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Yeetboy101

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  1. I hundred percent agree. I like your shoulder pet concept too, I like it how their are drawbacks to using it to justify using other shoulder pets in certain situations. I don't like upscaling creature too much, I just think if you were to upscale the Hallucigenia there would more possibility. I have another Cambrian worm concept Facivermis, which is an 8 legged worm with a bulb tail, I might of upscaled that one way too much. I think Hallucigenia would be a perfect Aberration creature and I been praying they make a fictional creature vote. Thanks for support Hallucigenia and I don't care if a mount or shoulder pet, I just want it in the game.
  2. Dossier: Common Name: Ornimegalonyx Species: Ornimegalonyx Terranoctua Time: Late Pleistocene Diet: Carnivore Temperament: Aggressive Wild: Ornimegalonyx is a giant terrestrial species of owl that lives in plains and deserts. Like most ground owls, they burrow underground and make dens, but unlike most, they hunt at night. Also unlike most burrowing owls, they seem to still have some control over their abnormally large wings that normal ground owls don’t have. Their feathers seem to fold against its body very well, allowing them to be very aerodynamic. This influences their hunting style, going to large heights, and sky diving at their prey. The most interesting part of the owl is its stealthiness. The Ornimegalonyx doesn't even make a peep while hunting, even when jumping around with its strong legs. Ornimegalonyx seems to have a certain hunting style that not only make it faster and fierce, but make them completely silent, to the point where creatures with echolocation can't even hear them. They do, however, hate certain light producing objects. Domesticated: Ornimegalonyx is an incredible stealth hunter that can very easily take out a target one after another. If that wasn’t good enough, I’ve seen survivors strap on jets onto the backs of these, allowing them to use their wings again. The fuel used for the jets, made from unique chemicals of the Ark, seem to combust very quietly. Funny enough, the jet's booster can accelerate loudly at fast speed and allow the owl to swoop at anything small enough it can grab. Gameplay: Ornimegalonyx will be a tad bit bigger than a Terror Bird. It will spawn in the dunes or (in the plains on other maps) in packs of 2 to 3. They will attack medium sized creatures. They might surprise attack players by burrowing underground. They only spawn during the night, and during the day they will be underground. Taming Information: Ornimegalonyx are a knockout tame that can only be tamed during the night. While their torpor does drain at a super fast rate,if there is an electrical storm, any Charge related source, or fire light, touches it, then their torpor will drain at a normal rate. Creature abilities: Passive: During the night, the Ornimegalonyx is able to be ignored by all wild creatures. Ornimegalonyx makes very little noise. Has Stalker vision during the night. First Ability, Slash Ornimegalonyx will perform a basic claw slash or peck while running, and will do around the same amount of damage as the Terror Bird Second Ability: Jump Ornimegalonyx will do a leap similar to Ferox, being more horizontal than vertical Third Ability: Float Ornimegalonyx does a float like there Terror Bird, except descends a lot quicker. Fourth Ability: Sky Dive While in the air, the can land back on the ground, similar to a Managamr dive, except if a target is hit, the Ornimegalonyx will pin any small target to the ground, and will start scratching at it. Has 25% armor piercing. Uses a lot of stamina Fifth Ability: Prowl Will grant the Prowl Buff until toggled off or stamina runs out. Prowl will make the Ornimegalonyx completely silent, where Parsaurs and Desmodus can’t detect them. Damage and Speed also increase by 30%. While Prowl is activated, the Ornimegalonyx stamina will drain at a pretty fast rate. Will automatically deactivate if Charge is around. Fifth Ability: Burrow Ornimegalonxy burrows underground like a Basilisk, but moves at a much slower rate. If Jet saddle is equipped, Ornimegalonxy can shoot itself out of the ground. Will cause a lot of noise Jet Saddled: Allows Ornimegalonyx to fly, just being a bit slower than the Desmodus, but doesn’t have a good turning radius. Skydive happens much quicker. Sixth Ability: Swoop Ornimegalonyx will swoop down, and grab a smaller target and throw them forward a considerable distance. Will create a lot of noise Seventh Ability: Sky Burrow: While in the air, Ornimegalonyx will do a straight dive back into the ground, and burrow itself. Other Information: Immune to fall damage. Has normal breeding function with its breeding stats being similar