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The Grand Tortugar recently released with Astraeos Pyranthos update. It was expected to be a very good new soaker (a sort of tame we havent had in ages), however, when compared to the modded versions, the official turtle is rather underwhelming. The tail attack lacks enough force to push most of the threats away, this could be upped to match other similar attacks like Reaper or Deinosuchus to make it more appealing as a travel mount for PvE. Also worth noting, that a tame like this could use a little bit more of base melee why? Simple, Ark oceans are INFESTED with megalodons and now xiphactinus, the goal is not to make it able to fight Tusos or Mosas, but at least make it able to better fend off for itself when against these smaller pests that literally plague the seas no matter where you go. Not being able to effectively soak player only turrets (compared to how modded ones can), taking knockback from tek turrets and worst of all having a very weird and poorly done hitbox. All these things essentially give tribes not many reasons to have them at the current PvP meta Right now, Tortugar's most armored part is also the one that takes the highest damage, this makes it really hard for tortugar to soak turrets because most of the damage goes there, forcing you to try and soak with the back where the damage is better reduced (not as good as on the top of the shell but arguably more consistent) Additionaly, getting pushed back by teks, when far smaller dinos like Stego Carbo and even Paraceratherium dont is nonsense and its one of the biggest issues this tame has together with the shell All of this can be seen in this poorly recorded vid of mine, and in this other test vid https://youtu.be/rzttXqYJSw8?si=_diTOGC34BiMly0Z
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adaptable Hippopotamus Gorgops - The fierce conqueror
Ermerus posted a suggestion in Creature submission archive
Hippopotamus Gorgops - The fierce conqueror Common Name:Gorgops Species: Hippopitamus Gorgops Time: Pliocene\Middle Pleistocene Diet: Onnivore Temperament: Destructive\Territorial My thoughts and reasonings In our quest to give purpose to all the extinct animals known to man for ark, we couldn't avoid the legendary Gorgops. A huge hippopotamus that lived in Africa a long time ago. I love hippos because they are the basis of many tales and legends. Their strength and endurance, combined with their almost unnatural ferocity, make them iconic in people's minds... let alone a creature twice their size!!! And here we are. I thought of a design that takes inspiration from the classic hippopotamus, but made of variable sizes: the basic ones are females and young males are as large at the withers as Morrellatops... while the much larger alpha males, with their mouths open, reach the size of a T-Rex (it may seem like a lot, but in reality this proportion doesn't make them excessively large). Furthermore, in addition to modifying the teeth in ARK style, I decided to add spots on the face and rear thigh, and scars to the alphas (as in the drawing). Changing Saddle Idea: The saddle has always been a key part of the game, allowing players to use their creatures to their full potential. What I envisioned for the Gorgops, however, was a saddle that would increase defense while also helping the player survive outdoor environments. It could be equipped with oxygen tanks on the sides of the seat and armor that could protect both the protagonist and the creature. With a style that follows the very origin of the creature, a tribal African style or egiptian. Obviously choosing this option would prevent the creature from using its mud skills (which you'll see later) and thus it has the ability to change form from armored to a normal saddle... a creature that adapts deserves a saddle that can adapt to its needs. WILD Few creatures can hold sway over an entire area without being overthrown... and in the rivers and in the swamps, this title is held by one of the most ferocious and destructive herbivores that infest the rivers... the Gorgops. Its size, combined with unparalleled ferocity, allows it to defend its pack even from predators such as the Spinosaurs and others. The packs are made up of females, cubs, young males, and alphas. The latter are larger than their peers, as well as having stats equal to the alpha carnos and a much tougher appearance, with scars and missing patches of skin... a symbol of their status as implacable warriors. And, as if that weren't enough, when they're angry, they eat meat despite being herbivores, not because they are... but their ferocity is so great that they still eat their opponents or anyone who disturbs them. This immense and almost unnatural physical strength has developed in this species due to the constant battle with the predators of the Arkian lands, but especially among the males, who, unlike other species, tend to kill each other, in some cases even killing smaller or weaker specimens due to their hormone levels. They tolerate no one in their territories, from small coelacanths to large T-rexes. The only thing that seems to placate them is solitude... in fact, alpha males or even solitary specimens can be found anywhere there is a source of water... but it is rare for them to suckle. Their jaws are so powerful that they can grate even the stubbiest legs in the game, as well as rocks, trees, raw metal... basically everything. Furthermore, it has been noted that alphas not only grant their offspring specific bonuses, but that there are as many as 3 bonuses, useful in different situations. TAMING To tame these mighty creatures... you'll need to be very good at tag. You see, to have some, you'll need to adopt a mother and cub, but you'll also have to escape from an insatiable war machine... the husband/father, I mean. It's advisable to sacrifice an animal capable of taming the enemy enough to escape. At this point, you can drug the mother, cub, or young male with darts or arrows and feed them