#My ultimate General Balance Feedback
11 messages · Page 1 of 1 (latest)
No offense ment? I don't care if the Metadata says 7KB, or that it's a .txt file, I'm not downloading files from people I don't know. You might want to consider a different format.
Same, I’m not downloading that.
If it's too big or passes word limit, you might want to condense it. That looks a little suspicious... or break it into 2 parts???
You can see it on desktop btw (or at least i can)
btw for anyone who don't understand, it's not my ideas
General Balance
Here I am again, this time bringing more ideas. This feedback gathers several simple yet necessary adjustments. Of course, these are all based on my own opinion, so they might not be the absolute best solutions, but since everything here is open for discussion, we can all work toward a consensus. I'm also trying to keep things as simple as possible—every suggestion here focuses on minor tweaks, just adjusting some existing values in the game. But if done correctly, these small changes could shift the game's direction and make Day of Dragons fun again.
Growth Buff
First up, and also one of the most recent updates: the Growth Buff. While the idea itself is valid, its execution feels strange and, to some extent, nearly impractical. A simple way to make this mechanic more viable would be to give hatchlings a buff that slows their hunger increase after eating something large (like Snappers or other big dragons). This would create a greater need for adult intervention in raising hatchlings and even allow clans to raise multiple hatchlings at once. Imagine clans organizing growth events to socialize—doesn't that make the game more engaging with such a simple change?
PvP - The Good and the Bad
What would this game be without its infamous PvP? Well, that’s both where the game shines and where it stumbles. While the potential gameplay possibilities give us that "sweet taste" of excitement, the actual execution is disappointingly bitter. And I’m not even talking about bugs and lag, which are common in all games—the balance itself is just off.
BUT, thankfully, it's far from unfixable. Once again, just tweaking some numbers here and there already makes me envision a better future for the game. Check this out:
( pls wait , i can't send everything directly)
In my not-so-humble opinion, armor should be a fixed value that varies between dragons, reducing incoming damage by that amount. For example, if a dragon has 50 armor and takes 51 damage, the final damage received would be 1. This system would make balancing individual dragons much easier while also expanding PvP dynamics.
With this change, Inferno Ravagers could have an armor buff in their ability, giving them the protection they need against long-range attackers (which already happens, but now in a much more efficient way) while also improving their survivability in close combat, where they are ironically fragile.
Another aspect indirectly affected by this change would be armor penetration, which could also have a fixed value. This would allow certain attacks—like bites—to bypass a specific amount of armor.
Countering High Armor - The Role of Acid Spitters
So, how do we deal with excessive amounts of armor?
The answer is simple, and everyone already knows it: Acid Spitters.
With this change, they naturally become more relevant—maybe even necessary—since they're the best at reducing a dragon’s armor. But I have a few more ideas to truly make them viable:
DRASTICALLY increase their projectile speed. Seriously, they need to have the fastest projectile in the game so they can actually hit low-flying dragons, forcing them to land and weakening their armor.
But what if I just fly high with a tanky dragon and never die?
NO! Well... yes, if we stop here.
My next idea also aims to bring combat closer to the ground, which, honestly, is where most of it should be in a game where not everything can fly.
Hitbox-Based Damage - A New PvP Dynamic
The damage a dragon takes should depend on where they’re hit. This is something that involves each dragon’s hitbox, but it’s nothing the developers wouldn’t know how to implement.
The idea is simple:
( still not the end TT)
The underside of dragons should be the most vulnerable area, with lower (or even zero) armor.
The head should be the weak spot for most dragons, receiving critical damage when hit.
This would introduce a PvP dynamic where skyboxing (flying high to avoid fights) is no longer viable. Dragons would now be forced to fly lower, making ASDs viable again (maybe for the first time, lol).
See how a PvP ecosystem is starting to form? Where organization and coordination become key, and instead of just a spam of Shadow Scales, we get actual clan-based strategies?
Movement - The Core of PvP and Its Biggest Flaw
Everything in this game revolves around movement. It’s the most essential factor in PvP, and also where the biggest issues lie. This is what makes the game frustrating—where there could be a skill curve, there’s instead a hard cap imposed by the system itself.