to a Snow Owl. Has a Primitive saddle that is unlocked at level 56 that has armor value. The Jet saddle can be unlocked at level 68 with no armor value and can be crafted in a fabricator. A special fuel used for the jet saddle, called Augmented Gasoline, can be made in the Chemical Bench or Mortar and Pestle, made from gasoline, angler gel, and polymer. Can be hit with bola and net. Weapons can be used on this creature. Gameplay Uses: Ornimegalonyx will be an excellent stealth creature, with its being able to take down one target at a time with anything noticing. Its skydive will be this creature's main attack, being able to dismount survivors and deal major damage to them. If that doesn’t work, then its prowl can be used to finish a target off. Not to mention its jet saddle, which not only gives it the ability to fly, but also buff it's already good skydive and another dismount that can quickly relocate an enemy survivor so that they will have no help. This creature can also be amazing at rocket runs, with its two attacks that greatly increase its speed, one of which makes it immune to Parasaur detection. It can escape and surprise players with its burrowing abilities. Another cool thing about this creature is that you have a choice how to play it, with one saddle offering armor, and the other offering no armor, but extra abilities. However, it does have counters, being very mediocre at killing other mounts, and its Prowl can be completely counter with a Charge source. In PVE, this creature is excellent to use for taming or going out in the wild, with creature deaggoeing really quick off of it. Overall, this creature could be super fun to use in PVP, and would add a stealth creature to the game, something Ark doesn’t have a lot of. I thought it would be cool to add another owl to the games, since the one we have in the game isn’t really owl like. When I was searching one up though, this is the first one to show up. The only problem being it was a giant burrowing owl. So it thought it would be cool to allow this thing to still fly, but with the help of its saddle. The idea of adding another owl to the game was to make a stealth creature, similar to owl in real life, but since the Ornimegalonyx is a burrowing owl, it was fun to give it attributes from both burrowing and flying owls. Pictures: (None of these images are owned by myself)
  3. Dossier: Common Name: Balhuticaris Species: Balhuticaris scubatae Time: Camrbian Diet: Piscivore Temperament: Docile Wild: Balhuticaris scubatae lives in the ocean where very few predators attack it, with every large ocean predator considering it too small for sustenance. It often feeds off smaller fish in the sea, which can easily catch thanks to its ear-like flippers, making it one of the fastest creatures I’ve seen swim. Balhuts have a symbiotic relationship with some semi-aquatic creatures, where in exchange for larger prey, they provide clear vision underwater through their tail. Their tail can attach to the spinal cord of a creature and combine their optic system with its partner. Balhut also strangely secretes powerful electrolytes that can be absorbed through the host skin, allowing them to stay better hydrated when they come into contact with water. Balhutcaris also had amazing senses, almost never being able to be caught off guard. Balhuts are not easy to approach, they are easily scared off by almost everything, however, they do love shiny objects. Domesticated: Once domesticated, Balhuts can be extremely good house pets, being surprisingly cute and friendly once they are used to their owner. However, their main use is underwater, where they can use their flippers to boost swimming maneuverability underwater. Their love for all things shiny also leads them to automatically find underwater supply crates and steal anything off the crate. They also have amazing sight out of water, and can warn its owner of danger. Gameplay: Wild Information: Balhuts, being the size of a Sinomacrops, will spawn alone in the ocean, with shipwrecks being its most spawned area. They eat smaller Coels, with bigger ones hunting it, which it will then run away. It will run away from players. Taming Information: The Balhut will not run away and be attracted to the presence of silica pearls. Once near silica pearls, they can be fed raw fish meat or regular kibble, being their favorite. Need to be Level 50 to tame. Tamed: Balhuts are shoulder tames which are set on the back of any survivor. Once the survivors run with it, it will be barely hanging on with its lower body floating in the air. The Balhuts do need water to live, their high oxygen stat will go down while out of water. However, it will show the survivor how much oxygen the Balhut got, and can be replenished once touching water, rain, or if a canteen, waterjar, or water skin is used in the