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DVSR

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  1. - 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. 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.
  3. 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.
  4. 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
  5. - 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.
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