#balance-feedback-discussion

1 messages · Page 168 of 1

neon willow
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The number of times it's looked like I'm out of range of a stego swing, only to be impaled to death and teleported onto the thagomizer as my client syncs back up with the server is crazy

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I admit I'm not a good Omni player lol. But it doesn't help when my screen is lying to me about whether I'm in range or not

fiery bough
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@topaz elm I get your point about bleeding but also like… a raptors claw going across a dryo is gonna hit WAY more arteries than it’d hit on a Maia or teno. They’d realistically be gutted right away while on a Maia it’d be like getting stabbed by a little pumpkin carving tool. Definitely painful and gonna make you bleed but you’ll be fine for a while.

topaz elm
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small creatures - more bleed damage because they physically have less blood in them
medium creatures - neutral/better bleed resistance because they need less blood to support their body, whilst also having lots to "spare"
large creatures - more bleed damage because they don't have blood to spare, losing too much can cause failure of body systems due to lack of oxygen

narrow walrus
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The bleed logic doesn’t make sense imo

dusky surge
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there is functionally no difference besides bigger thing = more blood

tall cypress
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When fighting with cerato, the bacteria capacity creates too many problems, it needs to be balanced.
After taking bacteria from cerato, instead of vomiting immediately, a warning should appear on the stomach indicator and after a few seconds, we should vomit (it gives the player time to create distance between himself and cerato)
The bacteria needed to make the player vomit should be given in more bites (the bacteria rate per bite should be reduced) and the amount of slowing down after vomiting should be reduced, we can be bitten at least 2 more times during this time.

also I have 2 different suggestions for RMB only one is enough

1 --> RMB no longer gives bacteria instead it slows the opponent down a very small amount (very little, like 5 or 10%)

2 --> When pressing RMB the speed should decrease gradually but the damage will increase gradually

0-4 seconds speed 110% to 75%
0-2.5 seconds damage
175 to 275

also pressing RMB continuously causes pain in cerato's jaw and he can't press RMB continuously(I only brought it so that they don't abuse the instant 110% buff I gave to his speed. for example after pressing RMB 3 times in a row his jaw should rest for at least 15 seconds)

(yes when they first press RMB they start with 175 damage not 150. otherwise it's too much (It would be too much of a nerf. It's a very small change anyway)

This feature will slightly reduce the ceratos' most important feature, agility. It can be modified, but this is the basic logic

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What can be done to this more or less?

carmine tundra
elfin night
hasty coyote
# tall cypress When fighting with cerato, the bacteria capacity creates too many problems, it n...

Making the charged bite not apply bacteria will make fighing hit-and-run dinos much harder (like carno), and slowing the opponent down by that small of an amount will not help a single matchup other than making pachy die on sight: charged bite slow into reg bite vomit into another bite and that pachy is dead. even a 5% slow on pachy makes it slower than cera

Also making cera get a 10% speed boost at the start of charged bite is unnecessary.

Nerfing cera's charged bite damage to 275 from 345 will also hurt its defense immensely, damage is cera's main survival strategy against faster targets. Also making cera have either charges or a flat out lockout from using charged bite is an easy way to make cera's defense worse while not impacting its offense at all. Cera on the offense can just wait to charged bite again, cera on the defense is left incredibly vulnerable without its main ability for a whole 15 second.

Overall, these changes only make cera stronger on the offense and weaker on the defense, which is the opposite of what cera needs.

steep gazelle
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The hordtest changes are good, but they were poorly done, they just need adjustments to the stam cost and speed reduction to be good

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Increase the stam cost and make the speed reduction instantaneous and constant as long as the charge bite is active

tight cove
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@tardy wind I see your point about how tac endurance is a life line for stego and Maia but at the same time both these Dino’s for the most part have options and can choose to run away or not, if the devs remove this perk it would make players play smarter and choose there fights better which is a benefit also id like to point out dibbles vs stego ngl your already screwed for the most part so having tac endurance doesn’t even matter so to fix it the devs should just lower the stun threshold for dibble

worthy steeple
hasty coyote
# tight cove <@444422087982186506> I see your point about how tac endurance is a life line fo...

genuinely, what options does stego have? Its slower than every dino in the game except trike (who can stunlock and maul it) and its only defense is to swing and literally MELT its stamina. Stego relies on tactile immensely, even if diablo's stuns were removed, it still takes 70% of its stam (7 power swings) to kill a single diablo to the head without blocking (since its incredibly easy to make sure you're always facing a stego as diablo), with blocking stego has to burn 140% of its stam in power swings to kill the diablo. And against rex (assuming 9350 hp like we last saw) it takes 60% to the body or 40% with all headshots. The only other dino with comparable stam costs are deino and omni, both of which have attacks that prevent counterplay. Meanwhile stego's attacks are telegraphed, have openings afterwards, and are only useful defensively.
I dont think they should cost 0 stam, but they would def need a buff once tactile is removed.

I agree with other herbivores though. Since tac allows them to fight and then just decide to leave with full stam the moment it goes south. Though maia's alts could prob cost a bit less since they already deal low damage.

neon willow
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@near basin the answer is somewhat obvious, as far as gun damage goes - it should have a damage value just like dinosaur attacks, and any dinosaur that has more health than that value would require multiple shots to kill, especially with guns that can fire quickly. Something like a hunting rifle that requires you to SLOWLY reload could have more damage, of course, but honestly human weapons should be relatively low power to enhance the horror factor for humans, and to make it fair for players that spent hours growing a dinosaur who also only has melee attacks.

near basin
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that is obviously true but has nothing to do with what i'm talking about in the gun situation

neon willow
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Also, I suppose they could make items carried by humans despawn on death or destroyable by dinosaurs (in the same way that nests can be damaged) to force humans to actually lose progress when they die

neon willow
near basin
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The concern here is how zergs of humans will gather guns, store them, and go on killingsprees

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upon dying, returning to the base and repeating

neon willow
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But, if you're concerned about stockpiling, the game can limit how much humans can carry, and how much they can store in lockers and such

near basin
neon willow
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Especially if humans can only renovate existing facilities and can't actually build new storage

near basin
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Zergs of humans grinding for guns & equipment will inevitably funnel into a large problem

neon willow
near basin
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You can make it "extremely difficult", but as long as there is a possibility in there - nothing is stopping a zerg.

neon willow
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But if your base only has 3 lockers, and you can't build more, and each locker lets you store like 1 gun and 1 set of gear... Humans will not be able to stockpile much

near basin
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I doubt they'll make it that restrictive

neon willow
near basin
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Obviously there are measures that can be taken to prevent stockpiling (such as you mentioned), but these will limit humans till the point where it's unfun.

So the mindboggling question here is how will the devs manage to find the balance without
A: Restricting humans too much
B: Making coordinated human zergs broken

neon willow
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Of course players can and will try to test the limits of what is permitted, but there will ALWAYS be an edge case to whatever rules the devs put in

near basin
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Realistically speaking, how will they avoid both of these problems? broken or too restricted

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it's a super super complex issue because humans in this game works in a way that is incomparable with how dinos work

steep gazelle
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Honestly, the Isle doesn't need humans

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Normal humans, the ones who can use weapons. The mutated ones are actually a really cool addition

dusky surge
neon willow
# steep gazelle Honestly, the Isle doesn't need humans

Honestly, the horror I think will mostly come from the human perspective/gameplay. Creature features are a popular horror genre for a reason. They're an important part of gameplay in the sense that it will probably be a pretty big part of dino gameplay to hunt/kill human players, especially for carnivores.

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Plus, human gameplay allows the developers to do a lot more with active lore - you can put information drops on computer terminals and notebooks and such that humans can easily interact with, but would be incredibly difficult to communicate to dinosaurs in the same way

near basin
dusky surge
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how will it "change the audience completely"

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what, everyone who currently enjoys it is gonna leave because there's people now?

near basin
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Because now it includes the human aspect of things. and guns.