Balhuts inventory. Its oxygen will not go down while standing still. While on Shoulder: Scuba Vision/Flappers: The Balhut will give its owner increased movement speed while underwater. Can stack with flippers. Also gives better underwater vision to its owner. Hydration: Give Hydrated effect to the owner when they touch or consume water for 15 seconds. Has a 45 cooldown Auto Grab: Balhut can show the player through an icon all underwater/cave drops through a 50 foundation radius. It will automatically grab underwater/cave supply crates without having to access the inventory. It will do the same for Beaver Dams, but will only grab the Silica Pearls and Cementing Paste, then destroy the Dam. It can also be thrown off the shoulder to do the same. While Off Of Shoulder Drown Target: Once whistled onto the target underwater, it will wrap itself around a small target and decrease its swimming speed by 70%. Can swing to be released from grab, like Bloodstalker. Other Information: Can only be bred underwater. Breeding and Raising stats are similar to Sinomacrops. Inventory can be accessed without having to throw off shoulders. Can be hit with bola and net. Gameplay Uses: Balhut are similar to Sinomacrops, where they are not really PVP or PVE tames, but just a convenient tame all together. They increase movement speed underwater and help see clearly underwater, making going underwater a lot more enjoyable without having to make Scuba gear. Its Hydrated buff is also very useful, allowing survivors to travel faster near bodies of water. Its autograb is also very useful, allowing people to grab a whole underwater/cave drop with the press of a button. Plus doing the same thing with Beaver Dams, with the exception of the wood and flower/mushrooms, is something also Ark players would love. The Balhut does have extra PVP uses, however, being able to act as a warning system, similar to lightputs, except a lot better at it. Its drowning ability also is a counter to anybody underwater, even people with Scuba Flippers. The Balhut does have very minor conveniences. Survivors need to worry about its Water stat and make sure it doesn’t dehydrate to death. Its drown is very easily counterable.It whole gimmick is also very situational and isn’t a shoulder put you would rock all the time. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turn out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. While Balhuticaris is the most crazy Cambrian creature, it sure is one of the cutest, and can potentially be very expressive. The whole Scuba gimmick is of course based off its giant earlike flipper on its head. Its complex sight is also based on real life, with Balhutsicaris being described as having complex sensory systems. Overall, Balhuticaris would be a very convenient and fun creature to Ark. Pictures: (None of these images are owned by myself)
  4. Dossier: Common Name: Hallucigenia Species: Hallucigenia Monstrumvernis Time: Cambrian Diet: Carnivore Temperament: Aggressive Wild If I haven't seen Hallucigenia Monstrumvernis in the flesh, I would've assumed it was made up or from some Sci-Fi flick, yet its mere existence shocks me. While Hallucigenia have an almost alien-like appearance, they are actually a relative of modern day velvet worms. Unlike the fossils of Hallucigenia already discovered, Hallucigenia Monstrumvernis is as big as a small car and has rows of teeth in its mouth. The scariest part of Hallucigenia is its chemicals stored in its body. The chemicals can be sprayed out of the bottom arms or the top spikes of the Hallucigenia in the form of gas. The unidentified chemical causes anybody who inhales to panic and hallucinate, making any target easy prey. Hallucigenia mostly stays in the shallow part of the ocean, where sea life won’t attack it, but sometimes comes out to hunt on beaches. Once Hallucigenia finds prey, it shoots slime-like substances out of its main pair of arms, and then drags its prey in. The Hallucigenia then injects its bottom arms and toxin into its victim, securing the kill and allowing Hallucigenia to start eating away at its victim alive. Even if a man or creature escapes the grasp in a drugged state, Hallucigenia can use the slime excreted from the top arms as tentacles, allowing it to whip its opponents from farther away. Domesticated: While I haven’t found how to domesticate a Hallucigenia, my theory is that if a chemical were to counteract its own immunity to its fear toxins, then it would be acceptable to domesticate. The survivors that have managed to tame Hallucigenia have used its unique anatomy to its fullest potential. The fear toxins allow Hallucigenia to defend itself from predators, other survivors, and can even make creatures more acceptable to tranquilizers. I’ve even seen survivors demonstrate its mobility, by teaching Hallucigenia to curl up