at it's full speed, it can briefly change directions on a dime without losing it's momentum. Which it would stay running at it's max speed. This would come at a cost for the trade of stamina ofc. Think of it like a less extreme version of the Legacy Galli turn, where'd it burn stam harder and faster depending on the spam use, like the Utah jump. It would be predictable and a proper tool to escape pursuits against faster predators if used with optimal timing. I got this idea from watching an arctic hare being chased by a wolf and it used it's greater agility to weave and eventually escape.

lavish tundra
#

Carno charge needs to be more useful than just a stun. Your a carno who can hunt down everything smaller than you due to your speed. What use is there for stunning your prey if you can already catch up to it

I think that it needs to consume way less stamina, deal some bleed damage from the ram and just be more powerful than the bite when your ramming into something with 2 sharp horns

strange remnant
#

The current strategy of using kamakazi baby utahs to prevent big dino bleed healing (or wallowing) feels like it shouldn't work, especially for something the size of a stego. It's particularly strong when carno packs start doing it after you kill a couple and are in a standoff with the rest.

Others have suggested giving stegos a low damage wide AOE attack to deal with small stuff, but I think that's more of a band-aid fix. There are a couple of solutions I can think of:

1️⃣ Make bleed injuries more zoned, so getting your ankles bitten doesn't stop your head from clotting. Provide this info on the HUD. Something like this may already be happening behind the scenes, but I can't be sure.

2️⃣ Reduce the ability for very small things to bleed very big things, unless that spot already has a healing bleed - a baby Utah probably couldn't even get through the hide of a stego or deino, net alone deal actual injury (unless it had pounced in the same spot an adult already had).

3️⃣ Scale the effectiveness of bucking based on relative size. A 6 ton stego should shake off a 5kg Utah easily, but a half-grown carno should struggle with a FG Utah.

4️⃣ Make sure the wallow bug gets fixed - walking along a river bleeding out and unable to wallow despite having the prompt is maddening.

5️⃣ Maybe add trample for big dinos in combat with itty bitty ones? Seems like a great way to squash your own babies though. Not sure about this one.

merry hare
#

lower stegos grow time a tad. all stego has to do is face the wrong direction in a fight with a deino and its dead. deino is easier, safer, more afk friendly, and in most cases the only thing deinos have to fear for most their lives are other deinos. stego has to fear every carnivore. has to travel to dangerous locations for food, and tbh is just weaker than deino in most ways. if a deino gets seen by a carno while growing, the deino can just chill underwater, no problem. but a stego would just be a lil chonky nugget. also why in the hell is deino so fast. this mf bout as fast as stego, and deinos legs are tiny. thats like stego walking into the water and swimming as fast as the deino. i'm not asking for a huge growth change, but stuffs gotta change there.

median creek
#

I would like to trigger the thought that for a short while now, the Carnotaurus has had a stamina when running, as if I were storming by my self out of my front door and running to the next bus stop. After that is finito.

smoky axle
#

Not sure if this has been said yet but....
1️⃣the glitch where utahs can pounce up onto a carno or teno after they successfully landed a stun attack needs to be fixed in update 4.
2️⃣on the subject of Utah pounce, their pounce should be taking the same amount of stamina their normal jump does. They aren't doing anything noticeable different other than keeping their legs up.

lavish tundra
#

Carno uses up way too much stamina with not only its ram but also it’s run. So adjustments to that would be nice

I should be able to run away from a big group of tenanto I know I can’t fight but then die because they have so much more stamina than me.

hazy zinc
#

utahs need a way to escape from a pounce from another utah. the fact that raptors can basically instakill each other with no way for the pounced player to escape is insane.

glass totem
#

Why can tennos outrun a carno???
Like there no escape if your out in the open, you just slowly lose stam then die
very fun to experience as a carnivore thats main thing is running🤮

merry hare
#

make walk a sort of crouch/silent movement for quadrupeds. whenever you walk as a teno/stego/deino, it looks like they are being much more delicate with their feet, not smashin em into the ground. but it still sounds like a damn giga is walking towards you, just slower.

regal shuttle
#

it would be nice if the footstep sounds were looked at.
right now juvie stego is near silent on mud, loud when walking on grass but quiet when running, a tad bit loud when walking through the jungle and it sounds like a tenonto or carno when it sprints through the jungle. as a fresh spawn it weighs roughly 150 kg yet it sounds as loud as 1-2 ton animals in some situations but quieter than a 20 kg hypsi in others.TI_Wheeze
not sure if this happens with any other species, i just noticed it the most with stego.

delicate robin
#

Nerf deinos grab so you can escape it but it would cost a lot of stam like how pachy will have a pounce counter

sacred vale
#

For carno it’d be nice if it’s charge was more rewarding to use. A successful hit should allow you to drift to a stop faster to capitalize on the time the target is down, instead of skidding a few meters in front of it and having to run back and waste time. While skidding to a stop after a successful hit, the knockdown mechanic still applies to punish things trying to bodyblock. To accommodate for this charge buff, a slight bite force nerf should be given to overall change its kit from slightly less bite oriented in exchange for a buff to its charge that rewards those who can use it. Change the bite force from to 350 to 300-325

hollow ridge
#

Im gonna put it simple, nerf carno. To call this dino a "small nieche hunter" is laughable as right now it destroys everything big and small.

lavish tundra
#

I feel like if Carno is to be a small game hunter and have conetition with cerato I feel carno needs a damage nerf and a health+ stamina buff. It’s not good to run from stuff if your hunter is just catching up to you (tenantos) this way in case carno does end up in a fight it can escape if needed without dying instantly with its bad bite force

lunar osprey
#

Ptera suggestion:

The running take off should lower the amount of stamina it takes to fly upwards for a short time after taking off. Why? Well the running take off is only really possible on the ground where you would need to gain height. While the jump is better for just leaping off of rocks where you are already high up. I know the running take off has been bugged or whatever for a while but i think this would make the running take off actually worth doing over the jump.

hollow forum
#

Nerf deino and game is balanced. edit legit suprises me how many people actually think deino is balanced understandable if ur a noob 😄

merry hare
#

give hypsi a little alt attack where it sorta swipes with its little claws. it will make hypsi really fun, and if compy or pteras land to fight it, it can do somethin. doesnt have to do much damage, but i see the little guy has some claws, figured he might be able to slap someone with em

ivory bay
#

I'd like to propose a change to Tenontosaurus' attacks. Specifically to swap the stamina cost and the damage output of tailslam and the kick.

As it is currently the kick is the attack that's much harder to land and its only use is really as an offensive tool where you run after some opponent and try to roundhouse kick them to apply the CC setting it up for a flurry of the tailslams that dish out the real damage.

Meanwhile - the tailslam itself which is realistically the best defensive tool Tenonto has in its arsenal is easier to land, yet costs far more stamina. Decreasing the cost of it along with its damage output would make Tenonto less vulnerable to animals that attempt to bait out its stamina and allow it to act less conservatively with its tailslams while simultaneously making it less capable of taking out its opponent before the CC wears off.

This would make it so that Tenonto's fights would last longer, both making Tenonto less prone to running out of stamina while letting it use its trademark attack less sparingly. At the same time it makes it less capable of combo-ing other animals to death, since Tenonto would have to first apply the CC and then use its kick which would now be the highest damage attack on a target that's already CCed(rather than having it run around spamming the kicks willy-nilly, hoping that one of them lands on its target).

This shows an example of what I mean by Tenonto taking out other animals with one combo. This should most definitely not be happening:
#balance-feedback message

lavish tundra
#

Bruh can somone fix the issue of utahs to be able to pounce things from the front and back. i got pounced at the tip of my tail and i died because the utahs pounce is so incedibally broken.

A Utah shouldn't be able to pounce on the face of a Dino with horns. Plus the fact Utah raptors can hit the tip of my tail and than teleport directly into my side is broken

delicate wren
#

After playing hypsi for a while, I have noticed 2 main drawbacks that stop many people from playing it: its mobility and its abilities.

Hypsi turns about as fast as a carno, which means you can not out maneuver anyone. What is the point in playing the smallest dino if raptors can just run circles around you? To fix this issue, either increase its turning speed, or buff its abilities so the limited mobility balances out. I believe the devs went for the latter, but its abilities don't help the hypsi escape from a predator at all.

The high jump is really only useful for getting in trees, but only crocs can't reach you in those trees. Maybe when climbing is added this will be fixed, but until then the hypsi's jump is useless. To help this issue, either allow the hypsi to get to higher spots in the tree or make the trees taller and hypsi jump higher.

Lastly, the only thing hypsi is good at, is its spit. The spit is hard to hit instantly, especially against a carno or raptor. However, even if you hit it on your pursuer, you turn around. This means to run, you have to turn back around, which gives the predator the ability to just keep running and biting and kill you anyway. The spit is only useful when you are paired up with something like a teno or a carnivore, which you can blind your target to allow your teammate to kill when it tries to clean the blind. A good way to fix this would be by making the spit less risky, but give less reward. Such as making the spit like a shotgun: the hitbox is much wider and easier to hit, but the blind slowly fades away. Also, make it not turn you around so you can still run after hitting it.

You may not agree with my ways to fix the dino, but you should at least agree that hypsi needs some help to not just be a troll.

TLDR: Hypsi needs either a mobility buff or a ability buff to make it a viable dino to play because its just a troll atm.

dense viper
#

So after playing a long time the isle and enjoying it of course I noticed something that makes players quit for the day or even stop playing for a while and that is the CANNIBALISM . I started thinking about it and I came up with the idea of creating some kind of caves or tunnels for the small dinosaurs or medium ones to hide in so they won t get eaten by the big ones . (evrima servers)

marsh skiff
#

Regarding the new supposed speed nerfs I'd like to suggest AVOIDING nerfing the speed of the younger dinosaurs too much, if at all, so that they can now have a slightly better time evading the adults of their species, or keeping up(helps virtually every single dinosaur outside of maybe Pteranodon because well....flying is always fast, regardless of your size.. though that leaves Hypsi in a weird spot admittedly).

https://media.discordapp.net/attachments/833885664008732672/872656947462176838/unknown.png

low garnet
#

Give stego a normal swing as an alt attack. Stego struggles with smalls because it’s attack is so slow. Yes if you time it well you can hit smalls but it needs a more reliable way, especially if Utah is getting a better dismount. (I agree with the dismount changes because Utah shouldn’t be punished for landing a pounce and always dies when pouncing a stego in update 3 but it should still have a chance at being killed. Basically whoever reacts faster.) The swing should be a quicker swiping animation that doesn’t lock the stego in place (so you can use it while walking)
So basically stego has a more powerful, but easily dodged tail jab that uses more stam and a tail swing that is less powerful but is quicker and can be used while walking.

elfin goblet
#

Based on what I've seen from Filipe's stream, carno is getting a pretty great buff next patch with a FAR faster alt attack at the cost of stam. While carno def needed improvement in this area, the stamdrain is way too low for this kind of slow-turning animal, and may make carno even more oppressive than it already is, becoming a powerful brawler along with a smallgame hunter. My suggestion is simple, increase the stamdrain for the upcoming altbite, that is, if you don't plan on reducing its powerful biteforce. I like carno's role as a fast, bull-like dino that can be countered by flanking it, I really don't want it being even stronger than before and make it a near-unkillable force.

warm pewter
#

Seeing how dryo is pretty fast I think it needs a speed nerf or just a nerf all together expect health. Dryo needs to be slower so that it can be more fun to play, since it's so fast it's just played as a troll. Even though carno can outsspeed dryo is super agile and can easily escape it. If dryo was a bit slower and had a better DODGE it would be easier to catch it as a utah or carno but the better DODGE will still make it challenging.

Also, nerf dryo damage it does more damage then ptera, with a small blocky head it should be more running and dodging away from predators

Lastly , dryo needs a hunger nerf. Ik in real life dryo was pretty big but in ervrima it feels pretty small, anyways dryo have to eat like crazy because you can grow without eat or drinking, this could maybe make dryos diet more common and easier to fine and could be a grazer eating mostly grass, like alot, so much so that u have to eat every.......3 minutes as a baby? I guess same with drinking water.

robust marlin
#

I've been trying to think of some way that Hypsi could be helped out of the rough spot its in without totally breaking it in a similar manner to Dryo's buffed speed.

While I do think letting Hypsi move a bit faster would help it (as would being able to climb), I also noticed Hypsi has a problem similar but opposite to Utah's pounce teleporting to another dino's side.

That being, other dinos can bite you from some distance away and still hit you, and you basically just teleport into their mouth because of Hypsi's hitbox.

Unfortunately for Hypsi, this is an automatic death sentence since most things kill us in one hit, so there's really no chance at all of counter-play and as far as the current roster, Hypsi is pretty unique in that when compared to other full adult dinos.

I was thinking back to some of the old Hypsi concepts, and thought what if instead of just automatically getting body-chomped, if a dino is further behind, they grab onto the tail and Hypsi has a chance to break free with a bit of struggle, but loses a few of its tail feathers along the way?

Also if a dino wants to body-bite a Hypsi, they'd have to either work together with another carni while holding on or let go of the tail and risk losing their meal.

Over time they would grow back, but it would give Hypsi an actual survival chance, plus you could visually see if something might've tried to take a bite out of it recently.

misty oar
#

Suggestion to balance deinos sonar ability:

Currently, all creatures ping up on the deinos sonar at the same intensity, at the same distance. This is drastically favouring the adult deinos, as both the juvie and adult will ping each other at the same time, and by that point it's all over for the juvie.

It would be nice if smaller creatures would show up on the sonar at a lot lower distance compared to larger creatures, and their pings would be a lower intensity (less particles?). This would help juvie deinos have a potential counterplay for the cannibalism which is intended for the species, as they would be able to detect the larger adult deinos first, and find a place to hide as it passed over.

Likewise, a brachi wading through deep water should probably be pinging up at a larger distance and with a much higher intensity than a fresh beip hatchling which is going for its first swim.

hazy zinc
#

Reduce tenontosaurus turnspeed when it kicks while moving. Currently the kick attack is more useful for hunting carnivores rather than actually defending itself. Herbivores in general should have attacks that encourage defensive gameplay, not offensive.

spare apex
#

Add sounds and ripples on the water when underwater deino send something to the chat. Otherwise, they are imbalanced.

dawn tundra
#

Another Hypsi suggestion to help make it's spit a little more useful instead of a troll mechanic. When bitten in the tail and surviving the bite, the Hypsi could automatically turn and blind it's pursuer playing a quick animation similar to the image in it's concept art. This ability would still drain hunger and also wouldn't be usable as a troll ability because the difference between receiving a tail bite and a body bite is not something the hypsi generally controls and is more often than not a lucky near miss for the hypsi. This would let the hypsi utilise it's spit in a defensive manner and also isn't game breaking as it only activates on tail bites in which the hypsi survives and a body or head hit will still kill the hypsi instantly. https://cdn.discordapp.com/attachments/778350260027129865/873460393270472744/unknown.png

eternal dirge
#

so i play a lot of deino and i think deino is in a pretty good spot, i think they need a buff on the oxygen timer, anywhere from 45 seconds - 2 mins longer would be nice i think, it can simply be an option for perks too if buffing it outright seems too strong. but in my opinion they need more time under water

misty oar
#

It would be nice if there was some consistency between the weight and the health of a playable. It seems strange, inconsistent, (and very unbalanced) how a 500kg young stego has only around 1/3 as much health as a 500kg utah. And less health than a 120kg dryo!

It would also help alleviate the 'legacy syndrome' that some juvies are still suffering from. Where the best option is to simply afk in a bush while watching a TV show, as you're completely helpless against animals of a similar size and weight.

lavish tundra
#

Okay so as a Magy enthusiast I want magy to be great and I have ideas on how to balance it seen as people think it will be under powered and that makes sense so here I go with my idea for its balance. Magy will have a neck slam/swing ability knocking over small predators and dazing mid tiers, anything under a half of magy's weight will be knocked over by the slam/swing but anything above that and below magys full weight at the time dazed for 2 seconds meaning they cant move. This would give magy the chance to A: get some small damage or B: get running. I dont want magy to be a fast creature but a slow and high stam one meaning if a apex gets the jump on it, it cant survive but if sensed early it can get running and out stam the apex. Also the neck slam would do next to no damage and use 5-10% of its stamina. also the ability being availible at all stages of growth just based on weight! like previously mentioned

tender dagger
#

Nerf Stego. Me and my friend, was casually walking around as deino (full grown both of us) and he comes out of the bush, we tried to head back to water, he killed us both with 2 tail slaps. just do something about this bullsh't

analog patio
#

Ok, im no QA tester but how In hell a PTeranodon is Capable of being the Biggest treath for a Stegosaurus (lived)
There need to be a Change because of how hitboxes allow them to be the biggest Treath towards Fully grown stegosaurus because of how broke their Hitboxes are. At least give stego the ability to aim higher in the sky because Without this Ptera can kill litteraly anything outside a Utah.

There need at least to be a hitboxes change to allow people to not be harrased by blood thirsty pteranodons

jovial marten
# misty oar Suggestion to balance deinos sonar ability: Currently, all creatures ping up on...

Adding on to this suggestion, different dinosaurs could get bonuses or penalties to their detectability by sonar. Semi-aquatics for example might be more proficient swimmers that make less noise than terrestrial animals when swimming, allowing them to more safely traverse water and avoid deinos.

You could also add perks that change things up. Maybe you could have a stealth build that allows you to be much harder to detect on sonar (with some cost to attack, speed or maybe even your own sonar's range to balance it out). Or perhaps swim speed bonus perks for deino come at the cost of higher sonar detectability.

fierce parcel
#

I just saw something about dryo being nerfed pretty bad. Why was it nerfed? It was already fairly weak. It can't fight and now it's going to be much less effective in running away, even though that's the only thing it can do. Is there any good reason behind that? Because that seems like a bad decision to me.

haughty fractal
#

I think that ptera getting a damage nerf is a little bit unbalanced. The poor thing can barely kill young dryos, let alone slightly sizable utahs or carnos (20-30%) that it may be attacked by.

winter olive
#

the new update is.....iteresting.... my raptor cut himself on grass.... anyone else notice this?

terse atlas
#

I appreciate the balances for babies such as deino hatches having little effect on adults such as utahs, but I don't know if I can agree with any of the adult carnivore damage changes. For instance, ptera is unfairly treated in the standardization of damages when its place in the game before seemed fairly comfortably met before. I also feel the extreme lack of ability to kill carnos with utah's base damage is a bit unfair in most packfighting scenarios due to them being even more fragile against adults now.

dense lotus
#

Ok, I am not going to test this further.... no AI spawn = no food = starvation. Maybe as k your QA team to conitnue this, but I am not wasting my time anymore. Bad update

twin breach
#

buff utah pwease , that´s all im gonna say. uwu

hollow ridge
#

Make health scale better with growth, right now as your health cap increases it just looks like you are slowly taking damage

main kayak
#

Utah feels like it´s nerfed into oblivion: It´s slower so it has a hard time with darting in, can´t use bite effectively anymore, barely does bleed with pounce (a full grown carno barely got down 1/4 of its blood pool by a full pounce while trotting and walking), there are 3 different stagger animations that mean literal death (missed pounce, scrape-off by trees and fall-off by bucking) and you get oneshot by carnos charge, tenos tailslam, stegos tailslam and a deino alt-bite...it´s getting to a point where it feels comparable to the legacy utah that didn´t even had a pounce. A shadow of its former self. Idc about Utah in specific, i just want pack hunts to still be possible and viable without sacrificing half your pack. We will test this further ofc but this is the first impression after playing it a bit and watching others play it.

glossy sleet
#

Just killed an entire pack of like 6 utahs as one Carno while my frames are acting up, I'm barely below half health, most of it was pounce damage, devs what the fuck TI_Wheeze

maiden rose
#

I can’t really do anything he agree above. Deino Carno stego all get some form of a buff, but Utah’s just get smashed into extinction “again”.
Seriously though it’s bad I hit a baby deino 3 times and it didn’t die when I was full adult.

frank mauve
#

Suggestion for Stego:

I feel the healthbuff was unnessacery for stego, it wasnt really what its need

So i suggest an alt-tailattack for stego:

-costs more stam than a regular tailattack
-less damage
-omni-directional
-faster
-useable while walking

ivory pilot
#

Good job DEV with this new update, now the Stego is to overpowered than before. And an other think, whats the point to nerf the Ptera, like if he was already strong ?

autumn shoal
#

PLEASE undo the speed nerf. The intensity of fights and the fast pace of the game is what set apart the isle from all other games of its kind for me.

The intensity and difficulty of raising felt difficult, challenging and great last patch. I grew everything to adult multiple times and each one was difficult to grow except deino which was great.

People think that easier=better. It just takes the excitement and struggle out of the game. Please undo it.

tender dagger
#

Please devs. I'm begging. Do something with Stego. Its just way too overpowered. It was already but now, its actually unkillable. And Deino really struggles. Not just againts Stego, literally everything. Its just way too slow, and ppl are not gonna go near water. Deino is just way too weak :=(.

Reason: Stego too op. Deino too weak. (considered to real life)

gleaming thicket
#

Body debuff to herbivores (+carnivores?). Lower their damage depending on how large the body is (weight).
The damage debuff would fade off after 5 minutes. The debuff would be gone in around 3 minutes if it was picked up. (Would not count if the debuff is just centered around the area that the body dropped.)
The debuff area, if it's centered around the place of death, should be enough that if a body were to drop in the middle of a river, that carnivores would be able to drag it out and be able to safely eat.
I saw in past messages that it was talked about as a a way for carnivores to troll herbivore players, if the carnivores could bring the body with them to weaken herbivores they want to hunt. If there was just a debuff around the area where the body dropped, this wouldn't be an issue.

The reason for area-concentrated body debuffs to herbivores (or carnivores) is to lower the amount of body guarding done by overprotective or downright KOSing herbivores or carnivores. The carnivores would get a slightly lower debuff due to feeling "satisfied" that there's an edible body nearby. This would make it fair to both the herbivores and carnivores to stop KOSing in that area naturally.

Basically; Area-of-death-concentrated damage debuff, for carnivores and herbivores, to control and lower KOSing.
Area of death - Place where the body dropped, not where it was picked up and carried to.

This would also probably be a server setting kind of change, so that server owners can change up how long the debuff lasts/how much damage is reduced, or if there would even be a debuff at all.

🙇

plucky sequoia
#

i like the new utah but his running spin is a little bad and his bleeding is really bad when i pounce on a meat my size i cant knock him down

I think a buff would be cool

sonic sage
#

i think utah is way too weak now...

low forum
#

Question: why did Ptera and Dryo get a damage nerf? Both were fun being troll creatures. Now they can only be played as spies or spectators. I heard Utah got a nerf too, been playing it yesterday and we had a pack of at least 5 adults, then we found ONE adult Stego and we could not bring it down because he was standing in water for minutes at a time! It was almost like legacy again were apexes like rexes did the same. I know they call it tactic but we all died because when we went for the stegos head he teleported us into its back/tail and instant death! At some point we thought he was cheating but the pounce is just sooooo risky.. and now Utah had that nerf, im not sure if anyone will ever want to play it again unless you do something about the Steg by releasing another bigger carni who can kill it more easy, or something is done about the layout of the riverbanks. (Sorry for the wall, typed it on my phone)

hazy zinc
#

Keep in mind that i don't have very much experience with the current update yet. But so far it seems that stego has too much HP, specifically in the sense that deinosuchus and stegosaurus fights go on for way too long. Combine that HP buff with the universal bite nerf, and it seems that stego is sort of unstoppable, especially with deino's bite nerf. I feel like this is dangerously close to the path legacy took, where smaller animals were nerfed and larger ones buffed for no reason. If the gap between large animals and smaller ones is made too great, then we will have the same issues we did in legacy.

sweet hound
#

Please, for Utah’s sake, buff the bleed damage of its pounce. It seems to be a useless tool against hunting larger game than itself. Not to mention it’s mobility needs to be increase just a bit so it has a better time against carnos, especially it’s alt-bite

sullen wedge
#

You guys are balancing the game like people who had never played their own game and dont know where the real issues are

frigid ridge
#

Utah needs less fall damage maybe, falling about 1 1/2 the hight of your jump decreases half your hp and ive died by this too many times
As a dinosaur that imp already needs a couple buffs, at least allow it to benefit by jumping to lower places say a carno cant take the fall from?

twin breach
#

I just want to ask yall: Should a good, experienced (or basically any other pack hunting dino) utah pack be able to take down an apex? I´m not saying 1 shotting it but rather knowing how to bleed it out or going for some cheeky bites. I personally think good packs would be a nice way to keep the apex population balanced so we dont have like 40 apexes roaming around the map like in legacy, and it´d be a nice challenge for the apexes/ and big herbivores. I just think packs should be as dangerous as 1 apex and not just some utahs but an actual threat

zealous comet
#

I'll add a little into shadowmind's suggestion, In real life everything was afraid of everything, some less than others but at the end of the day It still has a very very small chance of a really good player getting a bad player, maybe not on rex against utah, but say 4 utahs against a bad rex or ya know cough cough 4 utahs against a carno, carno should def be dead.. also 2 utahs should be able to kill a tenonto with a pounce(full), not do only half

Quit debuffing utah, it's already dead

celest grail
#

Don’t add quetz.... only because they found an even bigger pterosaur... add that one instead TI_LUL EDIT: I was proven it is infact a tiny bit smaller. The internet lied to me TI_Trollge

vale dock
#

So, atm ovi has nothing going for it, and I feel it will just get bodied by everything. Which kinda makes sense, as ovi isn’t supposed to be a brawler. But I had an idea for something that could make the ovi more viable. What if ovi could have a tail swish attack that would kick up dust (think arks concavenator but much less extreme) this attack would briefly blind whatever creature runs through it, for about 3 seconds, and it wouldn’t need to be rubbed off like hypsi spit, just enough time for the ovi to get a bit of a head start in the chase. The dust cloud itself would last for about 2-5 seconds, and would disappear when a creature runs through it. Another thing this cloud could do is hide the ovis footprints for about 4 seconds. This tail swish would take up about 10% of stam, to prevent the ovi spamming it.

misty oar
#

I've got to say I really like the new balance changes, at least on a surface level. It finally makes the smalls feel like smalls, and the large animals feel big and powerful. This now opens up so much more room for the mid tiers to have breathing room. Having weight and health relate to each other ensures that similar sized animals will contest each other more fairly.

The issue now is now that balance is much more where it should be, it highlights the fact that we have two near apexes sitting in a roster full of small tiers. Now everything has stats that actually suit them, there are huge gaps. Nothing can contest deino and stego, and the only thing utah can solo is dryo and hypsi.

Maybe pachy will help give something closer for utah to fight next patch, and I'm sure the problems will vanish as the roster gains more playables to fill the gaps. But in the meantime people might struggle due to the lack of anything at comparable sizes to each playable. Hopefully the addition of pachy, galli, dilo, rugops, and mono over time will smooth out the experience for utahs wanting to play in low numbers, by giving them creatures much closer in power to themselves.

edit: also I love the speed nerfs. It will helps the animations seem so much more natural, rather than being forced to move at highway speeds.

solar dust
#

I have yet to re-buy the game, but I feel like Deino should have a stronger bite, but with more "endlag". It's a croc, it might be better to give it a damage buff, but a DPS nerf. Also is Carno bite still as strong as a Utah's?

severe flume
#

The Devs have done a pretty good job with balancing the creatures in this hotfix. I like the changes a lot as it helped to solve a lot of the many problems in the prior updates. Most notably the nerfs to Utahraptor were done pretty well. It was an excellent decision as it was too overtuned before. The adjustments to its stats help place it into the more reasonable category of Low tier hunter, now having to rely on bleed and be patient when combating larger animals. This allows Utahraptor players to play smarter than before and think, rather than mindlessly biting a 6 ton animal the next time they think they're hot shit.THINKMARK

vital plaza
#

i just over ate as a tera- 75% hunger, caught a fish, and vomitted. its way too easy to over eat and god, its annoying.

hollow ridge
#

The utah nerf seems very overtuned. You fixed pouncing but you nerfed its damage and bleed making it just as unviable as it was before. Not only that, you nerfed its health by 50% making missing a pounce an even more deadly, aswell as nerfing its damage considerably.
The pounce kickback is a really good addition however with all the other nerfs, utahraptor is just not a viable dinosaur anymore, especcialy with the amount of carnos roaming around.

wraith bronze
#
  1. hee hoo rubberbanding hee hoo you know it

  2. tested out utah for a few hrs now, and i dont see any problem with it, i can freely survive on my own and in a group. hunting works, staying away from dangers work. so idk whats all the fuzz abt.

  3. sounds are whack.
    its either like wallow, sitting, sleeping etc. being obnoxiously loud, or ambience still going bonkers every now and then. there were moments at night, ambience was pretty good imo. night should feel eerily calm. those moments passed though, with sounds of animals overlapping over each other. just wish those calm moments would be more in ambience.

plucky sequoia
#

Why the hell utah turn like a bus now. I tried to escape a carno and i couldn't because of it. Fix it please

lavish tundra
#

I think the argument works in reverse in this case
It's not that people want a quick and easier fight as Utahs
It's that people wanna have an easier time against them so they won't have to deal with them
Surefire counterplay already existed beforehand, and Utah's struggled in fights against Carnos, Tenos, Deinos if they slipped up or they used the environment to help
Utahs took a modicum of timing and juking to play as their low hp was already a shadowing anxiety to them as a lot of the roster were capable of heavy hitting
QA's takes have been dissappointing from a mechanic design viewpoint

craggy fern
#

I like that eating takes longer, but make bodies provide more food.

As an 81% Utah I took out this juvie Steg, ate it in one sitting, and it provided me with only this much hunger gain when I was previously around 30% hunger level. A body this size should provide far more food.

signal junco
quiet wasp
#

Utah honestly is in very bad spot rn it seems overall a worse choice play as compared to the other dinos im not a stat maker but I do think utah needs a buff bleed isnt even much and even legacy utah seems be much more playable then evirmas utah is.

edgy relic
#

Don't force weight and hp to be the exact same. I have no idea why this was done in the patch, but it makes no sense. These mechanics have entirely different purposes and shouldn't correlate to eachother so identically.

Weight is a value deciding how your dino interacts with various special mechanics (lunge, pounce, etc) and HP simply governs your dinos tankiness. Forcing weight to directly mirror hp is an arbitrary rule that's only going to make balancing harder in the future.

There was basically no reason for stego and deino to get huge HP buffs of 2000 when they were already evrimas tankiest dinos. The power gap between large and small dinos is being widened, and at this rate we're just gonna see a return to the imbalances that plagued legacy isle.

rapid marten
#

I feel like I’m just repeating everyone else at this point but I think if enough people are heard it will gain attention.

Utahraptor is now a nearly useless hunter. I understand you’re trying to promote the whole “pack hunter” idea but it’s absurdly unfair to nerf it based purely off of the assumption that there’s going to be a ton of them. Utah already had very little going for it and got bodied by just about everything in the game if it wasn’t careful, all this update has done has made it so that there is quite literally no room whatsoever for error. No one is going to want to play a low tier predator if they’re effectively useless. I’m not saying make Utah able to 1 v 1 a Carno or anything, but as of now it feels like you just get punished for playing Utah with how easy it is to die and how useless any bit of damage you can deal is.

