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DVSR

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  1. Plant Z weight isn't 10 like it's supposed to be according to the patch notes it's 11. However as I addressed below I think 10 is still too heavy. Tek Tapey Nerfs It seems the paper math for the tek tapey nerf was spot on... This is a huge nerf to Tek tapes, it's 75% on top of the 30% overall damage nerf. Tek tapeys now only do 88 damage per shot to tek structures. This is effectively a 82.5% nerf to damaging structures. Let me put this in perspective to how overboard this nerf is. Now remember that tek is the counter for tek. Tek Rexes (this applies to all other tek saddle variants I used rex for testing purposes) do 103 damage to metal... So a Tek rex saddle is doing more damage to metal than a Tek tapey is doing to Tek... The material that's supposed to be weak to Tek, just think about that for a moment. I understand you want to balance Tek tapeys but this is just beyond ridiculous. I don't think you guys understand just how cancer you will make raiding bases that are built high up like Extinction city and tree bases or cliff platform/turret towers. Places where these other Tek saddle dinos CAN NOT reach. I can't believe that a 82.5% nerf is even being tested, this is WAY overboard. I'll propose some other creative ways to deal with current tek tapey meta; Nerf tapey movespeed (easier for turrets to track) Nerf tek tapey firing rate Give tek tapey saddle an overheating mechanic (like the tek rifle and tek rail gun) Increase tek turret health I do not believe tek tapeys to be as over powered as people are making them out to be. As I've addressed below there are several ways to deal with tek tapey rushes that effectively stop the push in it's tracks. These counters are quite cheap please read below. - Mek shield debuff set to not be given on shield deactivation This is a really good nerf to the current mek shield spam meta, however I don't think it really addresses the main issue with the debuff. And that is the insanely overpowered values attached to this debuff. The insane slow which makes it impossible to escape from a mek that is in pursuit. But most of all the HUGE 50% weakness to all damage. Mek shield debuff can single handedly determine who will win a push. So much so that neither party will push into each other, so what ensues is a group of dinos on both sides just standing inside a mek shield staring at each other for 2 hours. This debuff is what is OP, not the shield spam. - Outside of Mek shield debuff reduced to 30 seconds (from 60) This is a good change but it doesn't address the main issue at hand, the actual debuff values. - Snow Owl freeze buff set to not dismount riders Great change. - Players and Dino’s are immune to the snow owl freeze for 10 seconds after being frozen Great change, I would ask that this immunity also be extended to the snow owl slow as well. Also possibly address how long players are being slowed and frozen, I think these values are a tad high currently. - Snow Owl Encapsulate/freeze wind up changed from 1.3 seconds to 2.6 Good change, this should prevent spam freezing although so would the 10 second immunity above, not sure what this change aims to accomplish. - Reduced Tek Tapejara Saddle projectile damage by 30% Both of the Tek Tapejara nerfs are quite overboard. I'll start by saying that Tek Tapey zergs have a very cheap and effective counter that only require 1 or 2 people to perform. Yes 1 or 2 people can stop 50+ guys flying in on Tek Tapes. Plant Z will single handedly stop a tek tape push in it's tracks. But that isn't the only thing, there's also Yuty fear, Rex roar, mek shield, and some other creative means. These active counters exist but there are also other passive counters such as good building practices. Layering buildings with metal, vault dropping, spacing tek turrets further apart, batteries in heavies, extra tek gens, backup gas gens, etc, etc. Wildcard I understand that people are complaining about Tek Tapes but there are several counters that exist in game that currently deal with Tek Tapes, both passive and active. It's up to the player base to use these counters as they exist to protect themselves. If Tek Tapeys were inherently broken as this patch seems to make them out as being there wouldn't be as many failed Tek Tapey zerg as there has been. I believe if a tribe doesn't build correctly or defend correctly they should be punished for this, that's the nature of PVP servers. Outright nerfing effective raid tactics because people refuse to build proper defenses or adapt to current meta is really annoying and overall damaging to PVP servers. - Reduced Tek Tapejara Saddle projectile damage to structures by 75% Super overboard on nerf see above. I also hope that this value isn't compounded on top of the overall 30% damage reduction above. Taking this reduction of 75% nerf to structures on top of the 30% nerf this is how long it will take to destroy tek items with Tapeys Paper math on the Tek Tapejara change: Tek Turret (3,000 Health) : 34 Shots : 1.25 element used with 1 Tapejara Tek Wall (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Foundation (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Ceiling (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Generator (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Forcefield (250,000 Health : 2,858 Shots : 117 element used with 1 Tapejara (All maths thanks to the one true Velo God: Jose Sanchez) I don't think much needs said about these values besides they are utterly ridiculous, so much so that you might as well delete the tek tapey saddles from the game because of how pitiful they will be if this goes through to live servers. - Dropped Plant Species Z Fruit weight to 10 Great change, however 10 weight I believe is still too high and again doesn't address the issue with plant Z. The issue with plant Z is the ridiculous blind that lasts at a minimum 10 seconds but often lasts a lot longer due to server lag. This is compounded by there not being an immunity period (reference; snow owls, bolas, mana freeze, etc). This is the reason why plant Z was so cancerous, NOT because people were carrying so much of it. Please properly address plant Z instead of band aid fixing it like this. I will gladly take the weight change but please Wildcard actively work on fixing it correctly like you are with snow owls. Plant Z has a legitimate reason for existing in the current meta, I've listed above that it is one of the most effective counters to tek tape zerg, but it also exists to counter rhinos, manas, snow owls, theris, quetzals, velos, reapers, etc.