fruit or vegetables. Once tamed, you'll have a resilient, fast, strong, and useful creature for both PVE and PVP. PVE: The Gorgops won't produce feces, but it will be able to spread it to a diameter of 5 foundations, without the need to manually insert it. Furthermore, its bite, which can switch from a shredder to a powerful single strike, is capable of destroying large quantities of material and reducing it to raw materials, and this also works for crafted items. Males, especially if matured with Gorgops Hormone (an item obtained by killing an alpha and then fed to the young male), are able to take a lot of physical and elemental damage, useful for buying time to trap and distract a Giga, for example. With a little water in their inventory, they can cover themselves in mud and expel it when enraged. This mud is very useful for making clay and terracotta ingots, which in turn are useful for a new type of brick construction and for creating a unique suit of armor... Clay Mail: It can withstand damage without deterioration and is more resistant than chitin armor, but if it were hit by a very powerful blow, such as the bite of a top predator, it would break instantly. In short, it is useful for dealing with many small/medium threats. (Of course, swarms of insects will be a distant memory. PVP: Depending on the alpha and his bonus, as with wyverns, the cub will have three types of bonuses: · Aquatic Bonus: Boosts attacks in the presence of an aquatic threat · Terrestrial Bonus: Boosts defense in the presence of a land predator · Contender Bonus: Boosts attack and defense in the presence of another male. With a little water, they can cover themselves in mud to increase their defense and cover nearby allies by shaking themselves off, useful in clans and their clashes. They have a group buff, but only if there's only one alpha male present. Their bite can: · be charged for heavy damage · used repeatedly for costant damage VARIANTS Arctic Variant: This peculiar variant of the arid zones has a characteristic and thick fur that allows this large animal to adapt to the hostile climate and if for everything else it seems the same it gives the allies an autonomous heating against the cold. The solidified snow allows this creature to further defend itself from physical harm. See the Artwork of Louise Meijer Vulcanic Variant: More than an extinct creature, it seems like a mythological monster. Its ability to cover itself in magma to protect itself and its innate resilience grant this creature an ecological niche that is difficult to eradicate. See the Artwork of wyvernsmasher from deviantart UTILITY 1. Increase the biodiversity of rivers, swamp and artic lakes 2. An animal that, with its three types of bonuses, can be used for many environments on the battlefield. 3. To fertilize entire greenhouses in one fell swoop. 4. The ability to crush everything in its path, both material and non-material. 5. Reach long distances quickly, both on land and in water. 6. Farm clay and clay bricks, needed for clay armor and structures. 7. Cover yourself in extremely hard mud to defend yourself at the expense of speed, and to grant this buff to nearby allies. 8. Perfectly useful for swamps and the arctic (or vulcanic), its amphibious nature also allows it to have its say against the Moeder by taking hits and returning the favor. 9. Its variants perfectly match the style of the map and its variants of creatures like the spinosaurus, the rex etc. Why would you want it for Genesis Part 1? Hippopotamus gorgops, besides being a veteran of previous contests, is part of a completely and unfairly ignored extinct creature genus in the game. Furthermore, it is perfectly balanced to be useful in both PVP and PVE, and adapts to all environments thanks to its resilience. I hope you enjoy it.- 11 replies
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herbivore Lisowicia Bojani-The Brute Brawler
GUN233 posted a suggestion in Creature submission archive
(Art by the talented Arkraktor) Common name: LISOWICIA Species: Lisowicia bojani Time: Late Triassic Diet: Herbivore Temperament: Defensive WILD Lisowicia bojani might look unassuming at a first glance, compared to other large creatures in the simulation. However, this dicynodont is nothing to scoff at: first of all, its thick hide protects it well from predators and weapons and its somewhat amphibious nature aids it a great deal in marshy environments. Moreover, its own secretions and the inorganic materials it can crunch and swallow thanks to its tough beak grant it helpful abilities through unclear means, giving it an edge in various situations. With so many tricks up its sleeve, Lisowicia can easily adapt to the different biomes of this digital world, more so than most of its other denizens. DOMESTICATED Lisowicia seems to have a special relationship with Lystrosaurus: the mere presence of those cuddly critters will make their bigger cousins way more docile around humans, allowing survivors to feed them and earn their trust until they’re tamed. Not only do Lisowicia make for excellent war mounts, but they’re also versatile enough to be a good companion in each biome despite their large, sluggish nature. Tapping into this creature’s potential makes surviving the simulation a walk in the park – if you’re not the one pissing it off, that is. Absorbant Substrate Bite gains properties that draw the moisture out of a target, providing increased damage towards aquatic and amphibious animals, granting use against Ocean biome brutes and mission critters. Bio-Toxin Bite gains electrical, stunning properties. Such electrical currents prove lethal to the many TEK creatures of the Lunar biome, granting use against Lunar Biome brutes and mission critters. Ambergris The waxy, flammable substance allows Lisowicia the ability to absorb the fire damage of volcanic creatures and turn it against them while shielding itself from said fire, granting use against Volcano biome brutes and mission critters. Sulfur Sulfur allows burning bites that