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Feedback thread for the "Balancing Update"

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snnrk

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okay for the matter of fact back in the final pve phase the hp's were the same as before, it was surprsing for the most part but we said maybe they wanna make the game easier for low levels hence no one complained but that was the final pve phase. they said little tweaks they didnt mention that the smilo hp would rise so much compared to it's current hp right now that leaves tank dinos helpless in farming if you take away my gun damage and i don't have a strength based dino i will not do damage with booster or without it's like they gave the strength dealers the torch and all the herbivores were left in the darkness, yes im very tanky but at what cost? i can never advance ill just be the same tanky as always since i can never hunt.
Well, I just wanted values, anyway. I went to review my PTR recordings and realized that I only have records of what appears to be phase 3, but I don't have the last opening phase, and these records compared to the game released on the live servers really have a difference in life, but varying from +20k for smilodons 54 and +40k for brontops (the rest must follow the same line). I believe that this reduced life at this stage was due to not having how to equip boosters, maybe to make it easier, I don't know, but it is not an increase that will make a difference, 3 more attacks and a skill must be able to solve.

So I believe that PvE has remained as it was in the PTR. I didn't particularly see any difference between the 2 versions, testing the same dinos and the same combinations.
 

snnrk

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I like this point, really feels very slowly the recovery of health after a duel
I have been saying this since the change that the recovery has undergone. It does not change PvP or PvE directly and still gives you the chance to prepare for the next fight, it is ridiculous for you to kill an enemy in insley, he is reborn in ville with 1 life gel and goes back to insley with more life than you.
 

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What should happen in the next public test in my opinion:

First week:

- We ask that there is no drainage of portals, after all in PvP mode you cannot teleport with teleportation matrix.

- 1x1 player must be forced in order for all combinations to be tested successfully.

- Block Rex.

This would help better on the x1, after all there are little things that should be resolved within a week, I do live streams on YouTube ( ) so much the public servant usually lives with durations of one or two hours, and people can use that for feedback as proof of what happened.

Second week:

- War simulation can be allowed, unlocking Rex, allowing both the drainage of portals and the removal of forced PvP.

This would help better in the simulation of wars, and in what should also be improved in group combat, since the balance is also focusing on this aspect.

~ Greetings, XxSr.DinoxX
 

slejd2001

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My Feedback

Ok, here we go!

Skills Damage
One main problem concerning the balance is that effects balance & skill balance are mixed.
  • Effects aren't everything, and sure, it is important factor, and absolute one in One Versus One duel, but not all combats in Dino Storm are 1VS1 duels.
  • If you are not receiving damage, you are not generating power & therefore unable to use your effects.
  • If you receive Shock or Rage Down effect then all what left for you is your skill damage.
  • If we assume that all Weapons are balanced in 1VS1 scenario, then that means that weapons with weak effects have strong skills, and weapons with strong effects have weak skills.
There should be a test where power generation is disabled for all testers, and check how balanced weapons are without the use of their special effects.
Skill Damage must be balanced separately from everything else for all Dinosaurs & Weapons.
Dinosaurs Skill Damage percent (%) should be equal for all dinosaurs, while for Weapons the stronger their base damage, the lower their skill damage percent (%) should be, to have an equal Damage Per Second from Skills.

Skill Cooldown

The idea to have an additional seconds for skills to cool down and be used again when they are used in power is in itself good, but to use them as a way to balance Dinosaurs & Weapons by how often you can use their effects is bad.
  • By adding inconsistent Cooldowns for each Weapon, you end up with Imbalanced Weapons.
  • The longer your skill cooldown is, the weaker your skill is in terms dealt damage over time.
  • If your effect is missed/dodged/countered, then your additional cooldown is still applied.
What must be done is having a stable additional cooldown of [+10 Seconds] for all Skills without exception & Balance the rest separately.
That seems to be the only way, because if you try for example to disable additional cooldown for skills that are missed/dodged, you didn't solve the countered effects issue, and it would give skills which contain effects that are always applied a massive advantage.