That's going to bring an entirely new audience and probably overshadow the current one. I'm a firm believer of this game exploding if they manage to balance and finish humans

near basin
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Large extreme changes to a game, obviously affects the audience - whether it's in a good or bad way, homie. Common sense

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The real issue here is how the hell are they going to find a balance between
A - Humans being broken due to zergs
B- Humans being too restricted & not fun

dusky surge
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honestly humans will be more fun if they are heavily restricted

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that's how i'd see them as most enjoyable

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they're supposed to be the horror mode

near basin
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we already know they're going to be restricted but if they're so restricted that zergs (ecosystem killers) can't exist, it becomes 'too' restricted

dusky surge
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what?

near basin
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the human experience won't be so human if you can't do simple things like store & collect a bunch of loot etc

dusky surge
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i mean... you have to collect that loot first and not die

near basin
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inevitable, some groups of people will get very good at doing that

neon willow
near basin
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The problem comes with very good human players, that's where it's hard to balance it

dusky surge
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they're slower than a stego

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and more frail than a beipi

near basin
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ok and? They will be able to shelter themselves and inevitably become a very strong group
with the right players ofc

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they're glass cannons, doesn't matter how frail rhey are

dusky surge
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and there's going to be dinosaurs which are walking EMPs, and animals that will be able to break into these bases

near basin
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You're underrestimating zergs

dusky surge
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I don't even know what you mean by zerg so I guess so

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I also underestimate Terrans I guess idk

near basin
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zerg = laaarge number of humans coordinating in 1 group

dusky surge
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One carno charge

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Or a herrera pounce

near basin
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You're so intelligent it's mindboggling!

near basin
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it's inevitable they will get to a point where they can just ruin the ecosystem

dusky surge
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They'd have to travel a great distance to get said loot, and that base is only so safe due to how generators work

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And again, slower than stego

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Also basically have to make it there before nightfall because humans are basically blind at night and easy pickings

near basin
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Does not matter how difficult it is to get the loot. The good players will inevitably have a consistent way of doing it

dusky surge
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It does matter because if it were easy then that'd be a problem, and if said consistent way of doing it is consistently risky, then I don't see the issue

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Strategies inevitably will exist, as they have with every single game, I fail to see how that makes The Isle humans problematic

near basin
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Adding humans is combining 2 completely different playstyles/games into one. both of which not being compatible with each other, therefore hard to balance

dusky surge
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If the argument falls inherently on "humans will ruin the game because I think they will", it doesn't really hold much weight

near basin
dusky surge
near basin
dusky surge
near basin
steep gazelle
steep gazelle
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Mutated creatures are a good addition to the game

near basin
steep gazelle
dusky surge
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Fire gun????

near basin
dusky surge
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What

near basin
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No asym game out there has one of the sides taking hours to grow

dusky surge
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No, obviously not, but it has the same ideals of "two different playstyles at once"

steep gazelle
dusky surge
near basin
steep gazelle
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Me

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I

dusky surge
near basin
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As you say, strategies will develop and zergs will get access to large amounts of gear as long as it's possible

steep gazelle
dusky surge
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And dinosaurs will develop their own strategies to kill/hunt humans

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Unless the dinosaurs just aren't the strategising type for some reason

dusky surge
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Because it's a gun that shoots fire

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Fire gun

steep gazelle
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If I wanted to say flamethrower would have said flamethrower, This one is different

neon willow
dusky surge
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Anyway, point is, this entire idea hinges on

A: Humans having a completely safe way to obtain high-level weaponry (and ammo) easily and consistently
B: Humans having complete safety within structures that no dinosaur can penetrate, allowing them to consistently accrue said items in large stacks
C: Dinosaurs being incapable of formulating their own strategies via their unique tools to counter these humans strategies
D: Each human in this massive group having enough loot to comfortably share amongst themselves
E: No other human that just shoots down the other humans because he decides he also wants the loot but more
F: Humans not being inherently the most vulnerable creature in the game with poor speed, poor health, no mobility tools, forced first person, and a literal flash, sound and scent to whenever they use their best weapons

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Which I feel all these things go against the idea of The Isle as a whole

steep gazelle
dusky surge
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I have never heard anyone refer to a gun as a "fire gun" so I naturally assumed you meant a flamethrower

neon willow
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Sorry for the pings 😅

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It doesn't matter that much. We understand what you mean now after clarifying that you mean firearm. It just sounds weird in English

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Actually it would be cool if humans got other arms like a machete or a spear or something

cedar jacinth
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Everyone comes here to talk. Whats with the no pinging fear in this community lol?

viscid mica
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@near basin the devs have stated many times guns would be INCREDIBLY rare let alone the ammo LET ALONE STRONG ONES

viscid mica
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I would say maybe stop doom posting in suggestion

near basin
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i'm not interacting with already brought up baits

viscid mica
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Guns are so far out it’s not something to be concerned about yet

viscid mica
near basin
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guns and humans are something that will change the entire game and alter the audience, it's important no matter how far awway we are from it

viscid mica
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Yes but it’s not a balancing concern quite yet

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More of a general discussion/suggestion

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Tbh I fully agree with the concern around guns I just don’t see the point talking about it in balancing discuss at this time

near basin
# dusky surge Anyway, point is, this entire idea hinges on A: Humans having a completely safe...

A: It will obviously be hard to achieve guns & ammo, but it's inevitable that zergs will at some point get a hold of them in large numbers (unless held back by mechanics like mentioned by andi)
B: Nope. Dinos will likely penetrate their bases to some degree, but won't be a large problem for zergs.
C: Sure dinos can intercept humans that are out looking for loot. Not a problem for zergs
D: Yeah, zerg
E: Humans will definitely battle each other but again, zerg.
F: Doesn't matter, guns

near basin
viscid mica
dusky surge
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Saying "zerg" or "gun" doesn't really seem to be a convincing argument. Just a buzzword

viscid mica
near basin
dusky surge
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But they need to go out and get those guns

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More players doesn't magically magnetise guns to your location

viscid mica
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Free food

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Like think about stego run and realize humans will likely be slower

dusky surge
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A single herrera/carno can entirely disrupt a large group of humans

viscid mica
near basin
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Your whole belief here is dependant on the devs making the humans so impractical that they can't even function

dusky surge
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???

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How would that be the case

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Humans have advantages outside of guns which devs can (and should) work with

dusky surge
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Stealth due to proning, non-lethal deterrants/repellants, vehicles, so on

If you build humans only around the idea of guns, not only is that more boring and less scary, but it just isn't balanced

viscid mica
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Humans will survive off stealth, communication beyond what dinosaurs can do, vehicles, bases, traps etc etc etc

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Human gameplay similar to that of rust

viscid mica
dusky surge
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I mean, Rust, except if the bears were 10x bigger, 10x smarter and 10x more common

dusky surge
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Also you can't even build your own bases like you can in Rust

viscid mica
dusky surge
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You have to go between large swaths of dangerous terrain without proper security to get new loot or a new place to live

near basin
viscid mica
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Like most Dino’s over 1T got hide comparable to rhinos so they’d be pretty set against anything short of hunting rifles and above

near basin
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impractical in the sense of it being impossible to gather a large stash of loot in a zerg

viscid mica
viscid mica
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Wanting guns and specific ammo to be rare and dangerous to go out and collect ?

near basin
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Lol I have, but you dipped into this mid convo and now are acting surprised you're confused

viscid mica
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Simply having40 people won’t make collecting easier

near basin
near basin
viscid mica
near basin
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Not like you're moving in a large group of 40 people

viscid mica
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Not like 40 people traveling around the map would go unnoticed

near basin
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You're making up an incredibly smoothbrained scenario

viscid mica
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Like if you’ve ever played rust you know when there is a Zerg it ain’t some big secret it’s very obvious

near basin
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A zerg in this game isn't going to do that. It would be easier to collect loot in the sense of the group splitting up and collecting from different parts of the map

not 1 big group of meat walking around

dusky surge
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Isn't the smoothbrained scenario putting in ALL this effort to get all these guns in one spot, shoot one raptor, then everyone can hear/smell you and knows exactly where you are and can decide to avoid you

near basin
near basin
dusky surge
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Isn't that the EXACT situation you've been complaining about? People working together to collect a lot of loot then stockpiling it so they've got a lot of firepower?

viscid mica
near basin
dusky surge
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"Humans will have bases, and ways to store equipment.
As they huddle up, with the power of numbers - they can gather A LOT of equipment.

What is going to happen when the game meets a challenge like this?

Would be a shame to grow an omniraptor for 1h30m just to your pack onetapped by python revolvers. "

viscid mica
dusky surge
viscid mica
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They’ll be faster and have far more traversal capacity

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And any smart player would know to avoid the 40 man team XD

near basin
near basin
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again underrestimating the power of zergs and players who are familiar with aim

viscid mica
viscid mica
# near basin aim

Average cod 2 player is not hitting a weaving omni let alone stuff that can run faster than most of their vehicles or any other option of escape

dusky surge
near basin
dusky surge
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but you can just not go near that base if you hear nothing but repeated gunfire from it

viscid mica
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Like no shot devs make vehicles so insanely op that they are that much faster than Dino’s and can easily catch them

near basin
viscid mica
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Especially in forested areas

dusky surge
near basin
viscid mica
viscid mica
near basin
dusky surge
dusky surge
viscid mica
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Like what about 40 man Omni or 40 dilos or 40 ceras

near basin
dusky surge
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that's not a thing

near basin
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by "semi" you can obviously comprehend that it's not fully first person

i'll make it more pleasant for you to comprehend next time, include a screenshot even

dusky surge
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if it's not first person, then it's not first person lol

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there's no magic semi-first person

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it's either first person or it isn't

near basin
viscid mica
near basin
viscid mica
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Actually I never mentioned zergs until it was brought up by you

viscid mica
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You do know what Zerg means right?

near basin
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This whole conversation is based on zerg. zerg does not mean 40 you actual specimen

dusky surge
dusky surge
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like they have no speed and no health

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they're effectively scaled the same as a juvi

near basin
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Zerg is a large group. Not a specific number.

