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#10 Dinosaur & Weapon Balance

razeryox

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Could you elaborate on that?
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 now
 

Xx-Tito-xX

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In my opinion, if you're going to change the 150% damage from battle cry for the rex, then you should add something better than this hitchance down, because already now after the last update for rex, when we do battle cry to others, their dinos cant attack, only their guns, so we go near them to make their damage so less with gun while their dino cant attack us...

So i'm suggesting that you add an ability to penetrate all defensive implants or techs the opponent uses? like for example if we use battle cry with extra power, then our damage is based as if our opponent doesn't have any armor or shield implants installed, like this the rex will be special again, call it vulnerability or something but i dont know if this ability should stack to our profile or to the opponent's profile (meaning that when we use it, only us will penetrate all defensive implants the opponent uses or everyone will be able to do it once its stacked to the opponent?), this is my opinion..

This opinion is negotiable, feel free to add better opinions if you have one!

Kind regards!
 

- Red Tornado -

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emm, ¿aumentaron el reflejo para devolver el daño del centrosaurio? Si es así, estaría encantado
 

slejd2001

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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 now
Pvp wont last 20 seconds after update, so there is a point for it to last 10 sec
 

Synx

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Ainda será uma coisa, mas apenas para um número limitado de efeitos, não todos eles.
[/CITAÇÃO]
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.
 

.Shazam.

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Eu acho que os x1 deveriam ser mais longos, eu gostava na época do 45, não com uma velocidade rapida/média como o Gm disse, só uma opnião kkk é muito bom você usar os extras +1 vez, saber usar a sequência certa isso abre mais possibilidades na hora do x1, as armas hj em dia tem um dano muito exagerado, critico extremamente roubado kk pvp é pura sorte, então outra coisa que poderiam arrumar é isso, diminuir o dano das armas
 
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.Shazam.

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Eu acho que os x1 deveriam ser mais longos, eu gostava na época do 45, não com uma velocidade rapida/média como o Gm disse, é muito bom você usar os extras +1 vez, saber usar a sequência certa isso abre mais possibilidades na hora do x1, e com certeza fica muito mais divertido.

As armas hoje em dia tem um dano muito exagerado, crítico extremamente alto faz com que o pvp se torne PURA SORTE e eu já cansei de falar sobre isso e também de ler as pessoas reclamando disso e nada ser feito, então outra coisa que poderiam arrumar é isso, diminuir o dano das armas, diminuir os críticos das armas.

Outra coisa que precisam arrumar sobre as armas é a questão da esquiva, se o pvp já não dura muito tempo imagine se você errar um extra e seu adversário acertar, Já era! você simplesmente aceita a derrota pois seu oponente teve mais SORTE que você, os extras não deveriam errar, isso é chato e frustrante, muitos jogadores reclamaram e nada foi feito até hoje, e ver o Gm falando que os extras continuariam esquivando me deixo realmente irritado, óbvio que não só eu.

Também a questão de lvl baixo conseguir matar lvl 55 pelo amor de deus arrumem isso, volto a dizer que muitos jogadores reclamaram e nada foi feito, lvl 55 morrer pra 50?? isso não deveria existir, é um absurdo um lvl 50 conseguir tirar mais da metade do meu HP, eu me esforcei pra chegar lvl máximo... em nenhum jogo isso acontece, só no Dino Storm mesmo, vocês querem que os jogadores novos se divirtam mais, por isso lvl baixo mata lvl alto, que pensamento errado.

Eu poderia falar muito mais sobre as armas, mas acho que isso é o principal. essa opnião não é so minha vários jogadores reclamam e vocês não olham isso, esse fórum não chega a ter 40 membros ativos, os jogadores não falam no fórum! vocês precisam arrumar isso....

Eu também vejo que nem todos os GM falam no fórum, alguns eu nunca vi tantas mensagens... eu acho que o Gm deveria ter a obrigação de pelo menos deixar um ''like'' no comentário pra gente ver que vocês estão aí.

Edit: que saudade da época do 45
 
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Pleiadian

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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.
 

slejd2001

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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?

Same thing is with vitality implant.
 

Pleiadian

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It's actually good suggestion, but what will get players instead of damage tech?

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.

For example, I like to play range and I have a combo idea that I would love to use.

Peacemaker with Range Tech, Clock Tech, Freeze Tech and Penetration tech.

While I use my Peacemaker to slow down the enemy, my other teammates/ clanmates who play close combat can easily finish the enemy.


That is one of many combos that I have in mind but I'm sure players will have a similar idea of what I'm trying to say here.
 

slejd2001

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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.
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.
 

Galaxy

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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.
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.
perhaps not a removal, but a slight nerf, and an improvement in the vitality and damage that already comes from dinosaurs and weapons. that damage tech and vitality implant are a combo option, but not the only option that works.
 

Thround

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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.

That's a planned step, but it is a step for later, as currently we are more focused on Weapons re-balancing.
 

Dr. Arf

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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
 

Dr. Arf

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[

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.
 
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