Let me be blunt: Shadow Scale is the biggest offender. Not in a good way—it's unbalanced, not because it deals too much damage, but because it's poorly designed and executed.
Shadow Scale is:
One of the fastest dragons in the game.
Has one of the smallest hitboxes.
The most agile in the air.
Deals massive burst damage.
AND CAN TURN INVISIBLE.
Its only weakness is the player stepping away from their PC mid-battle. But no worries! In just two hours, they’ll have another one ready to go.
Of course, I’m exaggerating here, but you get my point.
And again, all of this could be easily fixed with just a few simple changes:
Shadow Scales should have less agility in turns.
Their acceleration and deceleration in the air should be reduced.
That’s it. Nothing that kills their viability—their strengths remain intact, but their weaknesses should be more apparent to create a healthier PvP environment.
Flame Stalker - The Forgotten Hunter
Once a fan-favorite, Flame Stalker’s "Stalker" theme should be explored more. With the adjustments above, this dragon could make a comeback without becoming an overpowered killing machine.
**las tone finally TT **
It should be one of the fastest dragons in straight flight, since its theme is about chasing down prey.
Its massive wings justify this, but to balance it, it should have slow acceleration and wide turns.
Imagine if dragons left tracks that Flame Stalkers could follow—but that’s a topic for another day.
Inferno Ravager - The True Brawler
My personal favorite, and I’ll defend it with everything I have. It doesn’t need small improvements—it needs a MASSIVE, borderline ABSURD buff to its turning ability in the air.
It MUST be able to turn sharply, otherwise, it cannot be a melee dragon.
To balance this, it doesn’t need high speed—it can even be one of the slowest dragons, as long as it has high acceleration and precise control.
Its bite should be deadly, even against armored opponents.
Acid Spitters - Reinforcing Their Role
If you’ve read this far, you already get how much more valuable these little guys would become. And I think most people will agree: they should have a reason to be played. After all, why would anyone pay for one if it’s not worth using?
Final Thoughts
If you made it this far, feel free to share your thoughts, whether you agree or disagree. This is a discussion, and I sincerely hope this feedback reaches the right eyes.
This is one of my last attempts to be heard—I don’t want to let my hopes die.
** Not from me it's Bona message for those who do not want to download it , i(galthor) haven't modified anything.**
For the most part I agree.
Here is where I differ.
First armor should be threshold not reduction a simple mistake and hatchies wouldn't be able to survive. (Some hatchies e line or not struggle already with bugs and some bugs are going to need armor values like the snapper I know it's not a bug but you get the point. Let's say a ss hatch e line does 5 damage per bite even if the bug is set to 1 this means it will only take 4 damage a bite, if it's total hp is 20 that's a min of 5 bites to kill, bugs are notoriously hard to hit but the ai has great precision hitting you so in the time it takes you to land the 5 bites let's say your lucky and get it in 5 and don't miss, your likely to get hit and now bc of reduction the bugs need more damage to hurt larger dragons like just so your hatchy gets wrecked.)
For damage threshold it would function like this.
50 armor gets bit for less then 51 damage takes 1 hp damage. (This will still allow bleed to fuction and other over time effects, as well as they would ignore threshold damage and do direct hp damage like how bleed currently functions)
50 armor gets bit for more then 50 damage takes that damage in hp damage.
2nd armor pen should be made to reduce the armor threshold needed to deal dirrect damage and attacks that do direct damage should lower the armor up to a max reduction of 50% 50 armor would become 25 armor when scales are damaged (even damaged scales provide Defense that's why never true 0, however damaged scales don't defend as well as pristine scales)
I would do it as a scale of how damaged your dragon is in for non pen armor loss first bleed (not bleed effect but bloody wings) no armor loss major bleed 25% armor loss, near death 50% armor loss.
3rd and last I don't think makeing dragons fly lower is a solution to fix asd, only break them (by makeing asd meta) if your caught by an asd on the ground 7/10 times your done no chance however I have a solution give asd the ability to glide and get a massive speed boost from their speed run, this will give asd the ability to reach areas of the map otherwise inaccessible except from flight and give them a way to engage in the aerial pvp well still being a Menace on the ground.
I apologize for any errors I will edit to fix it's 6am my time and I'm tired.
Oh dear, thx friend