@viscid mica go show me where i said 40 go on

near basin
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Y'all said 40 not me, i just kept on w it

dusky surge
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stop fixating on a random number brother

viscid mica
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It’s a example number of what the MAJORITY OF PEOPLE would class as a Zerg

dusky surge
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it's not a good look to devolve your argument to a single "gotcha" on an arbitrary number

near basin
near basin
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anyway the number isn't important, 20 30 40 whatever this is about zergs

viscid mica
dusky surge
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it isn't important, exactly

near basin
viscid mica
near basin
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even a coordinated 5man can turn out super broken if they manage to get a hold of a very good stash

(despite it being hard)

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unless of course, guns are unrealistically weak and an omni can tank 5 shots to the head

dusky surge
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Why an omni?

viscid mica
near basin
dusky surge
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Depends on the weapon too

viscid mica
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Ya like

near basin
viscid mica
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Calibre damage will scale with hitboxes and damage

near basin
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crazy

viscid mica
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What kinda 9mm we talking pistol or smg?

dusky surge
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It doesn't matter because these are all fictional depictions of animals, or flat out fictional animals

Guns can be balanced to any degree seen fit

viscid mica
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What type of round?

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These all matter

near basin
dusky surge
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ChatGPT lol

viscid mica
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If we wanna get specific at 50m with a glock 17 you are not even gonna kill let alone consistently hit

viscid mica
dusky surge
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Gen 2 aren't even going to be balanced around hunting/killing dinosaurs, they have a plethora of tools to avoid that in the first place, so I would assume their access to significantly lethal tools would represent that

viscid mica
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because everyone is in faze clan out here

near basin
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Do you really think a 9mm won't penetrate the skull if just hitting the tiger directly?

dusky surge
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Sir this is a video game, the tiger will take as many bullets as the devs want it to take

near basin
viscid mica
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Brother 9mm from a pistol for example can’t even pen a elks skull over 50meters

near basin
viscid mica
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I hunt trust me it takes a solid round to punch bone above point blank

near basin
viscid mica
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Let alone land the shot

viscid mica
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Would you compare moose skull to a tiger?

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Cuz there are videos of moose eating 9mm at point blank and shrugging it off no actual penetration

near basin
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I brought up a tiger and now suddenly you're on about an elk

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That's a moose not a tiger

viscid mica
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One with significantly weaker bones

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One I have experience with

near basin
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Animals differentiate when it comes to thickness in thier skulls

dusky surge
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Does it matter? They're literally both animals, and he has experience hunting elk

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It's literally a comparison based on experience

near basin
viscid mica
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Bro Dino’s are reptilian in many ways they are gonna have way stronger hide and bones than most animals we know today

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Use kamodo dragon as a example or even current crocodiles

dusky surge
viscid mica
dusky surge
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True tho lol

dusky surge
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Tiger is relevant to dinosaur, elk is irrelevant to tiger

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lmao

near basin
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Yeah speaking of games

Adding humans to evrima is combining 2 different games into 1. and these 2 games are not compatible

dusky surge
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They're both survival games

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They're both PvP oriented

near basin
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and btw not comparable to asymms @dusky surge absolute virus of a comparison

viscid mica
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I just used elk cuz I’ve hunted them and know what it takes to break them bones

near basin
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this is not primal carnage

viscid mica
hasty coyote
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From what I have been seeing, the crux of the problem is that a large group of humans will be a serious threat to the ecosystem. Which yeah, will be true. However guns are LOUD and if you hear multiple heavy weapons being shot, you’re generally just going to avoid that area. Additionally, a large group of anything is going to be a major threat. 10 humans can grind for enough ammo to shred an apex and then just shoot it. But you can get 10 omnis, dilos, ceras, allos, diablos, stegos or pretty much any Dino with combat potential thats relatively easy to grow and do the same.

dusky surge
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But I don't think you're a fan of any comparison that isn't your own so

viscid mica
near basin
viscid mica
near basin
viscid mica
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We don’t know that stuff

dusky surge
viscid mica
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PC?

dusky surge
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Primal Carnage

viscid mica
near basin
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it's like you're comparing ti to dbd

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it's not as simple as "it'll be asymm"

dusky surge
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This is inherently an asymmetric survival by metrics of different animals having vastly different playstyles and mechanics. It is not a traditional survival as in traditional survival, pretty much all players are on equal footing in terms of base stats

near basin
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1 part of the game is growing things that take hours
the other part is a human that loots stuff

dusky surge
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Humans add more to the asymmetry, but it's nothing this game hasn't already been doing

viscid mica
dusky surge
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Also, at the end of the day, disabled human servers will inevitably exist, free of the hypothetical zerg

viscid mica
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The same amount of time it takes to grow a Rex could very well be how long it takes to find a gun capable of even killing a Rex

viscid mica
dusky surge
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I'm personally excited for humans, me like the idea of the horror/proxy chat gameplay it provides

viscid mica
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I wish to hear them scream TI_Hungry

dusky surge
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You can hear them, just not understand them

Fine by me, as long as I can hear when they get loud

viscid mica
dusky surge
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But audible

viscid mica
dusky surge
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Who knows, maybe there'll be a mutation to understand them

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We had a mutation to read human text at one point

viscid mica
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Tbh I have a feeling playing humans will play a part in getting a chance at playing H types

dusky surge
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Eh, idk about that

I do wanna see how they do strains in general tho

hasty coyote
# near basin yeah very true. Difference here though is that 10 omnis take hours to grow. whi...

But how long did it take to get that gun? If it takes as much or more time to acquire a gun with ammo as it takes to grow a Dino of the same power, I don’t see an issue. Like make obtaining a small pistol for tiny tiers take like 30 minutes of running around finding parts and ammo to obtain. Make getting a shotgun for smalls take like an hour and a half. Obtaining an assault rifle (and especially enough ammo for it) capable of taking out some medium tiers take like 3 hours.

Also make guns easily destructible for dinos. Got bashed by a pachy? Guess parts of your gun are broken. Got swallowed by a Rex? Guess that gun is gone. Got mobbed by Troodons? Those rats stole your gun parts to make their nests.

viscid mica
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So some bigger guns might be in parts

near basin
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how many hours worth of growth do you think an assault rifle and 2 mags is capable of

viscid mica
viscid mica
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But I doubt a AR and 2 full mags will be easy to get

near basin
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No

viscid mica
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Ya figures

hasty coyote
near basin
viscid mica
neon willow
# near basin how many hours worth of growth do you think an assault rifle and 2 mags is capab...

Eh... if we say each bullet is like... 150-250 damage (2 body shots to kill omni, 1 headshot)... then a gun with that kind of damage and 2 bullets mag should require at least omni grow time level of grind to gather materials. And if your human gets killed, the gun is destroyed or despawned, and you have to re-grind for it. You can scale up from there. So if you want a 10 round mag, you should have to grind 4-5 times as long

viscid mica
near basin
#

zergs

viscid mica
near basin
#

you think no one will be able to make that zerg?

viscid mica
#

Human it doesn’t matter what they are you get enough people you can kill anything

#

Like what you gonna do if a 30 man troodon group pulls up on you?

#

I can tell you now nothing we wiped that server that day

neon willow
viscid mica
#

I’ll agree to that

#

I prefer basing it your average player capacity

near basin
near basin
neon willow
#

I mean there are literal gaming competitions to see who zergs the best and those competitors literally no life those games all day every day. But you don't see COD balanced around those super players

near basin
viscid mica
near basin
viscid mica
viscid mica
viscid mica
near basin
#

omni limited by distance rifle ain't

viscid mica
#

So I could say they both our

#

Plus a rifle loses power the farther you are

neon willow
viscid mica
#

And when dealing with super sized reptiles lose of power is detrimental

near basin
viscid mica
neon willow
# near basin omni limited by distance rifle ain't

That is true, but I already suggested ways to balance this. Limiting the number of rounds in a clip and forcing long reload times is one way to allow melee focused dinosaurs to close range, as is allowing dinosaurs to use stealth to close on noisy humans

viscid mica
near basin
#

a skill tree resetting on respawn, where you can't use a gun unless you unlocked a point?

viscid mica
# near basin Whst?