prove especially useful against colder denizens of the Tundra biome, granting utility against Tundra brutes and mission critters. Crystal Frigid crystals of the Tundra biome grant a freezing property that proves useful against the humid, tropical denizens of the bog biome, granting increased damage against Bog mission critters. Other Features. Hippo-like in nature due to its environment. Means its a good amphibious swimmer and as such doesn't struggle in the Ocean biome. When standing in water, It has the ability to do a mud bath animation, caking itself in mud for factors such as slight armor, immunity to certain debuffs (like bleeding), and a minor healing factor. Completely submerging in water would remove said buff. Big Brother: saddle has a compartment for carrying a Lystro. Lystro when carried is protected from damage, and its experience buff AoE is now always active and in a larger radius granting a large area around the Liso increasing experience gain of nearby allies and tames. For the Liso itself gets a "Big Brother" buff that increases its damage, resistance and speed with the Lystro on its back. Base stats: HP-900-1000 Stamina-450 Oxygen-none Food-4000 Weight-650 Base Damage-65 Saddle lvl requirement is lvl 65 Credits: Arkraktor (Art), Madly Mesozoic(concept idea and balance), Roberto Turati (Dossier Writing), GUN (Poster)- 4 replies
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Ptychodus abyssalis – Abyssal Shell-Crusher Shark
Wolfee22 posted a suggestion in Creature submission archive
Ptychodus abyssalis – Abyssal Shell-Crusher Shark Time Period: Late Cretaceous (~85 million years ago) Biome: Deep Ocean Description: This massive shark is an apex predator of the deep. Specializing in armored prey, it can crush shells with ease. Its sheer presence dominates deep ocean biomes and volcanic ridges, keeping rival predators at bay. Abilities & Actions: Abyssal Pressure Crush: Emits a shockwave in water, stunning nearby aquatic creatures and slowing swimming survivors. Cooldown: 60s Armor Breaker: Bite attacks degrade armored structures and creatures faster than normal. Shell Sense: Detects nearby armored prey and valuable minerals. Mineral Metabolism: Can consume shells or metal to sharpen teeth, boosting damage temporarily. Thick Hide: High resistance to physical attacks and projectiles. Snap: similar to the deinosuchus giga bite it can charge a big bite that by passes armor ( effective against dunkleo , megachelon , etc …) causing a bleed and breaking the armor Moveset: Primary Attack: Bite – 50 dmg, armor damage bonus. Secondary Attack: Tail whip – knocks back small-to-medium aquatic enemies. Tertiary (C/R): Activate Abyssal Pressure Crush. Taming Method: Aquatic Coordination: Place prey or bait in a controlled area to simulate hunting. The shark evaluates your ability to manipulate its environment. Successful coordination increases taming affinity. Deeper zones and more complex prey setups improve taming efficiency. -
Pentaceratops imperialis [Impenetrable Bulwark]
PieTheMath posted a suggestion in Creature submission archive
Pentaceratops imperialis [Impenetrable Bulwark] Heavy Tanking Herbivore Abilities [Passive] Safety In Numbers When in a group of 3 or more, Pentaceratops receives a defense boost [Ability 1] Stance Change Pentaceratops changes stances, as the name implies. There are a total of 4 stances, Bulwark, Marching Wall, Battering Ram, and Neutral. -Neutral: Base wild stance, no stat changes. -Bulwark: Pentaceratops lowers its body to the ground, laying down with it's huge frill acting as a wall blocking incoming damage for the rider and any tames or structures behind its massive frill. While in this stance Pentaceratops cannot move and damage to the head in this stance would heal Pentaceratops and charge up its Battering Ram stance. When in this stance other Pentaceratops may "lock up", forming a very durable wall. -Marching Wall: Pentaceratops lock up in a line formation, their frills forward as they march. Damage is greatly reduced and any damage taken or dealt by Pentaceratops charges up its Battering Ram stance. While in Marching Wall, Pentaceratops can strafe and turn in place. This stance would be used in the wild when players attempt to knock out a Pentaceratops, resulting in them keeping their face to their attackers. -Battering Ram: Upon charging its gauge sufficiently, all Pentaceratops in the Bulwark/Marching Wall formation charge forward, entering their offensive stance. Their damage is boosted in this stance, making them a very credible threat. Pentaceratops does increased damage to structures in this stance, making it an excellent frontliner or seige beast. [Ability 2] Taunt Pentaceratops lets out a loud roar, stamping its feet on the ground and shaking its massive frill in a threat display. This taunt would function like the magmasaur, drawing aggro to Penta so it or its allies can finish them off. Attacks [Attack 1] Headbutt Slow headbutt that does heavy damage and knockback. Disabled in Bulwark mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 2] Light Stomp Directional light stomp, light damage and knockback. Disabled in Bulwark mode. [Attack 3] Heavy Stomp A heavy AOE stomp, does heavy damage and little knockback. Disabled in Bulwark and Marching Shield mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 4] Charge Only available in Battering Ram and Neutral mode. Does heavy damage and high knockback. When in Battering Ram this attack does heavy damage to structures and constructs. [Attack 5] Head Sweep Only available in Bulwark and Marching Shield mode. Does little damage and exceptional knockback. Saddles Base Saddle A normal saddle, leather and metal. Pentaceratops is ridden on a seat strapped to the side of its body, allowing the rider to see. Heavy Armor Pentaceratops’s entire front half is covered in plate armor, its horns tipped with long blades, providing exceptional protection and offensive ability. Three platforms are on the saddle, the middle is where the rider stands with the other two supporting two additional riders along with weapon attachments. In addition, it also makes Pentaceratops immune to most knockback as well as completely nullifying melee damage from the front and boosting damage to structures while reducing movement speed. Dossier art by Lapis Lazuli Saddle and Sticker Art by Myself Other Art by RiskyBiscuits Text Graphing by kodeations- 10 replies