You get the idea, that’s about it. If you’re trying to populate a server of only big beefy carnivores and the largest of herbivores, then keep up the work, you’re definitely weeding out a player base here.

plucky sequoia
#

I think utah has to drop animals up to 600kg if he pounces running, he doesn't drop this carno that is smaller than him

hollow ridge
#

Realism will allways be a bad argument for game design. I felt like the devs understood this, untill they made utahraptor only able to take on dryos and hypsis, making them very booring/unviable to play

plush lake
#

The hypsi buffs in the latest update are extremely appreciated and very well deserved, however they are still not perfect. I feel as though hypsi's high jump is in a relatively good place now. Even though it doesn't quite reach its full height while running, it is a vastly greater improvement over what we had before. Possibly increase just a bit more to attain perfect running jump height. It doesn't quite have to be the full height of the standing jump, but it should be pretty damn close. The buffs to the spit are also extremely appreciated. The amount of hunger it drains is completely fair and you can actually spare quite a few spits before you are entering starving territory. The increased range is also quite nice as well, however the ability is still absurdly hard to use in a fight if not more so than it was before BECAUSE of its long range. Instead of changing the ability to become more defense oriented, you have now made it even more of a troll ability as now it can fire from double the distance away. A way to fix this is to by default make the spit be a shot-gun ranged cone ability that blasts the acid in a large spray at the target. Similar to a skunk except the liquid is being sprayed out of the other end. If you wish to snipe the target, you can gain access to the longer ranged line via holding alt and rmb. Finally, the turn radius. Hypsi's turn radius and skidding is abysmal. Hardly being able to out turn a utah. And its not like hypsi is extremely fast either. If there arent any cliffs to high jump into and you are being chased by utahs as a hypsi, you cannot escape unless you wallow and hide in the bushes. Which is usually not an option. Hypsi's tail would make an excellent pivot point, and its turning should be buffed

twin breach
#

I personally think a pounced utah shouldn´t get stunned when it gets dropped off at a tree ,it should rather just drop and be able to run. Since bucking/ramming utahs into a tree should be more of a defense mechanism. I´m fine with getting stunned for running out of stam bc smth bucked u off, if u dont have the timing then it´s a justified death, but just running into a tree? I mean skillful players would be rewarded for having the timing and unexperienced ones would be punished.

meager quarry
#

stegos secondary does not register anymore when the target is behind it or half on a different side, you clearly hitting it but no dmg at all , its completely broken now, pls revert the hit register back

dense lotus
#

Ok, so today I joined Official server EU 1 and gave it a try.
Yesterday, I tried to hunt Dryo AI and had to stop twice to regen stamina. Unfortunately when I had full stamina, lost track (not sure if AI de-spawned) and finally couldn't find any AI = death by starvation.
So I am worried if little ones can hunt at all because the running and having no bite force makes it seem impossible. However , today I started new carno, I saw Dryo AI, got in crouch and closed the distance. However the dryo never did anything then walk a bit around allowing me to bite him many times. So this time I was lucky. Not sure what would happen if it started to run again.
Was able to grow further. You definitely noticed the fact you become bigger, more speed and use of stamina becomes a little bit less, but still for a dino that has always been portrayed as high speed with endurance it does not feel so: stamina is drained too fast.
Also the hit cost when sitting and getting up on stamina is to high. Not even understand why that should cost anything, but this is also too high.
(like 1/4 drop of stamina just by getting up on your feet....)
I was attacked by 2 young steno's while I was already like 40% and was killed .... just turn the tail ans slam...once, twice dead.....that's not fun. That's superpower. There should not be a one-kill-all attack or defence.
Food value feels a bit on the low side, but I noticed yesterday that AI despawned quickly. However, today it felt more as before.... I must have more bites, less food in stomach but at least no de-spawn so I could eat the whole AI.
So does little feel little ?yes, it does.
maybe to hard nerved for chasing a dryo which seems to happily run and jump around for ever
Does bigger feel bigger? yes it does
But does it feel like the carno (high speed + endurance) as "advertised" on WIKI ? No, stamine cost is too great.
Was not able to get into fight except with the two steno, but we know steno is overpowered

robust marlin
#

Running around today now that rubberbanding seems to be fixed, I just gotta say, I'm loving seeing lots of stegos, tenos, and dryos. Not much has changed on Hypsi population from what I can see, but not surprised since it has a measly 20 health and sad to say the precision spit still isn't quite cutting it on counter-play. I'd rather have a short cone-shot than a long precise shot, and also a better camera angle since all you can see as Hypsi is a sea of grass.

In terms of Species Population Balance however I think this is one of the better updates Evrima has gotten. Not perfect, but better. Diet isn't even out yet, but I have to actually travel a significant distance to find herbi food already because there's already competition for bushes, and there are actual herds running around the map on Officials instead of just 1-2 lone herbis.

I know people are going to continue to whine and moan about Carni nerfs comparative to Stego and Teno, but I hate (not really though) to inform people that 5 herbis and 95 carnis on a map is not game balance. People seem to actually be playing herbis more and that's a good thing imo.

The game has needed a better carni-herbi population balance for a long ass time and right now its actually getting it.

timid pelican
#

dont listen to the malding utah mains
the balance changes in this patch were very needed

sullen dock
#

Utah is very trash

lavish tundra
#

This makes no sense

Pounce is really bad
Utahs are in general bad

split rampart
#

I definitely like that Dryo now has more risk to it and is easier to catch, but I worry it may have been a bit too much. Did some testing earlier as Dryo trying to escape a Utah that would ambush me, only one out of three times did I manage to escape and that was when I saw the Utah from a really safe distance away where ofc he wouldn't catch me. The Utah should definitely be rewarded for getting close, and the Dryo punished for not being aware enough, but it wasn't quick chases, they were very long. The Utah was able to track me perfectly fine in jungle from Swamp to Center, and it even continued after we both ran out of stamina, and Utah's trot is faster than Dryos trot making it just impossible to escape at that point.

I think Dryo could use either a bit of a speed buff, or stamina buff, alongside it's dodge ability being made better ofc. The main issue with the hunt now is Dryo is unable to safely make enough distance between it and the Utah to get to cover or find mud to wallow in, the chase is able to go on for too long until the Dryo has run too low on stamina and has too few options. I was tracked for so far and for so long because he snagged a single bite on my tail that caused bleeding, and since we are the same speed and my stamina was nerfed allot I just could not make distance to wallow. I'm not sure how Dryo is supposed to be able to escape predation now. I juked, I ran, I used foliage, tried everything but distance could just not be made and my stamina was what would end up killing me.

I think Utah v Dryo should be comparable to Cheetahs vs Gazelles. The Utah has to get as close as possible, and when it launches the ambush it needs to catch the Dryo as soon as possible. If the hunt goes on for too long, the Dryo should be able to escape the Utah with it's stamina or speed. A slight speed buff lets the Dryo make distance if the chase goes on for too long, or instead a stamina buff allows it to outlast the Utah if it is able to survive for too long

dense matrix
#

Utah is essentially incapable of surviving on it's own. I understand the intended direction that the devs want for utah is a heavy reliance on pack hunting, but the ability for utahs to survive at all is incredibly low. Carnos destroy utahs in open fields and nothing a utah can do will change the inability do deal enough damage to deter a carno, especially with how much slower they are. This isn't a bad thing necessarily, carno should be faster that's the entire point of carno, however utahs growing or full adult rely on dryo ai to survive without a massive group of 8+ utahs to hunt larger game. And since the few dryo that do spawn on the map often spawn in fields this forces utahs into the jaws of carnos whether they like it or not, they simply don't have options. Utahs can't keep enough pressure on a target to properly bleed the target out since they deal negligible damage, and even then it would require a large group to apply that pressure. When utahs are reliant on a food source that puts them in a vulnerable position in which defense is impossible as well as escape (unless you're literally on the treeline) it cuts down on their numbers to a damning degree, and this prevents them from utilizing the one and only benefit that they are designed to have right now, numbers and pack strategy. You can't take advantage of edges that you can't access, and unfortunately utah is so phyiscally weak and slow by comparison that it cannot survive to form a pack.

edgy relic
#

Stuns and knockdowns were needlessly diminished in this patch. Teno tail slam and Carno charge straight up oneshotting Utah makes them less interesting mechanics. Before they were already essentially oneshots if a Utah got hit by them. The major difference was that the Carno/Teno had to have the skill to capitalize and finish off the Utah before it could get up and escape, which gave these creatures an extra facet of depth.

Personally I enjoyed having to stay on top of this aspect of combat when I played Carno and Teno. It was also more enjoyable on the Utah side of the fight, as messing up and getting hit by these moves didn't mean an instant loss. At this point it makes me question why knockdowns were even coded if small dinos are just gonna get lawn mowered by big ones.

limber saddle
#

utah nerf is in my opinion garbage and makes playing one not fun

timber wedge
#

Stego is literally invincible and utah is boring...

rustic bear
#

I feel like you did Utah good as what it is meant to be : an animal soloing small preys that are similar size or very large animals such as Hadrosaurs during long hunts by exhaustion.

The only thing I have to say for current imbalances is to rework the roadmap and look for new palaybles that can fill the gape power of the current playables, like Acrocanthosaurus, Pachycephalosaurus, Gallimimus and next mid tiers mile Allosaurus, Maiasaura, Styracosaurus and such animals. So the large ones have a possible predator and Utahraptor has some preys.

People just need to understand that Utah isn't good at hunting mid tiers, Stego is an anti flankers and current mid tiers are anti mid tiers, Deino is an aquatic not taking down large animals on land (so not a Rex or Giga). So, the only need are new playables filling the game.

steady pier
#

Yeah I’m no longer interested in playing as Utah after this nerf. It’s bad because it’s my favorite. I know everything got nerfed but seems like Utah took the worst. I understand that they done it to encourage players to use their special attacks instead of just run around and bite, but here’s the carno still fast asf and able to bite and go all over the place. Not to mention it’s less agile now too….

celest grail
#

e d i t: After some discussion, I've come to the conclusion that its just the utah is made out of paper and its not the carnos fault FinnScream

forest prawn
#

Utah is just a Compy with a diferent model

terse atlas
#

I know this will sound stupid but I really don't know why dryo needed to be nerfed to 1/7th of its original bite force. I don't even think that's enough to kill a juvie utah in less than 5+ bites. Before dryo was annoyingly competent at defending itself from young carnivores, now you want it to just run all the time from everything? Why should dryo even be able to attack if that's the case? Dryo was in a perfect position in the game before, fast grow, escapes chases, and can kill young/baby carnivores who are hunting it.

lavish tundra
#

It feels like QA are being contrarian for the sake of being contrarian
The reactions of the community are displeased with the state of the game say for a select few changes
For Utah's the amount of difficulty/conditions it now takes is much higher for it to respectively fill it's niche. Just to bring down moderately sized prey in the ecosystem
Stego's may have it easier and the collision fix helps, but I'm certain players much would've preferred it getting a secondary tail swipe attack to deal with fast predators rather than just a raw stat boost. It's less interesting.
I can't fault Hypsi since tree climbing isn't in yet.
Though from the raw data from the tests so far. It's disappointing, and I hope the feedback for balance is reconsidered or the process is reevaluated aside from the QA team. Say for example, a new branch of QA that focuses specifically on balance testing

fringe cedar
#

Great job on Utah, it’s finally being pushed into being the strategical and patient predator it’s supposed to be. Attrition hunts with a pack are fun and relatively challenging instead of it being an instant lose/win like Update 3, and solo play will be much better with the addition of various small ambient AI critters for it to hunt. Death to the starter dino Jack of All Trades Utah, in with a Utah that requires skill and patience to be used to its full potential and a pack animal like it’s supposed to be, while still allowing for more casual solo players to survive with the upcoming expansion of prey items and use the Terrain and mobility to their advantage to escape predators that absolutely should and do dominate Utah. A 450kilo scrawny agile animal should not be able to take on a 1.8ton speedster easily.

With that said, I do recommend a speed and/or agility buff on Utah. Inertia hit it hard in a place I think Utah should focus on, being able to outmaneuver larger opponents, which it doesn’t do very well as is evident with the dozens of feedback posts complaining about Utah now.

sweet hound
#

Utah Balance Conclusion:
Over all? I like it. There’s some additives that went a little too far (such as agility, and turn-speed), which I desperately want fixed, but hoping those get fixed.
Utahraptor, the way I see it, is a frail wolf. Hunting in packs is it’s specialty, aswell as teamwork, which allows it to bring down bigger game than a small dinosaur could normally. Equipped with powerful claws and bleed, it can take down it’s prey overtime, and as a team, each member racking up bleed with their pounce and quickly dismounting to rest up and prepare for the next attack. It seems to almost have gotten there. With a few tweaks, it’ll be much better.

  • Inertia: Decrease this slightly. There’s no reason a frail Dino should be poorer at agility; that sets it up for failure. It needs to be able to dodge attacks properly while on the move, making up for it’s lack of HP.
  • Biteforce: Increase this a bit, to atleast 75-85N. Hear me out, with 55N, it takes about 32 body shots to kill a carno, and 21 headshots (this also isn’t with carnos regen, either.). If we increase it to 75-85N, I’ve listed the numbers here:
    75N = [Bodyshots - 24. Headshots - 16]
    85N = [Bodyshots - 21. Headshots - 14]
    Any of these numbers would help Utah tremendously, not just against Carno, but Teno aswell.
    But, don’t give Utah a health buff. It takes a Carno 3 body shots to kill a Utah, and 2 headshots aswell. Increasing the healthpool would also mean increasing the weight, which also means Utah can PIN bigger creatures. If you increase it to let’s say, 600, that’s 3 hits to kill a Utah and ALSO 3 hits to kill a Utah with HEADSHOTS, and it can PIN A ALMOST SUB TENO. Let’s not.. do that.
    Lastly, decrease carnos charge damage, and Utah is in a better spot.
    I’m hoping these will be taken into effect. Thank you.
eternal dirge
#

so i noticed the deino oxygen change and i must say deino oxygen feels good now, i dont find myself needing to come up for air and exposing myself from an ambush right when a dino finally approaches the river anymore

indigo ice
#

I feel that Utah's health is slightly too low, or its mobility is too low.

Or I was fighting really bad Utah players, but it didn't seem like they were able to dodge my slower attacks, and they can't take them well anymore. What do y'all think about the Utah changes? I'd like to hear what y'all got to say

vital plaza
#

teno feels really stale now.

as an agile, on its toes, and very mobile dino, taking such a hit on its stamnia really just makes it fall flat. it relies on its stamnia after all- to move around, run from threats, and defend itself. with how fast it depletes and slow it regenerates, it really defeats its purpose.

i get that it had too much stamnia before, but now it feels like it has too little- or it depletes way too fast. most tenos i play with agree that the dino quite literally sucks now without its stamnia and they spend more time sitting regaining it than they do moving around.

as a herbivore who has to travel to find food and overall, avoid the mutitude of carnis, it really makes it 10x harder, especially when your stamnia cant back you up if you're found. and with the fact diets are right around the corner and require a lotta travel for herbis on a god knows how big of a map-- its going to be awful.

i dread playing teno anymore because of how bad its stamnia is. its stale, boring, and lost its shine that made it fun and kept it p much alive. i rather sit in a bush and not move or travel like the dino and game is intending me to do.

grave jetty
#

I've got a good 17 or so hrs in the new update playing the with the "reworked balanced dinos" I've got 600hrs on evrima and 700hrs on legacy an this seems to be the most drastic balancing they've ever done. We all understand that the game is supposed to be a survival simulator but with a scary fun competitive side to it.
However the dinos have now been balanced in a way that separates them too greatly in my opinion, in turn taking the fun out of playing some of the dinos.
It's not fun as a pack of 15 Utah's going after 2 carnos an killing them to survive anymore because you've lost over half the pack, an now they're logging off because they don't have the time to grow another dino. It's not fun being a stego because now nothing will even come near you. It's not fun landing as a pt an killing 4 baby carnos that don't stand a chance. It's not fun to lunge as a croc now an watch something you setup not fall into place, with the speed nerf an the hitbox rework its too hard to execute now.
Deino irl was supposed to have a greater bite then the trex! An in battle with a stego now, well your ods arnt looking good...
What's it gona be like when Trudon is added? Is a pack of Trudons gona even be able to take on a Teno with these kind of stats??? What would a shant or murder turkey be like? Or the spino, giga, trike an so on.....
We get that it's a realism game but I feel that the devs have forgotten that it needs to be a fun competitive game too, not one where you grow for hours an die with a bad taste left in your mouth an then consider playing another game NO!!! We want.... to want, to grow again but I really don't feel like growing again.
I hope I'm not over reacting to this with update 4 coming which might have an effect on the current status of the game an make life fun on the isle again but hey that's just maybe me. Let's see what some others think?????

gloomy swallow
#

My friend and I were carnos (about 90% grown), both the same size. I died from a fall and my friend ate my body while at 0% hunger. He only got to 95% full from my entire body which was the same weight as his. The amount needed to fill you should be in the middle ground of what it was and what it currently is because having to eat more than your own weight if dying from starvation is unrealistic. AI seems less available now so that in turn also causes frequent starvation to be a major issue at this current time, especially with how quickly you get hungry. Please find a middle ground for the amount of food required to fill up as starving so quickly, and all the time, isn't enjoyable. I'm not saying it should be super easy, but it should be possible to have a chance to survive at least.

hazy zinc
#

This screenshot is my health as a stego after a carnotaurus bit me once on the head. So there was a damage multiplier being applied to the carno's attack. This is incredibly low. I get that stego should be a powerhouse, but taking this little damage from a carnotaurus bite to the head is absurd. In total, it takes 15-16 HEADSHOTS for a carno to kill a stego. Obviously a stegosaurus shouldn't be carno's primary target for a meal, but even so the amount of headshots required is incredibly excessive, especially considering stego's tiny head. As a stegosaurus, or any herbivore in general, it is fun to have carnivores attempt to attack you. With how stego is currently, none of the predators that could bring it down last patch can currently do so (with the exception of utah), resulting in a bored stego player and depressed carno//deino players. Something needs to be done about this.

merry hare
#

there is alot you could complain about in the last update, but atleast things were fun and really quite balanced over all. sure utah didn't deserve 1,000 hp, but now it's weak. teno was in a great place balance wise, felt fun, playable, and fair. now teno is dry, weak, and there isn't much of a reason to play it. carno seems to be the best mid tier by quite a large margin right now. but that doesn't even matter as much cause there is no reason to play anything except for the apex's. I came to evrima because i wanted to see something other than rex's and gigas at every corner. the apex's in evrima weren't literal gods. but they went and made them all gods again. not much of a reason to play anything except stego, deino, and carno. everything is so broken right now. wtf

twin breach
#

night takes way too long, 90 Minutes night, 30 minutes day.

hollow ridge
#

I think we all agree, this update made evrima significantly less enjoyable to play.

wraith bronze
#

utahs nerf was needed. period.

frank mauve
#

utahs nerf wasnt needed. period.

peak crescent
# wraith bronze utahs nerf was needed. period.

utah was in a good-ish place in my opinion it needed both nerfs and buffs but now its close to unplayable keep in mind i havent played the newer balance fixes but i do knew that utah was not over powered half the pack should not have to die just to fight one stego I understand that this game is in development and it is a realism game but there still needs to be a fun element to this

sweet rivet
lavish tundra
#

If you actually think Utah was balanced before the nerf, you are objectively wrong. Utah was extremely strong even without pounce, because of it's speed and agility. If you were struggling to survive as a Utah, you were just a bad player. Utah needed a nerf very much, However I would probably buff his bite to atleast to 80N, 55N definitely feels a bit weak-ish. Anyways, Utah needed nerf. (and a dismount fix, wich we also got)

thin bay
#

balance wise this is the worst update i have seen so far. i like the idea of slowing down every dino. it changes (imo positively) how the game feels. but as other people have described already, the pvp experience is just garbage at this point.

lavish tundra
#

So this may or may not be an unpopular opinion but carno needs a Stamina Buff for a couple reasons

1: how is it that if I’m Carno the fastest creature in the game I have such bad stamina that I can just get run down by two tenantos and even though I’m fast it doesn’t matter in this situation and I can’t pick or choose this fight I die if I fight or flight.

2:If I’m trying to be in the open fields hunting dryos and stuff it’s not exactly supposed to be an ambushy spot. I’m supposed to run around and be able to chase down my prey.

Aka for a creature that’s supposed to be a small game hunter it’s pretty hard to do that when you have ass stamina and can just be hunted down by packs of Utah’s or tenantos

Edit: also if you want Carno to use its ram then please just lower the amount of stamina that’s used for the ram it’s horrible and I never wanna use it when I already have bad stam I don’t wanna waste a bunch of it on a ram I barely use

hazy zinc
# lavish tundra So this may or may not be an unpopular opinion but carno needs a Stamina Buff fo...

to improve the above suggestion, i'd recommend buffing carno's trotting stamina regen by a very sizable margin, rather than improving its stamina drain while sprinting or charging. This way, carno fits perfectly into the "sprinter/assassin" niche by having fast stam drain, but at the same time can quickly and easily recover that lost stam. Lessening the stam drain on the sprint is overall unecessary because carno still functions fine as a sprinter, and carno's prey needs a chance to escape. Lessening the stam drain on carno's charge would just lower the charge's commitment, and the charge should be a high commitment, high reward attack. Improving carno's trot stam regen would give him a much more active playstyle, which is something that the fastest terrestrial animal in the game SHOULD have.

twin breach
#

Idea for the new bleed since it´s nowhere near the one described in the roadmap: You can stack bleed with attacks/special abilities ,for example 1 carno bite fills ur blood drop to lets say 5%. The stages of bleed are the following: Blood drop filled to 50%: You slowly really slowly start losing stamina and your stamina regenaration also gets slowed down. Blood drop filled to 75%: Your speed decreases slightly and you start taking damage over time. (2 times slower than starving/dehydrating).Blood drop filled to 100%: You collapse and stay unconcious for a decent amount of time (5 minutes maximum).

If you have reached a certain threshold of your hp you also might die because of the bleed damage.

The lower your stamina is the faster you lose blood since your heart has to pump more oxygen through your blood and body to keep your organs and limbs healthy and functioning.

The bleeding damage should just be a safe lock so that herds or pack members can´t just merge around a collapsed target and defend it until it wakes up. That´s why it starts later so you can´t just bleed out things after you got some bites in like in legacy.

Locational damage should also affect how much bleed you lose.

Remember, it shouldn´t be like in legacy where you just get some bites in and bleed your target out, stamina drain should be really really slow and give teno ,for example which heavily relies on stamina, a time window to fight its attackers and if it doesn´t use that time window well, then it´s doomed.

Overall the bleeding system would impact active combat more instead of it being just a problem you´ll have to deal later with.

What do you think about this?

vague star
#

Ptera feels a lot more challenging now that there aren’t free fish spawns everywhere. Having to scavenge for food is certainly more exciting. Some kind of alt bite attack would be nice though if fishing is essentially going to be removed.

empty glen
#

utahs nerf wasnt needed. period.

timid pelican
#

utah nerf is great, it does need some changes, mainly to its agility, it should still be able to dodge some attacks

left cargo
#

Idk who’s idea it was to nerf juvis, if anything most people I’ve talked to said juvis need buffs, or at least mechanics or stats to make them interesting and fun. The only juvi that got any complaints was Utah, and yeah assholes spamming a juvi to apply bleed after they die is annoying, but that doesn’t justify throwing them all into the middle of the road and watching 5 semis run them over. PLEASE for the love of god buff them so they aren’t the hugest chore to play.

sullen dock
#

in general i think the utah pounce should rather drain the opponent, but currently it makes almost no sense when the pounce has almost no difference to other carnivore blood damage. Pounce should be the main attack from utah. Every carnivore has a different playstyle, and the playstyle from the utah is to bleed out the opponent rather than biting the opponent to death, i mean the bites from utah don't do much damage, and if you pounce someone the opponent can just hold E and the pounce doesn't have a effect at all,and you already have no chance against the opponent as an utah because you dont have another way to do much damage, maybe the person you pounced should spam E and the faster you press the button the less damage you suffer and the utah loses stamina, or you have to time it when you have to press the button, because everyone can just hold E. And the utah pounces the opponent on the upper half of the body where all the organs are. And it makes more sense that such a pounce bleeds the opponent much more than a normal bite e.g. from a carno.

And right now i don't see a point to play as utah, because you die like in 2 sec and it doesn't make fun at all

runic token
#

I don't know why Utah players are complaining this much about a nerf that made Utah use it's actual kit more, its supposed to hunt in groups and use it's pounce to bring down larger prey, solo Utah is a small game hunter that uses it's pin and normal bite to secure easy kills, which is literally what this update accomplished, I also don't understand the complaints about teno, it can still dodge carnos charge, and honestly destroys carnos much better than it did in update 3, the only big change was it not being able to endurance hunt carnos, this patch was needed, and is overall a great patch, it made the animals feel much more real instead of each one being overly fast and having unrealistic turns.

The only bad thing is that fps effects turning inertia, so sorry for you people that have 30 or less fps, have fun with your Utah turning like a carno TI_Troll

main kayak
#

Everyone that states that it´s good that Utahs now have to use their "special ability" and "endurance" to hunt, has not tried to pack hunt in this patch. Pounce is still totally unviable as it gets negated by:

  1. Bucking: Having your complete stamina taken away in 2 seconds while your prey item loses no stam at all, leaving you defenseless and unable to apply dangerous amounts of bleed.
  2. Scraping off: Any prey item that´s close to trees, rocks or any other solid object is practically unpouncable and therefor unkillable since your bites don´t do enough damage to make even a scratch.
  3. Standing near water: Any prey item that´s close to a water source can just put it´s toe into the water and viola, you can´t pounce it anymore. You just bounce off and die.
  4. Missing Pounce: Yes i know, gid gud...but if you do miss (and it happens), you are stuck for 2 seconds and therefore are dead in most cases.
  5. Having Friends: Ever tried to find a prey item that´s solo? Right, cause they barely exist. Nearly every herb has friends to help them and can easily use one of the above methods to have you killed by them, since you either have no stam left, miss one pounce, get scraped off or just bounce off and therefore are unable to move and die.

So please, for the love of god, play utah a bit before you start spewing stuff that´s simply wrong. Combined with the speed nerf, the unchanged hunger drain, weight/HP correlation and turning inertia, it´s just a bad balance decision all around and I ask myself who came up with this and if it was even tested at all. Thanks for reading!

limber saddle
#

the problem with the Utah nerf in my opinion is that yeah sure it encourages to hunt in packs and it does make the gameplay more challenging but because of the nerf, there are significantly less people playing as Utah therefore finding a pack is close to impossible now. I've encountered so many people playing as Carno and so few Utahs that playing as one seem futile to me. And whenever i do find one they are a juvie with lack luster stamina that makes hunting out of the question especially since we have to rely on pounces.

sweet hound
# main kayak Everyone that states that it´s good that Utahs now have to use their "special ab...

As an opposing point to explain why the Utah nerfs are good:
Bucking: It takes approximately 7 seconds to fully drain your stamina when pouncing. Personally, I would like bucking to be nerfed a bit, so it’s atleast 8-9 seconds, but that’s just me. If you conserve your stamina and pounce for atleast 3-4 seconds, dismount, and run to rest, you’re good.
Scraping off: It’s still kinda the same as before these balance changes. Pounce the opposite side of the prey (side that’s not aligned with the tree), and dismount if it tries to scrap you off. The point is to rack up bleed and forcing them to wallow.
Standing near water: Pounce the side opposite to the water, and if it decides to turn so you’ll dismount into the water, dismount quickly so you’ll land on the river bank, and run off. I do agree that the “toe-anti-pounce” bug should be fixed, but that’s about it.
Missing pounce: self explanatory. You’re fucked.
Having friends: The point of herbivores is to herd up to help protect yourselves against predators. Let’s take stego for example. Herding up means they can survive what most cannot. Utah’s can still take out herds, by bleeding out specific members. It’s the same as it was before the patch; you could still be taken out while hunting herds. This patch is no different. The point is to not waste your stamina. If the prey starts bucking, wait a couple seconds to rack up the bleed and dismount, leaving the bleed process to one of your pack members.
All these methods players use to stop Utah pounces can be prevented by playing smart.
Bout to get bucked off? Dismount so you don’t get throw to oblivion.
Bout to get scraped off? Dismount.
Bout to get thrown into the water? Dismount on the riverbank or just don’t pounce yet.
Herd/Carno member about to scrape you off the other member themselves? Dismount and run. Leave it to another member.
Utah takes coordination and teamwork, and that’s how it should be.
Just decrease Utah’s inertia and it’ll be balanced.

wise nexus
#

Make it so deino is the fastest at 0% being sprint, trot, and walk on land while the slowest on land as 100%. This helps with adult deinos just walking down baby deinos. So at 0% juvi deino would be idk 25kmh(not actual stats just using for example) then at 0.2 or whatever is the next growth in the growth tick it’s max speed it 24.9. Then at 99% it would be 15.5kmh then at 100% it’ll be 15kmh (again not actual stats). There problem with bigger deinos trotting smaller deinos down is fixed.

smoky lichen
#

buff utah

sudden drum
#

Deino should be able to grow some Moss on his back the older/bigger he gets to blend in better if there comes Moss in the River like in the Swamp. And i know a Adult Deino cant grab a adult stego to drown it but wouldnt it be nice if he could draw the dead stego body backwards back into the water? And if they add storms will there be that the Water level rises?

warped ridge
#

Realism does not equate fun for a game. Revert the Utah's changes please.

hollow ridge
#

Nerf carnos group limit to 3. Its absurdly unfair that carnos has a pack limit of 5 while utahs only has 8 when 3 carnos are more than capable of taking on a full utah pack.

sacred vale
#

I’m gonna let the dust settle before asking for any major balance changes now, but utahs nerf was good. I would maybe consider improving its agility/inirtia when running

hazy zinc
#

Make getup animations from wallowing substantially quicker. Being locked in an animation should've ended back in 2017 when eating animations with preset durations were removed.

elfin goblet
#

If two utahs pounce one creature greater than their own weight and the creature's weight is equal or less than 900kg (assuming both utahs are adults), this pins the target. This scales with the weight of the utah and the amount of utahs pouncing (up to 1800 with 4 utahs all pouncing at once). Helps focus down on more pack-based focus and gives utah some utility when it comes to taking down slightly larger enemies.

tender jetty
#

For me the new changes encourages dinosaurs who are not fully grown to just hide all the time. I liked Evrima a lot more before. It encouraged you to actually play the game in an active way.
Now growing is less fun, since all you can do is hide. So it ends up with me and my friends growing our dinos individually during the week. Then we play together as adults during the weekend.
Before this update we'd have fun growing together as well. But growing is now just afk time untill your water/food levels go low.

Also making the gap bigger between stego/deino and all other dinos seem like a bad idea. They were already gods of evrima. Now even more so.