A 306+ would absolutely delete a omni with a solid hit to the heart or head

neon willow
near basin
viscid mica
viscid mica
#

And yes I just made that statement into a Dino reference suck it

near basin
#

suck what?

viscid mica
near basin
dusky surge
#

what

viscid mica
#

LMAO

dusky surge
#

i come back and now we're getting mod pings huh

viscid mica
#

I said suck it and he tilted

#

Anyways

green heart
#

Everyone be polite

neon willow
# near basin a rifle can, in your example, kill an omni in 2 shots

The only thing differentiating human play and dino play in terms of recuperating losses after a death would be that primarily humans can put in work up front and dinosaurs can't. But honestly... if a human player spent 3 hours grinding in advance to have a second weapon and ammo stashed in their base, and a dinosaur that took 3 hours to grow killed each other... That's still the same amount of time that both spent "growing"

viscid mica
#

They could easily do a experience system where reload speeds and such are affected by it

viscid mica
green heart
#

I saw

neon willow
near basin
neon willow
#

Especially if human players unlike dinosaurs can't inherit skills

viscid mica
viscid mica
near basin
#

Funny part is that you're the one that decided to interact out of nowhere, and then said "i aint reading 50+ msgs" when you were told you took things out of context

#

homie

viscid mica
#

Better stability when shoot? Gotta shoot more
Better reload?
Keep doing that

#

Faster run more weight etc etc

neon willow
# viscid mica Ya could force players to repeat doing things to get better at them

As in, gotta shoot lots of times to get better damage from your firearms, gotta repair lots of times to become efficient at materials? Depends on how its implemented... some systems get kinda dumb on that (looking at you, hidden mut that forces you to jump 40 times before your second mut point unlocks to get stam reduction on jump)

near basin
viscid mica
viscid mica
potent fox
neon willow
potent fox
#

It’s not slot 2 exclusive is what I mean

dusky surge
#

@compact cypress HT raptor solves most of those issues, it's incredibly stam efficient

compact cypress
#

ooo

#

nice

dusky surge
#

a neutral pounce is almost 5x more stam efficient now, it's insane

tall cypress
#

@unreal crystal i tried to rework them can you read pls ?

unreal crystal
#

I'm fine with that... I'm also fine if they remove it completely

tall cypress
unreal crystal
#

Really ruins one of key elements that makes this game stand out from similar competitors which is immersion

dusky surge
#

#balance-feedback message

i agree with reworking them, i dislike the idea of removing options, i just dislike the way you've done it here

they're still meta, just with a different flavour

tall cypress
#

What you offering then ?

#

All they got Good rn

dusky surge
#

i have a list one sec

tall cypress
#

your Gastronomic regen and mine is same yours just too weak

#

It would be die

dusky surge
#

i do agree, my gastro is a bit too weak

tall cypress
#

Tactical too

#

We wrote same thing brota just yours too weak.

dusky surge
#

i think my tact is fine

tall cypress
#

Why nobody likes it xd i think everybody wants dead mutations or meta mutations what a fun.

dusky surge
#

higher than 10% would be really bad imho

tall cypress
dusky surge
#

well that's the idea

#

it shouldn't be good for fighting, that should not be what the mutations are for

tall cypress
#

Mine is the idea too

#

What you disliked say me

#

Then i will fix it

dusky surge
#

i think a 20% stam regen is insanely strong

tall cypress
#

Mate

#

While fighting you would prob ve lower than 40%

dusky surge
#

your congential rework also seems FAR too strong

#

stop balancing muts around combat

tall cypress
#

You cant regen stamina anyways while fighting ?

tall cypress
#

If you playing raptor and a dibble attack you you got 20%

#

If you are carno and dibble attacks you you got 10%

#

This is going to balance game

#

Like think about it you are a 1300kg carno and your opp is 1200 kg cera it would get 15% damage reduction this is too strong

dusky surge
#

congential granting damage resist at all is too strong

#

it doesnt matter how high it is

tall cypress
dusky surge
#

or rework it TI_HypsiShrug

#

it doesn't need to be black and white

tall cypress
#

It doesn't always happen as we wish. If the game's producers want to bring this kind of myth, there is nothing to do. We just need to help the balancers.

tall cypress
dusky surge
#

it still presents the same issues

#

damage resist just should not be a factor in it

tall cypress
#

İ change it

tall cypress
#

Gastronomic Regeneration

Eating restores a small amount of health Removed

Rework: the fuller you are, the faster you regenerate health.

Hunger 0%-100%

Healt regen +0%- 35%

this prevents health regeneration during war
it is no longer a mutation that works during war

dusky surge
#

im fine with that, that's a genuinely good approach

#

also i think 35% is a very good number, i very much underdid it in my suggestion

tall cypress
#

Okay let s start from begginning

#

What you disliked which ones

elfin night
#

I read some of them and well

unreal crystal
#

Personally I wouldn't complain if congenital gets removed as long as gastro,tactile etc are removed aswell

tall cypress
#

Guys share your ideas

elfin night
#

Why not just get rid of the entire concept

dusky surge
#

Ehhh

elfin night
#

Remove all combat related mutations, and instead just add more survival ones

dusky surge
#

He's got good ideas, I think it's unfair to say get rid of the entire concept

elfin night
#

We also have so little survival muts

dusky surge
#

Rewarding you for keeping your stomach full is inherently far more survival oriented

elfin night
#

We need like 10-15 more

tall cypress
#

Fighting is a survival

elfin night
#

Idc, combat mutations create a hard meta

#

Survival can include fighting but all matchups should be skill reliant and punish bad habits

unreal crystal
tall cypress
elfin night
#

Pffft

tall cypress
#

Xd

elfin night
#

Great argument

tall cypress
#

Sorry but true

#

Everone can use same mutations

elfin night
#

I am shifting the blame for thinking that it’s cringe speed mutations are a must pick

tall cypress
#

Just NERF strong ones and all is ok

elfin night
tall cypress
elfin night
#

Also combat ones

tall cypress
#

Did you read that ?

#

Also nerfed all of them

elfin night
#

Your tactile and prey drive are pretty bad

Idm some of them

#

But there’s still some stinkers that are better off gone

#

Or getting something completely different in their place

tall cypress
elfin night
#

Combat oriented mutations are just a defunct concept. All health, speed, stamina or damage oriented buffs are bad because then you’re forced into taking them to stand a chance

elfin night
tall cypress
elfin night
# elfin night Sure

Hypoalgesia still giving extra defense, tactile still giving stamina for getting hit, prey drive giving extra damage

elfin night
#

Doesn’t mean that there should be mutations that give you an unwarranted advantage over an opponent just because you picked them because then you create a meta

tall cypress
elfin night
#

Naturally?

tall cypress
#

Nope

elfin night
#

You can’t while trotting afaik

tall cypress
#

While walking

elfin night
#

Maybe walking yeah

tall cypress
#

While fightig

#

Nope right ?

#

Its just for after fight mutation

elfin night
#

You should know how to manage your stamina!

tall cypress
#

Jesus christ

elfin night
#

Exactly, you can’t regen it while fighting

#

So you gotta make sure it is properly managed

tall cypress
#

Yes and this makes Mine tactical is only for after fight

elfin night
#

Well

tall cypress
#

Right

elfin night
#

I disagree

tall cypress
#

Why

elfin night
#

Because I’m a hater

tall cypress
#

Mate i am tryin to make game better i know you want this too

#

Lets just help me with that okay ?

tall cypress
elfin night
#

I prefer being the inquisition of bad takes

#

Devs also know what to do with their game and they’re probably working on something mutation related already

dusky surge
#

they are actually, they mentioned it

tall cypress
#

I hope so

rapid flume
#

praying it's not just dedicated slots

dusky surge
#

they already did that, it didn't work

tall cypress
#

I hope they are reading our feedbacks

elfin night
#

They already said they do

unreal crystal
#

I think Ptera would be alot better with grab ability(0.5 its bodyweight). Also, maybe increase the weight to 60Kg.
I just imagine grabbing unaware juvis then dropping them from the sky in a safe to eat spot would be so much fun

elfin night
#

Full stop

#

There’s so much cool stuff you could do with ptera and they likely will

#

Rather than just an eagle pterosaur all over again

elfin night
#

Save that stuff for Quetz, ptera should be its own thing

unreal crystal
elfin night
#

TI_Facepalm not this doomposting again

rapid flume
#

quetz isn't that far away

unreal crystal
#

Well hope you are right Quetz would be really fun

rapid flume
#

I can pretty easily see it in 26/27

dusky surge
#

isnt quetz higher on the list?

elfin night
# unreal crystal Like?