Vitality/Damage Curve
I'm in full support with how things currently are, Vitality should remain extremely high & Damage dealt by Dinosaurs or Weapons whether base damage or Skill damage should remain low.

Effects Damage (Direct/Buffs)
I do not support how effects are right now, for how strong they are.
  • We got Tyrannosaurus Rex Bleed & Burning Colt Burn with 1000% base damage, or Gatling with its 75% chance of critical hits Vulnerable effect.​
  • Having strong effects forces us to rely on strong healing.​
Effects should be adjusted to a point close to that of base damage & skill damage.

Healing/Recovery (In Combat)
While I believe that Recovery implant is finally balanced, I can not say the same for the healing ability, as it is still extremely high.
  • The change in Health bar might be unnoticeable, but the changes in values are extremely concerning.
  • The more healing points you have, the more healing you receive in form of retrieved Heal Points.
  • Healing if strong enough can wash your dealt damage clean and you would notice no drop on target's heal points.
  • The stronger Healing gets, the longer combat lasts.
Healing ability should be heavily weakened, to a point where it would be acceptable compared to the low dealt damage whether base, skill or effect damage. (Hopefully after effects are weakened as well)

Healing/Recovery (Out Combat)
I like the concept of having an Out of Combat healing. This will help us not rely on Healing ability or Recovery implant, and allow us to weaken them to a fair point.

I do think however that this Out of Combat Healing should be strong enough to help us refill our Health Bar quickly, same as how it used to be before it was deleted in 2016's Dev Shack.

Combat Cooldown
I accept that Combat Cooldown should be long, and I accept that Clothes shouldn't be changed until Combat Cooldown is finished same as how we have to wait to be able to change equipment.

I do not accept that we should continue being prevented from teleporting during combat Cooldown. I think it is unnecessary, pointless & irritating. Especially now that Combat Cooldown became that long.

Health Bar
According to what I wrote above, if implement, here is what you should expect:
  1. Your Health will be very high​
  2. Your Damage will be very low​
  3. Your Recovery will be very low​
  4. Damage will slowly eat up your Heal Points.​
  5. Recovery will be able to only slow that process but not stop it or revert it.​
  6. So long you are in combat mode, do not expect your health Bar to be full.​
  7. Once you're out of combat mode, your Health Bar will be filled in few seconds.​
  8. Your Health Bar will represent how long you can fight in open combat.​
    • High Health means you are able to take more damage & fight longer.​
    • Low Health means you have to get out of combat & evade fighting, as there is no other efficient way to heal quickly.​
If not implemented, you will continue face the following issues:
  1. You can't defeat an opponent if you are not receiving damage to generate power. (Health of opponent remain almost unmoved)
  2. Your effects will wreak havoc. (Health of both sides would be lowered quickly in 1VS1)
  3. With support of "One-Hit Prevention", Low levels would remain extremely hard to beat, even when ganged up against. Making them a very efficient support tool in Combat.
  4. Some Weapons or Dinosaurs will be able to beat others despite being far more lower in health.

Implants & Techs (Base Attribute)

Base Attributes are the following:
  1. Vitality
  2. Strength
  3. Endurance
  4. Damage
  5. Clock
  6. Range
  7. Focus (Doesn't Count)
  • So long as these implants & Techs works by adding a fixed value rather than buffing these attributes by a percent (%), you will never ever get balanced results.
  • Making these implants & Techs adding different fixed values to dinosaurs & weapons is still mediocre way to solve the issue.
Percent System must be adapted & used. No matter how complicated implementing it might be to these implants & Techs, you should start working on it & make it possible. Real Balance will never be possible without it.