Utah needed a nerf, but I think you overdid it. I'd say the hp of utah should be increased to somewhere between 600-800 hp.

One thing you did well with this patch was the 10% speed decrease to all dinos. That was a good decision..

In every other way the dinosaurs of evrima now feel more boring to play especially in the growing phase, and I feel encouraged to AFK camp - which is not good gameplay.

At adults the bigger dinos now seem even stronger than before. Where it used to be a more even playing field.

Just my opinion.

Ps. I went from running 80-160fps evrima pre-patch. Now I run between 40 and 120. The game feels a lot rougher, less smooth and poorly optimized now.

robust marlin
#

If HP and Weight are tied together then so should weight and food gain from eating said animal.

A Hypsi should be an easy, quick meal but only provides a small amount of food. A Stego should be a herculian effort to take down by the current Utah and Carno, requiring skill, time, and coordination, but it should be also be literally worth its weight in meat and could feed a large variety of carni animals.

IRL, if a wolf pack takes down a moose for example, chances are they won't be able to eat it all unless its a massive pack, and it helps provide a meal to other carnivores in the ecosystem as well, like big cats, bears, foxes, ravens, et cetera that might pick up the left-overs.

Would be nice as well if things like stomach capacity could be better factored in, as I'm not 100% sure which one is dictating food consumption ability right now. As someone else said, a carno eating another carno equal its size shouldn't walk away still needing more food. Its stomach physically is only so big.

If balance or not having enough food difficulty is an issue even after diets, adjust accordingly for things like metabolism. A mostly small-game hunter like Carno should be able to fill up fast, but likewise would lose hunger fast as well. Encourage it to be active and always looking for the next snack.

Conversely, give Utah packs a much higher hunger decay tolerance and allow them to go longer between meals, but have to fill up a lot more food once they do get a meal, if you're trying to make them hunters against big dinos like Teno and Stego, to allow a Utah pack to actually play patiently and take their time taking something down, but make the reward worth it.

Also, with the state Utah is in currently, this will make it so if a Utah pack does manage to take something big down successfully and something bigger like Carno or Cerato manages to bully them off a kill, it won't be an automatic death sentence via starvation.

ebon sentinel
#

I feel like Utahraptor is a Carnivorous Dryo species atm, with the only option to run away from everything and cannibalism its only species… Instead of nerfing the Utah consider buffing the Stego growth to 3 hours and maybe give it a small nerf in damage!

vague star
#

Pteras are a lot of fun now. I just ate two Utah babies and a juvie.

misty oar
#

Food values for bodies seem far too low currently. It's taking your own weight in food to fill up, and you're getting less food on a hunt than you spend. And as they're giving so little food, there is nothing for the animals trying to scavenger like pteras and baby utahs too.

The only bodies which stay are those being used as bait by deinos.

sudden drum
#

Deino was good before the patch for my opinion. Speed on land was ok and the distance with the speed boost underwater and the Lunge out of the water was also good with the distance he could jump but now its kinda short. But its not set in Stone so mabey they buff him a little bit again. And i think his Biteforce could get a little buff because its a god damn Crocodile and these things are now known to brake bones easely and crack shells from Turtles i dont wanna know what the Deino could do.

terse atlas
#

I have a little over 20 hours with this patch and over 1.3k in the game overall, I unfortunately have to say I played Evrima every day this summer until today.

I'm not sure how to be brutally honest here without sounding like I'm lying when I say: I don't think I've had more than 20 collective minutes of the fun that would keep me playing Evrima before this patch. The game across the board for every class (except maybe steg) feels less satisfying and genuinely 'unfair' in a way I've never felt in the Isle before, both here and in legacy. Maybe it's the timing of these changes all at once, but I'm sorry!! In my own opinion, 85-90% of the balance changes are either unneeded or objectively counter-intuitive.

I have experienced genuine feelings of guilt killing utah players with carno now, there is no effort with 2 alt bites for a kill in addition to being given more time to react to them because of movement reductions and agility tweaks. They are 0 threat to me unless they are dog piling on me after being freshly hit by a stego. As carno now, I don't understand why carno surviving stego headshots with 1hp was a bad thing, there was no way you were going back in to fight. As stego, a single deino can get the best drop on me straight to headbox and still lose, whilst the dynamics of the fight are even more spam-driven now because of buffed health. As dryo, a ptera took 6-7 headpecks to kill, that's all I'll say about that. Hypsi spawns with half as much damage bite force as 30 min grown adult dryo (you cannot convince me that was well thought-out). And ptera nerfed by far over half? Apologies to the devs if this sounds brash: If you were any full-grown class in the game and got killed by a ptera, I really think your expertise could be used somewhere other than balance decisions (do you see that lush tree-ridden forest?). So what's left? Stego was the king of all kings and yet it got buffed, thanks I guess even though I never asked for this as a stego main on herbi. Carnos dont even want to fight me because they're now 1-tappable let alone the deinos so I sit in a meadow 1 calling at the moon. My preferred herbi class was buffed and somehow became less fun, less satisfying, and its gameplay negatives of being boring and slow became that much worse.

Maybe certain players are still primarily focused on trying the new limits of their usual class mains, but from the bottom of my heart for my love for this game: I'm someone who plays all classes and I now look at the dino selection screen not wanting to play ANY of them. Carno vs teno is still a balanced fight, that's about the only thing after this patch I feel makes any sense in addition to deino stam cost. Besides that, It doesn't play or feel or run like the game I played a week ago in almost every negative I can think of. I legitimately don't get the same itch to play as of now

shell burrow
#

i have two things to comment on first thing being the steg.
stegs new turn speed makes it dominant against carnos, utahs and deinos if they dare challenge it and that is respectable as it feels like the apex of evrima rn.
but with the new health for each dino, not only does it 1 shot utah but teno and carno as well regarding if its a headshot. and new head hit boxes make it near impossible to mess up.
deino is now what i would like to say perfect in balance because of its new stam alt bite.

timid plank
shadow dagger
#

I think the whole utah pack hunter thing should be looked at. Right now utah is treated like a pack hunter and given bad stats, however the supposed pack hunter only had 3 more members than the big dumb cannibalistic carno. I don't think the pack hunter mentality is allowing for proper balancing of utah.

Utah is not told to rely on the pounce, the pounce that is the ONLY ability that inflicts a self stun and a punishment for missing. Why is utah treated like trash?

sullen dock
#

Utah needs more

  • stamina
  • pounce bleed damage
  • health
  • mobility
restive vector
#

Remove the whole weight = health notion and just go back to having separate health and weight values as the two really shouldn’t correlate as they play very different roles in gameplay, where health is just the overall tankiness of the creature your playing, and weight is something to factor in whilst using abilities like pachy charge, Utah pounce, deino lunge, carno charge, etc.

frosty cedar
#

Remove the cooldown from the utahraptor when he misses a jump. It is impossible to play. If he missed, then we can immediately assume that he is dead. If you say that special abilities will be more effective in combat than ordinary strikes. Maybe he needs more stamina.Well, or he needs to add a lot of damage from bleeding when he jumps.Maybe he needs to reduce the animation of the miss to 1 second or, sacrificing stamina, he quickly got on his feet.

brave scroll
#

For everyone saying Utah got shafted this patch, I had the same thinking when it came out as well. However after multiple days of testing in both a controlled environment (Scope’s testing server) as well as gameplay environments such the Official Servers and a Semi Realism server, the Utah is in a good state like it is now. The complaints I’ve seen in this channel give off the vibe of people wanting the game to be easy to play as soon as you pick it up. That’s not the intention of it at all.

After this patch, my pack has been 10x more careful when hunting bigger prey, such as tenos and carnos. The bleed damage we do in a coordinated pack is more than enough to tackle a small group of the above mentioned dinos.

If you’re trying to take down a group of bigger game with a pack of randoms you just met, you’re obviously going to have a hard time coordinating. Especially when you’re using the chat bubble to communicate.

Keep in mind with the current pack limits, a pack of 8 Utahs will never be capable of taking on a pack of 5 carnos, which I think should be reverted back to a group max of 3 for Carnos.

With regards to the HP of a Utah, could it use a buff? Sure. I’d be happy with a slight health buff, but as far as evasion and stamina consumption go, it’s in a good state if you play it right and have a coordinated pack. That is all.

open plank
#

To avoid the situation that happen with stego, which was introduced in game despite not having a natural predator. In the future, if a new herbivore is going to be introduced to the game they should do it with a dinosaur who is suppose to be his natural predator( unless there is already a dino who can fill that niche, like the introduction of Galli for example). This would also apply to carnivores like deino who should be introduced with something that can compete with him, and it would make the game more interesting for players since it would stimulate competition between them

twin breach
#

Increase carnos alt and tenos claw attack stamina cost. They can just lawn mow you down,
with it AND deal a ton of bonus damage while hitting you nearly 360° , shown in the video below.

(Credits go to @vocal nacelle )

misty ermine
#

I think the nerf of the ptera it's too much, and if you remove almost all the fish spawns ptera it's now useless

dreamy patrol
#

I think Utah’s stam regeneration could be increased slightly.
For a animal that now heavily relies on its pounce, stam is lost so easily especially when it’s target tries to buck them off.
I think a slight increase in its stam regeneration would be helpful.

cyan ingot
#

Hi!
Is it possible to give Dryo invulnerability when dodging (0.5 or 1 second) so that his ability would be more useful? For balance, you can increase stamina by using the ability. I believe that every dinosaur should be playable and not just food for someone.

eternal dirge
#

aight so ive noticed the lunge nerf and i dont like it but i can see now that its to be used when other dinos are drinking, but imo reduce the amount of stamina it takes to drown other dinos. after drowning a full grown carno, u are left with around 20% stamina and i think drowning shouldnt use that much

celest lark
#

the changes in utah could be like:
-70 damage bite
-48 km/h

  • more stamina
  • 700 Kg ~ 550 Kg
misty oar
#

In order to balance out the 'stand next to a tree and tap movement keys to be unpouncable' tactic, it would be nice if stegos attacks collided with rocks/trees and simply cancelled without being able to do damage. That way they can't stand next to a tree and phase attacks through it to continue killing utahs.

If they stand next to a rock or tree with this implemented, they get the bonus of being hard to pounce, but struggle to effectively attack in return.

golden geode
#

Increase running stamina usage for stegos and tenos so that they can’t chase after you and kill for sport especially tenos they destroy carnos so easily and it shouldn’t be this way carnivores should not be disencouraged to kill herbivores

shell hill
#

Buff utahs stam regeneration since the pounce is gonna be heavily relied on and takes a lot of ur stam when bucking i think they should recover stam more quickly so they can pounce more frequently and if u and ur pack all pounced something and it bucked then ran off to wallow sometimes ur stam recovers too slowly to catch up to it and if u do sometimes u wont have enough stam to pounce it again (im open to any suggestions on why u think this isnt a good idea or if u came up with something better)

vernal widget
#

Utah is absolute trash now speaking as a utha main and lots of testing, gets 1 shoted by teno n carno ram, teno claw does half health, takes more than 20 bites to kill any creature, utah should be like wolves, have lots of endurance at least

sweet hound
#

Just so the community knows. Also thank the gods that some these balance changes aren’t intentional.

vast estuary
#

new born stego one shot my 2 stage utah..................

misty oar
#

Balance feedback from further testing of the new update:

  • I still love the new health = weight formula, as it makes animals feel like their size suggests they should.

  • The new speeds are very nice as well. It makes the animals not look like they're on a 2x speed video.

  • Inertia could be lowered for hypsi, dryo, and utah in order to make them more agile, and change direction faster.

  • Carno alt bite could do with slowing down. It's far too fast for the damage and stam cost it has.

  • Carno charge and tenoto tail slam could both have their damage lowered a bit to no longer one shot utahs. Their most valuable aspect should be the stunning and knockdown, rather than pure damage.

  • Allow utahs to pounce animals standing in water. Stegos being invincible if they stand in shallow water isn't fun.

delicate robin
#

MAKE DEINOS GRAP AND UTAHS PIN ESCAPEIBLE

pine grove
#

maybe consider making underwater not red?

glossy sleet
#

Personally the game was in a lot more of a fun and balanced state pre-nerfs par Deino and Dryo

It'd be better to look at balance changes with the old stats more than changing them completely, as it seems it has divided the community a lot

I think everyone would've been satisfied if
Deino had its alt bite change
Dryo had its speed and bite force changes
Utah had its new pounce dismount

Although I'd say a more effective pounce dismount would be holding space before you let go, you take a chunk of stam upon dismounting but jump further away

Oh and also the changes to babies/juvis being a lot less strong was good too

native helm
#

Forgive me if I'm just oblivious to something or may not have the best suggestions, this is my first time posting in this channel.

After playing carno for quite a bit, I've noticed that juvie stegos in particular give ridiculously low amounts of food for how large they are.
I killed a decently sized juvenile stego last night, yet the whole corpse that was easily almost as big as me only provided 2-3 bites of food. Personally I think this is kind of an issue, especially when you get excited to have killed something almost as big as you are and expect to have a large meal only to somehow inhale this gigantic chonk of an animal in 2-3 bites. I get more food from a dryo than a whole juvie/sub-adult stego. I've played deino significantly more than carno and the same applies to them as well, with catfish of all creatures somehow providing more food than a young stegosaurus. I don't want to feel more inclined to hunting fish than preying on creatures at the water's edge, but for awhile I've actively passed up juvie/sub stegos because they just don't provide as much as fish do. This just doesn't make much sense to me.

I'm not sure if this lack of food on corpses applies to every other juvie creature as to be honest I've only really had luck hunting stegos, but I do suggest upping the amount of food you get from corpses depending on their weight. A utah or a carno that kills a fat, chonky stego child that's damn near as big or bigger than they are should not be inhaling that shit like a bigmac in 2 bites.

shell burrow
#

i was doing some fighting and ive realised that teno has nowhere near to enough stam.

I did some fights with it and in a 1v1 with a carno teno, if played right wins.
in a 1v2 teno can do nothing but run and stun as it has no-were near enough stam.
in a 2v2 on the defensive teno wins on offence it loses.
and in any utah based combat it wins cause utah is made of paper.

a small buff to its stam would be nice

sullen dock
twin breach
#

Idea for the new bleed since it´s nowhere near the one described in the roadmap: You can stack bleed with attacks/special abilities ,for example 1 carno bite fills ur blood drop to lets say 5%. The stages of bleed are the following: Blood drop filled to 50%: You slowly REALLY SLOWLY start losing stamina and your stamina regeneration is also REALLY SLOWLY slowed . An other option for this could be that you start losing movement speed until, for a maximum of -35% movement speed. Blood drop filled to 75%: Your speed decreases slightly and you start taking damage over time. (2 times slower than starving/dehydrating).Blood drop filled to 100%: You collapse and stay unconcious for a decent amount of time (5 minutes maximum).

If you have reached a certain threshold of your hp you also might die because of the bleed damage.

The lower your stamina is the faster you lose blood since your heart has to pump more oxygen through your blood and body to keep your organs and limbs healthy and functioning.

The bleeding damage should just be a safe lock so that herds or pack members can´t just merge around a collapsed target and defend it until it wakes up. That´s why it starts later so you can´t just bleed out things after you got some bites in like in legacy.

Locational damage should also affect how much bleed you lose.

Remember, it shouldn´t be like in legacy where you just get some bites in and bleed your target out, stamina drain should be really really slow and give teno ,for example which heavily relies on stamina, a time window to fight its attackers and if it doesn´t use that time window well, then it´s doomed.

Overall the bleeding system would impact active combat more instead of it being just a problem you´ll have to deal later with.

I know bleeding might be too OP with this but the blood system we have right now is way too simple to be useful for active combat in my opinion.

You can change any numbers here, what counts is the idea.

dry silo
#

Utah off pounce on the smallest hill is really problematic. you will literally land next to the stego aka free kill. Also stego can do up to 20 tailswings if they keep walking. might be a bit much ... since it one hits on a head on: tennos, carnos.

lavish tundra
#

Stego should be able to tail swipe around 50 times, and maybe even 70, 20 is too low.

No other animal in the game is punished so hard for defending itself, why should stego be?

Imagine if it took utah 5% stamina to bite........ absurd right?

Let's not get into the fact how easy it is to dodge stegos tail jab, it isn't a reliable move

edgy relic
#

If the weight = HP formula carries on to update 4 Pachy will be 3 shot by carno alt bite from being 650 kg = hp. This formula is a useless limitation on balance that sounds cool in theory but falls flat in practice. It doesn't account for builds, armor or just the fact that numbers taken off a wikipedia article don't translate into game balance well.

It was a good call to test it out before releasing the actual update, so I hope it's adjusted when update 4 comes.

flint aurora
#

I think rather than having a set hp value, they should see how each attack would physically impact the dino and implement that. A bite could deal "hp damage" ingame, but realistically it could break bones where it took place, would make the target lose blood, could hinder their movement if the bite damages their legs etc. A charge from a carno would knock the target over, severely damage their bones, make them unable to move well, or even deal so much physical harm they die completely. Essentially applying the effects of what would actually happen to the dino if the action happened to it, rather than using a set healthpoint system. Set limitations could then be set on when something would die, ie. enough damage would be done to certain organs, enough blood is lost and so forth. The game imo would then be much more balanced because it's no longer whittling down the targets HP, but how your actual actions directly effect the opponent, also making it as realistic as possible.

Also I think the blood system should be slightly changed. I don't think blood should just be a set timer ie. you lose blood over time and then as soon as it reaches 0 you drop dead, cause that's incredibly unrealistic. As you lose more blood, you should start to feel more effects. Look at @twin breach feedback, this is exactly what I would prefer to be implemented, and support it fully.

These are just my opinion, so feel free to share if you disagree and agree, have great days everyone

sweet hound
#

I’d say keep the “Weight = HP” thing, due to some of the benefits it could give to gameplay.

  • It makes things less complicated for balance. Now that weight is your HP, it now defines whatever tier you are: Small, mid, or apex. Smalls would have their weight in the triple digits, while pseudo mid would have HP in the quadruple digits.
  • It helps with ability balance management. If you’re a small, and let’s say have 500KG weight, your ability (depending on what it is) will only perform a specific effect if your aggressor is in the same health pool or under. It doesn’t matter with the growth stages since they all have different weights and HP to them. It solves the problem with 500KG Utah’s with 1000 health (which I find about unbalanced and random) pinning down sub tenos that weigh MORE than it.
  • It also allows you to better manage resistance, manipulators, and modifiers. Let’s take Anky for an example. Let’s also use 8 tons as another example. If anky is 8 tons, without the weight = hp thing, what would it’s HP be? 10000? 15000? It overcomplicates things by adding an extra step in balancing creatures out. With weight = HP, you’ll known EXACTLY what it’s Hp will be, and helps the devs know HOW MUCH damage a creature would do to another. With weight = HP, you can then incorporate resistance modifiers to make something deal less damage to you. If anky gets stabbed by a stego, without the modifier, it’ll deal give or take 2000 damage to an anky in the head (same happens to Deino, that’s why those fuckers get destroyed lol). With a modifier, you can decrease the amount of damage taken, and with weight = HP, you’ll have an easier calculation for HP, damage, etc. instead of having to guess out what it will be. Not to mention it helps balance creatures out quicker by giving out information faster than it normal would.

So don’t throw away the experiment just yet. Give it a couple patches. Had to surpass the character limit with the pic.

hazy zinc
#

Species-specific locational damage modifers should be added. Right now it feels as if locational damage makes little to no difference in a fight, so making it so specific species take more or less damage than normal from locational damage might make location damage feel more important again. For instance, animals like utah would use the normal headshot damage multiplier when they are hit on the head, whereas something like stego would have a higher headshot damage multiplier than most other dinosaurs. On the flip side, something pachy would have a lower headshot damage multiplier than most other dinosaurs. All headshots would and should still deal more damage than body shots, but the effectiveness of biting a dinosaur's head should vary depending on the species.

lunar vigil
#

this is a small thing but maybe give utah a buff for its stam. Or all around make everything have more stam(not by much not sure about canro haven't played it), right now everything feels like it needs stam every 2mins

strong vortex
#

We probably need a 3rd type of attack to go along with the normal and alt bite to create some type of rock, paper, scissors dueling to make fighting your own kind more interesting and skilled. Since we will be lacking in carnivore verity for a long time. Especially deino.

twin breach
#

There should be an attack for the utah where it uses its claws which should deal less damage but deal significant bleed damage. It also should be able to be used while running without losing momentum which is the main problem of the alt bite right now. The normal and alt-bite bite should be like the last line of defense or a tool to kill juvis when you can´t pounce.

shell burrow
#

I love the balance of the game rn but i have one small problem with the utah.
no its not the low damage or health, its the pounces lock on
you can be pouncing on their head and you get put on the side
when your adding gore or some system where you can damage eyesight you should add a head pounce
just so it doesn't look out of place when i fineness a carno by pouncing it and jumping off in a completly different direction

wanton plaza
#

Bodies should give slightly more food to Deinos, and Deinos should have a basking ability to slow down hunger time with an Overheat/Heatstroke debuff if you bask for too long.

As other people have mentioned in this channel, the weight of the animal should somewhat match how much edible matter can be consumed from the body. While not all tissue can be consumed from a corpse normally, Crocodiles and Alligators rip off chunks of a carcass and swallow them whole. Bones, cartilage, they’re indiscriminate. This should mean that when a Deino swallows something whole or is eating a carcass, it is consuming almost all, if not the full weight of the prey. And yet, if you happen to kill another adult Deino as a Deino, you only receive 30-40% percent food back. Swallowing anything regardless of size like a Utah barely affects your hunger.

Finally is basking. While it would be imbalanced to implement the Deinosuchus with a slow metabolism like Crocs possess, basking is the next best thing. Basking allows Crocs and Alligators to use very little energy in times when food isn’t available, hence why they can go for months at a time without eating. The same should effect the Deinosuchus by reducing it’s hunger drain to a certain extent. As a concept, it should only be done on land and on rocks out in the open and in direct sunlight, not under shaded, protected areas. When there is no food, basking could help save 20 minutes or so of your normal hunger. Adding some ease but not completely guaranteeing your safety if you are on the brink of starving. As a vulnerability, basking makes reptiles susceptible to ambush or more commonly overheating and dehydration. If you bask for too long you could receive a debuff that affects stamina and thirst from extreme heat. The buff, similar to sickness debuff can last 20-30 minutes and rapidly drain your thirst if you don’t return to the water.

edgy relic
#

The hp buffs to Stego and Deino were unnecessary. Especially when you consider how every dino except them were already hit with damage nerfs. Obviously focus should be put on taking these dinos out via bleed, but Deino already has the best natural bleed resist in the game, putting it in a weird spot. Stego has also become so tanky it isn't really threatened by headshots anymore, which doesn't feel right. The old pre-patch HP values of these dinos were sufficient for survival.

frank mauve
#

I agree the healthbuff was unnessacery for stego, it wasnt really what it needed in my opinion

I think a new alt-tailattack for stego would have worked out better:

-costs more stam than a regular tailattack
-less damage
-omni-directional
-faster
-useable while walking

restive vector
# edgy relic The hp buffs to Stego and Deino were unnecessary. Especially when you consider h...

Whilst I have made my self clear with not liking the weight = health thing, I think the update 3 health for stego was a bit on the weaker side. I would say go back to the old health system where everything felt fairly clean and nice with hp but give stego a buff to it’s hp while increasing the headshot multiplier for the stego, giving it a weak spot that creatures can exploit while making the stego relatively safe against body shots against it.

dense matrix
#

Perhaps make it so Pachy doesn't have a damage multiplier for it's head considering it is literally the most armored part of it's body. That would be like giving Trike a damage multiplier for headshots despite it's head being a literal shield. Pachy hasn't released yet but I wanted to bring it up regardless.

Addon because I don't feel like waiting 6 hours:
Make the amount of food you get per bite from a corpse not ridiculously low? I get that contest is attempting to be encouraged but the fact that I as a sub adult utah can consume the entire body of a dryo that is at or ever so slightly below my size without going from an empty to full stomach is absolutely hilarious. The fact that you can even consume the entire corpse alone is hilarious enough, but the food gained is so incredibly low that I'm left wondering if my stomach is secretly a portal to a pocket dimension containing the meat I was attempting to satisfy myself with.

hazy chasm
#

Great work nerfing utah, really balanced, better each update (irony).

  1. Stego 50 bite force - utah 55 bite force, right, a plant eater with a tiny head dealing almost the same damage than a carnivore with a way bigger mouth and teeth made to cut and rip flesh off, makes totally sense, which based on weight just turns utah bite shit.
  • Pounce: a lot of teeth and huge claws hitting directly the "weakest" part of a prey to LITERALLY rip its guts off - it makes no dmg, just bleed and not enough thanks to bucking and a shitty stam pool... BRAVO!
  • Something smaller and lighter (now excesively light with those 450kg) has a ridiculous turn rate compared to its main threat which turns like a damn ballerina...

Well idk if you just wanted to please others not giving a shit about utah players. Utah has now less survivability than anything, yeah sure, some changes were needed for the whole roster but this is ridiculous. I guess stego and carno players crying since update 2 cause something smaller was able to kill them now have what they wanted, and you don't want the same happening once pachy is added, hence you made all these changes so utah can't pin or do shit against pachy.

If you want to balance utah for real increase its growth time (100mins?) and make it proportionally heavier like 700kg (along 700health) so it fits better with its speed and awful turn rate; stronger like 70-80 bite force, and for god's shake add some damage to pounce or way more bleed, increase its stamina, make it able to kill bigger things for real in lower numbers like 3v1 not 6v1 against carnos. Which reminds me you should think twice about group limits.

If not just make it only AI, it already is kinda unplayable, so half way is done.

rapid marten
#

I propose what I feel to be few reasonable buffs to Utahraptor:

Stamina: As a creature that heavily relies on jumping, running, pouncing and whatever else have you, giving it better stam usage and regen can better enable Utahraptor to accomplish lengthy hunts with a pack without fear of gassing out too quickly and dying as a result.

Agility: Pretty sure this change was unintentional but Utah isn’t nearly as agile and should be able to avoid attacks with superior agility. Getting severely damaged if not killed by one hit is a pretty heavy price to pay for not being agile. This would allow Utahraptor to be just as frail but have more options to avoid damage.

Fall damage: Make it take less fall damage pretty simple. This one is less necessary but would just be nice.

Starve timer: With Utah now having to be a much more patient hunter than before, needing less food would significantly help it when hunting larger prey. Hunting large prey is all fine and dandy, but chances are if you’re hunting a large animal it’s because you and your pack are hungry, thus don’t have time to wait too long for it to keel over. EDIT TO THIS POINT: This would also hopefully make cannibal Utahs less common considering the desperation for food won't be as bad.

These are my opinions, damage is fine and even the HP is alright, I just feel like these changes would make Utahraptor much more worthwhile. Whatever your thoughts and opinions, I’d love to hear them.

merry hare
#

i get that the devs don't want everybody just running around because they have infinite stam. but I feel like they nerfed it a bit too much. teno and carno can't afford to lose any stam, so even sprinting for short amounts of time is a very bad decision that could kill you. and utah stam could be buffed, it's smaller and more maneuverable than the other dinos, should have decent stam and regen. Or another idea is to keep the stam bad, but increase the stam regen. it'd make the game a bit more fun

edgy jasper
#

make the deino 2-3 hours

rapid quail
#

adult stego should have a much lower running stamina to keep it from chasing things; for one thing stego is not built to run and also it should be solidified as tanky defense type animal instead of a charge head on and destroy things type animal (basically it makes sense that a three foot spike does a lot of damage but stego becomes overpowered when allowed to play offensively) maybe also increase locational damage to the head

frosty cedar
#

Utha needs to be improved, give him more stamina (or increase its regeneration several times) and (or)increase the bleeding damage caused by jumping(or do as they said in the roadmap) and do something with stun after a failed jump(reduce stun to 1 second, or by sacrificing stamina cancel or speed up the animation)
If I'm not mistaken, then each dinos will have a special ability and I don't like when Utha has a special ability that is compatible with death(you grow yourself and you die with 1 error), unlike karno(ram) or stego and teno (a tail strike, since a lot of stamina goes to its use, I can be wrong).
If you take solo players, hungry solo players, if they meet an adult karno or teno, and even more other dinos that will be added(SOMETIMES THERE ARE LONELY MEETINGS ON THE ISLAND), Utah should, although not quickly, win. I agree that Utha is a pack animal, but in solo he should also kill(HAVE AT LEAST SOME CHANCE), because Utha(in my opinion) is a universal predator, it should not matter what size and type of victim (except deinosuchus) + cannibalism is more common in Uthas(which is why solo players appear). Then it makes sense to talk about the"exhaustion of the victim".(Kanpinsiruya such a small indicator of HP)
Let's take 1teno-1Utha(360 degree blow) and 1karno-1Utha (normal) both of them kill Utha with 2 blows to the head and 3 to the body. Utha can take 2 blows (if he is lucky), after which it is not a fact that he will continue to fight (most likely he will run away with his tail between his legs), even if in a pack (most likely he will just flicker before the eyes of the victim for the volume of the pack). Even in a pack, a Utha can die(even in the most organized one, who has a voice connection).
THEN I AGREE WITH THE CURRENT SMALL INDICATOR OF HP AND YOU CAN LEAVE ALL THESE CHARACTERISTICS UNCHANGED EXCEPT FOR THOSE LISTED ABOVE + YOU CAN RETURN THE STUN FROM THE TREES WHEN JUMPING

sullen dock
#

I have been playing as a utah since the start and will continue to do so, that also means that I have gained a lot of experience as a utah player and know almost all the playstyles you should use against other carnivores and herbivores. (i also have clip where i win 2vs 1 against experienced tenos, i dont want to bluff with this) but it can't be true that you as an experienced player cant win as example against bot carnivores or other dinos who dont even know how to play this game. (As an utah you die almost from every special attack from a dino and people are no longer afraid to attack a large utah group in a deposit because they know the utah is weak. Its almost like a dryosaurus ist attacking an Utah you aren't scared at all. The Utah is small which should mean that it has a lot of stamina, or that it is very very agile, which is not visible in evrima. It is ridiculous that much larger dinos that weigh 3 to 5 times more than the utaha have almost the same agility and stamina. The utah doesn't have a strong biting power which from my side has been implemented well in the game. And the most important feature of the utah is the pounce, which is very deeply meshed in the game. To explain how a pounce works. the utah jumps on the prey and sticks to the prey with its claws and then it starts to make big injuries to the prey with its mouth and its very big foot claws, which should bleed the prey and cause a big damage, which makes the prey more immobile and lose a lot of blood. But I can't feel any feature in the game that makes the pounce useable, which makes no sense for me to use the pounce and I find that too bad. And the best weapon from the utah is gone because the prey holds E without effort and without losing any stamina or health and draining all the stamina from utah in 2 sec.

As an Utah you can counter many special attacks from dinos, for example carno charge, if you see it comming from a good distance you are safe, and 1 sec of no attention you are dead

Teno tail slam, dont try to attack the teno to often from behind rather try to trigger him so he tailslam and you can go for a head bite, or one bad play and you are dead because he hit the tail.....