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Mongolarachne Jurassica – The Net Casting Titan Arachnophobes beware, for the Mongolarachne is here! Coming from the Middle Jurassic time period, the Mongolarachne has gone through many classifications since its first discovery in 2013 as only two fossils of the animal have been discovered. The general consensus though is that the “Mongo” could be a stem-orbicularian meaning that the webs it would weave are closely resembling the orb webs certain modern spiders can weave. They have been noted on having a cribellum which would have allowed them to weave silk that is, although fine, could be weak when slack but when prey is caught it could harden and stick to any prey caught in the webs as modern spiders with a cribellum operate. One of the more fascinating theories about the Mongo is that it could potentially also be a Deinopidae or a “net casting spider” also meaning that it is the latest Deinopidae ever discovered! Net casting spiders will weave a net out of their silk and after securing the net to their front legs, will launch themselves at prey before chowing down. Dossier: Wild: Today I witnessed a truly horrifying sight. The Mongolarachne. As I was out surveying, I nearly became this massive beast’s next meal as I unknowingly wandered into one of its web traps it had lain under the tree it was currently descending from. I could not even scream before its web net was around me but before the silk hardened, I was able to grab my gun. My bullets had next to no effect but by pure luck my flashlight scared it away, leaving it dazed enough for me to escape. Interestingly it showed similar signs to that of a seizure for a few seconds before climbing back up its tree. Domesticated: I have yet to see anyone successfully tame a Mongolarachne, but I do believe that taming is possible as it shows heightened levels of intelligence. My theory stems from its willingness to recruit other creatures of this ark as they can both mutually benefit from the relationship, mostly to make getting a meal easier. I suspect that with a combination of certain bright lights as well as the direct puncture of the underbelly with any number of narcotic weaponries, the rapid assault on its nervous system should send it in a shock in which it could then be nursed back to health. Other ways of overloading the nervous system may be possible but I’m not going to risk my hide to test what does and doesn’t set it off. When tamed I suspect the Mongolarachne could be extremely useful for the taming of many of the creatures around the ark as well as a safe alternative to help bring down some of the more dangerous ones. Taming: One of the main ways to “stun” a Mongo is to use bright lights head on, as many Deinopidae (net casting spiders) are very susceptible to light and the Mongo will rear back exposing its underbelly where tranqs can be shot at into it to start knocking it out. In a lore sense most spiders have a large amount of their nervous system along their underbellies, so by flashing it, it overloads the nervous system allowing it to then be affected by narcotics. This will take several stuns to pull off as well as lots of tranqs as they will have a high torpor drain when not stunned, akin to a Giga’s torpor drain and it will have a very large torpor pool. The Mongo will gain a buff where it cannot be stunned until a timer runs out so it will not be stun locked, real world Deinopidae are able to regrow burnt optical organs after a period of time. Taming Foods: · Favorite: Exceptional Kibble · Raw Mutton · Spoiled Meat · Raw Meat Saddle: Driver is sat on top of the Mongo’s head, with two passengers along the side of the head/main body to give them sightlines on things that are caught in the net. Location: Can be found in along the sprawling trees in the swamp as well as on the ground around them Countermeasures: · Weak to bright sudden lights: Bright lights stun Mongos for an increased time, with them exposing their underbellies so that extra damage and torpidity can be done. Damage to the underbelly can only be done by projectiles, players with melee weapons, small to medium sized tames, bleed can be applied to underbelly. (Lights include Flashlight, Electric Prod, Z fruit, Charge Lantern) · Placed Charge lanterns and Light Pets can provide a nice deterrent from prowling Mongos · Other possible stuns: Both Pachyrhinosaurus scents at once, plant x + plant y at once, Many narcotic traps at once · Immobile while pounced: While pounced on prey the Mongo cannot move and will not be able to until the net is broken, the Mongo releases the net, or the prey is eaten · Stamina drain while pounced: In order to keep something captured both immobile and defended a constant stream of fresh webbing is required to keep the net in top shape. The Mongo constantly produces a stream of fresh webbing and gets tired over time doing so if the prey is awake. Knocked out creatures will not constantly drain stamina as they are no longer fighting against the webbing. · Web Net cooldown: A Mongo both tame and wild will have a cooldown before it can weave another web net onto its front legs so as to not allow consecutive pounce attempts. · Slow speed: The Mongo is slow moving in both walking and sprinting with its main form of movement being large jumps allowing for quick getaways as long as you watch where the Mongo is launching itself · Very slow swim speed, can be attacked from below for extra damage in water · Affected by Large Bear Traps (not plant y, plant y only helps stun not root) Perks: · High health pool · Large stamina pool · High