  2. - Mek shield debuff set to not be given on shield deactivation This is a really good nerf to the current mek shield spam meta, however I don't think it really addresses the main issue with the debuff. And that is the insanely overpowered values attached to this debuff. The insane slow which makes it impossible to escape from a mek that is in pursuit. But most of all the HUGE 50% weakness to all damage. Mek shield debuff can single handedly determine who will win a push. So much so that neither party will push into each other, so what ensues is a group of dinos on both sides just standing inside a mek shield staring at each other for 2 hours. This debuff is what is OP, not the shield spam. - Outside of Mek shield debuff reduced to 30 seconds (from 60) This is a good change but it doesn't address the main issue at hand, the actual debuff values. - Snow Owl freeze buff set to not dismount riders Great change. - Players and Dino’s are immune to the snow owl freeze for 10 seconds after being frozen Great change, I would ask that this immunity also be extended to the snow owl slow as well. Also possibly address how long players are being slowed and frozen, I think these values are a tad high currently. - Snow Owl Encapsulate/freeze wind up changed from 1.3 seconds to 2.6 Good change, this should prevent spam freezing although so would the 10 second immunity above, not sure what this change aims to accomplish. - Reduced Tek Tapejara Saddle projectile damage by 30% Both of the Tek Tapejara nerfs are quite overboard. I'll start by saying that Tek Tapey zergs have a very cheap and effective counter that only require 1 or 2 people to perform. Yes 1 or 2 people can stop 50+ guys flying in on Tek Tapes. Plant Z will single handedly stop a tek tape push in it's tracks. But that isn't the only thing, there's also Yuty fear, Rex roar, mek shield, and some other creative means. These active counters exist but there are also other passive counters such as good building practices. Layering buildings with metal, vault dropping, spacing tek turrets further apart, batteries in heavies, extra tek gens, backup gas gens, etc, etc. Wildcard I understand that people are complaining about Tek Tapes but there are several counters that exist in game that currently deal with Tek Tapes, both passive and active. It's up to the player base to use these counters as they exist to protect themselves. If Tek Tapeys were inherently broken as this patch seems to make them out as being there wouldn't be as many failed Tek Tapey zerg as there has been. I believe if a tribe doesn't build correctly or defend correctly they should be punished for this, that's the nature of PVP servers. Outright nerfing effective raid tactics because people refuse to build proper defenses or adapt to current meta is really annoying and overall damaging to PVP servers. - Reduced Tek Tapejara Saddle projectile damage to structures by 75% Super overboard on nerf see above. I also hope that this value isn't compounded on top of the overall 30% damage reduction above. Taking this reduction of 75% nerf to structures on top of the 30% nerf this is how long it will take to destroy tek items with Tapeys Paper math on the Tek Tapejara change: Tek Turret (3,000 Health) : 34 Shots : 1.25 element used with 1 Tapejara Tek Wall (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Foundation (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Ceiling (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Generator (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Forcefield (250,000 Health : 2,858 Shots : 117 element used with 1 Tapejara (All maths thanks to the one true Velo God: Jose Sanchez) I don't think much needs said about these values besides they are utterly ridiculous, so much so that you might as well delete the tek tapey saddles from the game because of how pitiful they will be if this goes through to live servers. - Dropped Plant Species Z Fruit weight to 10 Great change, however 10 weight I believe is still too high and again doesn't address the issue with plant Z. The issue with plant Z is the ridiculous blind that lasts at a minimum 10 seconds but often lasts a lot longer due to server lag. This is compounded by there not being an immunity period (reference; snow owls, bolas, mana freeze, etc). This is the reason why plant Z was so cancerous, NOT because people were carrying so much of it. Please properly address plant Z instead of band aid fixing it like this. I will gladly take the weight change but please Wildcard actively work on fixing it correctly like you are with snow owls. Plant Z has a legitimate reason for existing in the current meta, I've listed above that it is one of the most effective counters to tek tape zerg, but it also exists to counter rhinos, manas, snow owls, theris, quetzals, velos, reapers, etc.