Skill Ranges
I'm fine with it except for the following:
  1. Gatling Skills Range should be swapped, so that Curtain Fire becomes (Close & Medium) & Pinpoint becomes (Medium)​
    • This would make Gatling better as an allrounder weapon, and become more helpful in PvE.​

  2. Yager Rifle Skills Range must be changed, so that both skills be able to Fire in (Far Range). While Sneak Shot will be (Far & Medium) to continue being able to slowdown approaching opponents in medium range, and Burst Fire will be (Far) as a compensation.​
    • This would make Yager Rifle better as a far ranged weapon, and become more helpful in Ranged Combat (PvP).​

  3. Burning Colt Skill Ranges should be swapped as well, so that Fire Detonator is only (Close), and Fire Burst is (Close & Medium). If not desired due to animation complication, then swap the effects themselves.​
    • This would limit Weapon usefulness to that of Melee Combat, as it is suppose to be classified as close ranged weapon.​

Stability

Stability at level55 is able to almost completely erase "Stun", "Confuse" & "Fear". While Fear is a power & cooldown free effect, I think it is unfair for Confuse & Stun, as you do not only counter these two effects but you also waste the power used to generate it, and force a long cooldown regardless whether you benefit from effect or don't.

Stability should not be very effective against Confuse & Stun effects, but be more like Heat Regulator against Paralyze effect.

Armor Penetration (Penetrate) Effect
While Pachycephalosaurs have an effect that can completely stop all MISS & DODGE from happening against one opponent, I suppose it would be better to also make the Armor Penetration effect for Burning Colt absolute against one opponent, by making their Armor Attribute completely penetrated.

Armor Penetration effect efficiency should be 100% penetration against target that has the effect.
This is very good feedback.
 

slejd2001

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Feedback about far range hunting.

I like far range hunting, I see it balanced from pachy and coel gameplay perspective and it should stay as it is. All what I'm going to say are advantages and disadvantages of far range hunting using runners. I still agree that recovering after combat is too long.

Advantages:
  1. While hunting usual mobs in far range, they barely damage players and it's easy with them to get in far range, bandits can be challenging, but it's fine. From this view long health recovering isn't big issue.
  2. With runners it's fast to move from one area to another, same from running away from mobs.
  3. As I said before, usual mobs barely damage players, so with runners its possible to hunt a lot higher lvl mobs than in close range.
  4. In the maps there are many open areas where far range hunting is possible.
Disadvantages:
  1. It takes longer than in close range.
  2. Not every area is good for far range hunting.
 

Highway

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Upcoming changelog for the public PTR is ready:

Additional news will be posted when it will be open.
 

NightGameR

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Upcoming changelog for the public PTR is ready:

Additional news will be posted when it will be open.
Will it be available today?
 

Xx.MaJoR.xX

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O próximo changelog para o PTR público está pronto:
[URL unfurl = "true"] https://forum.dinostorm.com/threads/public-test-changelog-991.19957/ [/ URL]

Notícias adicionais serão postadas quando ele for aberto.
E o implante de agilidade, ninguém percebeu ainda que o jogo está novamente quem ganha x1 quem tem mais sorte? Já fui diversas vezes com meu T-Rex pvp contra outro T-Rex, e ganha quem esquivar mais... Tem vezes que erro as habilidades do meu dino e arma umas 3-4 vezes até eu morrer, e chego a ficar irritado de tanto que a agilidade esta tornando novamente o jogo, pura sorte. Precisam diminuir uma boa porcentagem dos pontos de agilidade!
 
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Rozowa

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are we gonna be lvl 10 or just clothes?
 