A very terrestrial fisher, who specialized potentially in poking and cc, who also can use short flight in combat for dodges and quick reposition, similar to how crows hunt some land animals

dusky surge
unreal crystal
unreal crystal
rapid flume
#

this is pretty interesting

elfin night
#

I was throwing ideas, but they 100% said they want to make it an efficient land animal who no longer gets rolled by everyone

#

So maybe it could go and take on a troo or a pair of them could give trouble to a dryo, land herra or larger juveniles while on land

tall cypress
rapid flume
unreal crystal
tall cypress
elfin night
#

But honestly quetz sounds far better designed than deino already

#

If it is not gambling for people or isn’t countered by stupid strategies

unreal crystal
#

Imagine snatching a herra from the tree or cliff edge as a Quetz lol... this game has so much potential

tall cypress
#

Idk what will quetzals abilty but i think quetzal have do to a lot of damage cause of its big beak

unreal crystal
tall cypress
#

Accelerated Prey Drive (Carnivore)

Deal more damage to animals with low health

Value: 10%
100%hp to 20%hp 2.5%dam. to 10%dam

Cellular Regeneration

Recovers health slightly faster

Value: 15% X

5%
15% while sitting

Congenital Hypoalgesia

Reduce incoming damage when fighting larger species

Value: 15% X

Rework: The more your opponent weighs, the less damage you take.

10%more weight to 400%
damage reduce 5%-12.5

Hydro-regenerative

Recover health faster during rainy weather

Value: 25% X

25% in rainy weather
30% in stormy weather

nocturnal

Faster health/locked health recover and higher move speed at night

Value: 5%

speed buff removed

+15% stamina regeneration speed
When running in the evening, footstep sounds decrease by 35%

Photosynthetic Tissue

Faster health/locked health recovery and higher move speed during the day

Value: 5%

speed buff removed
+12.5% stamina recovery speed

reabsorption

Recover a small amount of water during the rainy weather or while swimming in drinkable water

Value: 1 X

Rework: As long as it rains, your thirst won't decrease

Tactile Endurance (Herbivore)

Convert incoming damage to stamina
Lower heal more stamina regen

hp 100% to 1%
stamina regen +1% -30%

Gastronomic Regeneration

Eating restores a small amount of health Removed

Rework: the fuller you are, the faster you regenerate health.

Hunger 0%-100%

Healt regen +0%- 20%

#

Instead of just putting emojis, can't you share your ideas as well? This way I can fix it.

neon willow
tall cypress
#

That make sense

#

Good idea

neon willow
#

If you actually want to increase water you should have to drink

#

For tactile... I haven't thought about it enough to see if it is a good idea or not - it could still be broken. But an idea I had is what if it reduces stamina drain when grappled?

#

That could potentially still be broken as it's still very much a combat mutation that affects grappling play though

#

Ideally it should just be removed

tall cypress
neon willow
#

Honestly I'd prefer getting rid of tactile, and keeping the stamina regen idea of photo and nocturnal

tall cypress
neon willow
# tall cypress we can't do anything to change this

Agreed. But if we're assuming that mutations can be changed, then they should be designed for the way players actually play. And players actually camp rocks and guard so their friend can sit down in combat to heal bleed and stamina

#

Otherwise we just replaced a meta mutation with another meta mutation

tall cypress
#

So what if it only gets stamina regeneration while it's bleeding? This way, the bleeding will stop while it's sitting, so the stamina regeneration will also stop

neon willow
#

That still is kinda broken because bleed is already tied to stamina regen

tall cypress
#

Only after taking damage for a 30 second?

#

During 30 sec

#

Stamina regen lasts 30 second after damage

#

This will work :D

#

I mean getting rid out of a mutation is kinda sad for its developers

neon willow
tall cypress
#

Every time you lose 10% health you gain stamina regen for 15 seconds.

neon willow
tall cypress
neon willow
tall cypress
#

Extra work means extra time

#

Extra time means no REX and allo :D

#

Other mutation ideas ok for you ?

#

Like i tried to change near 10

#

All of them are ok ?

neon willow
# tall cypress All of them are ok ?

A lot of them seem OP/META still, but I'd have to sit on it to try to think of something that would work better. I mentioned the ones I had specific ideas for

steep gazelle
#

@topaz elm I don't agree. There's already a mechanic for reduced damage when hitting the tail and making it more likely for some than for others is kind of pointless even if it's realistic.

#

The current damage system is fine, the real problem is the desync

topaz elm
#

The 25% damage reduction doesn’t really make sense when there isn’t anything to hit there

#

a stego tail swing is still doing what 750 damage to Omni, pachy and troodon even if they touch the tip of the tail

#

It just feels a little unfair when things can hit the tip of your tail and still do so much damage

#

One of the reasons carno’s charge is so annoying to deal with too

golden coral
steep gazelle
#

What happens is that the server usually records hits in the body because of desync

golden coral
#

25% might be on the base of the tail or some such

neon willow
# tall cypress Extra time means no REX and allo :D

I mean... Rex has something like 900 animations? I don't think adding a subset for teno would be catastrophic for their workload. Also, they don't need to stop everything they're currently working on to add teno dive. They can work on it after rex and allo are released. Plus, there are other existing dinos with work being put into missing mechanics (ptera/hypsi/dryo)

neon willow
#

But yeah... It's usually desynchronization. The server thinks you're closer to the enemy than what is displayed locally on your screen, so the server's hit calculations determine it's a body hit and do damage calculations accordingly (no damage reduction), all while locally it appears like it's a tail tip hit that didn't get any damage reduction

cedar jacinth
hasty coyote
neon willow
hasty coyote
dreamy gulch
#

@near basin , just dont try to peck a group of omnis> and if one omni pounces on u u can just fly off wiht hte omni yk?

near basin
#

the second part tho, yeah if it's able to

neon willow
#

Id say that quetz should take longer to grow for its weight than other dinosaurs because it can fly out of range of most other creatures.

dreamy gulch
#

Yea so mayve either rest in open spaces ore somewhere where omnis cant reach u.

neon willow
#

Kinda like how Herrera for a while was relatively slow growing for its size because again, it is out of reach of most of the roster most of the time

#

And yeah - if you allow a pair of omnis to sneak close enough to pin you, that's kinda the definition of a skill issue. Nothing should be able to get away with major lapses in situational awareness like letting deadly predators get an ambush on you

near basin
#

It's going to land occasionally to hunt juvies etc

near basin
#

at the right time ofc

#

Quetz is a 5 meter tall giant, people will see it from a mile away as it stands up on ground.
Let alone seeing it whoosh in the sky and land somewhere

neon willow
glossy elbow
#

@near basin why is it a bad thing to let quetz get pinned by 2 omnis?

neon willow
tall cypress
#

Like i mean i am 75kg and i can Carry a 100 kg Man in my shoulder.
4 handed dinos like trike or dibble should be able to carry their 1.5x weights tbh
Same as quetzal

near basin
#

if quetz takes 2h, then sure let it get pinned by 2 omnis

near basin
tall cypress
tall cypress
near basin
#

There are several ways for omnis to disguise themselves, which makes it inevitable for them to catch up to the quetz in many scenarios

#

therefore 2 shouldn't be enough to pin 1, depending on the growth time of quetz

near basin
potent fox
near basin
#

But if it does weigh less than 850, it stands to reason that The Isle's quetz might have a higher weight threshold than the standard value (50%) to be able to carry animals away.

neon willow
# near basin It's extremely equivalent Quetz is slower than omni too, unless it takes off. S...

I go back to the herrera example. It is the responsibility of the Herrera to make sure it knows where threats to it are when it is on the ground. If it fails at that, then yes, it will be killed by omnis because it didn't identify the danger in time. If it notices them and escapes to a tree, it lives. That's the definition of a skill issue. I've never died to a dino on Herrera that I didn't see that wasn't my own fault for not noticing them.

The same is true for quetz, except instead of trees for safety it should be flying. Quetz though will likely have an easier time seeing predators approaching due to the higher vantage point of its camera

potent fox
near basin
#

There are scenarios with omnis that can't be blamed on the quetz itself

neon willow
# tall cypress This is not about running quetzal needs to Hunt too

Sure. I kinda imagine quetzal as almost an amphibious creature though - spending just as much time in the air as on the ground. Based on the concept art I wouldn't be surprised if quetzal ambushes from the sky - swooping down from above, snatching something in a devastating blow, and then popping right back into the air to avoid becoming prey itself

#

Again... Much like herrera

#

Pounce from above, followed by mad scramble to safety to avoid retribution from the dead player's packmates

near basin
# neon willow Again... Much like herrera

nope. a herra is in the tree and has been in that area for a long time, it got to that tree by terrestrial means.

a quetz travels in a completely different way, which makes it easier to ambush

neon willow
near basin
#

Okay this should be easier

#

Are you saying that there are 0 possible scenarios where a quetz is unable to trump an omni ambush, without it being a skill issue?

emphasis on 0

neon willow
# near basin Are you saying that there are 0 possible scenarios where a quetz is unable to tr...

I am saying that there are zero possible scenarios where a quetzal is unable to avoid an Omni ambush by playing smart. All omni ambush encounters are avoidable if the quetzal doesn't do something stupid.