in a ball and roll on its sturdy spikes. Hallucigenia might give most survivors nightmares, but if you can get over that, then you have yourself one of the most useful and bizarre creatures a survivor can tame. Gameplay Wild Information: Hallucigenia is around the size of a Baryonx and will mostly spawn in the shallow end of the ocean, and very rarely spawn on the beach itself. It will only attack small to medium sized creatures and all creatures will ignore it unless attacked. Once the Hallucigenia aggros onto something small enough, it will grab it and damage its target similar to a Bloodstalker. You can swing to get out of the grab and if a target does, then it will chase it while spray its toxins Taming Information: Hallucigenia is a passive tame that can only be fed on land once affected by its own fear gas. The Hallucigenia can be led onto land by attaching itself to an aquatic tame. The only way to make them affected by their own gasses is to shoot ammonite bile arrows/darts into the Hallucigenia. After it is affected by its toxin it will start to flee and allow the survivor to feed it. Its favorite food is Mindwipe toxins, which make it an instant tame, but mutton and raw meat can work as well. Creature abilities: Passive: Deals 25% damage from melee attack back at target. Immune to Paranoia unless affected by Ammonite bile. Can move in horizontal directions. Saddle has a built in oxygen tank built in, so players mounted are immune to any toxic gasses (Poison grenades, Poison Balls, Hallucigenia Toxin, etc). New Status: Paranoia is a debuff that can stack up to 100. Once infected with Paranoia between 1-99%, the target will take 25% more damage and deal 30% less damage. If fully infected with Paranoia, the target will take 80% damage from Hallucigenia. If the target is a tamed creature at 100%, they have a similar visual effect to a Yuty fear and run away. If the target is a human with 100%, they will be blinded like a Yuty debuff, but will also have their game volume lowered, except for Hallucigenia sound effects, which will randomly play or can replace other creature sound effects. Wild creatures at full Paranoia will take 30% more torpor damage. Paranoia will slowly decrease over time, or can be quickly decreased by Yuty and Mammoth buff. First Ability, or RT:: Slash: Hallucigenia will swing its top arms at anybody close. If nothing is in its attack range, it will extend its attack with hardened slime coming out of its tentacles. This attack will have a 8 foundation range, but has very little horizontal AOE. This attack does a little more damage then a Bloodstalker melee. Second Ability: Hold RT Grab: Like a Bloodstalker, the Hallucigenia will grab its target with its extended tentacles and pull the target closer. It can grab the same creature that the Bloodstalker can and has the same range as a Bloodstalker grab, but the Hallucigenia reticle will not have an aim assist and it will take a second windup for Hallucigenia to start the grab animation. Once grabbed, the target will slowly get infected with Paranoia. Once fully pulled in, the Hallucigenia will inject its lower arm into the target, giving it 100% Paranoia and start sucking on the head of the target. This attack will deal a bit more damage than a Bloodstalker grab, but has no armor piercing. If used on an aquatic or swimming tame that is above its drag weight, it will grapple itself to it. Third Ability: or LB and RT Fear Toxin: The Hallucigenia has a HUD meter that shows the amount of Fear Toxin in its reservoir. Hallucigenia oxygen is replaced with Fear Toxin Capacity, which can be leveled, but very little. Once LB is held, the Hallucigenia will slow down like a Velonsaur and main attacks switch to the Fear Toxin stance. Once used, the Hallucigenia will spray orange fear gas into the air from a distance of 4 foundations then linger for 3 seconds and depletes Fear Toxin from its reservoir. It is like a flamethrower except it stays for a couple of seconds.The gas texture will be an orange poison grenade that is easier to see through. If in the gas, a target will quickly stack Paranoia. If the target wears a hazmat helmet or gas mask, they are immune. Cannot work underwater. Ally creatures and players can be affected. Doesn’t stack with Yuty fear, instead applying more Yuty fear if Yuty fear is already applied, and vice versa. Fourth Ability: or LB and LT Fear Toxin AOE: The Hallucigenia will go into Fear Toxin stance and spray Fear Toxin out of its top spikes, which surround it in a 4x4 foundation radius. Everything is the same as the normal Fear Toxin attack, except it depletes more Fear Toxin. Cannot work underwater. Ally creatures and players can be affected. Fifth Ability: or LT Mobility Stance: Hallucigenia will roll up into a ball, a lot like a Roll Rat. The Hallucigenia will not deal damage