  3. Unofficial and singleplayer can use mods and custom values to modify their play experience. The devs aren't making balance changes for these people, it's for official. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day. You have reached the maximum number of posts you can make per day.??????????????????????????????????????????????????????????????????????????????????????????????????????????? What a good forum.
  4. Link the source then if you're going to refer to it. I can tell you that a dev said otherwise as well doesn't make it true.
  5. This is wrong. PvE is the minority especially when you consider all the PVP game modes on Official. See for yourself, minority player wise and server wise. https://arkbrowser.com/clusters
  6. - Mek shield debuff set to not be given on shield deactivation This is a really good nerf to the current mek shield spam meta, however I don't think it really addresses the main issue with the debuff. And that is the insanely overpowered values attached to this debuff. The insane slow which makes it impossible to escape from a mek that is in pursuit. But most of all the HUGE 50% weakness to all damage. Mek shield debuff can single handedly determine who will win a push. So much so that neither party will push into each other, so what ensues is a group of dinos on both sides just standing inside a mek shield staring at each other for 2 hours. This debuff is what is OP, not the shield spam. - Outside of Mek shield debuff reduced to 30 seconds (from 60) This is a good change but it doesn't address the main issue at hand, the actual debuff values. - Snow Owl freeze buff set to not dismount riders Great change. - Players and Dino’s are immune to the snow owl freeze for 10 seconds after being frozen Great change, I would ask that this immunity also be extended to the snow owl slow as well. Also possibly address how long players are being slowed and frozen, I think these values are a tad high currently. - Snow Owl Encapsulate/freeze wind up changed from 1.3 seconds to 2.6 Good change, this should prevent spam freezing although so would the 10 second immunity above, not sure what this change aims to accomplish. - Reduced Tek Tapejara Saddle projectile damage by 30% Both of the Tek Tapejara nerfs are quite overboard. I'll start by saying that Tek Tapey zergs have a very cheap and effective counter that only require 1 or 2 people to perform. Yes 1 or 2 people can stop 50+ guys flying in on Tek Tapes. Plant Z will single handedly stop a tek tape push in it's tracks. But that isn't the only thing, there's also Yuty fear, Rex roar, mek shield, and some other creative means. These active counters exist but there are also other passive counters such as good building practices. Layering buildings with metal, vault dropping, spacing tek turrets further apart, batteries in heavies, extra tek gens, backup gas gens, etc, etc. Wildcard I understand that people are complaining about Tek Tapes but there are several counters that exist in game that currently deal with Tek Tapes, both passive and active. It's up to the player base to use these counters as they exist to protect themselves. If Tek Tapeys were inherently broken as this patch seems to make them out as being there wouldn't be as many failed Tek Tapey zerg as there has been. I believe if a tribe doesn't build correctly or defend correctly they should be punished for this, that's the nature of PVP servers. Outright nerfing effective raid tactics because people refuse to build proper defenses or adapt to current meta is really annoying and overall damaging to PVP servers. - Reduced Tek Tapejara Saddle projectile damage to structures by 75% Super overboard on nerf see above. I also hope that this value isn't compounded on top of the overall 30% damage reduction above. Taking this reduction of 75% nerf to structures on top of the 30% nerf this is how long it will take to destroy tek items with Tapeys Paper math on the Tek Tapejara change: Tek Turret (3,000 Health) : 34 Shots : 1.25 element used with 1 Tapejara Tek Wall (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Foundation (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Ceiling (10,000 Health) : 114 Shots: 4.5 element used with 1 Tapejara Tek Generator (15,000 Health) : 171 Shots : 7 element used with 1 Tapejara Tek Forcefield (250,000 Health : 2,858 Shots : 117 element used with 1 Tapejara (All maths thanks to the one true Velo God: Jose Sanchez) I don't think much needs said about these values besides they are utterly ridiculous, so much so that you might as well delete the tek tapey saddles from the game because of how pitiful they will be if this goes through to live servers. - Dropped Plant Species Z Fruit weight to 10 Great