Stego dont have to talk about it, dont even try it, its like you are throwing rocks at a tank

But wait a minute..

What if the Utah uses its special attack???

Okay we are sneaking up to the prey and boom we got the pounce on him, but wait a sec? And than it happens the person holds E and everything was for nothing. Lets do another scene we are fighting against a larger dino and mid fight we pounce and missss or even hit our own m8... that means 50% dead or you live. That means our special attack is also our biggest enemy.

So what does that mean???

It doesnt even matter if the carno/teno/stego didnt saw us, because he can hold E and he is safe.

even if you are pouncing a stego with 4 utahs the 1/2 of his own bodyweight doesnt matter it and he still loses the same amout of stamina as bucking 1 utah pounces him annd it can do it even in the same speed because it doesnt care about the weight

Soo what does that all mean??

Utah has been nerfed to the same level as trash and pouncing isn't doing its job good at all

lavish tundra
#

I mean something like this would be great, when you pounce a carno or teno with 2-4 utahs that they fall to ground and they cant buck anymore, that would be a really really good reason why utahs should play together and this makes a lot of sense, because if you pounce someone with 1 utah they dont fall do the ground and they can buck!!!!!!!!!!!!!!

This would encourage utahs to hunt in groups instead of alone

sweet hound
#

^ An additive:
Make this based on weight. If one Utah pounces a teno for example, (teno is 1.6 tons) that’s 450 weight piled on top of it. If another Utah pounces, that’s another 450 weight added to it, for a total of 900kg piled on it, slowing the Dino down. Once another Dino pounces and piles on the Teno, that’s another 450Kg piled on it, with a total of 1350kg piled on the teno, disabling the tenos ability to trot. And once another Utah pounces it, that’s another 450kg. Now it’s a grand total of 1800kg (which big fact, that should be the required amount to pin down a carno as a team), which means the teno gets pinned down by ALL the Utah’s pouncing it.

marsh skiff
#

Gonna make this quick and easy but.... Please give Tenoto some of its speed back. FG Teno at a minimum of 41-42 km sounds decent enough.. 40.5 just feels and looks awful..

thin stream
#

utahs and deinos are the ones being mostly hunted by herbivores which is kinda ironic

stegos mostly camp at south literally walking in the river and pond just swinging their tail attack and killing tons of baby deinos and adults. utahs are hunted by tenontos and 1 claw attack already gets u to very low hp which is insane.

this pic is aftermath of stegos and tenontos camping south

one thing you can do is make stegos tail attack cost way more stam, and make it so they cant run longer then a utah

kindred topaz
#

either 1. nerf tenonto's stam in some way, or 2. give carno better stam regen when trotting/crouched (or something to that effect) so tenontos running carnos down just to kill them doesn't happen anymore, or at least not as often. it's unbelievably frustrating running out of stam and these things having more than enough to both keep chasing AND attack and kill you once they inevitably catch up, and god forbid there's more than one of 'em. they never give up their chase because they know they'll catch you sooner or later and it sucks the fun out of playing, it's stupidly backwards and braindead that the one giving chase and killing in these situations is the herbivore.

(sure wallowing is an option if there's mud around but it's so risky doing so because if they get you while you're mid animation you're 100% screwed)

carno is a good 20kmph faster than them at least and its whole thing is meant to be its speed and endurance, and yet it can't put that to use because its stam just overall isn't very good. even if it was only until the whole debuff system is in it would make a lot of difference pepestrong free us from our suffering

daring ginkgo
#

Suggestion: Limit the number of carnivores per server. At the same time, allow the ability to switch between playing as either a carnivore or a herbivore without losing growth progress on either dino

tulip roost
#

When pinned down by a cannibal utah let your pack member pounce on the utah who's on top and pin it down like regular pounce

trail zinc
#

In conclusion to Utah imo:

Health + Bite force: The health and bite force in my opinion are both balanced. The damage it takes is fair, and it's bite force was never that important since it relies mainly on its pounce.

Pounce: This is where it gets tricky. The purpose of the pounce is to cause the opponent to lose lots of blood, to weaken them and make them easier to kill over time. However here this isn't really the case, as the only affect bleed has is when the amount of blood reaches absolute 0, the creature just drops dead. This makes it nearly have no effect during fights, and nullifies the main point of it. What could be implemented is that as more blood is lost, the opponent moves more slowly, has less stamina and becomes weaker over time. Then onto the cost of the pounce. Doing a pounce for a decent amount of time, and then dismounting uses the majority of your stamina, and that's without them bucking. If they decide to buck, if you take one tick of stamina loss and then you dismount, you would nearly have used all your stamina. This is way too much, the Utah has 24cm long claws on its feet, honestly it really isn't that hard for it to stay on, and I can assure you it wouldn't be exhausted after just one pounce. In my opinion, the stam loss during the pounce and during being bucked should be lowered, because it's too high right now. It losing nearly all of its stamina after one pounce with little effect, is quite ridiculous imo. If lowering the stam loss while being bucked is too much, then to balance it the bucker should lose more stamina themselves. If it shakes hard enough for the Utah to lose 1/4 of it's stam every other second, trust me that thing is shaking as hard as it can for dear life, and would be absolutely exhausted. Overall, more bleed effects need to be added so blood loss actually helps during fights, and the stam drain needs to be lowered.

If you guys agree or disagree then please say, I'd love to hear your thoughts

empty socket
delicate wren
#

I think we can all agree hypsi needs help.
Its only escape from predators is to hide in a bush, even hitting the spit can get you killed since it turns you around. So, from what the devs have said and done, I have thought of a good direction they could buff the hypsi and make it unique.
Make the Hypsi able to prevent hunts before they start.
Hypsi seems to be more reliant on its abilities to keep it alive, since it is slower and less maneuverable than most carnivores. Thus, its abilities need to be good to balance out this terrible mobility.

Super Jump: The jump's main use is to just get in trees, but you are not safe from any carnivores in trees you can jump in. Therefore, there should be a hitbox in the tree for higher branches that would keep the hypsi safe. This way the hypsi cant just jump in a tree to escape, but has to take time to get in the tree or already be in it. This issue will likely be fixed when climbing is added; until then, this is a good solution.

Spit: Hypsi's spit is the only good thing it has at the moment, and it is only good for trolling. First, remove the turn around. When you spit, your dino will turn to the direction you spat. This means you are a sitting duck while you turn back around to run and normally gets you killed, even if you managed to hit the blind. Also, make the blind easier to hit, the tiny pin prick of a hitbox is not a good way for skill expression. It instead just makes it way too hard to hit and just gets you killed. So, I think the hitbox should be larger or have some aim-assist to help, especially since a fast dino can just out run the projectile and make it miss at further ranges.

All around, hypsi is only good at being a troll, so it needs some help to be a fun survival dino. #HelpHypsi

wary charm
#

A Stego should NOT get in water just because it can. Deinos should be much more dangerous in water than a Stego yet they fall easily to stegos. Both Deino and Stego got HP buffed but a Deino can no longer 1v1 stego even in water. I suggest a revisit on the balance since they’re the only apexes atm, stegos should be superior inlands while Deinos in waters and shores.

TL:DR Make an Adult Deino be a challenge to Stegos inwater.

fluid magnet
pine grove
#

compared to all other animals I feel like Deinos cover too little ground with a full stamina bar of sprinting when swimming. Especially as a juvie. the issue is worsened by the fact that deinos move really slowly compared to every other dino as well, even when swimming. but thats just my opinion.

orchid scarab
#

Playing a carnivore (particularly a Utah) is vastly more difficult post-update. You get very little food from hunting dryos (which are suddenly exceptionally rare) and game play feels more like you're leaning on RNG to stave off constant starvation than actually surviving in a dynamic environment. Migration is no longer rewarded, it's just a waste of precious calories unless you're lucky enough to spot prey and buy yourself a few more minutes of survival.

I would recommend either raising the food value of AI dryos, or decreasing the hunger rate of carnivores. It's understandable that a fast-moving predator would naturally require a higher caloric intake, but keep in mind that the diet of carnivorous dinosaurs typically met that requirement. They likely didn't have to eat three-times their body weight each day simply to survive.

Arguments for realism aside, game play as a Utah is typically a slow march to death on low population servers. Previous iterations of the game made playing as a carnivore difficult, but rewarded mobile hunting and careful tracking acumen. This current build creates artificial scarcity, but seems more premised on sheer luck than any sort of seeking methods.

cosmic eagle
#

TENONTOSAURUS

-So I've played alot of Teno lately and although i think this animal is fairly well balanced, it's backside attacks are wierdly toned.
Tail slam deals a stun, shitload of damage and costs quite low stam.
Kick deals a stun, less damage and costs slightly less stam.
-What im trying to get across here is that it's kick is overshadowed by it's OP tail attack, so here are some balance ideas to make both attacks relevant.
-Im gonna mention Utah and Carno as examples on size and weight differences. [fully grown]

TAIL SLAM
***damage stays unchanged, long stun removed, short stun added for smaller targets [Utahraptor] and for headshots for medium sized targets [Carnotaurus]. **

Utahraptor
-tailslam deals shorter stun [except for when the tip of Utahs tail is hit]
[short stun- Utah falls over but quickly regains it's control and returns into combat]

Carnotaurus
-tailslam only stuns Carno when hit to the head and if yes, it deals a shorter stun
[shorter stun- Carno stumbles, quickly regaining balance and returning into combat

KICK ATTACK
damage reduced by 25%, stun effect is unchanged unless kicked into tail, in which case stun is not applied

Utahraptor
-kick attack always deals a long lasting stun, as it does currently

Carnotaurus
-kick attack always deals a long lasting stun, as it does currently
.....
What such change could achieve, is balance in using both Kick Attack AND Tail Slam inteligently.
-Currently, to succeed as a Teno, all you got to do is hit your tail hits precisely, stunning everything for a long time and then spamming it again to kill your oponent, which I don't enjoy playing like and playing against.

Hope someone will actually think twice about this and give me some nice feedback about this idea.

I wish Tenontosaurus lots of luck in future, it is simply Amazing. ❤️

lavish tundra
#

Alright as much as I don’t like Utah it’s really unfair to Utah players that they can’t do shit to me until I’m alone and they have 6+ raptors

Utah needs a damage buff to around 70-80 so it’s not too strong, pounce is literally just biting and ripping so a lot more bleed and damage (but not too much damage)

Honestly the health nerf was fine but the fall damage is stupid, fractures will be incredibly easy to get if you can fall barely any height and nearly die. (And this goes for every creature)

Please just actually make Utah a threat and not some shitty rat

jade drift
#

Stamina regen is too slow for the raptor

cedar plover
#

Whilst definitely offtopic from the other main adult creature focused balance feedbacks, I've noticed something lately about how violently your stat growth rate changes when you pass the growth stage "checkpoints"

What I mean is that the rate at which you gain stats like weight, hp, and damage changes drastically depending on which phase of your growth you are in
Those phases being... 0-25%, 25-50%, 50-75%, and 75-100%
Currently it seems like creatures below the 75% phase have significantly less stats then their visual size argues that they should have
Heard and seen stuff about ~50% Deino getting 3 shot by Teno tail slams to the head due to weighing so little compared to the form it grows into
And none of the animals in evrima have radically different growth stage physiologies(unlike T.Rex), so i'd argue that the sharp stat growth jumps between stages seems like a potential balance issue regarding the prospective strength of young animals and where they should or should not stand.

I'm not entirely sure what the stat scale rate should be set to, but I just wanted to point it out so it can be looked into

flint aurora
#

Adding onto @trail zinc feedback, @candid gorge and I have done some tests to see how effective the Utah pounce really is.

Pounce times

A "full" pounce, which is where the opponent doesn't buck, and lasts until you have nearly run out of stamina, lasts 20 seconds

A "normal" pounce, which is where the opponent would buck a couple seconds after the pounce has landed (realistically they never buck instantly), until stam nearly runs out lasts 8 seconds

The time taken to rest from 0 to full stamina takes 1 minute 24 seconds

Pounce bleed values

vs Stego:

The blood loss after one second of pounce is 0.625%

This means that after a normal pounce the stego loses 5% of it's blood, and after a full pounce it loses 12.5% of it's blood.

This concludes that vs a stego it takes 20 normal pounces or 8 full pounces to fully bleed it out.

It would take 44 minutes of normal pounces + rest to fully bleed

It would take 19 minutes of full pounces + rest to fully bleed

vs Teno + Carno:

The reason these are grouped is because they lose the exact same amount of blood per one second of pounce, which is quite interesting.

The blood lost after 1 second of pounce is 2.2%

After a normal pounce they lose 17.6% of blood, and after a full pounce they lose 44% of blood.

This concludes that vs a teno or a carno it takes 6 normal pounces or 3 full pounces to bleed them out.

It would take 13 minutes of normal pounces + rest to fully bleed

It would take 7 minutes of full pounces + rest to fully bleed

Conclusion

From this, imo the blood lost by the pounce is fair and balanced. But as marble said prior the stam loss needs to be changed, and as more blood is lost there should be some effects. Needing to rest the full 1m24 per pounce is too much.

I hope this information helps, and please let me know if you agree/ disagree, I'd love to hear your thoughts

sweet rivet
#

Maybe nerf carnos head charge slightly where smaller things like dryo and utah and i think pachy can survive it since kinda has no point to keep knock down animations for those 2

Also pretty sure when pounce bleed buff comes it will be able to get carno to 20% left blood even with bucking so utahs please wait

lavish tundra
#

I feel like Tenonto is a bit too powerful right now and to be honest, it is since the introduction of CC. Which don't get me wrong, was really needed but I think the current balance changes were missing the point. Claw attack dmg was never really a problem, the problem is the tail-slam. It's just too good, it's fast, it has pretty big range and its also applies CC. This is what makes it too powerful, I don't think any of the other statistics needs any change. I don't mind back-kick having a high dmg and CC, because it's harder to land, it's slower and obviously has smaller range. I recommend to nerf the Tail Slam DMG, or increase the stamina usage for it, so players are actually punished if they spam it mindlessly. Thanks for reading my ted talk.

lavish tundra
#

I feel the frail child thing works, but it shouldn’t be for juvis. That’s the stage I feel is hardest to balance because yes you should be weak but against adults you can’t do much. The frailty of juvies needs to be fixed

Now baby and fresh spawns should be frail but juvies should be at least capable of stuff and not just be fatter baby’s

icy ferry
#

Let pteranodon gain a small bit of stamina back while just gliding its just annoying at this point to have to land every single time i need stamina , it would allow more long distance flights not having to land so often means pteranodons can stray from large rocks and instead explore the other 95% of the map where there simply aren't many places to land once pteranodon runs out of stamina its either glide to a safe spot or hide in a bush until you can take off again , i genuinely like playing pteranodon being able to fly and all , but you can't really go far from large rock formations , i hope by the time quetz comes out you can gain stamina from flying , because as quetzal you are gonna spend most of your time just in the air surveying land and it would be infuriating to have to land each and every time

sullen dock
#

The utah should have more stamina or a faster stamina regen, because he really relies on stamina. For example after a pounce when the prey presses E you can run really quickly out of stamina

lavish tundra
#

there's is a big problem on food requierement for carnivores, you need to eat way too much to get full, it's not realistic and it's frustrating, especialy when AI are rarer (fish seems to not respawn at all), but the realism point is more important since now you litteraly have to eat your own size to get full, it do not feel right you just can't eat that without dying or smth. I know it's video game so realistic metabolism isn't possible so the question isn't the food timer neither is how long it take to eat, but the amount of food you need have to be drastically lowered, now you don't get rid of mega pack, you get rid of the server.

twin breach
#

I want to talk about the Pounce:

Why do you get so heavily punished for just using your special ability? You get stunned for theoretically 5s you are for 2-3s in the air in which you can´t do anything but hope to hit the pounce and 2-3s when you hit the ground.
Even if you hit the pounce your whole ability gets negotiated in 2s just by bucking,water or trees. You can´t stack much bleed in 2s even in a pack.
Don´t come at me with "git gud" everyone does mistakes.
Overall it´s good that pounce does more bleed damage now but there is no way you can kill things if your whole pack gets dropped off in 2s.

hollow ridge
#

Poune right now is a very high risk, mediocre reward ability.

open plank
#

I think that the higher the number of raptors one dino is pounced by, the higher the stamina cost to buckle should be

shell burrow
#

I have gotten a beautiful new steg on Official #2 and it really feels like an apex. Its been added a bit too soon but it will fit its role. (edit it fucking died to safe log bug)

sage garden
#

After this small update. My game works worse than it ever did before. I could run the game all fine before the 'small update'. but now my fps drops constantly to 5 and 11. And the render and map looks pretty bad even with high settings, compaired to what it used to look like. And theres this bug apparently where you lose your dino even though you safelogged completly.

vapid bridge
#

About the Utah and Pounce:

Starting with the Pounce. It's a very risk special ability and not worth it, if you miss one pounce during a fight, there is a 90% chance you will die by just one mistake. So why I would use? In additional the lacking stamina and stamina regen in Utah is a big problem. When you land a pounce you dropped off quickly if the other player holds E. A pack of Utahs today is not a threat to anyone. About the information provided by @flint aurora , Needing to rest 1m24 per pounce is too much for the risky.

The blood lost cause per pounce is balanced but the blood lost in fight doenst aply any conditional to Dino or anything, there is no reward to land a pounce. One suggest I read by the @sweet hound is genious and makes all sense. Pounce based on weight, When 2+ utahs pounce, They piled and slowing down the dino and 4 utahs can pin down some dinos working as team using pounce.

**Conclusion

Utahs has a huge problem with stamina in general and more using pounce. Hold E after being pounced should use more stamina per utah stacked, and slowing down the dino and some dinos being pin down by some numbers of utahs piled in him.

This mechanics should bring a ideia to work as a team to reach a reward and works perfectly with a ideia as an attritional tool.**

plucky bluff
#

Add a ‘dinovision’ where pressing B or something will activate a special vision varying by species that can be disabled by pressing the activation key again. Dinovision represents the unique vision capabilities of different species

sudden drum
#

Should Deino get a better Sence in the Water with the blue Bubbles? Kinda weird that they can only sence things 10 meter around them

lavish tundra
#

Utah need a buff somehow, it's feel if the utah is just the "bad guy" that everyone hate and kill, every playable appart from dryos, hypsies and ptera (that aren't supposed to fight in 90% if not 100% of the situations) are very good at killing utahs and surviving it.

Bleeding out the opponent is too long and it always end by something bad happening, like the opponent escaping or getting help, directly or indirectly by the intervention of another player around*(what I mean is that you can't espect a long tracking and out bleeding fight of 30mn without consequences, like loosing your prey or it getting a ultra safe position, and that would certainly lead to big problems for you, if not death)*, it's true that the pounce use too much stam for what bleed it does then.

There isn't always a mega pack of 8 pro utahs to join and have nice fights togheter. Alone or even in a pair you are weak, too weak compared to a tetno that only have 35mn more of growth time for exemple.

From what I understood utah will have a hard time attacking a pachy in the future, creating a new specie to avoid as a adult utah (at least when solo), but with what opponent the utah can have a fair 1V1 fight with? Currently it's only against junevilles and sub ? Especially now since you litteraly have to eat your own size twice a day...

All of this make the utah seem having a very punishing gameplay with low survival chances whatever him being in group or on his own. I do think it's a valable balance problem, making it a second class playable with a excessive grow time for what it is now.

restive vector
#

https://www.youtube.com/watch?v=QEn7Z4Ja5oI&ab_channel=StealingWifi

In the clip I, as a 80% young adult Deinosuchus get facetanked by two tenos. The formula for how stats scale with growth need to be adjusted. If you look at my stats when I look at my character screen, you can see that my Deino only weighs 4 tons despite being 80% grown. Now that HP = weight, this means a Deino that is visually 80% the size of an adult deino only has half the HP of an adult.

This needs to be adjusted so that stats actually reflect your visual size.

hollow ridge
#

Yeah honestly the HP = Weight thing was a mistake all by itself

stuck crown
#

Nerf carnos turn speed and the stop and go drifty thing, it's way to fast. It's really hard even as an Utah, especially after the turn nerf to successfully dodge the attacks.

lavish tundra
#

The utah seems to lack a bit too much agility since the patch, the speed isn't realy a problem since all playable got a nerf on it but the thing is that it's difficult to escape a carno when it run behind you, you always get bite at least one time on the tail if not the body when doing so. Considering that the carno have a good alt bite to defend it's back and flank now it's agility when running shouldn't allow it to always have a bite "opening possibility" when the utah change direction to get a safer distance.

However I don't think the carno agility (alone) should be nerf, since the carno doesn't always fight utahs, it have to fight other playables so the utah agility should be buffed until it can avoid that situation.

I also have another idea for the utah to make it a more interesting playable than the "bullied" second class that it is right now, even if the utah lack the fact of having another 1V1 fair fight opponent and I also do think it's difficult to realistically have one that is interesting to play, I believe the utah could be more effective as it is supposed to do with a better sent ability, I already spoke about a similar idea, let me explain here:

The utah right now, as I said on my last post up, is supposed to be a "out bleeder" and also a good juvie killer in most cases, but it's supposed to be, in reality it's more complicated, so what I mean with a better sent system is that a utah should have its sent stay longer with a better range than the other playables making it easier to follow them (since you need to rest a lot of stam after pouncing to make your prey bleed it would partially fix that) but also better informations, the species of the tracks you found to prepare your hunts on the long run.

(the thing about sent is just a suggestion maybe just buffing normal stuff like more bleed dmg stats would be better, to finish I believe the carno thing I explained is a big issue for balance)

soft patio
#

Hypsi spit needs more range and overall polishing and balancing. Im definitely not the first to say this thought.

worthy edge
#

Give Utah the ability to Pin others Dinos Like if 2-3 Utahs Pounce a Tento they pin him on the ground 4 to pin a Carno and 6-8 to pin Deino and Stego

deep basalt
#

Buff para stam regen and bleed resistance edit:why is everyone hating on what i said damn

lavish tundra
#

The kick and tailslam hitbox attack of the tetno should be reduced to the big part of the tail, it can stun things with the tip of their tail, these attacks shouldn't be able to stun a adult carno on the body, rather only in the head, same go for the utahraptor both attacks shouldn't stun them when hiting the tail rather their body or head, however I think the damage they deal is fine (or should even be buffed if the stun would be nerfed then?).

Even with that change the tetno would be able to defend himslef well when attacked in close combat, the stun range effect would only be reduced to big part of the tail, the tip should only do minimal damages.

It would balance the fact that the carno bite deal only small damages to a tetno and it's can be punishing to use them even after a successfull charge since the tetno can turn himself extremly quickly anyway.

(knowing that the carno have the double grow time and more weight this small change would be natural in my view)

tender jetty
#

For utah pounce.. It would be cool if you hold right click the pounce would charge for the time you hold rmb and then pounce when you let go. So the pounce range should increase the longer you hold rmb.

zealous finch
#

Carno's need a punishment for their sudden stop, the whole point of them is to be fast and unable to turn well but as of right now they can just sprint, skid to a stop and sprint in another direction. Utahs gig is the agility, not carno ?? They should skid and fall or stagger if they decide to stop so suddenly like that, make it a risk

lavish tundra
#

Utah urgently need a buff, I played carno today and I killed entire packs of them during my trip in center and south east, (total of around 15 and half were full adults) without my survival threatened even after 3/4 pounce on me (you can't bleed out something if you and your friends died before your opponent is less than 90% bleed).

However carno shouldn't be nerfed since it has to fight against op stuff like tetnos, instead make the utah better somehow, I played it and I played carnos multiple time to test and my conclusion is that the utah don't even worth the time for how weak it is. Playing against them isn't even fun, they are litteraly pathetics and harmless... I felt a lot of pity while slaying them.

stiff vortex
#

Need to stop large groups of carnos like this, I can't get to the plains with out immediately dying

timid cargo
#

These are from my experiences playing and interacting with different species.

Utah Raptor
Slight buff to pounce damage/bleed and reduce stam depletion.
Slight reduction to hunger depletion.
More agility; less speed dampening when turning, and overall tighter turns.
They can still be somewhat frail, but allow them more mobility to avoid injury and allow more opportunities to make meaningful plays.

Tenonto
Increased stam usage on attacks
Slight decreased stam usage for sprinting
Moderate nerf to health regeneration.

-They should be further incentivized to choose flight over fight when dealing with similar and larger sized predators. But can still resort to fight if they must, injuries should last longer if they do so.

Stegos
If the intention is to keep stegos at the power they are at currently, their health regeneration should be decreased significantly. Confrontations can still be in their favor when healthy, but the consequences should last longer to discourage further aggressive behavior and overall avoid combat in the first place.

lavish tundra
#

Utah rn in the balancing feels like it’s in the wrong niche than prior. Atm it feels like it’s taking Troodon’s niche as an easy to grow, easy to die to lose, pack hunter. The overlap is also noticeable in the prey items and matchups. How troodon is suspected to fair well against other smalls and faces heavy adversity higher up without overwhelming numbers and long attrition. And Utah surprisingly this update feels identical in it’s balance and playstyle of the speculated Troodon. It’s mostly been nerfed to have cannon fodder stats and lower growth times. I feel like the overlap in playstyle niches should diverge and Utah should be hunting larger game with all the conditions it faces for its abilities and upping the growth time again to make it different from the similar Troodon counterpart.

lavish tundra
#

Please just give Carno more stamina. Carno can’t even escape endurance tenos from its bad stamina and it’s just really bad at the whole fleeing thing when it can just be chased down by Utah’s or tenos. You can’t say hide cause Carnos are one of the biggest mid tiers in size so kinda hard to hide it

daring ginkgo
#

Carnivores lose damage if there are bodies in the area or when they are full

celest grail
#

keep the logout debuff once the game is fixed... Hear me out... When a player logs out, if they have full hunger, when the come back they should be encouraged to go play the game, not AFK in a tree for 30 minutes because they logged full huger. Maybe a big brained idea maybe a bad one, let me know tho BigBrain

tired nexus
#

When ptera hunt dryos because there starving it takes too long for the ptera to kill the dryo and often starves before killing the dryo also the player dryos take to many hits with that health they can seriously damage pteras therefore they should up pteras damage a bit if there to far away from rivers to fish this is a huge problem

robust marlin
#

Utah changes:

  1. Increase Utah stam regen by a large margin. For a dino that relies on stam to take down its prey with its pounce, and loses a good chunk of its stam to bucking, it really needs to be able to keep the fight going without constantly having to take a full stop breather. Even when sitting down, a FG Utah takes something like a minute and a half to fully regain stam. No stego or teno herd is going to let a Utah pack just flop their asses down between pounces as-is.

  2. Give it much tighter turning when turn inertia is adjusted per species.

  3. Make it quieter, especially when sitting and eating. A fresh spawn utah sounds like a fat ass FG carno when it sits down, makes constant loud purring when sitting, and eats so loudly you can hear it from space.

The other changes made to Utah lately are just fine imo as long as these things get adjusted.

sudden drum
#

Should the Deinosuchus be able to stay longer under water like 7-10 Minutes without getting air? I think its 3 Minutes right now and thats kinda short for my Opinion and for such a Big Croc with probably big Lungs

sullen dock
#

If you pounce a stego he can just spam and you are dead pretty fast

  • jump further away
    or
  • more time before stego can hit after pounce
    or
  • can't spam
    or
  • chose direction to jump you could jump toward the right side of his head, safer because animation is longer
slate sierra
#

So I don't know if this has been said before and I can only go based off of what ive seen with gameplay as I don't really get into evrima until it's a tad bit more stable, but I feel like the deino should have some sort of tail whip. Since alligators for instance could break a persons leg with its tail, i'd imagine the deino would be able to make things like carnos be knocked right on their ass with a tail sweep or cause leg fracturing. Now as I said I don't know if the deino would necessarily NEED this, but I've seen them basically get bullied and its mostly bullying that seems like it could be solved with this

surreal knoll
#

Utah became the worst playable dino now the new update ruined everything why did the devs nerf everything sooo bad like utah does no damage now and everything 1 shots it

weary glade
#

i not have any to say just utah and carno its a real weakened for solo player its not dint like before solo player can have a funny with a hunting with them self but looked this now bruhhh..... and get a new bugs form new update 3.75 its a most really most bugs of years /Droping fream rate at water fall center and orther swamp south east/ Get stuck in the floor if you pounch the gator / if have a restarted the server you get a sick status / right? this is a really S for everyone if you dont ready to get a surprise for your islander just work your self for be finished and this show every people for see inefficient work that is all for me to say there 🙂

shell burrow
#

I’ve been playing a bunch with friends recently and I’m here to post yet another Utah feedback message.

Though Utah is a weak creature alone it relies on a bit of coordination to use efficiently, even more so when your in a pack and can’t just kill dryos to live. I would like to see a bit more map locations where Utah’s could truely stalk its prey

sweet hound
#

^ As it should.
The point about Utah currently, how I see it, is encouraging you to work as a team.
The better you are as a pack, the more rewarded you get. Using bite to maintain the bleed and using pounce to apply that bleed, all while switching between different pack members and having them do the dirty work whilst you prepare your next attack is how I always hoped Utah would be.
It encourages you to develop SKILL as a Utah, not only as a team, but solo as well. It helps you learn how to survive while alone in the wilderness of EVRIMA. Take it like this: As a pack, what do you do when you see a Carno or it charges towards your pack? Do you run or fight? Can you fight?
Now, what if you’re solo? What do you do, then? You can’t take a solo Carno on, so if it sees you, it’s game over if you don’t have the skill to evade it.
And the devs have done that, minus a few bugs that are oppressive.

tight sierra
#

resting should decrease hunger and thirst drain. sprinting should increase it

icy ferry
#

let grazing actually do something or let herbivores eat more types of plants

tidal terrace
#

Will it be a bad idea to have different quality water?
Include in the diet system, small benefit to drink from fresh water.
Also if you drink from swamp or shallow water it gives you a small debuff.