and will be slightly slower than a Roll Rat, but the turn radius is greatly decreased. Unlike the Roll Rat, Hallucigenia doesn’t move forward once the Mobility Stance is activated. Sixth Ability: or A Jump: Does a small jump. If used in a Mobility stance, the Hallucigenia will jump the same height, but still have momentum and can use its melee and grab attack while in the air. Seventh Ability: or Right Stick Toggle Climb/Sink: Hallucigenia has a climb similar to Rock Drake and Megalania, and can sink and attach to the ground underwater like an Andrewsarchus. Other Information: The Hallucigenia can be affected by radiation. Immune to fall damage. Can breathe underwater. Anything from Argy and up can pick it up. It has normal breeding with breeding stats comparable to a Mantis. The Saddle can be unlocked at level 72 and crafted in the fabricator. At the same level, Ammonite Arrows can be made, which is an arrow that gives the ammonite debuff. Immune to fear. Can be hit with bola and net. Weapons cannot be used on this creature. Gameplay Uses: The main purpose of this creature is to lock down areas and take down any threats that come close to it. It has amazing offensive capabilities with its high mobility, disjointed long attacks, and a dismount. Its paranoia can also completely counter enemy players by disabling all of their senses and by being able to deal massive range blows. It also has amazing defensive abilities, with its fear toxin being able to stop enemy pushing to certain areas, unless they want to get Paranoia, which buffs Hallucigenia’s already good range attacks, and can also obscure vision with the gas being kind of hard to see through, and its damage reflection being icing on the cake.The weakness of this creature, however, is that it cannot do all of this at once and has several counters. The main negative about Hallucigenia is that its a glass cannon with its heath stat being around the same amount as a Terror Bird. For it to be amazing at defense, it has to be slow and predictable, meaning the rider is acceptable to be shot at. Also Paranoia doesn’t stack all at once and Hallucigenia has no damage option while spraying fear toxins, so swift offensive attacks can take one out, with the cost of suffering from partial side effects. Not to mention gas masks and hazmat helmets completely negate the gasses’ effects and Yuty and Mammoth, both popular creatures in the current meta, can greatly reduce the time for Paranoia to go away. For it to be amazing at offense it has to get out of a secure area and be acceptable to attacks that it cannot handle with most mobility-based creatures, such as wyverns, tropes, and manas, being able to take Hallucigenia down with ease. Any ranged attack completely negates Hallucigenia damage reflection. Hallucigenia is a skill based tame that relies on strong follow through to be good with, and good placement and understatement of surroundings. If you can do that then you have yourself one of the best creatures in the game, that can counter most non-mobile creatures in the game, including Gigas. It doesn’t take away from other creatures like Bloodstalkers and Yuty either, with Bloodstalkers being more mobile and easy to use, and Yuty having a better ranged debuff that is better for teammates than itself. For any PVE player, this thing is also a taming machine, making tranq more effective to use, and being a pretty good mobility creature on the right maps. Overall, this creature might not be meta defining, with it rather being very strong or very weak, it will be a fun addition to the games, with it still having a fun and unique design but also keeping it down to earth unlike later expansion pack creatures. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turns out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The main fear gimmick is based on the name of Hallucigenia, which was given to it by its “”bizarre and dream-like quality” as described by the people who discovered the fossils. Hallucigenia sounds like hallucinate, and what would be a better concept then to give it something that had to do with making the player and other creatures hallucinate, and at the same time making its fear unique in how it works and how it is applied. Its arms shooting out slime is a concept taken from its later ancestor, the velvet worms, who shoot the slime to capture prey. I didn’t want it to have a debuff and a crowd control ability, so I gave it the ability to use the slime as tentacles extending from its arms to make it more alien-like. Pictures (I do not own any of these)
