welll, Carno is in the same class as the rex and has a defensive ability,Every class has their skill effects based on classes. For example, brachy has 2 defensive skill effects bcs he is tank, centro will have 1 offensive skill effect(vulnurable) and 1 defensive effect(reflect) bcs he is allround. Rex is damager so he has to have 2 offensive skill effects.
About the new info for the update... I feel like these plans are altering not just the things that don't work, but the ones that are functioning well. I'm starting to recognize a pattern here, and it's always these kinds of things that make the game worse: always messing up something that doesn't need fixing and works well(extra power skills miss, shield and defense, new map structure for gf/mw/gv etc.). For example coelo and pachy are great at their "run and shoot" role. The stun is only devastating because in 4 seconds 2/3 of your dino's hp is gone, or if someone starts with confusion, the opponent is dead before it wears off.Hello, other than usual, as Highway is on a well deserved vacation, it is upon me to provide some info about the progress we are making on the balancing.
We have characterized the weapons of the game similar to the dinos, into different classes to give them a kind of unique place and use in the game. With this apporach, each class would come with two included weapons. One more rapid firing but lower in damage, and a counterpart that is slower firing but dealing more damage. The goal here is again to provide the tools for every playstyle without giving any weapon a clear benefit that would set it above all the others:
Weapon role (Class) Description & Weapons Close Ranged Weapons that are mainly focused on playing their biggest advantage at close range and keeping the target at that range.
Weapons: Burning Colt & ShowstopperFar Ranged Best use for these weapons is at a longer ranger to keep enemies at distance or to sneak onto them.
Weapons: Peacemaker & Yager RifleAllrounder These weapons are somwhere in between the previous ones and can doeal with the middle ground.
Weapons: Hammer & Gatling
Now a glimpse from the things that are still Work in Progress (WiP). Each and every entry in the list has to be taken with a huge grain of salt, as things are still subject to change:
Dino Skill Statuseffect Ankylosaurus GroundPunch Stun Ankylosaurus TailSmash RageUp Brachiosaurus ChestAttack Absorb Brachiosaurus GroundStomp Confuse Centrosaurus DashAttack Vulnerable Centrosaurus ShieldAttack Reflect Parasaurolophus KickAttack Dodge Parasaurolophus TailWhipAttack RageDown Pachycephalosaurus DodgeAttack Paralyze Pachycephalosaurus FlyingHeadButt Easytarget Coelophysis JumpAttack DamageUp Coelophysis RapidStrikes SpeedUp & SpeedDown Carnotaurus CarnageAttack Leech Carnotaurus FleshAttack CritChanceUp Tyrannosaurus BattleCry Fear & HitchanceDown Tyrannosaurus BrutalBite Bleed
I feel like reducing damage is a bad idea, since it makes hunting more difficult(unless the hps of the animals are adjusted). Instead, all dinos need shield and defense buffed. The game is in this state since the nerf of these abilities, which brings me to the conclusion that this is the root issue behind all this imbalance. And the purpose of the update was to make more diverse pvp combinations, which obviously failed, so another reason to make defense and shield great again. Before the debuff more dinos were useful than now(basically all except para) and there was both melee and ranged fight(although ranged was much easier).Do You planning reduce dmg? Now pvp is very fast... If you miss crit 35/40 k its hard to win... Dmg in 2018/19 was the best bcs pvp was longer and more depended on skill players.
YesWill the extra from the dashattack centroaur make you vulnerable like the one from the yager rifle?
Could you elaborate on that?for pachy easytarger effect should last for 5-7 seconds 10s is too much
All Dinosaurs have an offensive and defensive effect. But Confuse is classified as both offensive & defensive in terms of how you benefit from it. To be durable in PvP and open combat, you have to have both elements of offense and defense. So you attack when you are secured and defend when you are vulnerable.Every class has their skill effects based on classes. For example, brachy has 2 defensive skill effects bcs he is tank, centro will have 1 offensive skill effect(vulnurable) and 1 defensive effect(reflect) bcs he is allround. Rex is damager so he has to have 2 offensive skill effects.
PvP duration will be at a point where it won't be too long and it won't be too short, how we get to that point is up to debate.Do You planning reduce dmg? Now pvp is very fast... If you miss crit 35/40 k its hard to win... Dmg in 2018/19 was the best bcs pvp was longer and more depended on skill players.
Combat duration should be enough whether Shield/Dino Defense are installed or not installed, an implant or a tech can not be a main factor of balancing, especially ones with Non-Base attributes. (Base Attributes: Vitality, Strength, Damage, etc)Instead, all dinos need shield and defense buffed. The game is in this state since the nerf of these abilities, which brings me to the conclusion that this is the root issue behind all this imbalance.
i see 10 seconds of this effect Easy target will make armor implant useless in PVP bcs the a Duel last around 17-20 seconds and for half the battle you have this Easy target effect it will make pachy over powered and all players will use pachy only and make it over-used as it is nowCould you elaborate on that?