weight capacity · Far jumps · Can climb · Takes reduced damage from all sources when not stunned and not hit in the underbelly (high defense) · No fall damage · Has tough plated chitin to reduce fire/megatherium bug bonus damage to normal · Immune to bleed when not attacking underbelly · Immune to Shadowmane poison, Cnidaria and Electrophorus shock · Immune to Freeze, both Mana AND Snow Owl (its fuzzy) Symbiotic Relationships: · Beelzebufo: Species of Tarantulas have been seen using frogs to guard their eggs from bugs that want a quick snack and in return protect the frog from its predators with its size. The Beelzebufo could sit on top of the back like the babies can and could obtain cementing paste at an increased rate. It could be a way for the Beel to get free food while protecting the main course the Mongo is trying to eat without any annoying Meganura getting at it first · Araneo: Could help reduce the amount of time the spider silk produces in the Mongo's inventory for each Araneo on the back and could reduce the time the Mongo takes to weave bigger webs, but only SLIGHTLY less · Bloodstalkers: Could help reduce the stamina drain per Bloodstalker on prey a Mongo is holding down as they could help lighten the load, and help fight against the creature trying to escape Buffs would be shown with a percentage increase/decrease for the respective change Appearance: Male Mongos will be slimmer than female Mongos but the same size. The Mongo will be based mostly off a Tarantula with it being a bigger, thicker build than the other spiders of Ark. It will have a fuzzy coat like a Tarantula. It will have patterning and spikes like many Orb Weavers have. Its eyes will resemble that of a jumping spider but still have the Chelicerae(jaws) of a Tarantula. Its front two(2) legs will be elongated like the fossil and Deinopidae arachnids have but will be slightly slimmer than its other six(6) legs but still retain the fuzzy look. While weaving a web net before a pounce you can see a noticeable change in the Mongos movement where the start of the charge will be a slow movement of the front legs and as the size of the web net increases the faster the legs will move to help players visualize what stage the net is in. While in the web trap laying mode the spines at the back of the abdomen around the Cribellum will flash the color that they are to indicate to players that the Mongo is about to lay traps in the area. Hunting: A wild Mongo will lay down traps surrounding the area as it wanders, waiting for something to trip the web where it will then aggro onto the trapped entity and weave a web to then pounce on it. Wild wandering Mongos will lay up to three(3) web traps on the ground. If flying or gliding in the vicinity of one it will attempt to launch itself into the air, where quick reactions to dodge the incoming giant will determine whether you are caught or not. It will also attempt the pounce on gliding tames but their speed should take you out of range before they are able to pounce on you but be careful not to land near it. It will always try to trap its prey first as being an intelligent being it knows its chances of a meal are higher when the odds are in its favor but if anything happens to escape it will chase and bite at entities until it is ready to weave another net. They can also be found on trees and cliffs with them having one(1) web trap directly under the surface they are on. The Pounce: When a wild Mongo senses a web trap has caught something or something in the air catches its eye it will weave a web net around its front elongated legs where it will create the right size net and then launch itself in the direction of the entity. An entity caught by the pounce will slowly be wrapped up by the Mongo where it will then start biting into whatever it caught dealing high damage as well as torpidity. Captured entities can still perform attacks for a time before the net hardens as most webs produced from a spider with a cribellum have the ability to harden and dry out after touching prey for a time. In this brief time a player can stun the Mongo to instantly break out of any net/web trap they or any creature are stuck in, freeing them, and giving them time to escape while the Mongo pursues until outran. A mounted creature that is wrapped in a net before it hardens can be dismounted but if the creature is not dismounted before the net hardens the rider loses the ability to do any actions or be interacted with by any outside force. A mounted creature will be attacked first without the rider being attacked but if the mount is killed the rider will be freed to flee. A mounted creature that is in a net cannot do actions for a time that starts when the Mongo has fully webbed the tame, when the timer runs out the rider can then attack to try to break the web and rapidly decrease the Mongo’s stamina. When a Mongo’s stamina is depleted, any entity caught in the web net is freed. Mounted creatures will not be targeted by creatures that would aggro to it while caught in a Mongo web so as to not have a successful escape met by a group of predators to immediately chow down on you and your tame. Players and creatures that escape the Mongo’s web are given the “Terrifying Presence” buff to signify the nullification of aggro. A Mongo will raise its head slightly if it is pounced which can protect the rider from attacks from the front. The Mongo can utilize its webs differently depending on the drag weight of the creature with a drag weight of 600 being the largest a Mongo can successfully pounce and wrap up. Terrifying Presence (“Something horrible is near”): The buff given to any entity that is pounced on by a Mongo, a timer is started when an entity escapes the pounce webbing. Prevents creatures below a drag weight of 600 and NOT on the aggro list of the Mongo from being aggro’d to the entity. Web Trap: Functioning similar to a small/large bear trap or Y plant trap, any creature that walks over the web trap will be stuck for a time with the ability to break