Defining stupid here as walking into a confined space or not properly conserving stamina so that it can't take off, not keeping an eagle eye on your surroundings to see when the aforementioned omnis are sneaking bush to bush to close range, trusting that apparently abandoned bodies next to bushes or river banks are not traps, and assuming a bush you haven't observed for a while is guaranteed empty

#

Essentially, if the quetzal doesn't put itself into a bad situation, the onnis really shouldn't have much chance to catch it.

near basin
#

Cool. Anyway, as you know, the devs don't balance things around the 1% of top players, and should not

#

More often than not, like overwhelmingly more often than not, players will not be as cautious as you describe in the entirety of their 6 or so hours of life

#

every single second

#

So should 2 omnis body a quetz? I don't know, depends on how long quetz takes to grow

neon willow
#

Yes... And they'll die occasionally because of it. Just like Herreras and most other animals on the roster when they mess up

neon willow
near basin
#

yeah i don't either but if itt akes something like 2h, it grows stupidly fast

#

in terms of how big it looks

neon willow
#

But say we ballpark it and say quetz = 2x Omni weight. Because it can fly, it should probably be more than 2x Omni growth, but probably not 3x Omni growth

#

@near basin out of curiosity, can you recall off the top of your head what weight and grow time is for Herrera and ptera?

steep gazelle
#

Quetzal will probably be a terrible playable character precisely because of this issue

#

And, well, seeing the current state of the ptera, the quetzal will have horrible stamina and a much longer growth time for its weight

#

The best way is to see how it will be when it is released, but I really have no hope of it being good and fair both to itself and to others

haughty grotto
#

Whatever weight you think quetz should be carrying, imagine that the only thing supporting it is a long narrow beak and a slender weak neck

#

I'm pretty sure quetz will be oneshotting things that are small enough to be carried anyway
Anything alive could wriggle out easily

golden coral
#

@trail hawk It kind of works like you describe already, just look at trike. Proper tank, does less damage than stego. Stego is less of a tank, thus it does more damage instead.

trail hawk
# golden coral <@1267476588111593619> It kind of works like you describe already, just look at ...

The thing is that I don't see that IG. I really don't know the stats of those two, but I've killed 2 trikes this afternoon and had 0 chance with 2 diferent stego encounters. The 2 with diferent strategys.

1st was with a cera, landing a lot of fully charged bites, I had to retreat because it was a lost cause.

2nd was with a pack of omnis, bleeding him out for 1 and a half hours without a minute for the stego to rest. Nothing.

As I said, I don't really know ig Trike or Stego is more tankier than the other, but one is manageable to kill and the other is plain imposible from my experience

golden coral
# trail hawk The thing is that I don't see that IG. I really don't know the stats of those tw...

Well, stego has 6K weight/health, trike has 9,5(?), well, 9+ weight/hp. Stego has a x2 head multiplier, most other things have 1.5, trike has, well I'm not sure, but it's lower than that I'm pretty sure, due to the frill. On top of that, it may be able to decrease that multiplier further with the spar/block, if it has that, like dibble can. And trike "only" does 600 damage (but can do a lot more if it follows up a knockdown with the thrash attack, which does a lot of damage to a downed opponent).

#

It is possible that trike players are still not very good, due to the playable being new, and HT not always being populated. Whereas now, most stegos you're likely to meet, will be good ones, the ones that play stego because they enjoy the playable

#

Trike is also more vunerable to flanking attacks and such, unlike stego, whereas stego is more vunerable to things that can take the hit and hit back, as can be seen with dibbles fighting stegos (that and them stunning stego, and then trike just knocking it down)

trail hawk
golden coral
tight cove
#

@near basin honestly to me if you let yourself get pinned by 2 Omnis as a quetz that’s a skill issue

dusky surge
warm flax
#

I wonder how heavy it will be if the dev just simply add numer to it
you still gonna exchange some hits it it hunt on land

#

I would say a damage reduction like dibble's sparring stance

dusky surge
#

dibble's sparring stance doesn't have that

#

last i checked, it just lets you strafe

warm flax
#

if it got only like 200-400 hp it is not likely worth spend all that time raising a Quetz imo

dusky surge
#

If it can fly at 120km/hr, I'd say it is

#

It has the best defense of any apex, not being hittable

#

it doesn't need HP

warm flax
#

the risk is going to be so high that quetz will end up just trying to peck some boar on land

#

it is not an eagle more like and giant herron or Secretary-bird

hasty coyote
#

@azure turret concept is good, but those specific changes will just kill dilo
Dilo's base stats are pretty fine, maybe a bite nerf, but reducing it to 500kg AND reducing bite speed just makes it omni fodder, it already has a relatively fair matchup (minus op clone spam) but reducing its hp and damage output by that much just makes omni able to literally face tank it: tank 1-2 bites, pounce its side since it can't turn as fast (especially if you can get it to alt bite), do damage pounce (it has to buck you off since its forced to walk and thus cant scrape), repeat once, and that dilo dies. At least currently it takes 3 pounces to kill, so omni can't just face tank.

Making dilo's clones act based on calls also just makes it even more unintuitive, and much easier to track, especially without footsteps. Also, couldnt you just spawn like 10 clones over the fight and later just send all of them at the target at once to guarantee damage and make it even less interactive? Also making its venom ONLY available at night just makes the dino flat out unviable during the day, because venom is like half of its kit, thats like saying omni can't pounce during the night.

Dilo's issue is that its clones are op since the damage is insane and unavoidable. All dilo needs would be a clone damage nerf, a slower clone recharge but bite=recharge, clones are able to be hit and destroyed BEFORE they deal damage, venom should heal faster, and/or potentially a slight bite damage nerf.

steep gazelle
#

@azure turret I think a good mechanic would be to increase the cooldown for the clones to be cast from 8 to 30, reduce the time the poison remains on the target (as it lasts up to 10 minutes), but make Dilo recover 1 clone bar whenever he hits a bite on the body or head

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This would make Dilo forcibly more aggressive, but it also wouldn't make him weak

hasty coyote
steep gazelle
hasty coyote
steep gazelle
#

Dilo is basically the easy mode of The Isle xd

hasty coyote
steep gazelle
#

Dilo is the second fastest

viscid mica
#

@near basin flight, quetz will be fine because of flight. It will be very good at bullying very small things and it’s greatest counter will be trees so I think it’ll be fine

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@azure turret all removing damage from clones does is nuke dilos effectiveness in combat it’s really not hard to tell the difference between a player and Ai. Yes dilo is over tuned no the clones doing damage is not the problem

tall cypress
#

Clone per bite is must to do

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Otherwise Dilo play style be same as sniper play style

haughty grotto
#

Quetz isn't a human being that it can carry stuff on its shoulder not does it have arms to carry out such a task

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You can barely carry an apple in your mouth.
Quetz' beak and neck can't support anything more than a tiny baby

dusky surge
#

and this is a game where carno's neck would realistically break if it did the ram, yet it doesn't

vale brook
#

yah i dont know why quetz needs to have that taken into account when we have tree lizard falling from the world trade center

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and just brushing it off

dusky surge
hasty coyote
#

Honestly there’s so many ways to balance quetz, I think we just have to wait and see what type of power budget and kit they give to it, and then go from there. If you make it op, ofc it’s gonna be op. If you make it too weak, ofc it’s gonna be too weak.

worthy steeple
#

fair

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the only thing i strongly disagree with is making it like 250kg, it would so weird if you could kill it with just one teno kick, or launch it flying into space LOL, it’ll look goofy

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unless they give it stability modifier, but even then killing it with one charge bite or one kick would be so weird and unrealistic in a bad way

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and i also want it to be mostly terrestrial, capable of defending itself on land and using its flight mechanic only to escape or hunt

elfin night
#

@near basin imma be real with you and throw a truthnuke

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if quetz gets pinned it is a genuine skill issue

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also no need to make it tanky. It's much easier to balance than you'd think

pine robin
#

Maybe nerf Teno's stun on his back kick a bit? Been killed way too many times just because I (and I've seen others players can't move) can't move after standing up mind you. Only to get knocked down again. In my opion, if teno or any other herbivore gets an instant knockdown, so should other carnivores (like carno for example: get back their knockdown on hit, not distance) to make it fair when fighting (especially against mix packs, as much as we all hate them).

elfin night
#

no carnivore should get instant knockdown unless it's actually a thing in their design

dusky surge
#

rex will probably get it

elfin night
#

mhm

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although hopefully in things that arent huge