As well, there could be very small lakes or pools across the map which gives you debuff, but kinda safe to drink. These will be in land, so most likely no deinos in it, but other land carnivores can hang around these pools.

glossy sleet
#

Utah bleed no work properly please fix 👍

vale dock
#

So apparently cerato was almost as fast as a carno so maybe the in game speed could reflect that.

rapid owl
#

Before the patch, when Deinos lunged out of the water, they have a modest speed/range boost on their lunge. In previous patch, either intentionally, or by a bug, that was removed. This has made catching drinking prey much more difficult, especially as often the deino can clip with the terrain. I suggest reverting that change.

surreal knoll
#

And I still lose all my dinos when I log out with the sleeping animations why is that? Or when will it get fixed?

terse wharf
#

I've seen a lot of ideas for bleed so I'd like to bring a few I agree with forward: Bleed should slowly drain stamina the more bleed you have by directly lowering it, running should make bleed worsen while sitting down would slow it down with standing still and walking being an in between, turning on the spot should increase bleed similarly to walking and alt bitting to do a movement should increase it much like running. this is to encourage bleeding players to both be careful of bleed during fights and encourage wallowing even more.

another thing I'd like to propose is to give utahraptor a better capacity to regenerate stamina while trotting and standing still, to encourage a more active pack hunt rather then go hide while you get your stamina back. This would also fit well with the bleeding idea as utahs would be encoraged to keep preasure on creatures to maximize the bleed they inflict per bite/pounce and to use their stamina regeneration to their advantage to keep the creature on edge rather then needing to run away and hide whenever you finish pouncing, especially with bucking basically nullifying pounce.

as for the pounce I'll just list the things people have already said: more utahs pouncing= bigger stamina drain for bucking, after all your wasting more peoples stam so it should take more of yours, and at a certain amount they pin you, this is so bucking becomes a necessity to stop a utah pack from pinning you down and almost guaranteeing a kill, its only fair after all since a utah missing a pounce is basically a guaranteed kill for any dino except maybe hipsi, dryo and ptera. another thing I've seen recommended is to let utah have a directional latch off to safely exit a pounce without getting killed or hit on the way out. Exiting a pounce shouldn't be punishable or an opening to kill a utah, a utah falling off of pounce from stam loss should be what a utah gets punished for which like missing a pounce it is punishable by death. this was my ted talk.

lavish tundra
#

So I’ve seen fillipes stream which is apparently the most recent build you guys have. And I’m sorry but diets looks way too difficult and not very fun.

From what we have seen your diet parts seem to go down WAAAAAAAY to fast and because of this almost 24/7 your going to be basically doing a chore to ensure your not gonna become a crappy Dino. That doesn’t seem fun.
How this can be fixed. An ideal diets system for me would be that the diets go down slower than what we have seen so far, not enough to where you can just stay in one area but enough to where you have to check on them every little bit and it keeps you moving but at least your able to stop for a second and just enjoy walking around or anything. I see this current version of diets inflicting heavily on stuff like nesting because your constantly moving around 24/7 and you’ll never end up enjoying the overall experience

winter nest
#

deino group size is too low...I wonder what will happen when nesting is implemented, and you are unable to have your hatchlings/juvies in your group

dreamy hare
#

My feedback on Filipes diet stream:
The 3 diet stats go down waaay too fast! Couple of reasons for that:

  1. As herbie you got to travel quite big distances if you need to get your food from for example coastal and plains/arrid biome.. Filipe just ran around a rather small area and already lost all his stats.
  2. Obviously there won't be big floating letters over the food, so finding it even when you are in the right biome might become difficult.
  3. How will a herd of like 5 tenos be able to maintain their diet when finding the right plants is going to be that difficult? Once you find one it will most like only give enough food for like 2 tenos.
  4. Carnivore diet will be way easier to maintain and there are already more than enough carnivore players out there.. I'd rather incentivise people to play herbies a bit more or at least give them a chance too keep their diet so they can defend themselves.
  5. What happens when carnivores attack you and hinder you from getting food? At this rate they just have to wait a bit until you are at a bad diet and then attack.
  6. And nesting will be 100% bad diet?
    Welp just some points to think about... Yes I'm really excited for the diet system, but it shouldn't overshadow the whole gameplay. In my opinion it should be more of a side mechanic which you have to check once in a while (like every 2nd ingame day or sth).
fossil galleon
#

Hey, just noticed that only holding a body and not moving drains all your stamina. Not cool. I get if it drains some of your stam, but just holding a body should not drain your stamina down to 0%

devout creek
#

Please we need more realistic growth times.... it would make more sense and benefit the game player and developer if we have.. natural growtimes like 20 years for full adult carnotaurus and maybe t rex 40. when they come to the game in future. but when there are good diet maybe 2 or 5 days off time..

acoustic ferry
#

The mass scaling for Carno's growth needs to be tweaked a little bit as it actually loses weight until about 5% growth

terse wharf
#

Wouldn't it be nice if Stat growth was linnear so 50% is 1/2 adult stats, would make you be able to play quicker by having decent stats at least compared to your growth.

devout creek
#

as, popular.. i make another time. dinosaurs eat fish on river. spinosaurus future, and suchomimus which are in the old version of game, the legacy gamemode. but today they can because of the glitch in possibly map design, or in artificial intelligence when fish start going above water and float above water. possible for non fish eaters such as deinosuchus the prehistorical crocidilian and pteradon. but not, non fish eaters can also eat them like carnotaurus and utahraptor, if ai glitches out and go to shoreline, get stuck. very unfair for fish dinosaurs, please fix this bug with fish. I like this game, cool game with many bugs that need fixing and polishing. but very fun and cool one

sacred vale
#

Dial back the speed of carnos alt bite a bit, not as slow as before, but dialed back a bit from now. Then let carno be able to initiate its charge at like 90% or so of its max speed instead of only at its maximum speed, so it can initiate it a tiny bit quicker from a standstill and use it when doing very slight turns instead of being forced to run in a straight line before using it TE_Shrug

glass herald
#

Carno:
While the turn slowdown is a good step to limiting the ferocity of the Carno's pursuit, I feel it's instant recovery to top-speed is far too quick for it's size.
It is indeed a fast dinosaur, but it's acceleration seems far too nimble for it's weight.
Limit it's speed ramp-up slightly. While it may be beneficial for a Utah to cause it to slide, it is still insanely ontop of you no matter how many times you reroute it's course.
The best way to limit a Carno's speed, is to run it into the woods, to break that insane speed with obstacles, making open-field aggression feel like a one-sided cat & mouse game, the cat almost always being the Carno in this metaphor.
I wager that it's insane bite-strength (3 to a Utah vs 15 to a Carno likewise) is laughably overpowered, and server ping is the only benefit this character is able to full advantage of.
We get it. It's fast, and strong.
This should have a greater repercussion. Risk vs Reward.
(At least until these ping issues are sorted, and more accurate data can be assumed.)

The Utah can reach speeds up to 30mph.
The Carno can reach speeds up to 35mph.
The 5mph difference is is 2.2352 meters per second.
Using the equation: Time = distance/rate
30 ÷ 2.2352 = 13.4
At 30 meters (roughly 100ft) is the distance you break when diverging a Carno's speed to a slide.
30 meters ÷ 2.2352 meters per second = 13.4 seconds to bridge the gap.
Does this sound like an accurate representation currently?

I understand it's not about realistic accuracy, but the Carno is way too fast currently. Breaking it's speed aside.

I mean, this equation isn't even taking into effect acceleration differences...
These are just raw top-speed values for both parties.

It's only meant to be slightly faster, this is more than slight.

In the end, if it's down to animation preference, the Carno should be slowed, and it's animations reflecting this slowdown, or the Utah should be faster to be more in line with this difference, it's animations refactored to reflect.

At current, it's a battle of pings, and the Utah is in no position to even look at a Carno, nonetheless run from it in the current server state.

This applies to the Tenontosaurus, as well. 35mph, closing the gap way too quickly.
(Though it feels like the Tenno is more easily escaped, somehow)
Utah is in a poor state, and it feels like the issue lies with either the Utah's speed compared to the two, or these two's speed compared to the Utah.

terse wharf
#

Idea: limited Dino slots so servers aren't overpopulated with apexes similar to primal carnage. We don't want a legacy where half of the server are apexes.

lavish tundra
#

Revert the weight to size scale back to pre-update. Having something like a deino being the length of something like a lightweight adult Utah, but having it be almost equal in weight- or a utah that’s in game model is BIGGER than a the model of a baby carno, pouncing onto the side of the animal that’s literally smaller just looks terrible.

fossil galleon
#

Would Bushfires be just as difficult to implement as a mechanic like flooding would be? Super rare bushfires I think would be pretty neat.

minor fossil
#

Carno shouldn’t be able to hit teno’s tail and knock it down

bitter merlin
#

pleae nerf tenon tail. two hits and im dead

torn nymph
#

Utah pounce pin changes
Okay so I was thinking would make more sense for utahs pin to be based on speed, if a utah is standing still it pounces it should not be able to pin anything above its own weight, but if a utah is running full speed at what it wants to pounce and it lands it that should be an automatic pin on anything 450 to lets say 650kg, i don't think this would be 2 broken because it would be fairly obvious what the utah is trying to do and this would also give utah more of that ambushing play style which would overall make it more fun to play. Imagine finding a pachy eating a bush and u get close enough then go for the pin. Just think about it a 450kg animal with sharp teeth and big claws jumping on you, yeah that should pin most animals in its tier and some above it like pachy and others.

novel sail
#

I have said this before, but I feel I must repeat myself due to the the issue of Carnos requiring a feast of their entire body weight to get full.

The maximum amount of food required to fill a dino belly up should be 30% its weight. That way, Utahs won't need to eat an entire carno to be full, but perhaps, fill up in a dryo instead. No dino should ever be required to eat its entire weight to fill up its belly. They're not shrews.

In addition, when gore mechanics arrive, corpse food yield should be exactly the same amount of weight of which the dinosaur was when it died, with 65% of that weight being edible flesh and organs while the rest is bone and marrow.

Not only does this solve the issue of mass killings to fill up a belly, but it also makes a large kill much more rewarding because the food fills up an entire pack of dinosaurs.

autumn rover
#

My Feedback
When it comes to game experience and balance the fact i see so many carnivores teaming up with herbivores makes it a massive struggle for another player to hunt down that herbivore or carnivore that's teaming up and when you got 4-8 people teaming up that's kinda annoying as of now i see it so often i see Stego's teaming up with Utah's and Carnos making it hard for a deino player to actually get a kill

shell burrow
#

Lil food feedback which i assume update 4 is already fixing but eating is really annoying cause i would have to kill 2 whole deinos to feed my 1 sub adult one. Really dulls the mood when you get a satisfying kill as anything but still suffer for no reason.

rancid rivet
#

listen deino cant kill big things and cant be killed by big things I suggest adding a big shallow river that is worth to cross

modern quail
#

Can we please be able to host servers in game like in legacy. TI_HypsiPlead

worthy edge
#

Is it only me? But sometimes I fight against a for example Teno and get Hit by his Kick or Tale I get bleed

In my Opinion it shouldn't bleed because a Teno don't have Claws to make high injuries that would cause a threatening bleed so he should just make Impact dmg same goes with Stego except his Tail swipe maybe it will change when the bone break will get implemented

glass herald
#

Teno:
The Teno is almost the same size as the Carno, yet it's allowed to spin around and Tail Slam on a dime. The Tail Slam does massive damage vs Stam, but also can stun, and be spammed and entirely destroy a full grown Carno with a tiny bit of skill, vs the risk of it's ability to turn as agile as a Utah.
The tail is said to be it's main source of power, as it is a large creature, and the damage and stun are fine, however ~ it's locomotion benefits it's able to use are far too beneficial to its massive size (the Carno slide as a reference to it's size)
The proposed balance in mind, is to have the Teno turn a bit slower, at a lesser degree than the Carno or does, limiting it's pivot tailspam.
Currently, at a size comparable to the Carno, it being able to spin like a top [Comparable to the Raptor's current locomotion] is honestly the main source of its strength.
The tail should be opportunistic, and it's ability to be aimed so finely is due to it's ability to turn so fluidly even though it's a chonking beast.
The Carno's benifit is it's neck, and being able to aim it's bite.
The Teno however should not have such a fine degree of swing, and the tail should be a method of precise setup just like with the carnivores, and how when they spin around, they have a bit of a slowed rotation, and limited mobility at this time.
I would have to play the Teno more in-depth to understand it's current mechanics, but I see this issue as one with the current pivot locomotion, giving the Teno a fine degree of maneuverability for its massive slam.
This should be an attack that is used defensively, however it's used quite aggressively, when it should really not be, as an herbivore is in a state of constant defense.
I'm not suggesting to destroy it's tailslam damage or stun, currently, but like the Carno's slide, there should be a drawback to the currently very fast pivot and it's able to do, as it's at the moment understandably powerful, but this is not because of it's use in a defensive stance, and rather in an extremely aggressive fashion.

I jumped on the Teno, and this all checks out, it pivots without issue.

TL;DR, Teno locomotion has a very fine control for such a large creature comparable to the Carno, and the Carno suffers for it's size and bite strength, whereas the Teno maintains fine control for a massive attack that has a wide cone.
(I'd even throw in, that with this change, allow the tailslam to cost less stam to use)

hollow ridge
#

Make the game harder

worthy edge
#

Utahs Recovery on a Missed pounce should be faster like just the Half of the current Recovery while if you get dismounted because the Pounced one Press (E) or Dismounted by a Tree should be as long like the current Recovery

wooden blaze
#

Deinos have a hard time catching other players due to the long really shallow river that connects the “center” rivers to the “southeast” rivers. All the other dinos just avoid drinking anywhere else. If the goal was to make a path between the two rivers. It doesn’t need to be a river. Make it a road or make it deeper (please). also there are close to no fish that spawn in the swamp, making it more of a tourist destination rather than a home for deinos. The same goes for the cool caves even further southeast. (Its really cool but its impossible to survive there)

chilly spade
#

Make the Utahs bleed hurt more if the player is running and has less the 50% stam

hollow ridge
#

Cera and other scavenging dinosaurs should have an exeptional long range of smell to help then find corpses.

quartz brook
#

I would be nice to have something like a suicide button in case one is trapped.
Maybe in the same form as the save logout is right now so nobody is cheated over their hunt by battleloggers.

lean bolt
#

I have a suggestion for diets! Unless there are already plans to make nutrients work like this, what if each nutrient controlled a different part of your creature's stats? So for example; protein could control health and bleed regen, whereas carbs could control stamina regen and lipids could control stamina capacity. Could even scale based on the amount of nutrients you have, so low protein but high carbs and lipids means health and bleed regen are poor, but stamina is fine. Not sure how difficult that'd be to do though.

brazen harbor
#

Reiterating my long ago suggestion for current opinions: once humans are implemented, have them locked in first person view. Better for immersion, and humans will have plenty of tools for a leg up. Best not to be able to see a dino sneaking up from behind too.

half jackal
#

Make dinos that are on low health more visual

Atm dinos on low health have their colours faded, its not a noticeable amount unless you put it with a dino that has full health.

Make a dino that is low on health a more visual difference so people know if the dino they are fighting is about to die, havng many fights i never know when the dino will drop

hollow ridge
#

From what i have seen from the dev stream utah pounce now has a wind up and you loose ALL momentum when going in for a pounce. Please remove this as it will significantly lower the skill ceiling when it comes to pouncing and make it harder to land.
Pouncing a target is in a very good state right now and this could potentially ruin that.

glass herald
#

Utah Pounce vs Trees:
Require sprint to knock a Utah off.
Animals standing head-first inside a tree, and spinning around is not a compelling tactic to cause a dismount to 5 second stun.
This is currently the biggest cheese outside of standing in water vs pounce, and it makes the gameplay tired and boring.

merry hare
#

idk why stego has better stam than teno and carno. stegos near 4x the size them. either nerf stegos stam a bit or buff tenos and carnos.

lavish tundra
#

I would love to see the Teno nerfed very slightly, I think in terms of rotation capability it is a bit unrealistic

shell burrow
#

Increase stam used when stegs running, it’s too little for what it is

zealous finch
#

Make carno (and all carnivores I guess) use more stam when they bite lmao, so they don't get to just spam bite

vale dock
#

Add certain colors for herbi/carni diets when you smell. I feel like it’ll be stupidly hard trying to follow your diet when you have to get close to tell if you can even eat it. Ex. Make some go red/pink, yellow, purple, and such. Just so it could be easier to follow our diets.

strong vortex
#

Carno and teno are suffering from power creep. Id suggest giving teno a turn speed nerf to promote a more defensive play-style. It’s quite silly that teno has a better turn speed then hypsi. The larger a creature is the slower it should turn.

Give carno a moderate bite speed nerf (alt-bite too) and make it harder for carno to gain momentum and stoping while in full sprint to go along side with tenos nerf.

twin breach
#

Make it so that if things like a carno ram or a teno/stego swing hit an obstacle their attack gets stopped and they have a little cd on their attack 0.75s-1.5s (u can leave that one out
(the cooldown thing) if u don´t like it). Or they basically deal no dmg if their attack goes through an obstacle.

topaz holly
#

ok so plz fix stegos hit box i just got hit whilst on a rock that the stegos tail coulnt reach up

kind totem
#

Additionally, Utah is so heavily penalised when it misses a pounce, but other WAY WAY WAY OP animals get no penalty at all for whiffing their special moves. Why Dondi Kek so hard @ cucked Utah? 🥺🧂

solid surge
#

Can you please... please fix the flying bug with the Ptera? (When you try to start flying it sometimes doesn't work and you have to swim in order to make it work again :(

zealous finch
#

Carno's hunger drains WAY too fast for how much they need to eat - I am really hoping that this gets looked into >_<

shrewd token
#

optimization realy bad... pls fix this... in shallow i see 60-70 fps everytime... but now 35-40 fps

vague galleon
#

AI seriously needs to be relooked at before being released, it's impossible to escape being chased by a utah or a boar. They don't run out of stamina and you can't out-maneuver them like a dryo would.

worthy edge
#

Nerf the Tale Swipe from Stego
Let's not say nerf either Fix it because it has like a whole Utah Length of Phantom Range

Edit: 19 people say no to Fix a Bug Lmao

left sorrel
#

Please give the Ptera juvie more stam, at least enough to soar just above the tree tops and not in the tree tops. I wish to enjoy flying but atm I can't enjoy it until I'm close to adult or fully grown.

If air battles becomes or is to be a thing more stam is needed, or at least ways to gain some stam while flying.

The life of a flyer right now is take of into the air, use all stam, fly a bit, land, get stam and repeat.
It's really boring to tell. At least the flyers on BoB are more fun and you are not forced to be a ground bird for the first 70-80% of your life as a flyer.

kindred ingot
#

the effects of having a good / bad diet should decay / increase at half the rate. its way too quick in my opinion

proper quest
#

More plants and wildlife to support the inhabitants of the island.

mortal vector
#

It personally does not make sense to have small dinosaurs competing with dinosaurs they have little ability to defend themselves regarding resources. I personally think perhaps having resources each tier (small, medium, large) can compete for, with some plants that benefit all would be a better option.

kind galleon
#

young carnos that are the size and sometimes even bigger than adult Utah’s still get one shot by them…

frigid elk
#

fix the problem where you loose your dino after you have logged out.

subtle barn
#

In the QA branch, some of the most common feedback has been about the rate of food value drain vs nutrient drain, the stomach being too full to accommodate nutrients when found, and players wanting to puke to free up stomach space.
I have an elegant and perfect solution.

A. The solution is, simply change the "food value" which is currently held in the stomach, and move it to a fourth nutrient hex, with an identical rate of decay as the stomach icon has now, and call it “calories” or “energy”.
B. Next, make the stomach icon function as a receptacle that merely "digests" the food we eat, and fills the appropriate nutrient hexes as the food digests. All food digests into calories, but diet foods also fill the three nutrient hexes.
C. Make the stomach digest food and empty itself at a moderate rate, so that it becomes viable to walk around with a half full or even an empty stomach, ready to chow down on whatever essential nutrient category we find.
D. Activity drains calories at a variable rate depending on activity etc, and once calories are depleted, starvation sets in and health begins to drain. However, having full calories and an empty stomach has no negative effects besides an occasional stomach grumbling sound. 😉

half sky
#

maybe add adrenaline that allows smaller dinos or younger dinos to avoid getting insta killed by something a bit bigger than them. a small speed/stam boost and invulnerability to bleed for a short time to get tf out of there. this could come at a cost of nutrients?

little silo
#

Add poisonous food and meat

woeful cedar
#

Dryo needs some sort of kick attack, possibly for alt+lmb with like 60N of damage

The thing can barely kill other animals with only 10N on its peck. A kick would actually allow it to fight off things which will invade its burrow when those come out.

unique girder
#

the utah should jump further or take less damage if you get between the tail and the body to fix when you jump out of the pounce and the stego kills you easily

minor fossil
#

Utah should slide a little when it lands after it dismounts

sacred sentinel
#

The deino doesn't really have much for a combat strategy other than sit and wait for their prey. It can't run, it can't turn, it can only jump out of the water and bite a bunch of times and hope for the best. I mean its playstyle makes sense, but it triggers this problematic scenario:

100% deino vs 100% deino is an imbalanced fight.

The first deino to start the fight basically wins, because it gets the first bite in. And because you can't run, turn, or do anything strategically to change your fight style, you basically bite back and forth until the first person to bite gets the last bite in the fight and wins every time.

Thus if you're the first deino to start a 1v1 with another deino, it's not really challenging anyone, it's just being rude, because there's next to nothing they can do about it. And you can hardly even escape either. You can try escape up or down river or on land, but they can follow you if they want; there are not a lot of options for you to go to, you're probably going to die.

I don't know how this can be fixed, but hopefully you see the issue.

Every other dino 1v1 is at least somewhat balanced. You can zip around and try trick your opponent with fancy menouvers. So even if you get the first bite in, you can still lose if your opponent is skilled enough. But when it comes to deino vs deino there doesn't seem to be any skill involvement. Either first bite or bigger deino wins.

opal heart
#

On the fields, hypsies will not be able to escape from utahs and carnos. Previously, the large bushes with collision were suitable for hide and seek, spit and escape. With them being replaced by much smaller bushes without collision, it's way too easy for the hunter to oversee the bush and guess attack. The hunter will win in 99% of the cases

To be honest, I strongly dislike AI. It disturbs this multiplayer game, favoring carnivores and killing hypsies and other players that try to hide. I think this game is way more interesting when it's just player vs player. With longer food decays for carnivores then (edit: AI like fish, frogs, insects, small pterosaurs (when there is a quetz threat too) and scavengers is ok, but anything bigger should be removed. Especcially in the smaller map in the future)

Scent on footsteps is unfair when the prey is slower and weaker. This goes for hypsies and dryos. It would make sense if a good hypsi spit disables scent for a minute or so, which is not unfair with how hard it is to aim well. Honestly, dryo also needs a spit ability. It's too weak to fight back, and now it's even slower than utahs. Maybe this dryo spit gets a slightly longer duration for a wider spread, and some cooldown time. Thus, dryos can handle packs but not exploit individuals

Standing still to spit sucks and is close to just dying. Also, if the hunter is hit, he can just run through and blind attack with a high chance to kill. I think it's better to disable attacks until vision is cleared. Herbivores should probably be immune for vision loss because of spitting. It serves no function, other than mixpack exploiting

I hope these things are understood and fixed. It's hard enough to survive as something weaker and slower. Carnivores should kill players, find corpses and explore without stressing. Only that will give actual balance

worthy edge
#

Rework Stego Tail Swipe it has to much Phantom Range in some frames

sullen dock
#

Utah needs a safe landing after pounce without getting hit by stego, the stego usually gets you when you let go of pounce, i mean you are already getting yourself in danger when you miss the pounce, so in my opinion it would be much betther for utahs to safe land after pounce

half sky
#

Ik pteras are annoyances but when fractures are added and if they can fracture a wing, they will literally be a free meal, and crashing is so common. Personally I think they’ll need a buff of some sort if this happens

robust marlin
#

Wet & Dry Season ; Feast and Famine

Something I'd really like to see is different advantages & disadvantages depending on the "season" the island is currently experiencing, especially towards herbivore food availability. The reason being I think instead of a blanket "Herbs/Carnivores Suck" experience, each type of dino will get its turn to thrive and its turn to suffer, helping to naturally cull certain populations.

Between Seasons - Average water levels like we have most of the time now. Food is neither abundant nor scarce. Every dino has an about-average survival rate. Moderately sized herds able to support specific numbers of grown individuals but encourages competition between herds, while encouraging solo players who meet to form a herd and be able to sustain themselves. (Something like, steg: 3 adults/subs, carno: 2 adults/subs, Utah: 6-8 adults/subs, teno: 5-6 adults/subs, Dryo and Hypsi basically unlimited if they can find food)

Wet Season/Flooding - Stupidly abundant plant food. Encourage mass-herding and nesting with less effort and distance to travel to maintain your needs. This is prime-time for herbivores, Deino, and Ptera, less so for Carno and Utah outside of scavenging or picking off lone babies or small dinos like Hypsi and Dryo. Actual "Flooding" will be when the water level exceeds the rivers and ponds' usual levels, spilling over into the lowland plains & forests.

Dry Season/Drought - Very scarce on dietary plants and nutrients. Herbs can stick together at the cost of bad stats with not enough nutrients to go around, or they can split off into smaller groups/solo to maintain their diet and fight over resources. This is prime time for land carnivores like Utah and Carno, who can scavenge herbs killing each other over bushes or hunt the weakest dinos who are unable to keep a good diet. Ptera will be forced to scavenge on land more and Deino will be at disadvantage, forced into shallows/dry land or to lurk in swamp and mud pools.

dense marten
#

Teno/Carno:
Can there be little to no stun duration if a carno charges the tip of a tenonto's tail? Its massively unfair and it is incredibly unrealistic.

high crescent
#

raptor needs a visual jump arc, as well with anything that swings a tail with a distance meter. attacks aren't very immersive. will this change in any way? could also be used as perks or skills later as u develop Ur Dino ?

shell burrow
#

right so I've played so so so so so so so so much dryo in stress test and exploring the map I've barely found any mud pools, so either balance that out and add more, or add a different way to wallow, bleed is brutal to deal with and utahs will be op

ashen grove
#

i have a much different take than most people do when it comes to the carnivores atm.

everyone complaining about carnos atm but truth be told i think the issue is that carnos feel good to play atm so many people are playing them, inflating the population.

utahs, however, do kind of suck to play atm. but i dont think its fixed by buffing/nerfing anything just yet. utahs in good packs can punch WAY above their weight. so getting in a pack is necessary. the problem with that is the only way u find a pack atm is broadcasting (gets u found/killed) or by running across the plains because thats the only place with any decent visibility and thats where most other creatures play atm.

if we could somehow shift the meta so that utahs play from the trees and forests and are able to find food and groups there then i think most could survive and grow and be able to take on most other creatures eventually.

as it stands, bot utahs and carnos are trying to play in the plains and the utah is clearly getting the short straw. carnos in the forests vs packs of utahs would not fair nearly as well. somehow this distiction between playstyles needs to be addressed.

timid pelican
#

remove fracture from carnos charge
its already an extremely powerful CC move on the fastest animal in the game
it doesnt need more

kind totem
#

I know you lot are gearing up to make Utah the ultimate human predator, but please for the love of all that is good and pure in this world stop needing Utah into oblivion in every fathomable way possible. Let them use their big brains to do what nearly all very intelligent animals do and survive and overcome by any means necessary. This means eating bunnies, chickens, goats, pigs, frogs, crabs, turtles, bugs, babies of any species, etc etc etc… I understand you’re fashioning Utah to focus on human hunting but humans aren’t in the game yet and utahs are and at the moment carnos are easy mode annoying as hell and over powered and utahs are the red headed step child of this game. Please give us a rewarding and fun experience when we select such a beloved dinosaur for gameplay. At the moment it’s a horror ans not because it’s frightening as intended, but because it’s utterly abysmal gameplay and it seems every aspect of the game is specifically geared toward the becuckling of utahs and Utah players.

lavish tundra
#

I dont know how else to say this frankly, Utahs need buffs, way too weak as they are right now, even if they are a pack animal. Also pounce is broken again, just bring it back to where it was when utah was first brought into Evrima. ( Given the QoL change ofc for bouncing off in direction). Do devs hate utahs and favor carnos? 🤔

high crescent
#

why do we still beak legs after a 2 foot drop man c'mon full carno dead cause of it. LAME! or just blend your terrain better. for the love of god.

robust marlin
#

I think it'd be a good idea to vastly expand on what things give baby/juvie carni's nutrients, particularly small carnis (Utah, Troodon, Herrera), such as allowing baby utah to eat frogs, crabs, rabbits, et cetera and gain nutrients, and then diets force you to narrow your nutritional diet options as you go through different stages.

So baby/juvie Utahs have a wide array of small animal/AI/prey options they can actually hunt (as Utah even has trouble against Hypsi as a small spawn), but will also gain nutritional value from the carcasses' of adults' preferred prey as well, and then as they progress to Sub-Adult and Adult, AI options drop off their list of nutritional diet options into what we have now (Dryo, Hypsi, Teno, and Stego) to encourage more PvP and hunting other players instead.

However, Carni diets should also be adjusted to have different stages of "good" or "bad" diet similar to Herbs. If you'd rather they get all 3 nutrients from prey, have it be tiered by total percentage of nutrients acquired rather than balancing the 3 different types.

lavish tundra
#

Utah is very under powered it needs a BUFF, it should not take 6 adult utahs to take down anything the same size or larger than utah. the bleed is almost non existent it occupies a space as a pack hunter or a bleeder, but even things that should be able to easily be taken down by 2 - 3 utahs it takes forever and the pounce is always bugged just like the video i have provided and it has almost no raw bite force I bit this Stego many times on the head who was maybe half grown AT MOST if that and it took 15 minutes to kill him/bleed him with continuous bites to the skull.

Not only that But i almost **starved ** from HALF hunger in the time it took to kill it and lost 2 pack mates in the process one who died while pounced on the stego on their end, and i kept biting them on the head constant pounces/bites.

it took so long to kill it i ended up getting third partied by a Carno after i finally killed the stego, it broke my leg as a non full adult and it was an Instant Death sentence.

https://youtu.be/4r8Ebn09tHE

sullen dock
#

Utah needs a buff you cant play it anymore it doesn't make sense and fun at all

chilly spade
dense thistle
#

MORE AMBIENT AI, I CANT FIND FUCK ALL MAN

worn rivet
#

Utah hunted big game and scientist still don’t know if they even hunted in packs so they may have hunted big game solo. Yet here I am watching 2 tenos no diff a dozen Utah’s all because they’re standing in ankle deep water what a joke

lavish tundra
#

I think when herbivores get some not critical bites from carnivores they should go to some kind of mad or adrenalin status for a short period of time and recieve some buffs for their stats to be able to run or fight for life..

hollow ridge
#

Okay so carno just got buffed into oblivion because their charge BREAKS TENO LEGS in one hit! which means that you can just constantly stack charges and kill them easily. Remove it

chilly spade
#

Carnos need a charge nerf, stam nerf(maybe), utahs need a bleed buff and a pounce rework

lavish tundra
#

Are carnivores nutrients supposed to decrease faster than food? I can never max my nutrients as a carni. I think its rlly dumb, since as a herbivore I can just stack nutrients, and have them all at 100+%. Can yall fix this?

ashen grove
#

while i will totally agree that utahs dont feel good atm. i dont kno what the fix is other than playing from the treeline. ive managed to kill carnos as a utah and have been killed by utahs as a carno. most of the issue appears to be player skill/poor judgement. sorry.

utah players need to figure out what will make that animal fun without begging to nerf other things. we should want all creatures to feel good, not all of them to feel equally bad, right?

for example, an adult carnos stam is total crap. u get to run like 30s... 20s on a bad diet before stam is gone on an adult. running around looking for food as a grown carno should be more fun than as a juvi and its just not. i often just get myself killed and start over rather than continue to sit every 300yrds. its boring and feels like arbitrary balancing. in legacy carnos could run a mile and i dont remember utah players pitchforking back then.

if carno gets nerfed cuz folks cant grasp how a bigger, stronger, faster dino is bigger, stronger and faster than a smaller, weaker, slower dino then congrats, we'll have two carnis no one enjoys.

beyond that, so much of the balance feels backwards, i dont think the juvi phases should be so easy then the adult should be torture, quite the opposite. the juvi stage should be the hardest. youre small and weak, you should play scared.

the reward of this game should be the survival and becoming the bigger, better creature. i dont see how the game maintains people wanting to replay if youre punished for growing to adult.

im getting quite disappointed reading thru some of this feedback. everyone asking for a buff here or a nerf there. the biggest issue with carnis atm is truly just the difficulty in finding AI.

many of these struggling players would much rather go off the beaten path and live in the corner of the map somewhere if they could find food there. but anytime u run off to explore u come up empty handed and are forced to return to the center deathmatch.

timid pelican
#

tenonto and carno balance has been royally fucked as of the stress test
tenonto tail slam got a damage nerf to a stupid degree, it needs to be buffed back to 3.75 levels of damage
carno charge with fractures in their wip state is stupidly overpowered, it gimps anything it touches currently, and thats a problem

celest lark
#

More stamina drain for Carno alt bite

fierce shale
#

Do some QoL work onto stego's jab so it feels better to use, and give it a swing as a less lethal CC option that applies a lil bleed to help it deal with smaller animals like Utahs.

