Luka Patajac
Well-known member
- Joined
- Mar 18, 2016
- Messages
- 901
- Reaction score
- 518
- Server
- Europe_1
- Main Char
- Valmort
- Clan
- -NkSF-
Until you hunt and die because you are stunned/battlecried away
what is the point of having an imp when u can just get clothes? like bro xDQ10 clothes ofc... And I think it's usefull
we can have clothes but q10 is ptr exclusive unless you are lucky in forging on livewhat is the point of having an imp when u can just get clothes? like bro xD
Then make staby in pvp nerf only easy..Until you hunt and die because you are stunned/battlecried away
I didnt mind pvp before tho but pvp as it is now with this stabi is giant no even for me.An update that, in my opinion, doesn't make much sense. Stability used to be what allowed for healthy PVP, now it never works and becomes unusable, forging clothes is hard work on active servers, and even Q10 barely activate. Dinosaurs like Anky and Brachi, who are already difficult to kill, are now made even more so by an infinite stun, as well as Shows and Gat. There's nothing that can stand up to them, any other dinosaur or weapon is ruled out. You make it a repetitive game, where there is nothing but following a blind and boring “objective”.
Choosing the extra with or without a mouse changes practically nothing. I don't play with a mouse and it made no difference to me, I even tested it with a mouse and the only thing I saw was more difficulty in something that should be simple, as the skills will automatically go one way or another. Filling in the extra combat makes wars and pvp extremely fast and repetitive, where whoever delivers first wins.
You're going back to the time before 2019, when you filled the extra with whatever was in the way and the war was over in 2 minutes, because everyone killed with Gatling's bleed or Yager's vulnerability. The test was disappointing for me.
Just decrease the stability bonus and that's fine, there's no need to exclude it from the game. Only give the bonus to the main attacker (first attacker) and the defender (the one with the portal). Decrease this bonus a little, so that we can kill both the attackers and the defenders. Staying inside a portal for 15 minutes in combat and no one being defeated NEEDS TO CHANGE.
And if you're going to destroy the stability implant like that, the fair thing to do would be a complete reduction in all paralyzation and confusion attacks. Remember that hunting is like PVP against a player, taking any stun will be fatal. I believe that many things can be improved in a more balanced way.
This is a lack of custom and an excess of comfort.honeslty stability should work as it used to till now,
except fear effect - it should be as it is rn in ptr
useful? or more tank xDThis is a lack of custom and an excess of comfort.
Stab was OP and people have forgotten what it's like to be stun for a few seconds.
Now Gatling, Showstopper, Anky and Brachi skills can be useful.
Sure but tanks still need to be killed before they reach circle again if you battlecry them.This is a lack of custom and an excess of comfort.
Stab was OP and people have forgotten what it's like to be stun for a few seconds.
Now Gatling, Showstopper, Anky and Brachi skills can be useful.
As a defender, I didn't ask for a stability nerf to improve my defense. I thought the nerf was valid to ALLOW the fear/confusion/paralyze abilities to be useful for the overall PLAYABILITY of the game. Enough of these stupid fights that you try to put in every discussion about the game. Nobody is fighting for portals or maps, but for the IMPROVEMENT OF THE GAME and for the PLAYERS. A nerf to the implant shouldn't make it useless.Bruh, defenders asked for a stabi nerf to battlecry attackers and now they complain about it. Smh.
Is an implant that reduces negative effects by 50% useless?As a defender, I didn't ask for a stability nerf to improve my defense. I thought the nerf was valid to ALLOW the fear/confusion/paralyze abilities to be useful for the overall PLAYABILITY of the game. Enough of these stupid fights that you try to put in every discussion about the game. Nobody is fighting for portals or maps, but for the IMPROVEMENT OF THE GAME and for the PLAYERS. A nerf to the implant shouldn't make it useless.
Imagine the scene in a war: You, as the attacker, decide to drain a portal by yourself. Outnumbered, three defenders are coming towards you. They come as extras, the 3 of Anky and Gatling, and cause you paralysis and confusion in sequence, and they never stop. After all, the extras fill up by themselves. Can you imagine how unbearable the wars will become, especially for you outnumbered attackers? Killing on the maps? Farming the mines? Hunting? Everything becomes impossible, because nothing works. And when it's all over, it will be you, the attackers, who are unhappy about it.
On the PTR, stability rarely activates and if it does, you still get 40% of the effect. Q10 clothes also take a long time to activate. The problem, apart from the fact that stability is so weak, is that you always have a lot of extra on hand to use. It's extremely simple to repeat several skills in sequence and make it impossible for the player to do anything, EVEN if it activates. That's what I've seen happen and made happen dozens of times in various PVPs, both solo and in groups.Is an implant that reduces negative effects by 50% useless?![]()
What do you mean it's rarely activated? I didn't understand.On the PTR, stability rarely activates and if it does, you still get 40% of the effect. Q10 clothes also take a long time to activate. The problem, apart from the fact that stability is so weak, is that you always have a lot of extra on hand to use. It's extremely simple to repeat several skills in sequence and make it impossible for the player to do anything, EVEN if it activates. That's what I've seen happen and made happen dozens of times in various PVPs, both solo and in groups.
The biggest problem I'm explaining is not that of standing still for 5 or 6 seconds. That's fine with me. It's actually the repetitive skills in a war that will make the stability implant useless, but not because it's useless. Even if you take away half the stun, taking it over and over again for the automatic extras will still make it impossible for a player to do anything about it. If I were to put a real problem here, it's that the extra fills up so quickly. On AM1, where I play, the number of Defenders and Attackers is balanced and the server is busy. If I put myself in a war situation, only 2 players with extras in hand would prevent me from playing, precisely because of the speed at which they go up. And naturally, in a place where 50 defenders and 50 enemies log in, it would become hell for both sides. But that's just an opinion.What do you mean it's rarely activated? I didn't understand.
stability reduces 50% of the effect every time...
and the skills that contain stun, the cooldown time is very long, it shouldn't be a problem
battle cry isn't EP based skill hit chance down+fear is the whole block effect when there is buff is about skills activated by EP bar being full.Even though i like the idea that allies of defender clan cannot apply status effect to the those have attacker buff, actually there is a little gap that just before attacker buff reapplies, in that gap you can battlecry or stun attacker even though you are not a defender.
And about the issue of stability implant, i dont think it became useless and with clan booster its around 4 second stun. For pve only alphas can stun or battlecry on you and most likely you will have extra power before attacking that alpha but i am not sure about the situation of low lvls that hunting.
Buff blocks getting any status effect on your dino (except you have matching buff) and it doesnt matter if that status effect comes with extra power or notbattle cry isn't EP based skill hit chance down+fear is the whole block effect when there is buff is about skills activated by EP bar being full.
you tried?Buff blocks getting any status effect on your dino (except you have matching buff) and it doesnt matter if that status effect comes with extra power or not
I've just tested it multiple times on PTR, whenever I respawn spawning E to heal the Untouchable status would be gone, as it should beAlso another thing that happened while testing in ptr, even though it rarely happens while you are respawning if you spam e button you have a chance to heal normally (passive out of combat healing included) with untouchable status effect still present on you
Thats why i said it rarely happens, happened to me 1-2 times in two day of testingI've just tested it multiple times on PTR, whenever I respawn spawning E to heal the Untouchable status would be gone, as it should be
Well didn't happen to me so i guess its just you so far form us who write stuff in here.Thats why i said it rarely happens, happened to me 1-2 times in two day of testing