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Feedback thread for the "Balancing Update"

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DalekRaptor

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Agility implant seems to give too big chance of dodging, skills miss very often even using focus tech, this makes pvp like dice casino. Very frustrating after missing
Focus is just antimiss, still there isn't a tech that can counter agility like penetration do to armor. Just Precision can counter in some way mathematically (and as well effects such critic chance up and vulnerable), and the easy target from pachy.
 

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  • As @slejd2001 said the agility's dodge chance need a bit more of reduction.
  • Also Pachycephalosaurus maybe need that its paralyze is just 10 seconds like the others speed debuff, lasting that much is hard to counter his role as hit runner and tanking much more than coelo that makes an stronger dominance of the combat if is used well. Practically is hard to make damage against it in melee and considering it can choose easyly stay or change to ranged combat, the only way to win against it is also doing range combat compensating the vitality diference with the weapon reflector on case of carnivore dinosaurs, this also aplies to allrounders even they having more vitality than pachy. Against centro and tanks the pachy can catch easyly them to force them a melee fight even they are using heat regulator and endurance (maybe this is caused because its paralyze last more then the others speed debuff).
  • Also perhaps the coldown with extra for the pachy's Flying Heatbutt is too lower compared to the other attacks and considering it can do almost the same damage than coelo in attack percentages and being more tank than coelo, i think is better increase the coldown from that attack to 12 seconds.
 

slejd2001

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What part of the tank "role" is not understood? If you lower the life more, it will be a totally useless dino. Slow, no damage, no good skills, nothing.
I understand the role very well.

Because you do not test using reflect damage, you return all the damage that his burn does. Or try shield to considerably reduce the damage it does to you, or with clothes. If you want a nerf to the colt burn, then also give a nerf to the rex "bleed"
Don't think that I didn't try, I did. As far as I have tested shield doesn't help much and reflection is trigged very rarely.

If you want a nerf to the colt burn, then also give a nerf to the rex "bleed"
Rex's bleed doesn't have as low cooldown as colt's burn and I guess rex supposed to be at some point the best or easiest to play with as it is the hardest to get.

If they do good at a distance, then why does this balance exist?
I don't get how this question is related to rex or anything else I spoke about.

Surely the only thing you play with is Rex, and for this reason it frustrates you so much that they use agility.
That I talk about rex the most doesn't mean I play with it only. I was playing on other dinos too and it missed much either.

If you lower the life more, it will be a totally useless dino. Slow, no damage, no good skills, nothing.
The rex is already the king of melee
If you find any good combination to kill brachy/anky+stability+agility+recovery+strength and colt+dmg in close range, tell me, because I haven't at least with carno or rex. I was using rex the most, but versus many combinations of dinos+guns in close range and all seemed fine, except with colt and and brachy, little bit anky. I tested playing with other dinos too. I have rex on server I play and I'm aware how hard it is to get, thats why me and some other people care about it the most.

I don't test far vs far or close vs far range only because while you move skill may be availabla to use, but can't be triggered, what makes hard to catch runners or use medium/far skills in far range pvp.
 

slejd2001

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From which point of view, do you see it weaker now against everything or still overpowered?
Dodge effect isn't overpowered as it was and as little as I have tested, it can compete with rex, I see this positive, not as it is with brachy.
 

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Colt's burning damage should be decreased a lot, because it's impossible to kill brachy+colt+dmg tech+-dmg clothes (same about anky) using carno or rex with even with colt, other dinos I haven't tested yet. It will be disaster while using boosters, specially violent.
About this perhaps could be good dissable in some way the increase from boosters to burn and bleeding, but i don't know if that would make them less useful so unbalance them against vulnerable and critic chance up (with booster the critic being the double makes that similar that burning and bleeding getting increased with booster) or against both damage ups (coelo and rifle).
Another better option could be an increased coldown on the burning case similar to the bleeding coldown, or both more near to the vulnerable coldown because in some way burning and bleeding making each tic 100% is the same that a critic if on rex case it still is biting the enemy or on colt case making shoots at the same time that the target is burned.
 

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El pvp está bien, cumple con lo que se debe y felicito el esfuerzo que le metieron.

Pero existen problemas como el alcance de armas (atributos con vestimenta), con mi peacemaker me enfrente a un jugador con gattling, el punto es que use máximo alcance en vestimenta, pero aún asi no se noto un gran cambio, la gattling tiene 500 de alcance (normal) y la peacemaker (como 700), usando las ropas supero los números pero nunca vi un cambio significativo.

El efecto regenerativo del carnotaurus no se siente como si estuviera regenerando, un poco de porcentaje a él no le caería mal.

Y lo último sería la velocidad de los dinosaurios, entiendo que ahora desempeñan roles, pero personalmente (y varios jugadores), no era necesario esto, con sólo dejar la velocidad actual que tenemos (No PTR) esta bien.
 
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OrionZG

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También la visualización de las habilidades en vertical... Prefiero que regresen en horizontal me parace raro XD aunque uno también puede acostumbrarse.
 