out of the web with enough attack actions. If pounced while stuck in a web trap the Mongo will be able to wrap up a creature faster than it would if it was pounced on without a web trap. For creatures the Mongo cannot tie down in its grasp, creatures that walk on web traps have reduced movement speed for a short time period. As it is a spider web it will not have a decomposition timer like a Y plant trap does, but a trap spotted before something is caught in it can be broken easily. Wild Mongos will approach the area of a broken web trap and will eventually re-lay more traps in the area as it wanders. Food Chain: The Mongo is an apex of sorts, preferring forests and canyon areas that prefer to lie in wait for prey to wander into web traps rather than outright pouncing on everything in sight, with the exception of flying and gliding entities. They will attack and pounce on everything caught in web traps even Rexes. Bigger predators such as Rexes and Gigas can aggro onto the Mongo. Aggro’d creatures: · Basilisk · Karkinos · Spinos · Rock Drakes · Reapers, R-Reapers, Reaper Queens, R-Reaper Queens · Nameless · Rex · Gigas · Charcars · Rhyns · Wyverns (Not Crystal Wyverns) · All hostile water creatures · Deathworms · All bosses · Magmasaurs · Rock Golems, X-Rock Golems · Amargasaurus · Megatherium · Attack and Defense Drones · All Corrupted · Fasolasuchus? · Enraged Ferox · Giant Bees (if hive is broken) · Griffin · Insect Swarm · Lamprey · Leech · Seeker if charge pet is active · Summoner · Therizino · Voidwyrm Drops when killed: · Spider Silk · Organic Polymer · Chitin · Pelt · Raw Meat Maneuverability: The Mongo would be about the same speed as a Theri and much in the same aspect as a Theri, it will be able to outlast other large tames in a race but can still be run down if caution is not taken. The Mongo is able to climb as well as jump very high like a Karkinos or Reaper giving it very good maneuverability and escape potential. PvE Usage: A tamed Mongo can be manually made to start weaving a net with a crosshair indicating the direction the spider will pounce; no aim assist will be added like with raptors as the Mongo’s size will give it a large capturing radius. With the two seats on the side of the Mongo’s saddle, two passengers will be able to use ranged weaponry on whatever the Mongo has trapped in the net allowing for easy taming with the ability of the hardened net to prevent wild dino damage to be done to the captured creature as well as having smaller prey animals not be hunted by predators while caught in a Mongo’s net, preventing any reduction in taming effectiveness. As this is a tame and not a building, this living trap can help tame creatures in areas where other tribes’ structures are located. Structures cannot be placed near a Mongos legs if something is caught. With the addition of wild babies following parents now, non-adult dinos are immune to the effect of the pounce webbing and will be ignored when in an area of the pounce, giving focus to the parental creature. Interactions with Reapers and Reaper Queens: Reapers can be fully tied down by Mongos but when damaged the Reaper’s acid blood can damage the web even when hardened, allowing for an easier but not free kill. A “Melting” bar will appear and fill as the trapped Reaper takes damage, when full the Reaper escapes. Reaper Queens cannot be fully tied down and are the one of the biggest creatures a Mongo can web down, they are able to bite, shoot from the tail and impregnate when health is low enough. Reaper Queens cannot move or tail spin while in webs. Reaper Queens can be damaged without risk of breaking the webs, but in return Reaper Queens acid blood will damage the Mongo in order to not give a free impregnation. “Dissolving” debuff will be shown when Reaper Queen is caught and damaged, Mongo will take damage over time not affected by the high armor. Radiation: The Mongo WILL be hurt by radiation if brought to Aberration or any other area with a similar effect. PvP Usage: In tribe fights, a Mongo with enough silk in its inventory can produce a minefield of web traps that will stop anything that passes over it in its tracks, leaving things an easy target for attack. With its ability to fully capture a tame, it can force enemies to have to focus on freeing their comrade giving more opportunities to attack, with the Mongo able to retreat to the backlines to heal with its large jump. If not on the frontlines trapping enemy tames, the Mongo could use its bulky defense to defend the flanks and rear of your tribe by setting traps around your friends and with its damage reduction it is able to stall out most high damage dealing dinos giving your friends time to react to the surprise threat. The Mongo will also have the ability to pry open dino and behemoth gates, leaving them “webbed open” for a brief time to make entering a base’s defense easier. The webbing on the door is set on a timer and cannot be interacted with by either parties. Webbed open gates when freed will have to be manually closed by the owner. Breeding: Mongos are able to breed naturally and will produce an egg akin to the Araneo and Mantis eggs. Unlike most spiders the females will NOT eat the male after breeding. After the egg is hatched the baby Mongo will have the option to sit on a mother spider to rest on the abdomen with a maximum of three baby Mongos being able to be sat like a Maewing and fed until Juvenile where they are separated. Baby Mongos while on a mother’s back will have increased imprint done to it. (Placeholder risk for breeding: Males will have to shed their exoskeleton to regrow their “bits” leaving them knocked out with their damage reduction buff removed and having extra damage and debuffs able to be applied anywhere.) Incubation and Maturation: An infant Mongo’s life cycle will take around over three(3) days on 1x including incubation and maturation Imprint: On 1x, imprints will count for 20% of the bar, with a baby on a mother’s back gaining 40% for an imprint. Baby Mongos