The Swing would run off the same idea as the jab where it turns the stego during the attack, so it'd work a bit like a cleave rather than say how it worked in legacy.

gleaming cedar
#

Now that we have diets and stuff, I think it's time to do away with the arbitrary pack limits

timber nest
#

Raptors in my opinion have too little stamina full grown

dense matrix
#

Tenonto got absurdly nerfed, particularly with it's tail and kick attacks. This is such a weird direction to take teno in, as it cannot choose it's battles against any of the carnivores in game, so why lower it's dps below carnos whilst also raising carnos up and giving it a ridiculous amount of fracture to an attack that should logistically be breaking it's own neck to perform. Teno is essentially helpless in a 1v1 now as it can't punish a carno enough during a CC to kill it or bring it near death anymore, this allows carnos to reposition now that the distance has been closed and get headshots off before needing to back down, perhaps the carno will even kill the teno in that time if it's lucky. And considering how much easier it is to maintain groups of carnivores than it is herbivores, the likelihood you'll be severely outnumbered is high. Prior to this update 2 tenos had a good shot against 3 carnos (which makes sense as they are the obligate defender and are better at brawling physiologically) but now 2 tenos are sweating if 1 carno shows up. This is such backwards balancing and if anyone thinks this makes sense I question your biases heavily.

lavish tundra
#

So when people say nerf Carno it’s too strong, let me tell you that its not indeed THAT strong.

Carno is a smaller game hunter that hunts small game such as Utah which is the only other land carnivore currently. You can’t complain about something that’s supposed to hunt you. Carno and let me tell you a lone Carno baby a Utah pack is actually pretty good fight on the Utah’s end they are able to bleed carnos out if they get enough pounces.

The other reason is because of apex syndrome. Everyone wants to be big bad and kill all. So since Carno is the biggest land carnivore they choose that. There isn’t a way to stop players from playing a creature you just have to deal with that. We really just need more creatures to play so everyone doesn’t just go Carno.

Finally you can’t say Carno is too strong when even groups have a hard time fighting stegos

How to balance it
Because the reason Carno is hated on rn is cause if apex syndrome obviously it will seem too strong. But there are a couple things I would change

.Make Carnos turning a bit wider to demonstrate it turns like a bus
.Change carnos bite force to 200 because it shouldn’t be too strong but not too weak for a small game hunter

.it’s charge does need a bit less fracture damage but not as much cause if players miss the first charge it’s hard to get another In when Utah’s chase

.Give Carno a bit more stamina because it just seems way too low for a carno. I’m not saying like the previous stamina but somewhere in between these two so it’s not stopping for stamina every 10 seconds

worthy edge
#

Carno Deals to much bleed and overall is to tanky for the fact that you can play him in Packs/Mega Packs atm even in diets

lavish tundra
#

I think you have to make the herbivores more fun, I don't know how, but if you get the game it will have more biodiversity, not a lot of carno and utah.

half sky
#

utahs are cannibalizing more than carnos because of how bad they are against everything. every utah i run into has spasms like its a disease spreading throughout the server.

golden kayak
#

IMO the bite force should start ramping up sooner than they do currently. Not going more than the current max but just have more of a gradual increase. Currently for most carnivores it seems like it doesn’t pick up until around 50-60% which is a lot of time spent surviving. It also makes it much more difficult to fulfill your diets so that in turn also debuffs your overall damage by a significant amount. My idea is that since you already get debuffs on start, either make dinos start with some nutrients to give time to at least hunt or change the rate carnivores gain bite force over time.

hollow ridge
#

Leave fractures for pachy, its what makes it special and you are giving it away for free to other dinos and ruining their balance because of it.

maiden rose
#

Remove Utah if we are gonna have it be broke and useless 👍

split wave
#

please please add an unstuck command; there's just too many spots your dino can get stuck in

loud fractal
#

I see some people talking about how the carno is so OP and the uthas is usseless, wtf. Its the opposite, they have the bouncing when juvs, and they are so lil u cant bite them. And i only see uthas, a lot of poeple get uthas because they are broken man... I cant play other thing than utha cause i get murder at the moment that i cant hide for being to big when u are just a juv, but its boring cause u run faster and u jump, u can escape from almost every danger situation and u can bully bigger dinos than u and escape with one or no hit at all. * look like Aureus has been offended xD *

sullen dock
#

Utah pounce needs a fix. Its really hard to pounce other dinos because you jump like 2 meters that means you need to be really close to the dino. And you often pounce through the dino, the pounce frames should be much bigger so you are able to do a good pounce without the need to be to close to the prey and without bugging through it (The pounce frames are much better in the normal evrima)

half sky
#

deino should be able to walk backwards into water or at least when they snatch prey because its ridiculous how much time it takes turn around and walk as a deino

dense matrix
#

Make utah viable again, others have outlined the reasons why it's currently useless but I'm just here to add more fuel to the fire. Current QA utah is just a masochist simulator, you can't achieve any feats outside of downing an ai and staying alive with a "great" diet that's nutrients are constantly in the single digits due to ridiculously high nutrient degen speeds. Pounce doesn't work (for at least 5 reasons), you thus do no damage, carno's hit detection makes their teeth teleport into your body from several meters away, teno got horrendously nerfed (seriously bring back it's U3 stats it was fine) and is still a massive threat that usually requires 4-5 utahs to even challenge (most of you will die, and yes it will be because of bugs). It's basically a carnivorous dryo with no dodge, do something to help this relentlessly punished playable.

raw shuttle
#

lower the number of carnos in a pack to max 4 , its outrageous to see 8 carnos together

steady pier
#

Would be awesome to see a admin command to be able to adjust Dino stats for people that have servers!

topaz fog
#

I genuinely don't understand the whole "Carno is too strong, buff Utah" stuff everyone is crying about. I generally main Carno because I like the speed of the Dino and the fact it's semi-tanky (in comparison to what's available) and even as a sub-adult I will be wary about Utah packs.

For example, I was in a pack/unpacked group of 6 carnos. Two were bigger than myself and the rest were juvies. Going against 4 adult Utahs all the juvies died and so did I while trying to fight and protect them (and yes, the death was to bleed damage).

Perhaps the only thing I would think of doing is slightly increasing bleed damage from sprinting while bleed because that fight took forever and was a lost cause several minutes before it began.

I have a plethora of other experiences as a juvie or even sub Carno where you simply just have to avoid Utah packs at all costs or just stand still and wait to die.

Is a 1v1 viable in the Utahs favor? Not really unless you've got some serious skill and ping is on your side. Can it be done? Absolutely.

worthy edge
#

you cant change the fact that Carno is op atm in Normal and diet update there is always a massiv overporpulation on all servers
(Excuse my Grammer English is not my first language)
only Carno players make an X lmao

upbeat dragon
#

if you wanna feel useless in the game. Play the Utah dino that wasn't given love. no damage pounce at all, pouncing off no safe landing to short. and lastly one hit by a big boy Carno. I prefer the previous Utah fast and agile and tanky

sullen dock
#

Utah needs buff Carno a nerf

frosty cedar
#

I see a lot of complaints and misunderstandings about damage, stun, bleeding and places where the damage was done. It would be clearer and easier for everyone to use subsequent patches, if the game had detailed information about damage, hitboxes(resistance), bleeding, stamina, as well as information about special attacks-damag(ram, tail kick,rush),stamina cost. And all this should be indicated at least in elementary units, so that you can calculate on the calculator how many adult opponents need to hit the head or body to kill the opponent only with bites or how many bites to saddle in certain areas of the body so that the opponent dies from bleeding in n time interval. What do you think about this?

minor fossil
#

why does carno do insane bleed

gusty berry
#

I think carno could maybe be balanced, by giving it's charge different effects.
If it just barley catched the hitbox it could do more bleed and keep on running, to hit maybe a second target, but not break any bones.
And if it does a full on head charge into a target, it will break bones, but stop after the first target, since it collided. Maybe giving the Carno also a very slight woozy sight.
As well as a draw back for missing a charge, maybe a short recovery time from having sprinted and over heating or missing and running into a tree, which could do massive damage

This is just an idea and probably would have to be changed for different placement of hits and all that.

worthy edge
#

so i played 1 day carno by myself now as a Utah Main and i dont get how people think carno needs skill and dont need a nerf i just casually killed a utah pack out of 5 utahs who played as a team lmao nerf carno already if even someone with no training with carno can solo a pack<
the only thing what is hard on carno is to pass the Child phase what is still not difficult

sweet rivet
#

What if... utah didnt have a jump off animation for pounce like how jumping off a target was in evrima release also maybe give utah 75n bite since utah seems too pounce reliant and a bite that actually proves its a carnivore

upbeat crypt
#

Bring back having mud spots near rivers and tracks instead of random spots. No one knows where these mud pits are and it kind of reverts back to the old days where you're a goner if you start bleeding, no matter what.

plucky peak
#

Why do Utah’s have such a big cool down when they miss a pounce but dieno can literally bite right after they miss a lunge?

hollow ridge
#

Please give utah some love before update 4 TI_Succ

restive vector
#

Y’all need to make up your mind on what y’all want for balance, because on one end we have a justification for the big apex like creatures being unkillable beasts that are just inherently better then other creatures because they’re big. Then on the other end we have everything being on a level playing field with weaknesses and strengths attributed to them, giving every creature a way to deal with each other in one way or another. It makes it very hard to give balance feedback as a player not knowing what the devs actually want for their game.

opal totem
#

Anky tail hit should break legs. Not from hatchling but the later stages. based on relative weight of dinos would be a good way to do it.

lavish tundra
#

buff utah stamina or stamina regen

livid igloo
#

I'l copy paste my post from mechanic feedback as I believe I might have posted into the wrong feedback channel.

It seems to be that Carnos have way too much life at the moment. I have clipped this 16 min fight I just had agains't 2 carnos (which would have never been possible without resetting the fight using the terrain anyway given the amount of stam that tenos have). At no point did these carnos have any chance to get a real "rest time" to regen their life properly and they even managed to charge each others. It really appear as you can pretty much play like a complete clown as a carno and still live to tell the tale. 1 charge gives instantly a fracture (which is deadly) but somehow getting repeated tail slams on the head doesn't 👀.

I fully agree that dinosaurs should not be balanced on a 1v1 basis (as anyway real 1v1s rarely happen and as a teno you spend most of your time out numbered). But carno is clearly overplayed and feels way too permissive compared to other dinosaurs. You can simply keep screwing up and get away with it almost systematically. Unlike Stegos who are also quite permissive and that anyone which half a brain can easily avoid or get away from, carnos can zip out of any engagement and chose when to engage a fight on their term, on top of being way too resistant. If you want to keep them in that state then the prog time should be drastically increased.
https://www.twitch.tv/videos/1159470103

Twitch

poutine_italienne_qc went live on Twitch. Catch up on their The Isle VOD now.

▶ Play video
minor fossil
#

i wanna say carno alt bite is too good but i think its cuz my utah has such low hp

sudden drum
#

I would love to see that the Devs are making the Rivers deeper i mean those Deinos were massive Crocs and they needed some space. Most of the Rivers are way to shallow in my Opinion. Yes its deep enough to drown something but still it would be a much better Feeling if they make it Deeper and some Rivers places are just horrible to ambush and I rly hope that they fixed the Head that its not always poking out of the water and the Lunge. Sometimes i go right through my Pray with my Mouth open and nothing happens or if i let go i cant Bite anymore because its Buged, I always have to Lunge again for the Bite to work again. And also i rly cant imagine that that Huge Croc couldnt brake the Neck in one Bite on a Stego or something. Kinda dissapointed that the Stego still has the upperhand against a Croc. I can understand it on Land but not near the Water or in the water. And idk how its going to be in the Future i mean the Stego wasnt even the strongest Herbivore. And its kinda weird that this Croc is so freaking loud when its walking on Land. I mean yeah 8 tons but still. Crocs nowdays sometimes weight a Ton and arent loud at all. Elephants weight 5 or sometimes 6 Tons and they are not that loud.

hollow ridge
#

Combat is and will allways be one of the main incentives to play this game. Other mechanics like diets, nesting ect make the game significantly more fun, but it will never compare to the thrill of hunting/tracking down a dinosaur, defending yourself from a pack or escaping from another dinosaur chasing you ect.
If you want to have a balanced ecosystem where dinosaurs are played at similar rates they need to be balanced in terms of combat and survival.
The fact that you are neglecting one of the most enjoyable aspects of this game is concerning and will only have a negative impact.

lucid tide
#

Right now there is no balance. You guys nerfed utah to the ground so its almost impossible to kill bigger stuff its size, and especially not able to take on a single carno since you gave it a fast turn god knows why and made its regular bite still be spammable. Tenonto's tail slam doesn't slam a carno to the ground anymore while its a death sentence for a utah off of one tail slam, you're calling that balance?

marble cairn
#

Ways herbivore are being messed up.

the diet system was set up in a way to encourage herbis to kill eachother > cannibalism debuffs were added so carnivores would primarily target herbivores > they don't want herbivores to be able to use terrain to make up for all the built in weaknesses and are putting in a step up option for only carnivores > all the obnoxious idle noises herbivores make prevents hiding from being a viable option > making at least one or two diet plants extremely rare so herds cannot sustain themselves and most cannot obtain a perfect diet, carnivore diets were made easier and allow faster growth and huge megapacks

fringe cedar
#

As far as balancing goes stat-wise, not including diets, can we just return to 3.75? Nearly perfect aside from inertia fucking over smalls and maybe Utah could use a buff up to 75n on the bite, but other than that 3.75 is the closest this game has been to balanced.

late fox
#

Utah is fine being really squishy, however give it some bleed/damage to make it somewhat of a glass cannon. If the devs want it to be a big game hunter/pack hunter, it should have the damage, IF NOT the bleed at least to kill said prey, when it struggles right now to kill a juvie stego. This could also lower the carno overpopulation like it used to before the nerfs.

half sky
#

Some feedback on area damage, we need more damage areas on our dinos cuz right now it’s just head and body. My suggestion: head/neck is the highest damage area(1.5x-2x damage depending on the Dino being attacked). Torso(which could possibly be split into 3 categories:front,middle, and back torso;higher damage in the front, lower in the back) is the base damage area; however much damage your Dino does will be dealt to the torso. Tail: the lowest damage area, encouraging stronger dinos to attack the front of its prey, giving the prey a fair chance to attack back(example:carnos running by attacking the very tips of the tails and doing a ton of damage) Legs: for more smaller dinos, this will also do lower damage but with enough bites can put a slow effect on its prey(-10% — -100%). With a ton of bites on ur legs, it would only make sense to cut ur speed down

raw shuttle
#

nerf Tenos, for the love of god its too much , i lost 5 adult carnos because of them .

lavish tundra
#

Surprise surprise
Another Stego attack rework suggestion
I've come up with an idea to give it three separate tail attacks all condensed into the right click
1st Attack: Standard short swing, tap right click. This would be the base default swing attack, fast with moderate damage. With covering more than 90 degree flank of it's body's side. At the cost of minimum stamina. Being capable of using this attack while turning or trotting. This attack would be ideal of positioning around mid level carni's and deter them with faster attacks on the more shorter range side.
2nd Attack: Wide sweep swing, hold right click. This attack would be generally based around fighting against smaller tiers of more agile predators. With a bit of a boost in damage in comparison to the standard swing, and the wide difference in aoe range as this swing would reach around nearly covering the head area of the Stego. It would come at the cost of slightly more stamina, but the benefits of range, and potential crowd control hitting multiple targets in one attack. The extra damage would ensure most small tiers would die upon contact usually.
3rd Attack: Tail jab, alt right click. Usually right click attacks, are more stationery based considering movement is limited when alt is initiated. So I had the idea to reposition the alt attack to instead be the jab, as it's more slower and jukeable attack is more stationery in nature anyway. With how predictable and sometimes easy to avoid juke can be. I thought of to radically increase the damage and bleed values. When the jab hits, it fucking hits, and racks high bleed to get it's predator to back off immediately. The tradeoff would be to increase the stam use for it's jab once again. It would essentially be used like a sniper, only worth using when you know it's gonna be a confirmed hit, but when lands it's greatly rewarding. Yet it's very costly if you miss. This would add a layer of depth to the skillgap and uses of Stego players with this toolkit.

rough musk
#

I'm all for realism, but the state of the carno just isn't realism. It can kill anything apart from a stego without a problem and then outrun anything that poses any threat. It makes sense for a carno to be able to kill one or two utahs with some well placed bites or a charge attack, but for it to be able to massacre a large pack of utahs without being below half health is just ridiculous. The stego tail attack is also inconsistent realistically if that tail were to hit a utah in it's side, the utah would be dead. Somehow this isn't always the case (that may be to do with hit reg I'm not entirely sure). The teno needs a slight buff and so does the utah. I really hope that when things like the rex and spino are added, they are actually realistic unlike in legacy when a single utah could kill them by tail riding.

lilac owl
#

nerf stego buff deino

cedar gate
#

Nerf stego tail swipe, wayy too op, or find another way to balance it so strong hits arent as often, deino is fine as it is just tail swipe i think needs to be re-looked at

robust marlin
#

Inb4 complaints, I'm talking about PRIVATE SERVER options for admins, not Official servers

  1. Make it an option on Private Servers for admins to have species populations limits, even outright not allowing some species if they choose. If someone wants to run a server with 10 Carnis and 90 Herbs, let them. If they want to run an All Carno Deathmatch Server, let them.

  2. Also give another option for Private Servers to put species cool-downs if they want to so if you die as a specific species of dinosaur like, say, a Carno, you have to choose a different species, encouraging users to actually choose their fights more carefully on these servers since "just respawn 2 seconds later" won't always be an option.
    It'd be neat as well if you could set some perimeters to this, like if they die below 25%, 50%, 75%, or 100% they can still respawn as that dino but if they die within a certain percentage of growth like as a 100% adult they have to choose something else.
    And an option to customize how long that cool-down is too, so if one server admin wants it to be 5 minutes they can, and if another server admin wants it to be 1 hour they also can.

lavish tundra
#

Be very careful with the Utah buff, as Utah was made to attack in groups, not alone.

half sky
#

im not sure of how to fix mix packing but it needs a fix, mix packing was supposed to be left back in legacy.

odd crag
#

I feel like the utah balance kinda sucks right now, amazing in a pack, but you can barely survive alone, since the damage is shit, and the hp is shit.

lavish tundra
#

Buff utah & teno. A carno can outrun all the dinos ingame, so they can escape from a fight. Atleast give the utah and teno a chance to defend themselves..

half sky
#

being a full grow deino is literally the hardest and most boring thing to play as. the majority of the time you spend is just sitting in water starving because theres no fish. even killing a full grown teno or carno wont satisfy your hunger for long.
When the deino was first mentioned, they released a teaser of a deino and a rex having a stand off but in-game, deinos dont even have a chance at killing a stego. cannibalism is the only thing that keeps most deinos alive but even then, when 2 full grown deinos fight its still the most uneventful fight, first one to bite wins always.
my entire gameplay as a deino is going back and forth down south east or from center to south and back down to center. deino was way too hyped up.
stegos should only be able to hit a deino at an angle not just swipe its tail over the deinos head and get a free hit, and same with its tail. atm, stegos are just bullying deinos to stay in water and starve. deinos need some kinda leg drag ambush for bigger prey like stego, just ambush but uses more stam or somethin.

sterile urchin
#

The Stego needs to be balanced so bad it is basically unplayable for carnivores it needs damage or health or both just in smaller amounts but it cant be beaten by even Deino if they are more than 1 and if Deino is supposed to be able to take on rex than Stegos gonna be more powerful than rex

shell burrow
#

You’ve heard it before and you’ll hear it again from me, play test is awful cause carno exists. The options really are carno, hypsi or steg as anything else isn’t surviving the mega-packs. Does the pack of any other creature help conflict for food? Yes. Should carno do bone break and have basically no consequences to anything. Definitely no.

covert notch
#

my main thing i don't want for Utah's is to be overturned, i want them to be threat, but in all honesty a Carno would in a straight up, brawl own a Utah, and should be that way, now if u add in tactics it is possible to kill a Carno, even in QA i myself did it solo, although my Environment lead to this, i would hit the tall grass, run bite, run into grasses hide, wait repeat, he coulda ran, obviously but if he is bleeding i can easily pursue him, I've had good success actually sneaking, and using my brain instead of brawn which IMO is how a raptor should be played running out into the open against a carno or steg is the equivalent of your raptor being mentally challenged.

barren mist
#

Stego do too much damage. Its the most OP dino there is and i would suggest reducing its dmg about 25% and yeah I know the stego bullies wont be happy about that suggestion.

slim spindle
#

Reduce stego dmg. A single adult took out 15 adult carnos and countless subs and 5 utahs the other day. Once they're fully grown there's basically no stopping them.
Unless that's intended but then I don't understand what the appeal of stego would be currently if nothing can kill you.

ivory bay
#

A summary of what I believe should be done about each playable to balance the game out for update 4:

Tenonto - It fares very poorly after the damage nerf. I wouldn't however say that nerfing its damage was necessarily the problem. The issue is that you can't nerf the damage of an attack that has a stamina cost without easing up on the stamina cost of this attack. Currently Tenonto needs 7 tailslams and 1 clawswipe/2bites to kill a Carno. This is quite frankly speaking unacceptable considering that Tenonto can afford to use only 10 tailslams. My suggestion is to decrease the stamina cost down to 5% on the tailslam to allow Tenonto to have a bit more leeway with its most potent attack. Alternatively a partial reversion of the damage nerf is also a possibility but I'm not in favour of this option.

Carno - it is currently widely considered too strong and for good reasons. The charge offers way too much, while I like the fact that its damage output has been lowered when compared to 3.75 the fact that this one ability CCs, deals damage and fractures its opponents is just way too much. No single ability should do that many things at once. I'd personally be either in favour of outright removing fracture from it and having Carno rely on the knockdown(which imo it should do - a small game hunter relying on knocking down and mauling its prey is what Carno should be in my belief) or reducing the fracture to the point where Carno has to charge a target(e.g. Tenonto) 2 or 3 times to fracture it. The nerf to its biteforce which lowered it to 200N was a good idea, same as the nerf to Tenonto's damage output. Both of those animals dealt too much damage previously.

Utah idk what to say about it - needs buffs. It's difficult to say anything about this animal before the pounce is fixed. I do think it's a bit onedimensional though. I'd buff its biteforce to 65N and wait for the pounce to get fixed. It might need a nerf to its bleed when pounce is functional.

polar salmon
#

A potential Utah buff I thought of to play into the endurance fighter playstyle it should have. Allow the Utah to have a decently higher stam regen (perhaps only when crouch walking) compared to other creatures in it's size/fight class.

This would allow Utah's to be more selective of fights, provide more escape opportunities in certain situations and promote hanging around targets instead of running off, sitting and coming back.

An unrelated change suggestion is to change the 3-call from Utah's where when pressed (not held) it does the 'pur'-like noise it does when sitting down instead of the hiss and claw, which it would only do when held down. Perhaps also removing said noise from sitting down passive noise.

robust marlin
#

I'm not sure if its because of separate fall-damage changes or just because Hypsi's health got nerfed when they rebalanced for Weight = Health in U3.75 and it got dropped down to 20 HP, but I feel Hypsi really needs its fall resistance looked at again.

Its the weakest dino on the isle, even Ptera can 1-shot it. It has the weakest attack of all species as an adult. Most everywhere it can jump to escape carnis, Utahs can also jump, and Pteras can reach, and Hererra will eventually be after it as well. A lot of places it can jump to, Carno can reach with its bite. Its spit is too finicky and pin-point to use effectively in a chase to defend itself, not to mention spitting makes you stop and turn to face the carni trying to kill you.

Hypsi only has two reliable defensive strategies: Its superior swim speed to Carnos/Utahs, and its fall resistance. And it feels like its lost one of those.

I remember there was a point in U3/3.5 where Hypsi's fall resistance was so good, I fell into Shallows off the top and survived with a sliver of health left (of course I literally fell right in the middle of a hungry megapack of raptors and died anyway, but that's a different matter).

Now as of U3.75 and U4, half the time I lose half or more of my health sliding down slight inclines or jumping down off of the same rocks Utahs can easily get on top of.

Please revisit Hypsi's fall resistance. Its a dino that has the most impressive jump in the entire roster, and lives in trees in jungles. Jungles that you've re-designed as of U4 to have lots of long drops and falls, no less. And it has a huge, flat, feathered tail bigger than its body that should help slow its fall. It should be championing falls TI_HypsiPlead

rare lichen
#

Please for the love of god play your own game as a normal player would.

There is NO excuse for carno to be doing more fracture than Pachy.
This weight = health system is actually not good in the slightest because you globally nerfed damage along with that which makes no sense.

If you actually played your game you wouldn’t have consistent complaints about the balance of the game for weeks.

If you played the game like the average player would you’d understand that these balancing decisions are not good choices being made and quite frankly as a member of the playerbase I have never felt as if the devs are so disconnected. The fact that nothing has been done about these balancing issues for weeks just makes it seem as if you’re ignoring the playerbase as a whole and don’t know anything beyond the little dev sandboxes.

And it’s upsetting because I know the team CAN do better because update 3 had such a smooth reception compared to update 4.

But when it gets to the point where I have to be asking ”why play anything BUT Carno, Stego, or Deino?” it is very obvious there is a balancing issue.
I have literally zero incentive to play dryo, Tenonto, Pachy, utah, Ptera, and hypsi, literally none. This is what creates overpopulation issues.

edgy relic
#

Revert weight=hp. Nobody is surprised that pachy turned out to be carno fodder because everyone saw it coming from a mile away. The fact that both Utah and pachy are in the dumps from it goes to show it’s not a Dino specific issue but a problem with general balancing. Diets should have been the system that gave small dinos some worth, but it only seems to be the opposite now.

indigo ice
#

Carno needs a nerf. Simple as that. We don't want a carno-rex. The carno buffs and the needs to all of its competition have made the game one sided. Carno should:

  1. Do little fracture damage with charge. Carno is not pachy, it shouldn't destroy a tenos bones.
  2. It's bleed needs to be toned down. Especially since mud is much harder to find, carno needs to do less bleed.
  3. Buff Utahraptor, Tenontosaurus, and Pachycephalosaurus. Carno shouldn't tank so many teno tail slams, increase damage and fracture so teno actually has a chance. Utah needs pounce fixed, and pachy needs to turn and move a bit faster, along with doing more fracture

TLDR No one wants carno rex

Please tell me if I've missed anything :)
Also devs please tell us if your actually seeing all of our feedback that would be nice

woeful cedar
#

Juvi Deino should not be faster than juvi pachy on land

nocturne raft
#

make it so pachy can turn and hold its charge longer at the cost of some stamina.

torn flare
#

probably make pachy a bit faster and make the growth time shorter cuz i think it needs it and i think people want it too (evrima of course)

lavish tundra
#

I see a lot of people talking about the weight=health stuff. And I think it should stay. But I also have a few other ideas that will just let it generally less annoying.

  1. Utah buff. Yes everyone wants one. But anything more thank a tiny buff one- would make the Utah in big packs completely OP. So increase pounce bleed by 10% and damage per bite from 50- I think it was. To 70 or 75. 450 weight works being able to 2 body hits from a carno, and 1 from a deino.

2.Teno doesn’t need a buff. The only negative it has is that against carno they can just ram it over- over and over again with teno being able to basically do nothing. Which- can be annoying with bone break not allowing you to get a stun, and capitalize on it. For this, just fix fracture a bit. Make it take multiple hits to break from carno- 2.5? Carno is to agile, make it a tiny bit weightier- make it feel like it has weight, instead of skating and sliding around.

