What's new

#10 Dinosaur & Weapon Balance

BluePXL

Member
Joined
Nov 24, 2018
Messages
20
Reaction score
17
Server
Europe_3
Main Char
Visp.
Clan
VSquad
I really like that you interact that closely with the community and listen to our wishes!
The WIP changes so far sound really interesting. But in my opinion the Rex should stay with it's/or have it's unique status effects and attacks because it definitely is a special dinosaur. It's the only one that has a special requirement to get unlocked, so it should be rewarding.

I think, HitChanceDown wouldn't suit Rex that much, instead we could stay with the increase of damage because it's a dino that should deal a lot of damage. Or it could even get a new status effect like: Battle-Cried Enemies deal 50% less damage to you for x seconds.

Just an idea but it might be interesting to try! :)
 

lucas777cp

New member
Joined
Oct 6, 2020
Messages
1
Reaction score
1
Server
-----
Main Char
.-Lucas Biggode-.
Clan
Angels
Eu quero acrescentar algo ao DASHATTACK do Centrosaurus, que seria o mesmo da Espingarda Yager '' Tiro Oculto ''. Um impacto que se resultaria em um dano CRITÍCO (O ataque desse Dinossauro há milhões de ano não era nada fraco sobre os adversários, por isso eu penso nessa ideia).
E com o Poder Cheio extra, Teria o vulnerável de 6 Segundos.
Eu queria dar uma atenção ao SHIELDATTACK, eu que sou usuário do Centrosaurus, vejo que o poder extra refletir de 25% é muito pouco, 50% seria ótimo.
 

BeefBurger

New member
Joined
Jan 30, 2019
Messages
19
Reaction score
6
The idea of balancing everything is good, to make everything use-able, but REX must maintain it's damage up, perhaps you can change the bleed it's much less effective, but the damage up of the battlecry need to stay, REX is a special dino and it's very hardly earned after alot of effort, time and money paid, it has to be WORTH IT
 

- Red Tornado -

New member
Joined
Sep 22, 2020
Messages
3
Reaction score
5
Server
America_1
Main Char
AmoDeLosEspejos
Clan
i do not have
Will the extra from the dashattack centroaur make you vulnerable like the one from the yager rifle? , As for the reflection / rebound it could be increased a little more in my opinion by 50% or 100% hehe
 

razeryox

Member
Joined
Nov 3, 2015
Messages
30
Reaction score
31
Server
Europe_3
Main Char
razeryox
Clan
Escapades
I liked the idea of reducing the amount of dinosaurs that contain stunning, so that the pvp becomes more frantic and fun.

Regarding the new abilities, only the "Coelo" that seems a little less effective than the others, maybe adding 15% bleeding damage along with the enemy's speed reduction would make that ability better.

And the "absorption" of the brachi must be increased in a few seconds and not be interrupted by the penetration technology as it is today.

The "Leech" ability should also be increased to more seconds in duration, as it was previously.

The new ability of the battle cry is difficult to give an opinion without seeing in practice, but it seems interesting that Rex has a defense ability, I was curious to see this ability in practice.

In relation to the other abilities, they really seem to match each dinosaur, I think that to maintain the balance between them they should have almost equal duration and percentage of effects.


:p:D
i agree with you "Leech" ability should be as it was before because Carnotaurus is very weak in health and unusable dino from lvl40 to 50 area
 

slejd2001

Active member
Joined
Oct 16, 2015
Messages
146
Reaction score
40
Server
Europe_2
Main Char
ATOMIC BREATH1001010
Clan
Arabe Clan
Could you be more specific?
  • Based on their usage, How long should these effects last?
I see it in this way:
  • anky's GroundPunch skill stun effect should last about 3-4 seconds, not more
  • brachy's ChestAttack skill Absorb effect could last as it is now, bcs in the past brachy was OP bcs of this effect which lasted for 8 seconds
  • brachy's GroundStomp skill Confuse effect should last for 4-5 seconds as it is now with anky
  • centro's DashAttack skill Vulnerable effect should last same as for yager, 4 seconds
  • centro's ShieldAttack skill reflect effect can stay as it is
  • para's KickAttack skill Dodge effect could last 4 seconds as it is right now with pachy
  • pachy's DodgeAttack skill Paralyze effect should last around 4 seconds
  • pachy's FlyingHeadButt skill Easytarget effect could last about 5-10 seconds
  • coel's JumpAttack skill DamageUp effect could last about 4-6 seconds (to be shorter version of rex's demage up)
  • carno's CarnageAttack skill Leech effect could last few seconds longer
  • rex's BattleCry skill Fear effect can stay as it is now
  • rex's brutalbite skill Bleed effect can stay as it is
I dont know how rest effects work so i dont have any ideas about them.