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También la visualización de las habilidades en vertical... Prefiero que regresen en horizontal me parace raro XD aunque uno también puede acostumbrarse.
El problema con esa es que desde que hace meses solucionaron un bug en el que saltaba la linea desde un borde hasta el final y que ahora hace todo el recorrido dificultaba saber cuando una habilidad realmente esta lista o no (cosa que a mucha gente aun le pasa en los servidores no ptr y empieza a clickear desesperadamente para que funcione la habilidad) y esto seguramente se hubiera complicado mas con la nueva coldown de la curacion con extra que son 44 segundos. Desde mi punto de vista el cambio es positivo y permite activar las habilidades en su debido tiempo, y que carguen horizontal ya no sirve teniendo en cuenta el problema con el bug solucionado y las nuevas coldown. Lo que si hay otras alternativas como la que mencionaron mas arriba de estilo reloj, aunque personalmente prefiero esta de cortinas que han puesto.
 

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El efecto regenerativo del carnotaurus no se siente como si estuviera regenerando, un poco de porcentaje a él no le caería mal.
The carnotaurus regenerative effect doesn't feel like it's regenerating, a little percentage wouldn't hurt him. (Translate)

Personally, I think that the carnotaurus needs more life theft. (at least 50%)
 

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Centrosaurus:

Is the cooldown of the extra shield attack skill a lot, for only returning 25% dino damage?
With such a long cooldown it should at least reflect 75%
 

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Agusdim

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they modified focus but did not put it in the update 977 report
 

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carno and rex are already the most difficult to use, why nerfing the damage of their skills :facepalm:
 

Agusdim

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The attribute itself, the tech or the weapons?
the attribute, I don't remember the shotgun having +3,616 focus XDD
 

Agusdim

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carno and rex are already the most difficult to use, why nerfing the damage of their skills :facepalm:
They nerfed the damage from their abilities but they compensate for it by increasing their overall strength .. for me it's perfect, I finally enjoy using a carnotaurus..
 

DalekRaptor

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the attribute, I don't remember the shotgun having +3,616 focus XDD
not just showstopper too the other weapons, for example hammer before had just 1 and peacemaker 100
1614181906084.png1614181930436.png1614181953951.png1614181970639.png
is this intendeed for some weapons no use the focus tech or is a bug?
 

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Not a bug, just experimenting, and having forgotten it.
They passed their hand with the precision nerf, right now I'm collecting data to defend my point.
 

Agusdim

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After conducting multiple tests, I came to the conclusion that the "precision" tech is the victim of a very big nerf.

The numbers in the column "precision" and "precision + 33% vulnerable" are not more than the life difference of a ranged duel.
  • In the first case (Precision) two brachys were compared (without implants), the weapon used was the peacemaker (tech damage, tech cadence) and full damage clothing. The only difference is that a player, used to others the "precision" tech. So the player without precision tech is obviously going to lose, but what they are looking specifically for is the difference between life resulting from using the "precision" tech
  • In the second case, two Centrosaurus (force implant) were compared, the weapon used was peacemaker (without any tech), full force clothing. With the difference that one player used the "precision" tech. This comparison was through melee and using only the ability "Dash Attack", to be able to cause the opponent the status effect "Vulnerable" (33% from the center)
In the following table I will explain my observations.

Tn°​
Brachys
Precision​
Centros
Precision
+
33% Vulnerable​
Test 1​
94k​
72k​
Test 2​
84k​
47k​
Test 3​
63k​
63k​
Test 4​
73k​
96k​
Test 5​
73k​
63k​
Average​
77,4k​
62,8k​
Effectiveness​
8,2%​
9,2%​

My complaint then is, there is no point in using tech "precision" as it alone increases the damage rate by 8.2% (compared to brachy vs brachy). So I thought, ok I will use it in the center so that it enhances the 33% more vulnerable bass. But no, it turns out that it only powers 1% more.

formula of "precision": (77,4 * 100) / 939(hp brachy)
formula of "precision + 33% vulnerability": (68,2 * 100) /
734(hp Centro)
 

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I have tested this combination centro+hammer+rage imp and other staff which players use mostly for close range and I was able to kill most dinos in close range (but all were with similar combinations) and I was usually winning, I guess if enemy would have shock then it would be a lot easier to win me.
As far as I see all skills of centro and hammer are well balanced, except centro's reflection, it should have higher percentage, somewhere 50-75%, it doesn't seem be very effective at 25% and while having reflection effect from tech, it's useless to use centro's skill's reflection, because tech's effect is changed with centro's effect, what only makes things worse.
 

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1. Currently I have tested brachy with full far range combination + heat regulator+freeze vs rex with close range combination + freeze+range and it is not very hard to kill brachy (what isn't in full close vs close) its enough to use some clothes with cold resistance and few with endurance and players on tanks I guess are not able to either slow enemies enough even with endurance implant or outrun them enough to win pvp. I see this positive.

2. Players on tanks are hard or even impossible to kill, they are able to win anybody in close range 1v1, except of some combinations which are used with tanks, but they can't kill anybody who is attacking them from far range and far range fighters can't kill them, because if tanks are unable to fight back then it's enough for them to use healing with extra to stay alive and far range fighters don't have extra to do enough damage. I see this negative.