change, however 10 weight I believe is still too high and again doesn't address the issue with plant Z. The issue with plant Z is the ridiculous blind that lasts at a minimum 10 seconds but often lasts a lot longer due to server lag. This is compounded by there not being an immunity period (reference; snow owls, bolas, mana freeze, etc). This is the reason why plant Z was so cancerous, NOT because people were carrying so much of it. Please properly address plant Z instead of band aid fixing it like this. I will gladly take the weight change but please Wildcard actively work on fixing it correctly like you are with snow owls. Plant Z has a legitimate reason for existing in the current meta, I've listed above that it is one of the most effective counters to tek tape zerg, but it also exists to counter rhinos, manas, snow owls, theris, quetzals, velos, reapers, etc.
  7. So you think only big tribe should be able to breed competitively? That's a really crappy outlook IMO. Having space to store breeding dinos is a very legitimate reason for caves, and unless a solution is found for storing/managing breeders without caves it will heavily effect Official PVP servers negatively.
  8. What exactly can be proposed? What are you guys able to do? Ideally the only thing that would need changed are cave entrances and or out right disabling certain caves. I think cave building should exist on PVP official. It allows smaller tribes to gain a foot hold on official, and is also very important for end game breeding due to the large amount of 0/0s (low level female dinos used to breed) needed for mutations/end game breeding. With that said I think a base line for caves needs to be; adjusting caves entrances. No more crouch, crawl, etc entrances (think Island Ice cave, Aberration shadow cave, Scorched Earth central cave) The only reason for these entrances to exist was to limit which dinos you can use in a cave for PVE, but with the addition of cryo pods you can use basically any dino in any cave. For this reason alone I think most if not all cave entrances will need a TLC/rework. The most balanced caves for PVP are the newest and ironically have building disabled... All of Extinction caves have wide entrances big enough for lines or racers, gigas, tek rex, etc. This is how all the caves in the game should be modeled after IMO. I don't know what to do about certain caves like Center Ice Cave, this cave is without a doubt the strongest cave defensively, it also happens to be the largest. Although this cave doesn't suffer from the small entrances like the others, it does have a unraidable drop down location. It's impossible to push, this part of the cave will need to be reworked entirely or this cave will need to be outright disabled. It's too strong. I think it's important to address the reason why metas exist like they do. People have always built in caves, even in legacy, even in classic PVP where there were no teleporters, titans, etc. I believe these to be the reasons why; Choke points less turrets needed less ammo less farming/maintaining less players to defend Dino storage/breeding 0/0 females no worry about griefers sniping/killing your breeders baby raising no worry about griefers sniping/killing your babies And obviously also not being able to get attacked by titans plays a huge part of current cave meta. But caves have always existed, the difference now being that they're becoming main bases because they can fulfill that purpose due to cryo pods. But the main reason for cave building for end game has always been for breeding. I ask if you guys completely disable cave building that you introduce something such as a cryo breeding station, this isn't my idea it's Valors. He suggested something like a cryo fridge but that would allow you to store females able to breed. You'd be able to cryo the stud and place him in the breeding station and then it would produce the eggs and or cryo'd mammal babies? Doing this would allow people to breed in a land base without needing tons of space like current caves. Obviously you can balance this however, required tek powered, maybe consumes shards like a cloner? Also have to feed cryo'd breeders, etc. This would remove more lag from official servers even further just as cryo pods did. The bulk of the remaining dinos on Official servers are now breeders, introduce cryo breeding and this means even less entities taking up server resources.
  9. Armor pen needs to be increased for the longnecks and probably also the fabs. I think a max damage fab 298% should be able to kill someone if you hit all 8 shots on the body, maybe 4-5 shots for headshot. Normal official player HP is around 300-350
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