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like maybe a dibble or less

dusky surge
#

it's like saying more herbivores should do high bleed because basically all carnivores do bleed with their attacks

idk man, i dont see it

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we dont have a herbivore with venom, or a flying herbivore, or a diving herbivore (yet)

elfin night
#

also herrera has "instant" knockdown

pine robin
# elfin night the game is asymmetrically balanced

To be fair, teno had had its knockdown since it's coming into the game. Carno had the weight, it had the knockdwn, then it got removed :/. It just sucks growing on a server, only to get stun locked and die when your 89% grown. And you can't take a kick to the face 😦

elfin night
#

and it's totally fair there in case you are not nuked in the first hit

elfin night
#

you never fight those as a carno unless there's 2-3 of you

pine robin
dusky surge
pine robin
#

Mind you, we were fighting gallis and a maia trying to get away when it happende

pine robin
elfin night
pine robin
#

Huh, well it looked small enough

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either way

elfin night
#

you can knockdown like 60% of your weight

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around that

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also carno has a stun recovery problem in the live branch where you can actually get chain stunned

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obviously unintended and not teno's fault

pine robin
#

getting knocked down to get up but can't move, only to get knocked down again and killed sucks. Regardless if you think dinos should have that ability or not. There should at least be a chance for someone to run away if they are beat.

pine robin
#

might be why

elfin night
#

what you suffer with carno is unintended

pine robin
#

Yeha that sucks then

elfin night
#

and I think it got addressed in the HT

pine robin
#

thought it was intentional for the longest time 😛

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thank god if it did

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Been playing on Petits Pieds server with low (and I mean low) AI, was hunting some gallis. Only for a young maia, which I could have teken solo, and two tenos to nab me like they did. Just sucks. I really do hope they fix that issue in the ne update, I didn't realise that it was an issue. But I've lost a lot of full grown carnos to this issue and I got mad enough to complian about it now 😛

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the server pop is 340 btw

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It's much more active and immersive than regular servers if I'm honest, but it is very hard to grow :)\

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Honestly this "issue" just feels really unfair. I'm venting now because I didn't realise it was an isue for the longest time..... Damn that's rough

elfin night
#

the monkey paw curls

pine robin
#

Also, one other question too i guess. When is Carno's diet gonna be upgrade. Cause right now it sucks with the current roster XD

elfin night
#

carno went from bully to bullied (still like a B tier in the live branch)

keen plover
pine robin
#

used to be my main back on spiro, man that was fun. A nd i joined after all the changes lol

pine robin
pine robin
#

that suck if that's the case

keen plover
#

It might. Nothing stating it has been fixed though

pine robin
keen plover
grand walrus
#

Should be Omni size

viscid mica
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More like troodon sized prolly abit bigger

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Closer to dryo size

rapid flume
#

I think 150-250 is pretty good

elfin night
#

100 and we ballin

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Ovi is not meant to be precisely big

crimson crater
#

can’t picture dryo being bigger than it

obsidian yacht
obsidian yacht
crimson crater
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it should be nowhere near omni sized but i’d prefer it to be slightly bigger than a dryo

warm flax
#

isn't oviraptor only a 50~kg creature?

frozen ibex
#

honestly should be the mid-way point between herra and omni

#

thatd be nice

azure turret
# hasty coyote <@1269415773525250058> concept is good, but those specific changes will just kil...

I think bucking should be reworked entirely and, yes, with its current state, my dilo would suffer against Omni, especially a pack. The reason for reducing Dilo’s weight is.. pachy mostly. Also to severely reduce its facetanking capacity. The bite speed reduction is less of a nerf, more just making it like everybody else. It is INSANELY fast for no reason. Another thing I didn’t mention—500kg dilo should have the ability to jump! The calls being used to instruct clones was intended to bring more options for the dilo to use to confuse prey but also more opportunities for prey to use their ears rather than their eyes to locate the true dilo. I propose that everytime the dilo calls, the clones call as well so it’s not so easy for the latter. The clones making no footstep audio is what will be key in finding the real dilo. As for sending a hundred of them in to attack, first of all, you’d need to land 100 bites. Remember that you only earn a charge after landing a bite. Making venom unusable during the day does not make dilo unviable. That’s where the ability to scavenge comes in. If not making all of the venom unusable, at least the clones wouldn’t be. The fog could stay. The intention is that dilos are more vulnerable out of their element, and are much more likely to run (using that incredibly fast and very viable speed) or hide out in caves or dens during the day, feeding off of scavenged remains until night falls and they can turn the tables. Even if Omni couldn’t pounce during the night, it’s still completely viable, it just has to change its strategy, which is exactly what i want to see from dilo.

steep gazelle
#

At least against a pachy that knows how to use the skill no

azure turret
#

I know, but it is extremely difficult to fight 1 or more dilos as a pachy. Clones are a death sentence and if you miss a single attack then yea it pretty much can facetank you

steep gazelle
azure turret
#

Right. I did cover a Pachy rework in the past and I think the clones being op issue is solved in my case

steep gazelle
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Pachy selfstun should be dramatically reduced or removed, especially when you miss

azure turret
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I think a self stun on the ram is ok, as long as when a creature is fractured it is stunned. And pachy needs a second option to deal fracture damage (less than the ram) that doesn’t stun the pachy and can be used on the move

steep gazelle
#

Pachy being able to use alt attack while running would be nice. It doesn't cause fractures, but it allows for combos

azure turret
#

A secondary attack that isn’t the alt that could be used while running is better imo, especially since it could do fracture damage. The alt attack I think should have higher damage and be best used for a target that’s already knocked over

steep gazelle
#

This might be good. I really wouldn't mind if the lmb attack was changed, it's pretty much useless

hasty coyote
hasty coyote
# azure turret I think bucking should be reworked entirely and, yes, with its current state, my...

Balancing dilo around pachy is a bad idea because pachy is actively a horrible playable atm whose only good ability is leg fracture. Dilo doesn’t need nerfs, pachy needs buffs. Same with the bite speed, I think Omni could just use a bite speed increase, not nerfing dilo. This mainly because I would much rather the smalls actually all feel good to play, rather than all feeling equally terrible.

While yes it would need to land 10 bites to send shadow clone army, that still effectively doubles dilo’s damage. So its advantage state is still equally as oppressive as now, but without the stats it has lost, it’s in a MUCH worse spot when it’s at a disadvantage. Especially since the clones are hittable, using them to double damage in a burst is genuinely the best option. And that’s if any of this works. Dilo clones have already been notoriously unreliable due to buggy ai, making them this complex would likely not work tbh.

Just giving them the ability to scavenge and hide during the day sounds like a horrible idea because that basically means “log out during the day, you won’t be able to play the game”. Dilo is already MUCH more scary at night due to applying venom faster and that venom lasting longer. All this change does is make dilo flip between fodder and a regular Dino depending on the time of day, which just makes dilo pain to play due to being incredibly inconsistent (which is bad if you’re playing a game about long term survival).

Again all of the concepts are good, but the execution just leaves dilo with just as bad balance as pachy, if not worse.

steep gazelle
#

The cooldown to knockdown others again is much shorter for pachy

hasty coyote
# steep gazelle Pachy manages to stunlock Dilo

I genuinely tested it recently, no it can’t. You have to ram, back away during the stun immunity, ram again. Even with a head fracture on the first hit, a dilo brings a pachy down to red while just facing and biting.

Pachy ram needs 6 rams to kill a dilo, dilo needs to land 6 bites to kill a pachy. And dilo can bite a lot faster than pachy can ram, even with stuns. If pachy rams the dilo while it’s down, the dilo can land 3-4 bites before the pachy gets a 3rd ram to knockdown due to pachy’s attack lock, self stun, and time to charge a ram and dilo’s stun immunity.

azure turret
steep gazelle
#

And you also don't need to hold the rmb, just click and it knockdown dilo

#

And pachy does way more damage with rmb than you think, it's not 6 rmb to kill a Dilo

azure turret
# hasty coyote Balancing dilo around pachy is a bad idea because pachy is actively a horrible p...

It’s not really balanced around pachy, it just is given a better matchup against pachy as a result of the change. It’s balanced around not being able to facetank anymore. If you want to not have 100 dilo clones being sent after a single target then maybe there could be a maximum to how many charges you can have at once. Saying that the reason clones shouldn’t be made more interactive due to buggy ai isn’t very progressive. Not working properly doesn’t mean that it should be held back from becoming something better.. I understand that it’d be harder to pull off, but it isn’t out of the range of possibility and it brings a much needed change to “spam rmb”. With the daytime idea: dilo is not unviable without venom. It is incredibly fast and has a pretty high bite force, it is more than capable of defending itself and running from things it shouldn’t fight. If it’s a better idea to log during the day than so be it. Plenty of creatures who have terrible night vision log during the night for the sole reason that they are at an extreme disadvantage. The issue right now is that there is no dynamicism between fighting a dilo in its element vs out of it. It’s just slightly harder. Dilos should fear the day and everything else should fear the dilo at night. I understand the concern but I genuinely feel like this could work perfectly with minor tweaks.