  5. Dossier: Common Name: Facivermis Species: Facivermis Locosomnium Time: Cambrian Diet: Carnivore Temperament: Short-Tempered Wild If I were to describe Facivermis Locovermis in one word, it would be insanity. This giant worm has 10 arms and an elastic posterior shaped like a bulb (that as it turns out is literally a light bulb) lives deep underwater. If it wasn’t crazy enough, these things use their ends to anchor themselves to the seafloor and lunge at anything that it can grab, the largest I’ve ever seen being Megaladons, however if it just wanted a little snack, then it will use its illuminated tail to attract unfortunate prey, and finish them off with a heavy blow with the same tail. To top it all off, these things also rarely live in swamp areas, where it competes with even Spinosaurus, being able to bully them around with heavy blows from its tail. What can’t this tail do? Facivermis isn’t a force of nature however, it is very vulnerable to loud sounds, and can even start to come immobilized from it. If you can somehow manage to kill these worms, you can harvest its bulb to get the bioluminescent gel or use it as a siege weapon. Domesticated: Normal tranqs do not work on Facivermis, however if something soft and smooth were to deal heavy enough impact damage to Facivermis without it breaking open its head, it could theoretically get knocked out. I have seen domesticated Facivermis be surprisingly playful and loyal to its owners, almost like a dog or cat would, and I even caught one playing with some baby creature within the tribe. Facivermis are also ruthless in battle, with it being able to use its utility tail for a multitude of things, including throwing it at creatures, using it as an anchor, and even throwing it into the air and using the momentum to send it flying. I’ve even seen the bioluminescent chemical in its tail being able to be lit on fire without bothering the Facivermis at all. God got real creative with this one. Gameplay: Wild Information: Facivermis are a little bit bigger than a Wyvern and will spawn in groups up to 2-3 deep underwater or very rarely in the swamps. It will attack any creature up to a Rex in the wild. If far away, it will use its Tail Throw. Underwater, its tall will be anchored to the ground, and if anything up to a Megalodon comes toward it, it will lunge at it and start to thrash its target. If a creature roars or explosions go off, then the Facivermis will recoil. If drums or any other rapid sound are played near the Facivermis for long enough, then it will stay stunned for about 10 seconds as shown by a special animation. Taming Information: Facivermis is a knock out tame similar to Rock Golem and Karkinos where you have to hit its head to deal torpor. The gimmick of this taming method is it has to be hit with a Facivermis tail to deal torpor. There are two ways of doing this. A) Having another Facivermis use it Tail Throw at the head of another Facivermis. B) Climbing up a Facivermis back while stunned will cause it to wind up a tail attack and hit its head. After its knocked out, it can only be fed with Angler Gel and a lot of it, but its food does goes down really quickly Creature abilities: Passive: If lit on fire, it gets the Ignition buff. If the tail is damaged only 50% of damage will be inflicted on the Facivermis. If Angler Gel and a torch combine in its inventory, it will receive the Ignition Buff for 30 seconds New Buff: Ignition Tail attacks will now do fire damage. New Debuff: Startled Startled is applied when enemy roars or explosions are set off near Facivermis. Startled is a percent based debuff, with 1-99% making Facivermis 10% slower and 20% stamina drain, and 100% dismounting the rider, making him ignore whistle commands, and making him 30% slower with the same stamina debuff. The larger the creature or explosion is, the more Startled is applied. For example a Giga roar will give 15% Startled while a Sinomacrop roar will give it 5%. Another example would be grenade will only give 8%, while rockets while give 20% First Ability, or RT: Jab: Does a simple jab melee attack with its arms. Does around the same damage as a Dire Bear. If held in the air, it will be able to grab Second Ability: LT Tail Swipe: Facivermis will do a above average damage tail swipe with large AOE and high knockback, but will be slow and has end lag, think of it like a Bronto. Ignore armor. Uses a large amount of stamina. Third Ability: Hold LT Tail Throw: Once LT is held, it will show a reticle and once released the Facivermis will throw its tail. If used on or a little bit above ground level, it will throw its tail without moving to do massive damage and a lot of knockback. Has a 8 second cooldown, has a 15 foundation radius, and completely destroys structure up to stone, but barely damages metal. Ignore armor. If a target is not hit, then it will leave its tail exposed for a second. If an attack is used on the head of any cannon/catapult tamed, then it will deal torpor. If Facivermis has Ignition, then once the tail makes an impact, it will explode and cause fire damage and then get