on a mother’s back will only ask to be fed raw and cooked prime, raw and cooked mutton, cooked prime meat jerky, Superior kibble, narcotic, or biotoxin. If a baby Mongo is removed from the back of the mother, the extra buff will not be applied upon the feeding of the baby as to not allow rerolls for easier to obtain items. ADDITIONAL INFORMATION FOR THOSE INTERESTED Concept: While the real-world Mongo is only a few inches in length, Ark is not afraid to upscale creatures, so I say why not go all out and have the Ark Mongo be a bit bigger than a Rex. Its appearance would take from a mix of real-world spiders including Tarantulas, Orb Weavers and others, while also retaining the elongated front legs from their fossils. Their main form of attack would be to weave a web net around their two front legs before doing a pounce not unlike that of the Raptor where it would then wrap the prey up before starting to attack. The Mongo would be a very high health, high damage creature with a large stamina pool but slow movement speed. To add a bit more utility and to help its lack of speed, the Mongo would be able to set web traps on the ground, acting like a bear trap or a Plant Y trap. In the wild it could leave a few in the area it is spawned in, and if a creature steps in the web, it is stuck but has the ability to attack out of the web such as players are able to break out of a Bloodstalker string before the web hardens. While tamed the Mongo could also passively generate spider webbing in its inventory which could be used as a replacement for fiber, but at certain thresholds it could craft and place the web traps with a player also being able to take it out of the Mongo’s inventory and place it themselves. For the web net, it could weave different sizes depending on how long the action key for the weaving is held going from small, medium, large, and extra-large, with the small web net being able to capture players and player sized tames. Like the Rhyniognatha, the size of the web woven could affect creatures of different drag weights with the extra-large webs being able to hold down Spinos and Reapers and other similar drag weight creatures. While pounced on a creature the Mongo is immobile and will not attack the webbed creature unless manually done by the rider or set on aggressive. The saddle of the Mongo will hold three players with the driver set on the top of the head and the other two along the sides of the torso so that they are able to attack webbed entities from range. It can also climb walls. The idea: As both a PvP and PvE player and mostly PvE, one of the staple aspects of progressing through the game is the taming of new dinos. In PvP we are able to pick up creatures and drop them into traps in order to make the taming process easier. In PvE however the ability to move a creature into a trap in such a way is disabled, so my main focus was to create a perfect taming companion tame to help offset the inability of PvE players to easily trap dinos to tame, while also adding enough utility as to not have it be outclassed by other tames in PvP and to bring something unique to Ark. For PvP, there are so many really good offensive tames where there are little to no counters to them, with the skill set that comes with the Mongo, it is a high skill counter to many of Ark’s more annoying metas while not being an outright damage steamroller as with its many strengths it also has many weaknesses that can be exploited. Button input (Console, can be swapped to appropriate key input for PC): · Right Trigger: Bite (High damage) · Hold Right Trigger: Narcotic Bite (Torpor attack, decent damage, good for a last-minute torp, will not be a free knockout on creatures as the torp/damage ratio will result in the creature dying before knocking out if only attacked with the Narcotic Bite) · Left Trigger: Quick pounce where camera is facing with small sized net. Pounce cooldown is shown in the bottom left of screen · Hold Left Trigger: Crosshair appears, and Mongo starts to increase the size of the web net over time with the size of the net displayed in the bottom left of screen with S, M, L, XL indicating the changes, release to pounce. · Hold Left Trigger after creature is Pounced: Cut webbing to set the creature free. Pounce cooldown is shown in bottom left of screen · A Button: Jump · Hold A Button: Charged Jump with crosshair · Click in Left Stick: Sprint, while sprinting can climb surfaces · Tap Left Bumper (Mine Laying Mode Toggle): Shows indication of how many web traps are in Mongo’s inventory, back spikes will start to pulse when active, tap again to toggle off and back spikes will no longer pulse · Right Trigger after Left Bumper (Mine Laying Mode is ACTIVE): will place a web trap directly behind the Mongo, if the Mongo is on a surface the web trap will fall as if a net projectile was shot downward but will become a web trap when it lands on a surface or if it collides with an entity, falling web trap will spawn relative to the rear end of the Mongo · Click Right Stick: Roar · Click and hold Right Stick: Pry open enemy gates Thank you for reviewing my creature submission! Sorry for the info dump but me and my friends brainstormed hard to think of mechanics that would make it unique while also finding ways to help balance the creature into a fun, fair, and useful tame, to be viable in both PvP and PvE as well as to help it stand out from the others currently in Ark. Any and all feedback is appreciated, and I will try to respond to comments whenever possible. Links: · https://en.wikipedia.org/wiki/Mongolarachne, Mongolarachne description and history · https://en.wikipedia.org/wiki/Cribellum, Cribellum description · https://en.wikipedia.org/wiki/Deinopidae, Deinopidae spider information · https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3889289/, speculation on Mongo traits
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Mesoparapylocheles - The Giant Hermit Crab
Abaddon23 posted a suggestion in Creature submission archive