#

Take raptor for example: it’s much easier to fight in a forest than in a field because Omni is out of its element in areas with many obstacles. In a forest Omni is quite literally robbed of the choice to pounce due to how many trees there are to knock it off. Does this make Omni unviable? No. The Omni can change his strategy or find better luck elsewhere

hasty coyote
hasty coyote
azure turret
#

Like I said.. they can very much still play the game. Just differently.

steep gazelle
#

That's assuming the hits actually count as hits

azure turret
azure turret
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EVEN IF the pachy knocks over the dilo every chance it gets, it will be left on severely low health or dead. And then clones will guarantee kill it. The only chance pachy has against dilo is to get the jump on it, be in a group, or jump somewhere too high to be caught

tall cypress
#

Dilophosaurus is definitely meant to be a nocturnal hunter. It's not a dinosaur that is a bit "stronger" at night. It needs to be reworked.

Bite speed reduced

Dilos base stats(daylight)

KG 700 ==> 650
speed 47.5 ==> 42
biteforce 85 ==> 67.5

Hallucinations

Damage ==> 37.5
dilo's clone ability stacks 3 charges. Each charge takes 20 seconds to recharge.
dilo's clones cannot bleed the opponent.

Venom stage

1 ==> unlocks when the opponent is at 90% health
2==> unlocks when the opponent is at 75% health
3==> unlocks when the opponent is at 60% health
(if the opponent has not taken damage for 20 seconds
the stages decrease one by one. 5% damage must be dealt to the opponent to return to the previous stage)

Dilos base stats(night fall)

KG 650
speed 43 ==> 49
biteforce 75 ==> 85

Hallucinations

Damage ==> 42.5

Dilos's clone ability no longer automatically stacks. Instead, stacks are stacked according to the number of times he hits his opponent.
Maximum number of stacks 2
(If you continue hitting immediately after the stacks are depleted, the stacks will quickly re-accumulate.)
Dilo's clones can make the opponent bleed.

Venom stages
1==>When the opponent is at 95% health
2==>When the opponent is at 90% health
3==>When the opponent is at 80% health
(If the opponent does not take damage for 1 minute,(clone damage doesn't include) the venom stage decreases one by one. If you want to return to the previous stage, deal 2.5% damage. The opponent can roll in the mud to shorten the duration of the poison by 30 seconds)

Whenever the opponent loses 25% of their blood, the dilos will start laughing for a short time
and gain 5% movement speed for 5 seconds

Dilo's footsteps are 25% less audible at night.

#

Maiam's idea was good. I changed it a little and improved it.

dusky surge
#

Oh my god you want dilo to be worthless lmao

azure turret
#

I don’t really like how the Dilo’s base stats change entirely based on day/night, but I like the idea of clones being tied to the targets health in a way

azure turret
steep gazelle
tall cypress
azure turret
#

There’s a hundred different circumstances that could’ve made your opponent lower than normal and as I said the calculations were done against old carno

azure turret
azure turret
#

Changing dilos base stats based on day/night

tall cypress
#

Then it would destroy pachy or omni at daylight?

#

Like now i say

#

Nothing will changes

azure turret
#

Omni and pachy have an extremely fair matchup against dilo as 500kg, Omni is actually In a complete advantage against it too

tall cypress
#

Ok what you offer then ?

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Making it 500kg

azure turret
#

You should read the rework again it has everything I suggest on it

tall cypress
#

Dilos height is same as carnos height

azure turret
#

Um. What

tall cypress
#

I read everything

tall cypress
azure turret
#

Dilo is slightly taller than pachy..

tall cypress
#

Bruh

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You never play agains Dilo right

azure turret
#

Absolutely do

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The size of dilo vs pachy is a similar difference to the size of Omni vs galli

steep gazelle
azure turret
tall cypress
#

I can agree 700 too much but 500 is diabloticial

#

Go play the game mate xd

azure turret
tall cypress
#

Ops

azure turret
#

improved is a stretch but sure

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That video is inaccurate in so many ways lmao

tall cypress
#

Yeah

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Trike is too big but

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Dilo is accurate

azure turret
#

No. Almost everything is inaccurate

tall cypress
#

Okay you can try norden server

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Go take some friend with you

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And look its size

azure turret
#

Don’t really have that option at the moment

tall cypress
#

I can wait

azure turret
#

Do you have any images or something that show dilo size?

tall cypress
#

Nah i am at phone

#

But you get the idea of what i make right ?

#

Dilo have to be a night hunter

#

When nights begin all server have to be scared because some dilos can kill them easly

#

But when daytime dilos have to scare for same thing

azure turret
#

Yes I understand but if dilo loses its main tool during the daytime that in itself is enough to completely change the way it behaves during the day. Making venom work at day/night and just making dilo slightly weaker during the day doesn’t make things interesting at all

tall cypress
azure turret
#

Also, here’s some size references I took from other’s photos and videos

azure turret
crimson crater
#

dilo is inaccurately scaled in that pic

azure turret
#

Ah

#

Well the second two pics are accurate at least

tall cypress
azure turret
#

Easier/harder is not what I’m aiming for. That’s the point of this being a rework and not just a nerf. I’m aiming to add on to dilos existing identity

tall cypress
#

Now dilos venom work at 83% healt at day

azure turret
#

I’m also trying not to make it unnecessarily tedious

tall cypress
#

Its not a nerf

#

Its al changes just read it again properly

azure turret
#

Besides what you said about clones you were pretty literally stating “make dilo weaker at day and stronger at night”

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By changing its stats

tall cypress
#

I made its clone work with bleeds not damage

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At day yes it have to be weak than night

#

Xd this is what you wrote

azure turret
#

Why does dilo need to be slow and weak at daytime I really don’t get it. The idea to make dilo a bleeder is interesting yes, but what I’m trying to aim for is to force dilo to interact with the target and using clones to make it possible, not giving clones the tools to just bleed something like Omni

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Yes. That’s what I decided would make day dilo different and more vulnerable than night dilo. Venom just won’t work during the day, and Dilo can use all the other tools it has to survive

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I don’t see the need to change dilos base stats is all.

tall cypress
tall cypress
azure turret
#

What I meant is if you make venom work at both day and night and the only difference is that one is slightly harder than the other is not interesting. My alternative is to remove venom during the day and keep it at night so that Dilo has to use different strategies to survive based on time. The removal of venom during the day inherintly makes it more vulnerable so the change to speed and biteforce is unnecessary

tall cypress
#

What a long paragraph

tall cypress
#

You just want "your" Dilo in game

azure turret
#

Surprise surprise I want the idea that I came up with to be applied because I think it works

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And it does

tall cypress
#

And nobody likes it

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Just a few

azure turret
#

You’re one of them 😭

tall cypress
#

I am one of liker btw

azure turret
#

Right

tall cypress
#

Go look damn

azure turret
#

The amount of people who like it I could care less about, I just want to put it out there

azure turret
tall cypress
#

Oh i read it wrong sorry

#

Look mate. For me Dilo have to be strong at night but have to be weak at day not normal at day and bit stronger at night

azure turret
#

Dilo without venom is weaker, no?

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And in my version that’s how it is during day.

tall cypress
#

İt have venom damn

#

Where you reading it with

#

Look

#

Dilo is without venom

azure turret
#

My eyes work fine

tall cypress
#

İs not Dilo just omni without paunce

#

But bigger

#

They can still use venom at day but it needs skill use it properly

#

Not everyone can do that

azure turret
#

And less agile, faster, does more damage, can scavenge, can’t jump, and all the other ways dilo is different to Omni..

tall cypress
#

Dilos cant jump

#

This is stupit sorry

azure turret
#

Like what I just said..

#

Can’t jump

tall cypress
#

My eyes isnt working

#

Sorry for that:D

#

Or my brain

azure turret
#

That’s fine, I just don’t want misunderstandings to turn hostile

#

lol

tall cypress
#

Lol

elfin night
#

W h a t

#

Dilo venom needs skill?

tall cypress
#

Yes its only work at 60% healt

tall cypress
#

Xd you instantly came and say rondomly things verry good

azure turret
#

But basically what I’m gathering is, in your version dilo can do all of the same things during day and night, it is just easier at night and harder at day. In my version, dilo can only do certain things at night, which makes the day harder as a side effect. In your version dilo is blatantly weaker during the day and blatantly stronger during the night, in my version dilo is different in day and different at night. Both could potentially solve dilos problem but in different ways and that’s fine.

obsidian yacht
tall cypress
azure turret
#

The vid is inaccurate

elfin night
#

also maybe getting certain animals to a certain threshold IS skillful

#

but venom itself really isn't

obsidian yacht
tall cypress
elfin night
tall cypress
elfin night
tall cypress
#

Its only work at 60% HP in my version of Dilo

worthy steeple
#

dilo…

azure turret
elfin night
worthy steeple
#

i will personally nerf dilo

elfin night
#

bro said it in present

tall cypress
elfin night
#

not in a would or hypothetical

azure turret
#

lol

elfin night
#

and yeah will do now

#

where is it?