should be and what i said in this part isnt complaining, just explanation that its good and should stay like this, but what we are talking about in this thread is that coel is hard to be killed in far range bcs of rapid strikes skill, what i said there is example that coel can kill anyone, but coel almost cant be killed by anyone
And I was only arguing that Coelophysis need to be able to evade, because it can't survive in melee combat as effectively as other dinosaurs. And if you plan to make it less effective in evading, then you should compensate it by letting it be stronger in melee combat. Else, then just leave it as it is.
i have told you with examples that heat imp/cold resistance clothes or agility counter paralize
But you are forgetting that you are fighting a normal melee combat, means your opponent now have stronger implants combination and he could easily avoid using paralyze by that point, making your implant waste of slots. Same goes for clothes.
yes, this is what helps for para against all dinos, but vs coel dodge doesnt allow to escape if para player is fighting in far range, bcs as i said before, even if rapid strikes skill is missed or dodges, coel will be affected with speed up anyway
Again, I was talking about melee combat.
ok ill believ, but what if 2 coel players fight vs 2 rex players, will they manage then to kill both coels, doesnt it get like while you kill 1 coel player and 2 rex players die before killing 2nd coel?
Shock doesn't need power to activate, and the second coelophysis need be attacked to use its speed up effect, while the first one will get shocked by two players and won't be able to use it too.
I don't think or say "can't assume" that Coelohysis can kill T-Rex in 2 vs 2, Coelophysis can keep harass it from long range, while all T-Rex need to do is bleed it and half of its health is gone.
still, how you will even manage to affect coel with it, if you cant even get close to it?
Coelo need to get close to active Speed up. Once it does, bleed, and now it is slowed down by your bleed as well.
good morning, stab was decreasing slowdown from dino hits even before balance update, about bleed and burn i dont remember, ill send videos for comparison in separate comment
Bruh, I use stability all the time, I never noticed any reduction.
it is the case based on my and other players experience, with who i talked about coel: endu, stab, heat imp, any other imp setup
there is chance when they are dealing damage, not so much when they aren't. And I explained in the previous point why I think that's fair and where is the actual problem that needs to be addressed.
as i think it shouldnt survive against any opponent, otherwise it would be universal choice and would make this dino op or something like that
T-Rex & Carnotaurus can, even Parasaurolophus, so why shouldn't Coelo? if it is because of its evade ability, then as you see, it is necessary to keep it as it is. Weak in melee but able to escape it.
excuse me what? how you gonna protect towers from enemies if they wont die and just stay around your tower, when enemies die they have to respawn in other tower and then it takes them a time to get to tower, specially if all towers near are red, otherwise they will just keep going into circle to make it be red for longer time and if you gonna fight with rex vs coel in far range, then i can assure you that you will die, unless as you said before, you wait when coel players come close to you, what is not logic to do, and then you kill them
They are good at escaping, not facing you head to head, all your literally need is Vitality implant with T-Rex, and range tech, then Coelophysis can't fight you, neither in close nor in far ranged. And if they can't get near you, then they can't get near the circle too.
when the enemy die, that's totally a different scenario that I haven't even mentioned and it happens regardless whether your enemy can evade combat or not. There will always be that delay where your buildings get drained before you are able to protect. Not killing your opponent is actually more helpful than killing them so they spawn and attack in different area while you have duelist and can't teleport from where you killed them.