  • At what percent should some of these effects be, in order for it to not be too strong to too weak compared to other effects?
I see it in this way:
  • brachy's chestattack skill absorb effect could be as it is now
  • centro's shield atack skill reflect effect could be as it is or little bit increased
  • para's kickattack skill dodge effect coulld be same as for pachy right now, 50%
  • coel's jumpattack skill damageup effect could be up to 150%, same or lower than rex's current battle cry effect damage up
  • carno's carnage skill leech effect can stay as it is
  • rex's brutalbite skill bleed effect can be as it is or maybe rised to 250%
I dont know how rest effects work so i dont have any suggestions about them.

My opinion is based on past and current version of the game and i havent played on most of dinos for some time so what i said might be uncorrect. It's up to testing team which points of my suggestions should be considered.
 
Last edited:

razeryox

Member
Joined
Nov 3, 2015
Messages
30
Reaction score
31
Server
Europe_3
Main Char
razeryox
Clan
Escapades
Feel free to write to us your feedback about Dinosaurs skill effects, we would appreciate it.

Here is some questions that should help you create it:
  • Do Skill effects match its Dinosaur role? (Tank, Hit & Run, etc)
  • Based on their usage, How long should these effects last?
  • At what percent should some of these effects be, in order for it to not be too strong to too weak compared to other effects?
  • Do you believe some effects should be swapped? and why? (It must match its dinosaur role)
  • Do you have a suggestion for better existing effects or completely new ones that could be developed? (It must match its dinosaur role)
  • Do you have additional thoughts or opinions you would like to add?
Thank you in advance.
The Carnotaurus "Leech" skill should have more seconds, or keep it as it is, and instead of 50% make it 100%
 

razeryox

Member
Joined
Nov 3, 2015
Messages
30
Reaction score
31
Server
Europe_3
Main Char
razeryox
Clan
Escapades
  • Based on their usage, How long should these effects last?
I see it in this way:
  • anky's GroundPunch skill stun effect should last about 3-4 seconds, not more
  • brachy's ChestAttack skill Absorb effect could last as it is now, bcs in the past brachy was OP bcs of this effect which lasted for 8 seconds
  • brachy's GroundStomp skill Confuse effect should last for 4-5 seconds as it is now with anky
  • centro's DashAttack skill Vulnerable effect should last same as for yager, 4 seconds
  • centro's ShieldAttack skill reflect effect can stay as it is
  • para's KickAttack skill Dodge effect could last 4 seconds as it is right now with pachy
  • pachy's DodgeAttack skill Paralyze effect should last around 4 seconds
  • pachy's FlyingHeadButt skill Easytarget effect could last about 5-10 seconds
  • coel's JumpAttack skill DamageUp effect could last about 4-6 seconds (to be shorter version of rex's demage up)
  • carno's CarnageAttack skill Leech effect could last few seconds longer
  • rex's BattleCry skill Fear effect can stay as it is now
  • rex's brutalbite skill Bleed effect can stay as it is
I dont know how rest effects work so i dont have any ideas about them.


  • At what percent should some of these effects be, in order for it to not be too strong to too weak compared to other effects?
I see it in this way:
  • brachy's chestattack skill absorb effect could be as it is now
  • centro's shield atack skill reflect effect could be as it is or little bit increased
  • para's kickattack skill dodge effect coulld be same as for pachy right now, 50%
  • coel's jumpattack skill damageup effect could be up to 150%, same or lower than rex's current battle cry effect damage up
  • carno's carnage skill leech effect can stay as it is
  • rex's brutalbite skill bleed effect can be as it is or maybe rised to 250%
I dont know how rest effects work so i dont have any suggestions about them.

My opinion is based on past and current version of the game and i havent played on most of dinos for some time so what i said might be uncorrect. It's up to testing team which points of my suggestions should be considered.
for pachy easytarger effect should last for 5-7 seconds 10s is too much
 

slejd2001

Active member
Joined
Oct 16, 2015
Messages
146
Reaction score
40
Server
Europe_2
Main Char
ATOMIC BREATH1001010
Clan
Arabe Clan
I have suggestion about showstopper's beans bags skill, this skill's easy target effect should stay, i see it useful. What should be change only damage of this skill.
 

Galaxy

New member
Joined
Sep 26, 2020
Messages
11
Reaction score
21
Server
America_5
Main Char
Galaxy
Clan
No clan
I don't think that changing the ability of the rex would make it less "special". I think that with this new skill he would be even better in group fights, because with less chances of taking a hit, he would last longer and as the scream hits several players, it would be several players missing the damage and the extra power.
For example, if 2 players corner you, you will have a better chance of resisting their damage until an ally arrives or you could easily escape, as opposed to the extra 150% power that is only more useful in duels or very specific situations. this new skill would be just as useful in group battles or duels, of course it must have a good duration and a good percentage to be a satisfying skill, let's give this new skill a chance, it might not be as bad as we think.