NaY

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Upcoming changelog for the public PTR is ready:

Additional news will be posted when it will be open.
Espero ver a todos los jugadores en el servidor tester probando todo el balance
que se enfoque en el objetivo principal para que luego no tengan sorpresas

I hope to see all the players in the tester server testing all the balance
that focuses on the main objective so that later you will not have surprises

Espero ver todos os jogadores no servidor testador testando todo o equilíbrio
que foca no objetivo principal para que mais tarde você não tenha surpresas
 

Ezequiel

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Espero ver a todos los jugadores en el servidor tester probando todo el balance
que se enfoque en el objetivo principal para que luego no tengan sorpresas

I hope to see all the players in the tester server testing all the balance
that focuses on the main objective so that later you will not have surprises

Espero ver todos os jogadores no servidor testador testando todo o equilíbrio
que foca no objetivo principal para que mais tarde você não tenha surpresas
Cuando abren el PTR?
 

slejd2001

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St. Coelo

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Por favor, aguarde as próximas mudanças. Espero te ver no PTR;)

[USER = 7071] @MX Power [/ USER]
Ele pode ser matematicamente correto que o momento seria o mesmo, mas seria apenas mudar o foco longe de habilidades para os itens e, portanto, reduzir o envolvimento do jogador.
Além disso, mesmo se a coisa pode vir a mesma em matemática este ainda apenas reflete a sua própria preferência pessoal e estilo, mas isso não tem que ser o mesmo para devs ou qualquer outro jogador no jogo.

Como desenvolvedores, temos que monitorar todo o jogo e não apenas aqueles que falam mais alto.
People always want benefits for themselves. But we know that DS has a lot to improve, and I'm happy that you guys are really caring about our complaints, keeping things balanced was the best thing to do. But there are still these hunting bugs, as it is more difficult to drop the items, and I wanted to make an order, if they could decrease the time of the missions, as some higher level missions give 1% progress, and take time to complete. improving the hunting, missions and some bugs, I would already be happy with the game, and in the future I would expect new missions, and changes in the maps. Thanks!
 
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XxSr.DinoxX

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Hello, in this Public Test, compared to the others, my game closed more often on my own, and I'm working on it without getting in the way, in fact, usually when I force myself to trade with a dinosaur and a gun, so I have to be careful but it is very worrying, but other than that I noticed a very good improvement in PvE, my first impressions for now.

~Greetings, XxSr.DinoxX
 

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As for me healing after combat is amazing.
 

Ezequiel

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Right now with this update 991 in PTR the hunt is optimal with a good drop of items, boosters and gels.
The reduction of the damage that rex caused when biting (mobs) is quite good, it is no longer so difficult to kill them.
Bandits are easy enough to kill.

Suggestion: I wish they could put some kind of color to the gels when they drop, in order to differentiate them from bones, flowers, etc.
 

slejd2001

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Right now with this update 991 in PTR the hunt is optimal with a good drop of items, boosters and gels.
The reduction of the damage that rex caused when biting (mobs) is quite good, it is no longer so difficult to kill them.
Bandits are easy enough to kill.

Suggestion: I wish they could put some kind of color to the gels when they drop, in order to differentiate them from bones, flowers, etc.
Same should be done to skins
 

Pleiadian

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Already loving the new changes in the PTR.

However, we couldn't properly test the clothes since we are level 10 and the clothes are set to level 10 and not level 40 nor level 55.
 

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However, we couldn't properly test the clothes since we are level 10 and the clothes are set to level 10 and not level 40 nor level 55.
Forget about this part since hunting is already good without them.
 

fae

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Well, from what I have been able to test so far, hunting for low levels is still a little slow, it has improved, but it is still quite slow. Can this be a little more adjusted?
 

Isabella16

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Me ha encantado esta nueva actualización en el servidor publico, La casería es buena mucho mejor que la anterior. Los cambios fueron buenos.

También estoy de acuerdo de que los geles y pieles que caigan tengan un color para diferenciarlos
 

XxSr.DinoxX

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Me ha encantado esta nueva actualización en el servidor publico, La casería es buena mucho mejor que la anterior. Los cambios fueron buenos.

También estoy de acuerdo de que los geles y pieles que caigan tengan un color para diferenciarlos
Haverá mudanças nos visuais dos dinossauros assim como teve nas das armas? Quero resposta do Desenvolvedor :)
 
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