  1. Pachy. For the love of god reduce the growth time. 30 minutes with perfect diet got me 20 percent- growth. I don’t know if my tracking or something was off, but pachy having anymore growth time than 1 hour 20 minutes is absurd as it’s not that big of an animal. Second, give pachy a bit more speed- and more weight. Idk what it’s weight is at now. But a pachy weighing 550 or 600 seems like a good weight. Maybe even 650 to get it out of carno 3 shot range and make it a bit better against them. The Utah pachy match up rn is weird. But I don’t think the weight change would effect the fight because Utah’s can’t brawl out with a pachy anyway and need to bleed it. So even with the minor increase in weight the utahs increased bleed would even it out.
lavish tundra
#

The map looks great but it has one major issue and thats the shallow water areas. I understand there purpose but it can make playing Deino a bit frustrating. Its hard to hunt as a Deino when the majority of land creatures are going to drink from the shallow water areas all the time and ignore the rest of the water that the Deino can conceal its self in. I understand its good to have some areas where deino can't hunt well from for balance reasons but it has turned into a situation where Deino gameplay becomes just eating fish and other Deinos. One solution would be to make shallow water areas very far away from the majority of land creatures main food sources to encourage players to drink from non shallow water more often but I also understand that would probably require some serious map changes. Past that though I can't really think of another way to balance it

jagged basin
#

utah buff for fairer fights against carnotauros (everyone wants that), even to control the super population of carno as a carno is much stronger than a bunch of utah
and increase the speed of the pachy / decrease the growth time

hollow crane
#

new test area map looks great in day But new food system drains far to fast, starved out constantly. at night cant see anything eaither so cant hunt, so you literly just sit and ride night out till day when you can see what your doing.
Also issue with rocks i lost 3 carnos to starvation when they got stuck in rocks.

elfin jacinth
#

I am of the opinion that there is a lot of misunderstanding behind Utah.
People often think the bulk of the problems are the Carno's but, frankly, I don't think that way entirely.I've seen Utah's too many times that are incapable of evasive maneuvers and consistent attacks and that, unfortunately, always leads to the death of a party against great prey. We must remember that Utah are designed for coordinated teams and if this fundamental "Factor" is missing it is carnage.
That being said, I think the Rpr aka Raptor Prey Restraint and that is our RBM needs to be reworked. The Utah in the wild used all limbs to stay anchored to the prey during the hunt, taking advantage of the hooked claws and strong jaws to inflict deep wounds and stay anchored to the prey for a long time. It would be interesting, instead of enhancing the bite, to evaluate the idea of the hook as a passive mechanic of the RBM where you could then use the LBM and Alt+LBM to inflict different types of damage, where the first would consume less resistance and the second, being enhanced attacks would inflict more bleeding and damage at the expense of resistance. What do you guys think?

rustic viper
#

Carno doesnt need a bite force nerf or a speed nerf not even a nerf to its charge, I suggest making carno similar to legacy's when it comes to movement, make its turn more difficult while running, only while running and make its drift less punishing to make up for that, this will make carno players take the time to be precise and makes it so carno requires skill rather than chasing and spam biting

cosmic eagle
#

Make nighttime shorter and way brighter untill we recieve nightvision and some nighttime gameplay. There is no reason why players should be struggling to see five feet in front currently.

celest lark
#

Buff pachy in stamina, speed turn and stamina regen

hollow ridge
#

Just make juvi pachys faster similar to other herbis. It makes no sense that a fresh spawn pachy is allmost as slow as a fresh spawn stego.

shell burrow
#

Pachy needs to break carnos legs! It’s just fodder without that ability

balmy patio
#

I think adding an defensive ability like a hardbrake uturn during a chase and standing it's ground using the head as a shield which would either stun them enough to give a bite or two in or maybe push them back a reasonable distance (for pachy)

wraith tusk
#

Increase pteras stamina significantly. Or allow it to recharge while gliding. Players can't enjoy flight like the devs that would literally just refill their stamina while out exploring. They are shown on the heat map not flying around because the stamina cost is so harsh for a creature designed to fly.
Players aren't able to utilize the packing abilities of the utah due to 1/2 the players KOS anything that moves but also 1/2 because Utah isn't fun to play because it's fragile. A slight buff to health or faster ability to recover from being knocked prone would help. But also adding a packing buff to them after getting to 4 members would encourage players to stay alive and with others. Nothing OP but something to promote the behaviors you want to see in your species.
Pachy, everyone seems to agree to lower growth time. But also increase juvi speed. It's their only defense until they can hit.

dry pawn
#

I got chased by a boar across the plains in south east area for 4 minutes and even when I was so far away that it wouldn't have been able to see me it still somehow came after me. Please fix their detection distance or whatever it is making them chase u for so long.

lavish tundra
#

Increase pachy weight so it can stand a better chance against carnos

Somewhere to the 550 to 650 range

nocturne raft
#

Allow pachy to grow faster. Pachy with a great diet (2/3 nutrients) grew at a rate of about .4-.5 per growth tic. Deinos on the live patch grow at about .6 per tic. I get encouraging dinosaurs to move around for rewards but pachy dies really easily and is really small.

minor fossil
#

If carno and pachy charge into eachother they should both get head fractures
Or
Pachy gets knocked over and carno gets head fracture

lavish tundra
#

For pachy I would say that juvie pachy needs more speed until it hits at least sub. Pachy also could use a bit more fracture damage

slim spindle
#

As a carno main it's gotten way too easy to kill things imo. I think making carno turn like a bus when its running while most of the other dinos have a much smaller running turn radius would be great!

Also make baby pachy less wimpy. I was able to take out a bigger juvie pachy as a fresh spawn with 3-4 alt bites. I understand carno is supposed to be stronger but I think it'd be nicer if the stocky baby pachy would have an advantage over a baby carno. Kind of like in legacy where when you spawned in the only thing you had going for you was your speed as a gangly fresh born carno.

torn flare
#

buff pachys turn radius and shorten the growth rate for pachy the result would be awesome and amazing and i would be happy

rustic viper
#

I suggest getting rid of the invisible hitbox behind the tail of every dino in the game, It does little to no damage when bitten there but still effects gameplay which is why youll see someone get bitten a few feet behind them and take little to no damage, this is a hitbox issue not latency as you can test this yourself on someone standing still, bite them behind the tip of their tail at any angle and it'll still register, I dont see a point in having the hitbox as it only annoys and confuses players.

lavish tundra
#

Increase pachy weight into the range of 550 to 650. Increase juvi pachy speed from 14 to 16, not much of an increase but would help it slightly. Increase turn speed, but keep growth time the same. Would even out with its increase in weight. Which may also warrant a tiny increase in actual size. But that may not be needed considering pachy is already a lot bulkier and stockier than a Utah. Pachy head butt and bite both wouldn’t need buffs with the weight increase, as it’s damage as is already good.

signal sphinx
#

I feel the Pteranodon is missing a important mechanic as a flyer. All flyers or birds of prey have one thing in common. That's their amazing eye sight. Pteranodon doesn't benefit or have a mechanic that incorporates that trait. I think it could greatly benefit with a motion tracker like the Deinosuchus. By holding the scent button while in the air you can focus on animals or a dinosaur that's currently moving. I think this mechanic could be indicated with the target or targets having a short pulse or a flash, maybe a highlight of some sort as the creature is moving. this would fit due to the fact you hunt fish schools by following ripple affects on water. you could also use this mechanic to better find the ripples at night when vision would be poor. this mechanic would also help negate the problem or pop in textures and slow rendering when flying. which makes looking for AI harder than normal since you can confuse a bush or plant because it didn't completely load in. it would make hunting AI easier and more interesting since pteranodon isn't really a threat to any dinosaur in the game.

zenith socket
#

Make it so full grown deino can grab a full grown carno to control their population.

tardy kettle
#

Stego is boring when your an adult, nothing wants to fight you...all you do is walk around eat and drink.
Yawn.

cloud acorn
#

Reduce Carno bite speed

soft osprey
#

tenos shouldnt of been nerfed put them back to where they were lol

shrewd rain
#

This is a stat curve I collected with Utahraptor (on QA) relative to UI growth (the value you see on the growth bar)

Black is weight, red is damage, orange is speed - all values are scaled as % of the maximum value. The little circles are my data points. Sadly the data is missing the first 30% of growth but this has the advantage of every data point being above neutral diets - which means all the recorded stats are at maximum.

While the speed curve and the damage curve are lovely the weight curve seems to be a oddly low resolution spline with mostly straight lines. With those straight lines I fear weight might deviate too far from the "expected weight", making your animal either too dense to oddly lightweight for its size. This might not be much of an issue on Utahraptor but could be really problematic on bigger animals (people reported small Deinos grabbing Pachys and this could be a reason).

If the other curves can be made more "accurate" I wonder what keeps weight from being similar here? It would probably be helpful if players could collect and share similar data on the animals they are playing - just screenshot your Insert screen once in a while while your mouse pointer is on the growth bar, showing the current percentage. I think it might especially helpful on Deino/Stego.

steep delta
#

remove deinosuchus and save it for a later update TI_Troll

rare ember
#

i think the amount pachy consumes food needs to increase, or decrease the speed of how long it takes for the food to deplete, pachys food bar goes down so quick and as an adult its so hard to gain food from a single horned melon/ agave. This might be for balance reasons so this distracts us from constant pvp instead, i honestly dont know.

lavish tundra
#

why can crocs carry utahs and pachys at like 10% growth? they gain weight way too quickly now, it's very unbalanced

shrewd rain
#

Here is Tenontosaurus' stat curve like the Utahraptor one I did before. Again with black as weight, red as damage and orange as speed, all scaled as % of their maximum value. Same colors, same pattern but more extreme (speed scaling with growth seems to be almost identical to Utah as far as the data goes).

Damage is the Tenontos bite which is pitiful throughout the life stages but a lot more pitiful relative to your weight when you are small. Special attacks might scale differently though and Tenonto shouldn't rely on the bite at all so this has limited value.

Again the weight curve is oddly low resolution relative to the rest. In Tenonto this should be a little more impactful, probably most notable at ~30% UI growth where it seems to be the densest.

cunning jackal
#

I feel like the diet system in it's current state makes the game a lot more difficult, especially in the beginning, feel like as if all nutrience bars should be 1/3 full when spawing or have 1 of them be full.

trail locust
#

Stegos need a predator or mechanic that enables the adults to be killed, not easily, but if a pack of like 6 carnos were to take on 1 adult stego they should be able to tip it over or grab it, also, deinos should have to drag prey into the water not just pick them up and larger dinos should be able to try and break free of it, id like there to be a sort of two sided struggle mechanic similar to the utah riding that is currently in the game. like say a deino does the leap from the water on an adult stego, there should be a 2 sided button mash contest to see if the deino can drag the stego to the water, and even if the stego escapes both dinos should be exahausted for a little bit with the stego having a bit of bleed going on. Deinos should also be able to death roll prey while in the water to give the prey at least a chance to struggle instead of being a limp corpse from one bite or grab. juvis I get going limp bc of the length of the teeth but other things should struggle

dense matrix
#

Is there a reason why pounce now cancels out mid air? Literally just got killed by a stego because I "landed" halfway through my pounce arc and slammed into his side, after a half second of confusion from both sides I got executed.

thick ether
#

If y'all want to keep the weird delay on pounce, at least make it charged like the hypsi jump so you can pounce from further after charging and time it better. Very odd decision to add a delay and seemingly lower the range on an ability that already had issues

While charging a pounce the raptor can have a preparation animation like the JP raptors because that's basically what they are anyway

https://tenor.com/view/velociraptor-comehere-jurassic-world-blue-gif-9018185

twin breach
#

I think Deino is doing its job as an ambush predator badly rn. And that´s mainly bc allthough u often can find prey at the shore you´re always to late to lunge it resulting in desperate Deinos going on land to catch anything that dares to attack them. The land deino playstyle also is viable bc of how much hp u have as a deino.
So I´d say lower its health from 8k to 6k-5k to make this playstyle more dangerous and less rewarding.
But in return for that it should get a big speed buff and maybe lower its size a tiny bit so that u can ambush more easily and have a smaller hitbox to dodge some attacks coming at u.
Also the normal bite feels kinda bad. I think something like a vertical bite kinda like the legacy sucho would fit better with a wider hitbox, so that juvis who are literally in ur face don´t escape bites bc of the broken hitbox. To encourage the ambush predator playstyle I´d also say that u should increase its stamina a tiny bit and decently buff its stam regeneration. So that if u don´t find any prey in around u, you´re able to change ur hunting location quickly, but you´d also run into more danger with that...
And also how about a deathroll instead of a mechanic where u can pull bigger prey into the water kinda like a tug-of-war minigame?
Against bigger prey for example a stego u could be able to jump at its head while it´s drinking and then break its neck at the cost of a lot of stamina.
But to put a little skill factor in there, there should be a quick time event minigame kinda like in Assassins Creed where if u fail the quick time event (which should be really hard I mean like u are able to oneshot smth. bigger than u) you´d be stunned for 3s leaving u with an open guard and maybe even certain death. Also if u fail it there would be a 1 minute cooldown so u can´t spam it.
I just want to make deino an amb. pred. so if u dont like the deathroll react withTI_Troll https://youtu.be/3BNx_6Dj2U8

This Assassin's Creed Valhalla game guide video shows how to assassinate elite / high-ranked enemies. In order for this to happen you need to follow the skill tree path from our video to unlock the Advanced Assassination skill. Start off by silently approaching the target to get the prompt to use hidden blade. Press R1 / RB for the first time to...

▶ Play video
storm pier
#

I feel like servers should be able to dictate their own growth times. This would solve a few problems; for one it could give an appropriate experience for every kind of player, and in the case of allowing longer growth times it would accomplish the goal of incentivizing players to use more of the map to avoid an untimely demise, since players will want to hold onto their hard earned survival progression.

shell burrow
#

Pachy is so ridiculously loud. I could be hiding from a carno in a bush and trying to warn another pachy of said carno, but because im so loud it'll here me and kill me as soon as i try to speak. Sound down please. TI_Cry

crude vale
#

Balance issues- The biggest issue im noticing for balance, is that we dont have another land carnivore to compete with/ put carno more into its place as a "SMALL GAME HUNTER" Like if we could get Cera, and (depending on how big it will be) Dilo, that would help tremendously, as Cerato would likely have a better time dealing with larger herbs like stego and teno, But a harder time with the smaller creatures like dryo, hypsi and the like. Which is where the balance would lie,, carno would need to focus more on Small game, this could be helped by a small damage nerf, charge would be its primary weapon, as it would rely on ambushing small creatures and knocking them down with a charge, further incentive would to be give other mid teir herbs (like teno) a small buff to discourage carnos from wanting to attack adults.

Utah issues- Utahs are almost non existent right now because theres so many carnos everywhere and they cant do anything to anything, The pounce delay needs to be tweaked as last night my friends and i were a 3 man utah pack hunting a teno, my one friend pounced it twice, both pounces visibly connected for all 3 of us, but immediately after, he was teleported to the ground. Utah is perfectly fine damage wise. health wise, weight wise, and bleed wise, but pounce def needs some more work and tweaking.

Carno issues- Oh boy where do i even begin. Carno can do everything right now. It can kill utahs it can kill tenos it can kill pachys, it can kill even deinos and stegos. To fix alot of issues with carno. It needs some nerfs and heres what could help. Decrease bite damage by lets say 20%, and bleed damage by 10%. Carno as you have said yourselves is meant to be a small game hunter. Its diet def needs a slight rework to help with this as well. Its speed and stam are fine. but damage and Bleed def need nerfed and diet needs reworked. Part 1/2

crude vale
#

Stego issues- so far i actually feel stego is fine where it is, not much for me to say on it(looking at you salty unskilled carni mains)

Deino issues- Deino isn't really bad per say, but i feel with the diet system, deino benefits the most from it out of all creatures, that's why there's so many of them on the QA. They just sit in the pond and wait for bodies to fall, not much of a struggle for them and can munch on fish without hunting at all if they want, i know deino doesn't have a lot of options rn, but in the near future, when we get more areas unlocked, i feel deino could have its diet tweaked a bit.

Hypsi issues- none really, that little fluffball is amazing.

Dryo issues- again none, dryo is fine

Teno issues- Teno is in a bit of a wacky spot right now. Its not bad per say, but its not as good as it was. Ive noticed that its stumble stun doesnt last as long (do to carnos complaining that they cant bumrush it and live) Its stamina cost for attacks is fine, but defending itself against carnos has become a bit tedious. as i dont know what was changed, but carnos are able to tank way too many tail slams. Carnos can just rush in without charging and tank the tenos slams and kicks and still come out on top. Tenos whole gimmic is being a dangerous powerhouse that requires strategy and agaility to take down. Now its basically been reduced to legacy sub giga, just a walking lunch box for carnos. Teno should be able to make a carno at least hesitate and THINK before attacking. If i carno gets an ambush charge on a teno, then yeah thats fair, carno caught it off gaurd, teno dies, simple. But right now the matchup has been scambled.

Pachy issues- Honestly i think pachy is fine, the only thing i could see being done balance wise is to nerf some damage and increase its chance to inflict heavy fracture otherwise, i feel pachy is fine where it is.
(Again all promlems will be solved once utah pounce is fixed and carno is nerf'd, from what ive gather on the QA)
Part 2/2

urban venture
#

Pachy needs a serious damage nerf, I had a pachy slightly smaller than me as a utah 1 shot me without using a full charge

polar cairn
#

Ptera is not gaining any Nutrients from Carcasses even though its listed as a Preferred food.

cloud acorn
#

Nerf Carno bleed. That thing is made for the stun on its charge not for the bleed, why does it bleed out a Pachy or a Utah in 2 bites?

twin breach
#

Remove the small windup animation on the pounce and lunge, it´s great that u want these abilities to be harder to hit but it screws up fighting and ambushing on targets.

scarlet valley
fleet mesa
#

General Issue - The growth of every species is too long . Also you should add the possibility for each server owner to change the growth rate. Exemple : Before the deino needed 5 hours to grow. Now the deino need 5 hours to grow with 120% bonus growth. There's no change. With a full bonus, it should take 3 hours. A better growth speed will reduce the frustration to lose any dinosaure and help people to enjoy the game more. The bonus is not rewarding at all.

ancient ridge
torpid warren
#

Please give Utah a buff and fix the pounce mechanic. :’ )

patent blade
#

Devs PLEASE dont listen to salty carno mains and nerf the pachy its an actually fun to play animal that doesn't break the goddamn ecosystem!!

minor fossil
#

I don’t think the pachyvutah matchup is fair cuz if

Utah gets hit once by a alt attack or headbut it will be guaranteed death.

If the Utah lands it’s buggy pounce pachy can still have a pretty good chance of living cuz the Utah has to recover stam and pachy could either run away or just chase after it and kill it.

I’m not saying to make a solo Utah to be able to kill a pachy easily just get it like 1/3 of its health easily before it dies

steel ravine
#

On the QA branch I have noticed Deino has very little oxygen to stay underwater and it makes ambush tactics not very good as waiting in place can’t last long enough to actually ambush something without tipping off the prey by moving in beforehand from a position that you could breathe.

The oxygen meter for Deino needs to be minimum 2x larger, I’d personally go as far to say 3x larger however that might garner complaints from some.

I’ve also noticed the large fish such at Catfish and Coelacanth are now incredibly tanky, but by the time you reach 20% growth as Deino they are only worth 1 bite of food when it takes about 6 to kill them.

I feel like their food value falls off a bit too fast especially given their hp pool, and that surviving off fish needs to be a bit more sustainable.

soft osprey
#

Please please please dont keep the tenos nerfed

solid blaze
#

I propose removing Utah's pounce delay, increasing either its stam or stam regen speed, and most importantly, giving Utah a more versatile jumping ability: give it the ability to jump higher & to jump in different directions from a standstill, rather than always requiring running inertia to jump forward & being completely unable to jump to the sides or backwards. Plenty of animals can jump in different directions from a standstill to dodge or jump onto things. Right now, a Utah can't even jump onto a log that's right in front of it because it needs running inertia, which feels unrealistic and unnecessary. Giving us the ability to jump without inertia would also help in situations where players are stuck & have no room to gain inertia. It would also make jumping a much more valuable tool in combat for Utahs to utilize to help balance things out (Utah needs another card up its sleeve since its pounce ability is so difficult to utilize). Utah feels so grounded and lacking in agility right now.
Edit: For example, Utah being able to jump directionally from a standstill, especially backward, would help it dodge Carno's alt-bite & help prevent the Utah from getting stuck on a Carno due to collision when it goes in for a bite. It could be very useful in combat.

scarlet valley
#

I am once again asking for Ptera's turn to be fixed. I personally feel pteras turn too quickly while flying. Honestly for me turning with "w" is much easier so itd be nice if the turn while flying could be slowed down more and made more natural feeling There is no natural feeling to the ptera's turn. they turn on a dime as if there's no forces pressign against it when there should be like wind. there's no natural flow either. my advice would be to slow the turn dwon and make it so when ptera gets out of the turn it's slowed down rather than sped up. that's like asking a freight train to speed around a corner and crash

hollow ridge
#

Please be more careful and reasonable with balancing. You guys are tossing around random buffs and nerfs to dinosaurs that never needed it and making things worse. Why would you change the stats of every single dinosaur in the game and bottleneck future balancing by making HP = weight when everything was fine?
Please listen to the community more about what dinosaurs are need a nerf or buff and balance accordingly. Evrima right now has never been in a more unbalanced state and its ruining the fun for everyone.

pulsar barn
#

as a deino u do way to little damage to stegos. Its almost impossible to fight them. I hit it at tail, sides and one time at the head. It just didnt die and killed me with 6 hits. As deino its almost impossible to get away from a fight. I dont want the deino to be overpowered and kill anything within 3 bites. But is it a huge croc and sometimes it is just to weak. And once u got no stamina left u are pretty much done. In addition, i think the stego should use more stam for that tail-attack.

twin breach
# pulsar barn as a deino u do way to little damage to stegos. Its almost impossible to fight t...

Ok so, a deino shouldn´t really be able to kill a stego in the way u described it and at all basically . Also u have water, use it. But I defenitely think that deino should at least be a threat to a stego, a stego shouldn´t think "Let´s fish deinos here" but rather "Hurry up and let´s get away from here".
So maybe giving deino a death roll as an attack which it could use on stuff that are slightly or decently bigger its weight reach. The death roll would work like a lunge but whenever u lunge at smth. bigger ur size u grab onto their neck and if u have enough stamina u perform a deathroll severly injuring the stego (half hp/bonebreak (on the head obviously, blurry vision/interface, short stun). So that if the stegos stays near the water it might get chomped (which I don´t like) or might die from the next death roll. This mechanic should NOT be used as a killing tool but more like a very powerful self-defense-attack (which can end up fatal) and intimidiaton tool.
(Btw a target that has been deathrolled can´t be deathrolled from u and any other deinos for 1 minute)
Just give deino anything to defend itself against a cocky stego, damn

cyan python
#

Give Utah a tweaked version of the legacy ambush mechanic. Part of me doesn't believe that it's current sprint is the absolute fastest it can move..

elfin jacinth
#

The utahs are too unbalanced, as a youngster you can do practically nothing except look for AIs which in most cases are scattered across the map, which given the need to feed makes you fall back on looking for carcasses or an attempt at Pvp and that's where the fun begins.
The utah under 75% growth rate is a pedal to the metal toilet if you think that at 50% with 4 attacks from a boar it is able to send you Ko and inflict serious bleeding. If you think you can even exist as a predator you are wrong, you have the hunger of a wolf and the physical fitness of an old man in a wheelchair. If there aren't at least 7 adults you can't hunt practically anything. You have an average length of 5 metres, practically that of a white shark, and the effective weight of a shoebox... even an adult lion weighs more than a Utah at times and this is almost as funny as the damage of the bite... which at half your growth rate is perhaps closer to 17N...
Can someone explain to me why we have to witness this? Like the deino that at 10% weighs almost 2T and drags you, your mother, the dog and your whole house into the water....
All jokes aside, I'm serious.... The Utah needs a tune up, the deino is right behind it and the Carno...let's not talk about it you all already know, it doesn't make sense so in the name of god patch this clown fiesta.

hollow ridge
#

Revert the changes to deino weight as it grows. Right now you can get snatched by a deino 3 times smaller than you and its very overpowered for a 10% deino to have over 1000 hp

pale sedge
#

THE STEG, TENO, AND PACHY NEED NERFS

scarlet valley
#

Utah and teno need buffs to actually survuve against the current roster. They can take each other on fine but teno gets destroyed by carnos without having a chance and utah does a very small amount of damage and has almost no health. Id understand returning them back to this start when theres more for them to contend with but with the current roster they die against basically everything in game. Stego also curently needs a debuff if youre gonna keep it in carnos diet. Carnos cant kill adult stegos for the life of them simply because they get 3 shot and the bleed hurts so bad

wary monolith
#

Please devs buff utahs, it isnt fun to play you cant do anything and the pounce is broken.

honest raft
#

I believe the patchy needs to have a faster reset on the head-but. At the moment, the current amount of stun a adult pachi does to a adult Carno is not enough. After a pachi head buts a carno, it takes slightly to longer for the pachi to reset and run out from under the carno than it does for the carno to become un-stunned. This means every time a pach goes for a head-but it can be easily bitten before the animation has reset and you can run out from under the carno. Plus pachi is a 3 shot for carno, 2 shot including bleed.

urban venture
#

The perfect balance
Carno: Nerf Carno, no not its damage, nerf its turn speed while running, ONLY while running but also make its drift less punishing and buff its stamina.
Utah: Buff Utah, increase its pounce distance and decrease the delay before the pounce to allow for better precision rather than utah having to pounce prey standing still.
Stego: Decrease stego's turn speed back to its original turn speed to give predators a better chance at fighting back, stego may be a herbivore but will kill anything it can including carnivores with a broken leg due to pachys, to keep the stego population low and encourage pvp with stegos have deinos stand a better chance against them in a 1v1 scenario near the water, I see stegos trying to bait deinos near water all the time because they have no fear. You wont catch a stego having a swim so a deino beating a stego is very unlikely.
Dryo: Increase Dryo's damage so it can defend itself atleast a bit.
Deino: Decrease its weight as a juvi to avoid juvis grabbing carnos and tenos along with pachys

dry turret
twin breach
#

I have no idea if this is a bug or smth. but maybe u should be able to change ur view? Kinda like in ark. The normal view, from the center of ur character, this bugged version a side view and the alt look.

white tulip
#

I believe Deinos weight is out of control, at 20% he can already grab an adult carno and thats kinda... unrealistic
if hes able to grab one it must be atleast at 50% or 40%, so hes already quite big
His bite is ok and his speed is also ok, just the weight isue. TI_DeinoOWO

signal sphinx
# white tulip I believe Deinos weight is out of control, at 20% he can already grab an adult c...

to be completely fair i would say the deino should be able to grab and drown anything 400 pounds lighter than itself just like its crocodile and alligator cousins. I mean it would be fair since we all know that soon it won't be the apex of the water and much bigger, stronger dino's will make its way to the game in the future. I mean the Carno has it pretty easy at the moment being that only 1 land dino really can take it easily. the game needs some time of check and balance for the already annoyingly powerful Carno.

pale sedge
#

stegos can swing way too fast with way too much power. The can do swing after swing after swing and literally spam it. I mean if the don't kill you the first swing they get you the second and the can swing fast enough to get the both off at once. I was a juvie utah and lost 99% of my health to a .5% hatchling stegosaurus from 1 SWING. Either slow the swing time by like 70% or nerf the damage by 45%

soft osprey
#

okay so the teno needs to be buffed and by buff i mean they need to put back where they were i mean not only do they not stand a chance against carnos anymore but its been a long time since ive even run into a teno herd meaning that no one is playing them anymore cause they all understand they dont stand a chance deinosuchos is way to over powered with increased health and weight only thing that poses a threat to them anymore is steggos and steggos are OP with infinite health lots of tail swings and massive damage they are on carnos diet but ive never seen a carno take on any sub or adult steggo lolol because they know its most likely a death sentence pachy needs to be on someones diet most likely needs to be on utahs diet utahs pounce is still wildly broken and carnos shouldnt have ptera on diet a animal they literally cant really even get AI seems way out of whack i havent seen a boar in days only AI carno and AI teno so theres that so yea im sure there is more but that my 2 cents on it

hollow ridge
#

Revert the teno nerf and keep it at its previous stats. Teno has allways been one of the most balanced dinosaurs in this game and was seen as a "true rival" for the carno, yet for some reason you decided to nerf its tail slam by allmost half, making it borderline useless. Please be more careful and reasonable with balancing decicions as this has got to be one of the dumbest ive seen yet.

frigid bone
#

Stego really needs that nerf. A stego up to its shoulders in water shouldn't be able to take out a giant crocodile, but it can and frequently does.

minor fossil
#

Make stego tail swing do less damage when the tail is in water that way they can actually be scared of taking on deinos whilst in water.

sinful pebble
#

Can dryo can a slight stam buff? Its already useless and I personally enjoy messing around with carnivores until they either kill me with that sweet sweet desync tail bite headshot or I run low on stam and make my escape into the woods. Doesn't feel like I can have my fun for long, plus with extra stam a dryo player could stick around longer and offer an even higher possibility of giving some hungry carni a free nutrient.

steel ravine
#

Stego should not be able to perform the attack animation while performing the swim animation. if you are that far submerged in water then you are vulnerable and willingly so. to be able to take on the current apex of the water as a completely terrestrial dinosaur in water is absurd.

sweet rivet
#

ok so what if utah got a minimum weight buff to let it drag bodies the size of itself again... kinda sad that utah can barley drag hypsi

lavish tundra
#

I have two separate propositions to consider in order to resolve Utah's pounce. before we'd start, the delay has gotta go, no way around it.

Idea 1: **Remove all punishments, and make pounce have more ease of use. **

This includes the missed pounce animation and a reduction in stam general stam use. Pounce currently is much too lackluster to justify all of these punishing and difficult factors just for a mediocre bleeding tool, and the burning of your own stam makes it hardly effective in use in combat as well, adding on top of the plethora of counterplay. If you were to keep it as is stat wise, removing these barriers would justify it's value and gear the pounce as more of a tool.

Idea 2: Pounce should shred, and deal much more damage than currently or do more severe bleed

Around update 2 when Pounce could 4 shot Stegos, adding the missed pounce animation, and the reduction of spamming where great ideas to balance the power of Pounce, given the context of these changes. Though now with how mediocre it's dps and bleed have become, and how counterable it's become, all of these punishing and difficult factors no longer have context. Pounce does not reward how much risk it takes to use this ability. Therefore upping it's damage and bleed should be the appropriate change given all of these odds stack on your margin of error. And with Stego's wide hp buffs to add onto this context, and the changes to bucking. 4 shotting Stego's, etc should no longer be a concern. with this change in mind.

Discuss gripes

urban venture
#

Buff deino in someway to prevent stegos from camping water sources preventing deinos from leaving the water to get food

tardy crypt
#

So for Deino, I know its a benefit to land prey and not all notice it but their ambush is kind of destroyed by the interactive water. Even if they move slow you see them approaching. Not sure if adding a stealth movement that could utilize stamina in some way but not trigger the water could help balance that? I know it sucks for the prey but coming from a balance side of things, it's unfair for deino. idk unless i'm missing something.

eternal tapir
#

As someone who play's deino quite a bit there's one or two things I'd like to say about a couple different things. First off about the deino stego matchup, I believe that like modern crocodiles the deino should be able to grapple with things under or equal to its weight with a couple different grabble points it can hold onto one would be head another a tail for two good examples, this would be like a stamina contest that if one party run out of stamina first, if the prey run out first it is dragged by the deino as it goes on it can continue to struggle but with much less cost of stamina, if the deino runs out of stam first it has to let go and is open to counter attack or its prey escaping (side note a second deino could join and split the stamina cost between the deino's because this would make it fair as the grapple would be vulnerable to interference from a herd). Secondly the deino weight gain should be nerfed slightly making it able to grab teno's and carno at 40-45% rather than 33%. Penultimately, add a way for the deino to prevent the interactive water from giving its position away because currently its impossible to ambush because of the interactive water. Lastly when a deino has grabbed something or successfully grappled something (if that is added) it should be able to do a death roll that does a huge amount of damage meaning it can do something if the water around it is shallow. Edit about death roll because I didn't mention it originally the death roll would cost a huge amount of stamina.

pale sedge
#

tenos need to be nerfed. I was a sub utah and i was 1 tapped by a sub teno with a bite. Tenos do way too much damage for a hadrosaur. You need to take away their bleed, and take away most of their damage considering they already herd together and are speedy af

modest meteor
#

Please buff all big carnivores, rex, giga, caro, etc, and nerf all herbavores and small carnivores. I was in a fight with a trike and it got me very low and then a herrerasaurus killed me. That's what I hate in this game. Tiny dinos can just third party you and this game is not relistic at all, like Jurassic world. In there, a rex can easily kill everything in its path so why can't a rex do that with everything else in the isle (including trike) Only then once a trike won't be able to do that much damage to me and everything else does none will the isle be a good game. Whos with me!!! (Legacy)

steel ravine
#

Increase Deino's maximum oxygen capacity as well as the regeneration rate for oxygen. i went to use the bathroom and came back and saw my Deino had almost drowned after about 3 minutes, and it takes far too long to be able to refil your oxygen as well to continue being an aquatic hunter.

soft hill
#

I feel like the deino-stego question has to be balanced. In this moment stegos are fairly stronger, making the deino a joke. I think this should be balanced making the deino scarier from the water and viceversa. For example I think that the stegos camping in water should have their tail swing rate decreased and the deino attack, if coming from the water, should have a power buff. On the other hand the deino should have a health and attack debuff if staying on land. That would encourage the deinos to play in water and to not get on land and the stegos to pay at least attention near the water instead of making a barrier for deinos. Moreover let's remember that deinos are ambush predators, not fighters, their first attack should be the "game-changer", and right now the stego is the land AND water "king". In this case playing deino is fairly pointless if you are blocked in water instead of using it as an advantage.