rid of Ignition. Fourth Ability: Tail Fling: Once used, it will send the tail flying in the air with the Facivermis falling behind and while dealing moderate damage and knockback on landing. If the Right Stick is pressed during this process, then wherever the tail lands it will be its anchor. Fifth Ability: Down on Right Stick Anchor: Facivermis will anchor itself to whatever surface it is on. If used on a vertical surface, it can dangle from its anchor. Facivermis can go 20 foundations away from its anchor. Get rid of Ignition. Sixth Ability: LT while Anchored: Lunge: Facivermis will lunge at a reticle from a 20 foundation radius and bring back to its anchor. It will go on its back and if RT is held, it will start thrashing and dealing high damage to whatever it grabs for 10 seconds or if enough damage is dealt to it. Seventh Ability: Down on Right Stick while Anchored: Reel In: Facivermis will quickly go back to its anchor point, if pressed again it will detach. Eighth Ability: LB then Hold Right Stick: Lure: It will start to glow its tail, causing wild creatures and tamed creatures to follow to the light. Ninth Ability: LB then Hold Right Stick Toggle Climb/Sink: Can climb on surfaces like Rock Drake and can sink to the bottom of water like Karkinos. Other Information: Immune to radiation. Immune to fall damage. Can breathe underwater. Anything bigger than a Quetzal can pick it up. Has to be bred underwater and its breeding stats are similar to a Spino. The saddle is unlocked at level 85. It drops a unique item called a Facivermis Bulb. It can be put into a mortar and pestle crafted into 50 Facivermis Gel, which is a substitute for Organic Polymer or Angler Gel, or can be put on a catapult, which then acts like a larger version of Plant Z seeds. Emotes with the player, similar to Bloodstalker. Can’t be hit with bola, but can be hit with a net. Weapons cannot be used on this creature. Gameplay Uses: Facivermis’s role in the meta is to be a wildcard tame, sort of like a Reaper or a Wyvern. It's a creature that can just show up out of nowhere and turn a whole battle around. Its mobility and insane range/ crowd control can change up a whole strategy in an instant. It can counter most creatures in the game, with the largest creature it can grab being a wyvern/quetzal out of the air and on land being Stego and Mammoths. It also has tools to distance enemy dinos and players and are able to retreat quickly. It can even lure away enemy dinos from enemy players right into a turret wall or high damage dino. The biggest benefit of the creature is that it can attack from anywhere and completely counter an enemy raid. However, if any enemy player prepares for a Facivermis, they will be highly rewarded. It has a smaller healthpool for its size, meaning enemy fire can take one out quickly. Its tail attack requires a large amount of stamina and can be used without it, so if you can get a Facivermis on the run, it can’t run for long. Also offensive creatures such as Gigas, Rexes, Spinos, and Reapers cannot be grabbed, so can rush down a Facivermis that is low on stamina. Even faster creatures such as Mana and Bloodstalker, while not being immune to the grab, are highly mobile and hard to hit, and can easily shut it down with their crowd control/grabbing abilities. It cannot move while it has something grabbed, so it is completely vulnerable to attacks, This is not to mention its main counter being loud sounds. The Startled effect might go away quickly and can be rather hard to stack, but once a Facivermis is Startled, it can turn the tide of a battle a lot like a Giga rage. For any PVE player, the creature will be a pretty mobile and good damage tame to be used, not to mention it can grab Quetzal out of the sky without harming it and it can knock out pesky cannon/catapult tames. Overall, this creature, like the Reaper and Wyvern, can completely change encounters over its head and does it in a unique and fun way. This creature could affect the meta a ton, or a moderate amount, just depending on how it is balanced. It can bring a new challenge to the game, but also solve a lot of problems at the same time. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turn out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The Facivermis really caught my eye in terms of looks and potential. It's one of those creatures that could've just been as large as its real life counterpart, only a couple of cm, but can be enlarged to take full advantage over its unique appearance. Its lunging attacks are actually how it hunted in real life, attaching itself to the seafloor, then grabbing anything it can find. The idea for it having a flammable tail actually comes from its name translating to “torch worm. Pictures: (None of which are owned by myself)
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