Tanks are currently weak due to cooldown and endurance. And that in addition, they are weak against players who equip stability.
Brachiosaurus:
Current skills:
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Brachiosaurus is the dinosaur with the highest vitality in the game, but at the same time the weakest in strength, the current effects do not do it justice because they take time to use again. Although in brachi he resists too much against 1-3 players, he does not survive long enough against several, he also needs opportunities in 1v1 close combat.
Suggestion for changes:
Regarding the first ability, it could be 2 options, decrease the cooldown or increase the percentage of the effect.
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The second ability is the one that harms the brachiosaur the most, confusion lasts very little but takes too long to cool down, plus it is easily countered against stability.
Here you could decrease its cooldown and / or add less extra damage (to balance a little when they eradicate confusion).
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Ankylosaurus:
Ankylosaurus has a case similar to brachiosaurus, problems with stability, cooldown, endurance, etc.}
I know tanks are weak in strength in the game, but man, with the tremendous mallet this dinosaur has, it should do high damage with skills. xD
Current skills:
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Suggestion for changes:
The damage of the skill could be increased, and cooldown decrease.
As for the skill effect, personally it is somewhat useless, I know that it can counteract the rage down the parasaurolphus, and gives you an advantage with lower cooldown weapons (peacemaker and colt).
But in general it doesn't work and can sometimes give you a disadvantage in extra power (when you apply extra power effects by mistake), this gives you a huge disadvantage in cooldown.
I think it is also necessary to reduce the percentage of extra power that we receive in combat, in general the orange bar fills up fast.
Also... I think it is also necessary to note that the ankylosaurs once again had additional armor.
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Again another debuff ability is stun (because stability eradicates it).
Here they could decrease the cooldown, and / or add an extra strength percentage to balance.
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By the way, Centrosaurus is still waiting for its buff....
Regarding Centrosaurus there is not much to say, he only needs a decrease in the cooldown on his second ability (mainly). And / or a slight increase in the damage or effects of his ability. Similar to the anki mallet, the centrosaurus horns should do them justice.
Current skills:
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Suggestion for changes:
This ability (personally), is fine, although it could increase the vulnerability percentage of 40-50%
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The second ability is the one that impair the Centrosaurus the most, mainly because it has an absurd cooldown.
Here there are 2 options, decrease the cooldown or increase the time and percentage of reflection.
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Other information to consider ...
The 3 lower rrange weapons (hammer, colt and showstopper), need a considerable increase in their abilities and effects. Why?... because currently the better range weapons (PM and Yager), are statistically outperforming other weapons.
I think it is not necessary for PM and yager to receive nerf, just by increasing the damage and abilities of the 3 weapons that I mentioned, it is enough, I say this mainly because most players will hate this momentarily.
Tank and allround dinosaurs need more resistance, for this reason and others (linear maps), no other dinosaurs are used.
and tyrannosaurus needs a nerf in endurance, he's a dinosaur OP with that.
The additional power we receive in combat should be less (sometimes the orange bar fills up absurdly), this could give the fury implant a chance to return.
The claw implant is again useless ... I remember that the test was an exceptional implant and that it worked perfectly, (in pve, you could hunt 6 mobs at the same time).
But currently, hunting 2,3,4,5 .. mobs is completely impossible with this implant (it only works with brontops), the same happens in pvp.