Edit: I made exactly copy paste from QA feedback since it was tested in QA and concerns balancing

torpid warren
#

Please give Utah some love, it’s pounce needs some work and its stats need to be buffed a bit. Thank you! : )

daring hare
#

Buff Utah with bite speed & raw speed , because rn it is obliterated by carnos

gray bone
#

Deino's lunge imo is really boring for both parties. Its practically a one hit ko and also limits what the deino can grab. It takes no skill from either party into account and unless the deino is braindead, will ensure it a meal.

A tug of war mechanic was considered but was scrapped to my knowledge because the preys herd could just wail on the deino. I think that when deino grabs anything reasonable to be able to resist, it will start a little minigame were the two have to press keys in accordance to the others inputs. At the cost of some stam the deino could thrash dealing knockback and slight fracture if hit well. The preys friends could bait out these thrashes to help and attacks to the deino will also drain some stam. This would allow prey to escape while also being fair to the deino if it's good enough. And we can remove most of the shallows as its lunge isn't a one shot.

Tell me what you think and feel free to @ me cause I wanna discuss this

(Also give dryo an omnidirectional dodge lmao)TI_DeinoOWO

spring igloo
#

Can ya'll buff Tento? Or and least un-nerf it. It can't even stand up to one carno to defend itself left alone multiple. Utah feel like a paper cannon to play, the pounce is delay is a life and death sentence.

gentle zinc
#

Today I let utahs bite my steg in the head several times. I literally took no damage and the bleed was very weak. There was 2 adults and some juveniles. Utah needs some buff badly. (QA)

sharp wave
#

Fix my favorite dino Utah pls all i'm asking for the pounce is a great idea and all but fix that shit bruh ... ly

eternal tapir
#

(I put this here istead of in my last post because it became to long , over the 2000 character limit)Now that deino has a diet it has little way to get its diet as unlike cano's and other carnivores it cannot hunt ai as they don't drink thus meaning they have to rely on players and even if the ripples are fixed all the player have already developed severe hydrophobia and usually drink at safe spots meaning deino has no way to get to its diet thus i think that deino at least (if the other carnivores get this deino does to a greater degree) shoulg gain a small amount of nutrients (as in like each nutrient get like 1% per bite) and its preferred nutrient gives it that + more of one nutrient.

stiff patrol
#

Increase the weight of both pachy(500kg) and utah(450kg) the weight is waaay too low. You'd think it was sub species of both

fallow vale
#

Buff utah, revert teno, fix the crashing issues. Not much else needs to be said TI_DryoDisap

timber wedge
#

stego is wayyyy too beefy I mean mans is an ant compared to deino and still claps it I liked it better before when it was a 50/50

runic token
#

Buff tenontosaurus

It honestly can't even defend itself, it can't run, it can't really hide especially when it's bleeding, and it's damage is just laughable.
Not only is teno just weak, but carno is too good, not only does it have good health, great speed, okay turn, good stamina regen, good stamina, but it is now a bleeder, meaning that tenos just don't stand a chance, if the carno doesn't kill you directly the bleed will, it only takes a couple of bites until you're below 60% blood and by then stamina regen is impossible, as a teno in that situation you're as good as dead.
So please either nerf carno in some way (honestly needs to be more than one way) or just revert teno back to how it was.

Us teno mains are suffering due to carno mains complaining that they need to use their brain to kill us TI_Succ

ivory bay
#

Tenontosaurus definitely needs a buff, it doesn't however need to have its nerf reverted. Going from one extreme to another is not the way to do balance.

To try to make It fair in the Tenonto vs Carno match up we can attempt to either buff Tenonto's damage or give it something else that would allow it to survive a Carno.

I'd personally either suggest to buff the damage to 310N on the tailslam or to give Tenonto some partial bonebreak on the kick(enough to bonebreak a Carno with 3 kicks).

310N tailslam means that Tenonto has to hit Carno with 4 headshots or 6 bodyshots to take it out, however with this damage output Tenonto shouldn't be capable of 100-0ing a Carno in a single combo like it used to.

My suggestion would be to also buff Utah's health to 500hp - Tenonto shouldn't be oneshotting a Utah even with a headshot. It should be required to put in an additional attack after knocking the Utah down.

timid cargo
#

Melons and Coconuts should yield more food per entity

-Unlike Pachy's Agave food which is easy to eat (Just hold E), melons and coconuts can sometimes feel a little tedious to eat, and they yield mediocre food amount from the quantity eaten.

- I suggest increasing the food yielded from a singular fruit entity by 20%, but to compensate for the increase food per entity, have the quantity generated from a "fruit Batch" be reduced by 20%

This is more of an Adjustment/QoL feedback and not necessarily a buff or nerf

lavish tundra
#

After the additions to fixing Utah pounce, upping Teno's deterring damage(preferably with stun adjustments too)
It'd stabilize the ecosystem as Carno's two primary contenders would be in a viable spot enough to compete again. The addition of Pachy would iron out the ecosystem as well. It'd essentially revert some aspects back to Update 3.5/3.75. While all of this sounds really good. There's one issue even after.

Carno is still too good
It'd still retain it's rapid amounts of damage, superior health and speed. Continue it's dominance similarly like the previous updates. Having it's contenders compete again would alleviate this issue, but not rectify it for the time being. When you put all of these factors together, you begin to realize. "What exactly is Carno's weakness". Utah's weakness is the fragile health, Teno is it's own stam burning attacks acting as a double edged sword. In comparison, Carno doesn't really have any such weaknesses. Nerfing it's agility, speed or stam would simply invalidate it's small game hunter niche. So what could you do?

My suggestion is one most people forget about. Nerf Carno's bleed resist
It'd make attrition based encounters like trading kicks and claws with Teno's less comfortable, and allowing itself to get pounced by a Utah devastating.
Knowing this, Carno would now have to account and play around a real weakness and find itself in trouble if they play haphazardly. Utah's would now have real counterplay at combating Carno's in groups, and young Stego's would have more breathing room.
Carno's job in a fight would be to use it's speed to try and bring shutdown encounters quickly as possible, the longer a fight goes on. The more it should be inclined to disengage.

Future matchups
Allo would have a decent matchup against it as well considering Carno's charge is in the weight range to stagger it. Meaning inflating Allo's raw stats would not be necessary in the future. As applying bleed would be more essential.

magic shale
#

you guys need to buff utahs pounce. even when adult you need to pounce a corno over 6 times at least make the bleed higher or dmg and also even as a hatching its impossible to pounce a baby pachy you ether stop in front of it or go through it. hatching pachys should have a 25% fracture chance against any juvi or hatching utahs and cornos the fact I had a 1v1 with a pachy and we were both same size and it ram me 4 times and not a single fracture is kinda bad especially since the pachy has a slow run also juvi pachy should have a 50% fracture chance and sub 75% and adult 80% chance.

minor fossil
#

I feel like teno is fine balance wise but Carno is just too op

fresh parcel
#

I know a lot of people want more prey to preditor balance, but many prey animals rely on safty in numbers instead of indavidual strength. A Zebra doesnt stay and fight the Lion. It runs and hopes that its faster than the slowest Zebra. Even very strong animals like the Cape Buffalo and Elephant still rely on herds for safety. Maybe a good way to strengthen all herbivores would be a "spawn with heard" option. This would be a very immersive and subtle buff for all herbivores.

dense sphinx
lavish tundra
#

sigh and this is exactly what I was worried about

Now, I'm not sure about every single balance change that was mentioned by punch yesterday, but what I know is

Tenonto damage and slight stam buff, yes, that's good! That's great, you guys finally realised how poorly it was playing

Carno turn radius nerf, fantastic! Just don't go too overboard with it

Bite force nerf TI_Unamused
Guys...?

No Utah buffs from what I know, might be wrong on that one
Hey guys?

Stego stam buff
Guys.TI_Unamused

I just- Bruh- ebfoioajirmtnyinaizn
The Carno turn radius nerf was obviously essential but- why are we once again further widening the gap between our mid tiers and apexes? Stego and Deino only dying to each other is not good for gameplay, the tiny chance that a Carno group had against a stego this patch? Bye bye. The stam buff that makes it more annoying for utahs to bleed and fight altogether? TI_Unamused TI_Unamused TI_Unamused TI_Unamused

Buff the underperforming instead of messing with the overperforming, because then stuff like this happens

Edit: have been informed that the stego stam was a Nerf and not a buff, which is good but that's a shit nerf what about its bleed resistance?

And that Utah did in fact get buffed which is fantastic but again apart from stam regen it was nothing that'd help with its combat potential
Utah should be brittle yes, but it should be rather ferocious with its attacks and bleed to back that up (in groups of course) and right now it is neither, well the pounce does but only on certain animals

violet briar
#

Its not a very fleshed out idea on my part, but perhaps damage could be based on the amount of headshots to kill instead of a stat number. For example(Just throwing out numbers not suggesting this be the case) utah would need 3 headshots to kill a pachy and 5 headshots to kill a carno. Instead of buffing utahs attack or nerfing carno and pachys health, which would definitely screw over the overall balance, how about it purely be based on number of shots to death not by a set health or damage number. So utah might do more overall damage to pachy than carno. Body shots might be .5 of a headshot and tail shots might be .2 of one. Then creatures can be tweaked individually without breaking the rest of the game, as even if you tweak utah so its 2 hits to kill pachy instead of 3, it still takes 5 shots to kill carno, as the overall damage of utah hasnt changed. Everything except health and damage would be the same system we have now

novel sail
#

Allow Deinos to drown much larger things when said things are submerged underwater or swimming. I see no reason why a Deino shouldn't be able to grab a Stego by the leg or the skull and drown it in the middle of a deep river or lake.

Water is Deino's turf. There is NO reason why a stego should clap a deino in the water. Stego is half a Deino's weight; Deino should be able to pull much larger dinosaurs underwater while prey is swimming. Perhaps 75-90% of its weight instead of 50%

elfin jacinth
#

Let's start from the premise that this is not a criticism of the class or of the stats of the dinosaur, but please fix the hitbox of the tail of the stego, it is not possible that as a raptor every time you jump and attack at the side of this creature you find yourself inevitably impaled as if you were in the presence of dracula. And obviously counting the hitbox you find yourself floating like a fucking ghost in the cosmic void for a good minute....just to stay in the theme halloween.

solid blaze
#

I, too, think Stego's hitbox is pretty bad ^ I was fighting one with some packmates and keeping a good distance around the dino, and as I was walking directly behind it (several feet behind it), it swiped it's tail and somehow impaled me, as if its tail was an extendo boxing glove. There's no reason for it to be able to hit me from several feet behind it; the tail can't extend outward to reach behind it, it can only swipe from side to side.

tender saddle
#

Stegos love targeting crocs as it is there best competition for them, I get that, but like some stegos just sit in the water and tail swing. I suggest that you should takeaway damage while stego is swinging in water because the force of the water will not let it swing that hard. It would balance the fight and make it even for deinos to have a chance at 1v1ing stegs.

hardy estuary
#

nerf carno brainless dinosaur. They have no downsides whatsoever.
they have a good turn radius now. great damage. best speed. There's 0 counterplay towards it now. They will either out run you. and you cant duke them due to them having better stamina.
There should be a simple rule. If you cant kill it you should be able to avoid it. Carno just absolutely ignores this. It has no downsides. It has no balance.
And anyone that plays them has no braincells.
If you disagree run it in dms you cant beat this argument

tender raven
#

So its impossible to play as anything juvie. Theres like one hotspot and thats the lake. You cant live 5 minutes without someone slaughtering everyone in the area. The KOS is unreal, and 90% of these ppl are grown and don't need food at all... I suggest making more hotspots so all the juvies dont have to spawn in the same area.

ornate flax
#

So question, is it suppose to be like that on the Carno? So prefered food right, there's no stegos NOR crocs on the meal menu? I think that's something you should add to the Carno, killing a steg/croc should reward you since they're the hardest dino's to kill by yourself. Maybe think about that and add it to the buffet menu?

hollow ridge
#

Nerfs carnos bite speed similar to how it is in legacy. This forces more skillful play for the carnos as they actually have to line up and time their bites right to get a hit instead of just spamming LMB.
This also allows for some counterplay as there will be a short window you can attack in between its bites.

robust jackal
#

I dont know how it is going in the QA branch but in evrima it is going realy bad with balancing, to start of there is the way to OP carno well as an adult the stats make sort of sense but as juvi they are very OP against other juvi or adols, i was a 48% utha and i saw a carno and i was almost double his size and when he bites me he took like 1/5 of my health away and i pounced him 2 times full stam and a couple of normal bites to the body too, and finaly killed him. Also the pounce is a little buggy, sometimes you just pounce through a dino like poncing tenos this happens alot, i just fly through them and then they kill you bc you take like 5 seconds to take your time and stand up like nothing has happend.
Now the tenotos are also very strong, i mean if you think about it, a tail slam should not 2 shot a adult utha on the body and 1 on the head, and bites should not take away like 1/4 your HP.
SO overall the utha rly needs a bit of balancing to be done and tenos lil to OP.
And finaly we NEED a carnivore to be able to oppose a threat to the carno, uthas are basicly useless, deinos are in the water 99% of the time so not much interaction there and the ptera is a joke compared to the carno.
Like the cerato coming would be a good idea to oppose a threat but then there would be 2 basicly apex predators on land to worry about, but he would be slower, i think, so other animals can run away but not too slow to not be able to kill anything, overall the utha needs buff. Some needs nerfing and some needs rivalry.
(As you can tell i am utha main)

eternal dirge
#

in my opinion, players shouldnt be able to see deinos move under water, please remove this feature.. yall butchered deinnos so hard beecause everyone doesnt like them

sweet rivet
#

Ok so what if when a utah misses a pounce it can hold shift to get up way faster (animation is still noticable) to help in life or death things keep in mind this should take stamina also this will help utah be able to use pounce a bit more about being on edge about missing or lag

night crest
#

nerf stego already, they shouldnt be able to camp the bodies of 3 full adult deinos, and then run back and kill the last one once it feigns leaving and we are all starving. we should be able to grab stego and drown it at a minimum of 80%

cursive apex
#

Someone feel now QA has night and day like 7:3, too long night, too darkness for No Nightvision System. I think night should be littlebit more Brightness.
and daytime should be more longer in update 4/4.5

hollow charm
#

utah damage is TOOOOOOOO low and the pounce is also broken
short: buff utah

sweet rivet
#

Nerf carno bleed defense while giving utah better bleed this should help carnos being able to shrug off all of utah attacks without risking a op utah cus lets be real utah would be viable if it werent for carnos

frigid moth
#

Downsize Stegosuchus and Deinosuchus slightly and lower their growth times accordingly.
It was utterly foolish to bring apexes into the game in this early stage because there’s nothing to control them. (Stego was understandable because it’s ai wasn’t ready in time for the update)

You can’t remove them (won’t go over well with the community and in stego’s case Kentro isn’t ready yet)

You can’t just nerf them, people were howling for both to be buffed in earlier iterations of the game because these apex sized animals felt like mid-tiers.

So downsize both of them short term (until the animals like Rex, Allo, Giga eg are in-game) and treat them as mid-tiers, once there are more mid-tiers/apexes you can simply revert them to how they were. But until then the best solution is to simply downsize them and treat them as mid-tiers temporarily. Hell, at one point both animals were planned to be smaller than they ended up being in-game

sly umbra
#

Given the current roster. And the balance of power, I feel like a middle carnivore like allo is needed. Now I know you'd think it'll be broken but hear me out, it's too slow to catch carnos and utahs so if you see it coming g you should be able to escape and if not it's probably well played by the allo, id imagine a teno would be able to maybe outlast it in stam or at least stand up for itself in a fight 1v1 assuming it recieves some much needed buffs. Against land crocs 2 or 3 might stop deino playing super unrealistically, and finally it'll give stego more competition. Recently I had a tassel with about 5 adult carnos as a stego and I was much too powerful for them so they kept their distance just testing, a trio of allos however have that extra health, bite force and bleed to give adult stegos more of a problem

patent blade
#

Make pachy's coconut breaking attack (that is currently performed by pressing RMB and looking down) a seperate attack, and set it to something like ALT+RMB as right now that attack sometimes gets in the way of an actual headbutt and that just isn't very fun.

lavish tundra
#

^ I second this, sometimes you have to look to the ground to focus on a target you're trying to headbutt, and the coco break animation can get in the way. Similar to how sometimes tenontos old attack system would have the different back and front attacks get in the way of the other based of the positioning of your character and camera

indigo ice
#

It seems in this current playable dinosaur environment, we are in need of 2 things. We need an larger predator, since Carnotaurus being the apex carnivore of the ecosystem doesn't work. The other thing we need is a way to counter deino population by giving juvenile Deinos something to fear, and make drinking in shallows less free. So, for the current roster of the game, we need these 2 things.
Allosaurus and Suchomimus fit the bill.
Allo will be able to make stego fearful, and knock carno back into the small game hunter niche.
Sucho plays more than one role. First of all, it gives deinos something to fear, and they can't grow for free . Secondly, it makes the shallows a not free drinking spot, and third, it will keep the Allo population in check, as an allosaurus won't be able to kill a suchomimus easily.

TLDR: We need Allosaurus and Suchomimus to balance out the imbalanced current roster of Evrima cause stego and deino are broken and Carno shouldn't be the apex predator.

eternal dirge
#

the swim speed of all land dinos need to be nerfed, it amazes me dinos can swim just as fast as a full grown deinos... i know timmies want to cross water without consequence but, there should be consequences when you try to cross rivers... there is none rn

soft osprey
#

deff need to up the teno tail slam damage

pale sedge
#

you need to make teno footsteps louder. I play utah and have ben assasinated by this one too many times. I can hear hypsi footsteps from 25 ft away but the teno sneeks up behind me quiet as a church mouse WHILE RUNNING FULL GALLOP. the teno run makes no noise as all and it is a big herbi. make it make sound

plush glacier
#

Pachy's are way too overpowered..

sinful pebble
#

Stegos are kinda ridiculous with the body guarding, maybe some species could get a debuff similar to the cannibalism debuff for carnivores, where eating grass within a certain vicinity of a grounded corpse would drop a herbivore's stats

pale sedge
#

ay yo that was an honorable way to die, falling to my death after riding a ptera to ists grave, but come on, i was the same size as that ptera so the ptera should've only been able to get about 7 maybe 13 ft off the ground tho with my 30 something % juvie utah on it. Im not saying it shouldn't do damage, im saying it should be able to fly as high with something heavier that it riding its back and cutting it open.

knotty hare
#

carnis being able to eat anything and getting all the required neutrients. Us herbi mains have to find different things, but the carnis just have to find a random meat chunk xD
like make em get different neutrients from different fish, or different ai.

spiral pebble
#

Daylight needs to be longer. its way too short rn

quartz quiver
#

improve the strength of the uta to have a better use of the doll ..this is a lot of paper

eternal dirge
#

nerf swim speed plz

neon forum
#

These balance posts have been a mess so let me talk about a real issue or atleast in my opinion something that should be looked at.

When you spawn in it would be nice to have 10% in just one nutrient (less or more) just so when u spawn in your not immediately getting negative side effects since it takes time to look for your specific diet

tribal glacier
#

change the day and night timing. its night for nearly several hours (exaggerating) while day time is like 10 mins......
(more exaggeration)

twin breach
#

Utah needs some way to kill a juvi faster especially when they have a herd/pack around them. You can´t pounce them to kill them bc the adults will just bite u off it and if u miss it u die aswell. So either give it a TON of bleed dmg to juvis so that they bleed out in seconds or any other solution really. Also wtf why do u guys want the pin on the pounce be escapable? Utah already sucks horseshit even as a "small game hunter" when hunting juvis.

  1. If u agree with the first sentences
  2. If u agree with the pin/pounce thing
torpid warren
#

Please buff Utah and work on the pounce more, it’s still very buggy. :’ )

patent blade
#

The pin mechanic still feels really fucking stupid. No counterplay no nothing. Utah just gets to win the game because you were slightly smaller than him and he pressed RMB, I get you wanna reward players for their special ability but man it's so fucked. Small dinos are meant to have the advantage of mobility and agility. Please add a buck to it or some other kind of counter, it's very annoying.

sage garden
#

Evirma Map change-spiro:
Move the 'new' pond below the Radio Thower in south further out (middle of fields, or further direction to swamp area). Move it from the river that leads to Radio Thower. Because right now, there's no need for people to go into the river for a drink, only for passing. Which happens rarely, and these preys can easily slip thru higher up the river where its rocks, lower water and bushes hiding them. Therefore its not suitable for deino to habbit in this area right now after the 'new' pond update. As everyone hangs there constantly, and close to never drinks/cross from river anymore.

vast cipher
#

fix boar ais jsut died as stego

stable goblet
#

So far I'm really pleased with the update for the Pteri. I really appreciate how much more stamina baby pteri's have right off the bat. It gives us much more options and chances to survive. It's not a, one shot to fish or die type of feel to it anymore. So that's pretty good. The lag is making it difficult to judge everything, but it does seem a more balanced critter.

That said.... While I appreciate the fact that a fish can last longer, I am beyond surprised at how much a little tiny fish fills up a baby Pteri. I was starving, in the red, and ate one. It filled me to 100%. Had I had any food in me and not been starving, I would have immediately had my dino puke and gotten sick, which was a bit of a shock.... And that was the smallest size fish! I'm happy a little fish fills you up more, but.... I definitely didn't expect that much of a jump in hunger and nutrition value.

I also think the nutrition seems fairly decent for the pteri. The growth at least seems good so far, though I do wish their night vision was just a touch better.

The only problem I still have, (currently, since I haven't done any battle or anything other than almost starve and kill myself running into a wall), is how slow Pteri's swim. To me, a Pteri seems to be the dino equivalent to a seagull or albatross, and those swim significantly faster than the slooooooow pace a Pteri does at full tilt. I like that swimming takes less stamina than it used to for the pteri because again, a swimming, aerial creature, but with the wings it has, I feel like it should maybe scoot just a hair faster over the water than it currently does.

Otherwise, I'm more or less happy with how balanced the (baby) Pteri is. I'll hopefully be able to update my balance feedback more when I am finally able to survive to adulthood.

inner knoll
#

Stegos should not be able to stand more than knee-deep in water and face off against deinos. Taking water drag into consideration, the power of their tail swipe should be halved when standing in water. This'll give deinos more of a chance and stop the camping stegos.

lost totem
twin breach
# twin breach Idea for the new bleed since it´s nowhere near the one described in the roadmap:...

We really need this bleed, bleed is too simple currently and doesn´t affect combat at all. You know for what stress tests are for? Testing stuff, so why aren´t u testing stuff out?! This bleed might be broken but we will never know if u don´t test it out and maybe just maybe it might be better than the one we have currently. Remember with this, stuff like stego won´t bleed out in seconds but they´ll be way more punished for doing mistakes, just like other species cough cough utah are when they do a mistake.

sage garden
#

All dinosaurs should have the ability to look up. Specially considering we have flyers in game now. Its always mad annoying not being able to get eye on the flyers as land/aqua dinosaur because you're not able to look up without looking in grass/ground/underwater/in the dinosaurs ass. I mean, there might be some crazy f#s out there that enjoy some good old dinosaur ass, but as of the majority of us. We would appreciate a button connected to being able to look up, or ''auto camera'' which lets us look up over our head when we point the camera in that specific angle.

neon forum
#

Pachy and coconuts need to be balanced. What do I mean by this? I mean as a pachy your coconuts is the yellow nutrient as we all know but the problem is is that (apart from the bugs) you HAVE to be 50% or older to knock coconuts. For balance this is terrible because it means unless a bigger pachy already knocked down some, you have to live with 2 nutrients. The game basically denies you of having 3 unless a bigger one is around. TI_Succ

eternal dirge
#

dinos STILL need their swim speed nerfed, its ridiculous how they can cross rivers with a huge ass jump and swim as fast as a deino

round topaz
#

Up the dmg on Utah or at least base dmg if it’s going too be this small it can barely kill a juvi carno even though carno is soposodly nerfed

sweet rivet
#

Buff utah weight so it can drag bodies big as itself again i mean come on no brainer we can barley drag dryo

hollow ridge
#

Bring back teno tail slam to where it 4 shot carnos. Carnos allready have a high edge on tenos and increasing the amount of hits to kill as a teno is just downright bad balancing.

indigo ice
#

The current balance in the game is pretty good, pachy may be a bit strong and teno's tail slam should either kill carno in 4 hits OR do some more fracture damage, but other than a few more pounce bugs the changes really worked.

tribal glacier
#

i think the diet system would do wonders if lipids, proteins and the carbohydrate gave dynamic %. only good benefits from this is scent and night vision, maybe stam and health regen. to explain what i mean is if i have 100% of my carbohydrate(blue) at 100 while proteins and lipids are 0% i get across the board 7% or so, while all 3 at 100% i get 30%. why not make it so when i eat 1 thing from the carbohydrate group(whatever is listed that only give carbs) it also gives a little towards lipids and/or proteins based on what is being ate. e.i im a carno and i eat a dryo, i get carbo from just the dryo when i should be getting carbo with maybe protein at a 3 to 1 ratio or perhaps carbo and lipids at 3to 1 ratio. that way im filling multiple nutrient stats at a single time but at whatever suitable ratio. as ptera i gorge on fish till im above 300% carbo before i try and fill lipids or proteins just for the better % of my scent and night visions. if this is done at the right ratios, most of your listed nutrients food requirement can help a little in other nutrient groups. with this the stats you get is gonna be dynamic. if you solely focus on carbos because thats all you have available at the moment your playing, youll get a good percentage towards your carbo stats like stam regain and and little bit of stat % to lets say health regen because what you ate may be carbo focus but it has macro proteins and so you get a small percent increase towards health regen. but if you find a protien food and it gives a little towards lipids for example, youll get a better % over health regen , and a bit towards lets say night vision because of the lipids. your shouldnt have matching % across the board from just one food source (linear), but instead different percent levels based on what is going into your mouth.(dynamic)

shell burrow
#

God bless the new Balance changes, just maybe nerf fracture running.

potent chasm
#

Maybe make it so juvi Pachy can actually get coconuts, maybe just make it take 3-4 headbutts to get a coconut when below 50%? If you don’t think it’s balanced just make it take more hits, don’t just make a whole nutrient bar unattainable to juvi Pachy

fringe siren
#

Stego's tail swipe is way too forgiving to use for how devastating its effect is. The 180° alt-attack definitely shouldn't come out as quick as it does.

twin breach
#

Pachy deals way too much fucking dmg overall for an animal that is built to slow its predators down to take the chance and to escape. The alt bite deals too much dmg, costs no stam, is lightning fast and surprise surprise stuns/staggers. The ram can oneshot a utah and a "pack" (yes I call a pachy herd a pack bc u only see them KOSing) can take down a carno in seconds while a pack of utahs has to bleed it out for 10 minutes, while being extremely fragile against the carno and then there is always someone who likes to take ur corpse, but that´s a different topic. Pachy should have the tools to slow down a predator but not to KILL their predators. It´s ur fault if u try to hunt a pachy with broken bones. Pachy should be one of the animals adapted to escape an predatory attack but not to kill their foes like stego or teno do. I mean wtf a herbivore that is doing better than a carnivore of the same size/grow time? Is that what u want, like fr? TI_LUL Don't get me wrong pachies die and they have weaknesses currently, but they are still at an absurd good state for what their design was meant to be. To break the idiots legs and to get the frick out of there.

dim forum
#

So like, 5 deinos cant take on 2 fucking stegos. I get you want something to counter deino but for them to just kill all of us and if they get low just run away cuz they are faster on land.

PS: we cant even kill them NEXT TO WATER, literally suppose to be what makes us op like what

urban venture
#

I suggest bringing Carno's bite force back to 200 as Carno's biteforce was never a issue then nerf the speed at which it bites to prevent Carno from spam biting all the time which takes no skill.

jolly adder
#

The hit boxes on everything needs too be sorted out, Legacy feels more balanced in this regard. me and a couple Utah can easily kill a Trex or Giga even tho there hitbox is notoriously bugged in legacy, yet cant kill a stego or carno cos people bug the hitbox just too kill you. idk what is going on needs fixing and balancing. in order for my utah too get impaled it should be a perfectly timed swing a bravo on the stego's part. not this buggy nonsense im experiencing 5 feet away from the tail swing.

twin breach
#

I'm not sure if this is a bug but teno regens stamina as fast when standing as when it's sitting. If that is made on purpose then wow really balanced, u should be able to bait a tenos tail slam or kick until it's out of stam and it always has been like this. Lower it's standing stamina regeneration so that it has a weakness u can play around as a carnivore. I'm fine if it has a lot of dmg potential but it shouldn't be able to regen an attack that can be lethal in 10s just by standing. Also maybe higher up it's alt bite stam cost, actually do that for every animal please. Teno grows too slow imo, change that or make a perfect diet more rewarding idk. Also teno can do 18 tail slams/kicks with a full bar of stam, in U3 u could only do 11. (ok this is actually wrong, excuse my shitty incompetence)
Why can't u just balance the game ffs TI_Limmy

urban venture
#

Growth doesnt feel that fast with a perfect diet, if this isnt a bug then perhaps buff growth speed? I feel no difference in growth speed compared to the normal growth.

kind thicket
#

NERF TENOS they’re too overpowered.

robust jackal
#

Um did utha in EVRIMA get buff? i just killed a 50% carno as a 60% under a minute. and then just killed 2 stegos like 60-70%? If did i love it

rich pecan
#

-Change Deinos's diet: put in specific kinds of fish into the diet, remove boar/goat from i tor make them spawn near water/drinking near water more frequently. I barely see goats/boars as a carno on land and never as a deino. With current diet deino players just cannibalize each other because land dinos avoid water like the plague unless they get dehydration damage.

-Nerf Stego: Massively nerf the health, it's almost impossible to kill even with multiple dinos against it, tail swipe should cost more stamina/do less damage.

-Teno change: make the tail slam less spammable, if you get stunned youre basically done for.

-Utah buff: buff utahs, either with health increase or damage. Utahs even in packs have little chance against carnos and get bodied by basically everything thats not a juvi or a baby. Also please change how the pounce works, its too unreliable, sometimes you fly way past the target and sometimes you eat dirt right in front of it. Maybe add a targeting reticle like hypsi has?

Thank you.