BUT if the devs go back and leave the rex with its original skill, it would be good if the brutal bite had a defensive skill instead of dealing damage with bleeding. (rex needs a defense skill).
 

Galaxy

New member
Joined
Sep 26, 2020
Messages
11
Reaction score
21
Server
America_5
Main Char
Galaxy
Clan
No clan
@Thround , do you know if the "extra fail" will still exist after the update?
 

slejd2001

Active member
Joined
Oct 16, 2015
Messages
146
Reaction score
40
Server
Europe_2
Main Char
ATOMIC BREATH1001010
Clan
Arabe Clan
BUT if the devs go back and leave the rex with its original skill, it would be good if the brutal bite had a defensive skill instead of dealing damage with bleeding. (rex needs a defense skill).
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.
 

.Shazam.

Member
Joined
May 9, 2020
Messages
23
Reaction score
53
Server
America_2
Main Char
-.Minato Namikaze.-
Clan
Anjos Da Lei
Se quiserem deixar o Rex com 1 habilidade defensiva ok, então que seja a mordida dele e não o grito
 

Galaxy

New member
Joined
Sep 26, 2020
Messages
11
Reaction score
21
Server
America_5
Main Char
Galaxy
Clan
No clan
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.
welll, Carno is in the same class as the rex and has a defensive ability,
I just think that Rex should have a defensive ability, because he is always the most dino focused on battles etc.
 

W-A-S-Y-L

New member
Joined
May 29, 2019
Messages
3
Reaction score
8
Server
Europe_4
Main Char
W-A-S-Y-L
Clan
_For-x-The-x-Horde_
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.
 

istencsaszar

Member
Joined
Dec 5, 2015
Messages
26
Reaction score
46
Server
Europe_1
Main Char
Odin.
Clan
-
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 RangedWeapons that are mainly focused on playing their biggest advantage at close range and keeping the target at that range.

Weapons: Burning Colt & Showstopper
Far RangedBest use for these weapons is at a longer ranger to keep enemies at distance or to sneak onto them.

Weapons: Peacemaker & Yager Rifle
AllrounderThese 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:
DinoSkillStatuseffect
AnkylosaurusGroundPunchStun
AnkylosaurusTailSmashRageUp
BrachiosaurusChestAttackAbsorb
BrachiosaurusGroundStompConfuse
CentrosaurusDashAttackVulnerable
CentrosaurusShieldAttackReflect
ParasaurolophusKickAttackDodge
ParasaurolophusTailWhipAttackRageDown
PachycephalosaurusDodgeAttackParalyze
PachycephalosaurusFlyingHeadButtEasytarget
CoelophysisJumpAttackDamageUp
CoelophysisRapidStrikesSpeedUp & SpeedDown
CarnotaurusCarnageAttackLeech
CarnotaurusFleshAttackCritChanceUp
TyrannosaurusBattleCryFear & HitchanceDown
TyrannosaurusBrutalBiteBleed
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.

About the questions asked: Nobody knows without trying it, so only testers can give you a valid answer. And right now players are conditioned to extremely short pvps, so no one is going to ask for anything longer than 4 seconds, even though in an other meta it could be perfectly fine and not op.

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.
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).

The insane critical hits of the weapons need to be dealt with though, i feel like those would still be too high even with buffed shield values.
 
Last edited by a moderator:

Thround

Lead Game Master
Joined
Jun 6, 2016
Messages
788
Reaction score
138
Will the extra from the dashattack centroaur make you vulnerable like the one from the yager rifle?
Yes

for pachy easytarger effect should last for 5-7 seconds 10s is too much
Could you elaborate on that?

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.
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.

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.
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.

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.
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)
 

Sthepen

New member
Joined
Jul 1, 2020
Messages
4
Reaction score
18
Server
America_5
Main Char
Columbia
Clan
-Gladiadores-
Hello kind developers. We are all eager to try and play with your new skills and mechanics as they will bring fresh air to the game. I have a suggestion that they could be implemented in the next update, first half the game they were complaining that the stun was too strong. And you, without warning, reduced the chance of hitting stun except for brachyousaurus. They could reverse the change and leave the stun as it was before fixing. And make the Agility implant really remarkable. Because while it is true with the stun you can kill any dino if you know how to play well. But it is extremely tedious to hunt with stunning dinosaurs (except brachyousaurus) as it fails and any veteran or alpha dinosaur can kill you within seconds for missing.I know all the dinosaurs had their daze removed (except ankylosaurus) but they warned that the skills would maintain the same percentage of success. Could you fix that to hunt please. Since it's not fun to cast the stun to fail and die (trust me it's not fun at all). Thanks for reading and we really appreciate your effort and hard work to make dino storm a more fun and balanced game. Greetings
 
Last edited:
Top