3. If tanks take either endurance implant or clothes they may face a problem killing damagers in close range (so far I didn't kill tanker with endurance, but it was close), since endurance doesn't help in close vs close range fight. Why would tankers use endurance? If you look at defending towers, for tanks without endurance it will take a lot of time to get from tower to tower if multi towers get red. I see this mostly positive.

4. How @Agusdim explained to me, tanks would be intended to be killed 2v1, this gave me another idea that what if tanks would fight vs damagers 2v2 or in bigger groups (same about fighting with tankers from far range), if damagers would win (far range fighters too), then I guess balance is near to be at good shape, this look of balance would perfectly point out importance of team work, if group of brachy's would win, then something should be still changed. To test it, forced 1v1 pvp should be removed. This would be bad if only 1 player is defending towers and players with brachy is draining.

5. Counter for damagers are runners, since they can outrun anyone, they aren't able to kill tankers what I talked about above, but damagers aren't able to tank them, probably only catch and kill in close range. This needs some more testing, but so far I see this positive.

This is what I have seen from what I have tested so far.
Thx who has read it so far :D
 

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1. Currently I have tested brachy with full far range combination + heat regulator+freeze vs rex with close range combination + freeze+range and it is not very hard to kill brachy (what isn't in full close vs close) its enough to use some clothes with cold resistance and few with endurance and players on tanks I guess are not able to either slow enemies enough even with endurance implant or outrun them enough to win pvp. I see this positive.

2. Players on tanks are hard or even impossible to kill, they are able to win anybody in close range 1v1, except of some combinations which are used with tanks, but they can't kill anybody who is attacking them from far range and far range fighters can't kill them, because if tanks are unable to fight back then it's enough for them to use healing with extra to stay alive and far range fighters don't have extra to do enough damage. I see this negative.
That is quite informative, and we tested that ourself in various fights.
But we can not confirm that a brachi would be in advantage during close combat. neither rex or carno had an issue to fight brachi in close combat when it was rightly used. as soon as brachi got into distance they both were losing then quite quickly.
Which combos where you using in the fights damagedealer/tank to make the tank win in close combat?
 

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Which combos where you using in the fights damagedealer/tank to make the tank win in close combat?
Combos:
Brachy
: stability, agility, recovery, strength
Colt/Gatling: precision, dino defense, dino reflection, damage
Full recovery/strength/damage clothes set
VS
Rex/Carno: strength/vitality, agility/rage, stability, recovery/vitality
Colt/Gatling/Showstopper: damage, dino reflection, dino defense, precision
Full or 4-5 recovery/strength clothes set and + 1 focus cloth + 1 penetration cloth

Fights were going in close range all time. Using colt+brachy it was most important to use burning. Sometimes running little bit away was for using curtain fire with extra power. PvP's were done without using agility too, only 3 implants for both damager and tank, to avoid randomness.


Combo which I will talk about further:
Rex: strength/vitality, agility, stability, recovery
Gatling: damage, dino reflection, dino defense, precision
4 recovery clothes + 1 focus cloth + 1 penetration cloth

I remembered that with these 2 combinations pvp result was same, rex was dieing and brachy had about same hp at the end of pvp, so from this perspective strength and vitality implants can be switched, what doesn't make them useless when comparing, but at same time it doesn't make them necessary to use, what is good.


Could you share with combinations which you were using? :)
 

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Combos:
Brachy
: stability, agility, recovery, strength
Colt/Gatling: precision, dino defense, dino reflection, damage
Full recovery/strength/damage clothes set
VS
Rex/Carno: strength/vitality, agility/rage, stability, recovery/vitality
Colt/Gatling/Showstopper: damage, dino reflection, dino defense, precision
Full or 4-5 recovery/strength clothes set and + 1 focus cloth + 1 penetration cloth

Fights were going in close range all time. Using colt+brachy it was most important to use burning. Sometimes running little bit away was for using curtain fire with extra power. PvP's were done without using agility too, only 3 implants for both damager and tank, to avoid randomness.


Combo which I will talk about further:
Rex: strength/vitality, agility, stability, recovery
Gatling: damage, dino reflection, dino defense, precision
4 recovery clothes + 1 focus cloth + 1 penetration cloth

I remembered that with these 2 combinations pvp result was same, rex was dieing and brachy had about same hp at the end of pvp, so from this perspective strength and vitality implants can be switched, what doesn't make them useless when comparing, but at same time it doesn't make them necessary to use, what is good.


Could you share with combinations which you were using? :)
Sure

Rex/Carno: Strength Agility HeatRegulator/stability Recovery (recovery replaced with stability or heatregulator if target is using pm or similar)
Cloths: Dinodefence Shield Strength each two cloths (if the brachi uses endurance, 4 endurance 1strength 1 armor)
Gatling: Damage Precision Penetration Dinodefence
Showstopper: Damage Clock Penetration Dinodefence/DinoReflector
VS
Brachi: Agility Rage Stability Recovery
Peacemaker: Damage Precision Range Clock
Cloths: complete endurance

Results were completly depending on if the bachi could get into range to beat my dino, otherwise brachi had no chance.
 
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