Pvp wont last 20 seconds after update, so there is a point for it to last 10 seci see 10 seconds of this effect Easy target will make armor implant useless in PVP bcs the a Duel last around 17-20 seconds and for half the battle you have this Easy target effect it will make pachy over powered and all players will use pachy only and make it over-used as it is now
Ainda será uma coisa, mas apenas para um número limitado de efeitos, não todos eles.
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I think this is very bad, because so the game will be based on luck, for example, a person is using the centrosaur and uses reflect to defend themselves and errs, the other person is with a rex and does not miss the attack, the person who is with the centrosaur will not have any chance of victory. So I guess the extra mistake shouldn't exist.
Whaa game?what about having Dinosaurs Roars t that would be exiting and entertaining to watch. just think about it, this is a good idea.
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the ISLEWhaa game?
It's actually good suggestion, but what will get players instead of damage tech?I have a suggestion about Damage Tech
Why not remove it and put the damage directly in the weapon itself?
Damage Tech is one of the components in the game that is always used in PVP and in hunting. And if we remove it from the weapon and replace it with another tech, the player is 100% sure to die. It's as if we have only 3 slots for modules.
But now that everything is going to be balanced, I would like to use different kinds of tech combinations without the need to sacrifice the damage points.
I'd like to hear the player's views on that.
It's actually good suggestion, but what will get players instead of damage tech?
Yes. In this way, more slots will be available for players to play a diverse range of combos.Same thing is with vitality implant.
I mean what i will get for losing dmg tech? I have it on 55 lvl and i don't want it to be gone just like that, i want get something in exchange. This what will bother devs.When the damage tech would be removed and all the damage point are merged with the weapon itself, players will have 4 empty slots from which they can choose their prefered tech combination according to their combat preference.
Really, the players are very attached to the damage technology and the vitality implant, who does not use it, is condemned to die, because as the gat has the privilege of not needing frequency technology, the weapons with more damage in the game do not should need damage technology, it's the same situation as dinosaurs that contain a lot of vitality and still need to use the vitality implant, it doesn't make much sense.I have a suggestion about Damage Tech
Why not remove it and put the damage directly in the weapon itself?
Damage Tech is one of the components in the game that is always used in PVP and in hunting. And if we remove it from the weapon and replace it with another tech, the player is 100% sure to die. It's as if we have only 3 slots for modules.
But now that everything is going to be balanced, I would like to use different kinds of tech combinations without the need to sacrifice the damage points.
I'd like to hear the player's views on that.
A perfectly balanced system should insure that not a single implant or a single technology would be a matter of winning or losing. All implants & Techs and all wear clothes with its different attributes would be balanced within themselves, so that none of them become too strong or weak, and neither of them too necessary nor plain useless.I have a suggestion about Damage Tech
Why not remove it and put the damage directly in the weapon itself?
Damage Tech is one of the components in the game that is always used in PVP and in hunting. And if we remove it from the weapon and replace it with another tech, the player is 100% sure to die. It's as if we have only 3 slots for modules.
But now that everything is going to be balanced, I would like to use different kinds of tech combinations without the need to sacrifice the damage points.
I'd like to hear the player's views on that.
So it means vitality or damage tech probably won't be necessary to win pvp/pve fights?A perfectly balanced system should insure that not a single implant or a single technology would be a matter of winning or losing. All implants & Techs and all wear clothes with its different attributes would be balanced within themselves, so that none of them become too strong or weak, and neither of them too necessary nor plain useless.
My creativity will take new breath xdSo it means vitality or damage tech probably won't be necessary to win pvp/pve fights?
10k returned damage are you crazy? this dino will be so overpowered[
As I am keen on the changes made to the Centrosaurus, I would like to share my opinion on the changes being made to its skill set
1)DASH ATTACK
-It seems that the vulnerable effect fits in perfectly with the class alotted to Centrosaurus. (All-rounder)
-The duration of the ability can be as long as the duration of the Yaeger rifle which is at about 4 secs , although increasing the duration to 6 secs can also be taken into consideration.
2)SHIELD ATTACK
-I would completely agree to the effect of this skill to be remained as Reflect.
-Although I'd like to specify a certain change in this ability, the current Reflect effect has the ability to reflect 25% of the incoming damage.
-It would be better if the ability could reflect 25% of incoming attacks completely for a certain period of time rather than reflecting only 25% of the incoming damage.
Eg - During the time of the activated ability, if the incoming damage is 10,000, the reflected damage should be 10,000 as well, rather than it being only 2,500 (25% of the incoming damage)
-This effect would be similar to the dino damage reflector tech or weapon damage reflector implant.
-Also the duration of the effect lasting 4 secs can remain unchanged.
Would love to see the feedback of the developer team as well as other players.
It was just an example.10k returned damage are you crazy? this dino will be so overpowered