old post from a submission from Kashington, and i like it a lot. i hope its fine with the repost. If not,I will gladly delete it again! INTRODUCING MESOPARAPYLOCHELES THE GIANT HERMIT CRAB! (The perfect creature to improve the ocean and land!) Hello, everyone! First of all, sorry about the wall of text, but I really went IN into making this creature as detailed as it can be, with sections exclusive to answering questions that'll probably appear around. Now, meet The Giant Hermit Crab! My first-ever submission to the community creature vote, so excuses me if anything here looks or sounds too op/weak! The one who came up with this creature idea and some designs was my young little brother who loves playing Ark, so if you like anything here, thank him too! -------------------------------------------------------------- DOSSIER These creatures may look scary, but they're actually very friendly. You can find them around the beach or in less populated areas of the ocean, most of the time you'll find it in groups, trading their shells for a bigger one between each other. They can use their strong claws to stick themselves on the ground and let it go, throwing itself like a Cannon Ball! This is extremely useful to move around since the heavy shell they carry on their back makes them uncable to swim at a reasonable speed. DOMESTICATED To domesticade these creatures, you'll need to wait for it to trade it’s shell, something they can only do in a group of at least two of them. After the shells got "traded", the Hermit Crabs will value these new ones quite a bit, enough for them to go out their way to repair it after it got destroyed. The crab will ask for various materials to repair it's shell, from rocks, pearls and flint to metal, obsiodian and even crystal! I imagine that one could destroy their shell and gain it’s friendship back by helping it put itself together... It’s messed up, you it’s there! THE SHELLS After domesticated, the crab can be taught to build shells that allows the master to see from the inside of it, giving them protection from creatures that could take them out, such as Kapros and Karkinos, but at the sacrifice of not being able to use tools and weapons when mounted. -------------------------------------------------------------- NATURE The Giant Hermit crab is a Docile creature, it won't attack the player, only if threatened. You'll be able to find them around the beach and in less habituated areas of the ocean, where they'll be found in groups, changing shells or hidden inside their shells, waiting for others to come for some shell trading or just hiding. Because of their shells, they have a natural stealth ability, making it harder for enemies to spot them ( and so they can stay in groups for longer periods so the player can tame them). MOVES • MULTIPLE PUNCHES The crab can lie on its back and use all of its limbs to perform a bunch of punches, one after another that hits multiple creatures • HIDE MODE The player can make their crabs go inside their shell while mounted or unmounted, this will make the crab unable to move, but will increase its defense while you wait for someone else to rescue you or while you want for your shell to do the work! •RUNNING UNDERWATER The Hermit Crabs can use the weight of their shells to get them on the ground, like if it was on land, that way they can walk underwater AND sprint underwater, something they're pretty fast at, even with the shells on! •CANNON BALL LAUNCH ( Better explained at SKILLS ) The crab can launch itself in the air like a cannonball, underwater AND on land. TAMING Taming this creature will be something along the lines of a Gacha but with a few extra steps... The player must find a group of at least 2 of them, clear the area so nothing crazy can happen, then do the following: First, the player needs to attack the desired Hermit Crab until their health is low, when the low health is reached, the shell becomes extremely damaged and in need of a replacement, the player then needs to get out of the crab's sight and come back. When coming back, the player will see the crabs to start an event where they'll start to trade the shells with each other, the crab with the broken shell will get a new one from another crab, and that crab will simply bury itself in the sand and come out with a new one after some time. This new shell is extremely valuable for the crab and he'll do anything to keep it intact... So the player must attack it again to get this new one almost broken too! When the health is low again, the crab will enter another event where he'll start to repair the shell, but it can't do this alone... This is where it'll start to ask for materials, such as rocks, metal, silica pearls, obsidian, etc... The player must bring said items until the bar fills up and it gets tamed and rocking a new shell! ( I thought about reducing the tame process to simply breaking the first shell and helping the crab repair just there, but I really like the implementation of the event of the crabs trading shells, since it's something they're known for... And I think that after some time, it'll be pretty simple when you know what to do, but you guys could tell me in the comments! ) QUESTION -WHAT IF ONE OF THEM GETS KILLED? WILL THAT AFFECT MY TAMING?- Yes and this would be one hell of an annoyance... but luckily these guys will hide inside their shells and wait for new friends to appear for some shell trading out of nowhere! ( This is something they do in real life too. ) But don't think you'll be able to farm these guys since they'll stop coming after some time, making the current crab dig into the ground and disappear or just... Start to wander around... And die to a Spino... DROPS : - BASIC MEAT - CHITIN - ORGNIC POLYMER SKILLS : Even tho it may look like the Giant Hermit Crab is a water-only creature, the skills it has are really good on land AND underwater, but more so on land. 1 - SHELLS AND CLAWS After years of evolution and being homeless, the Hermit Crabs found a few ways to take advantage of the lack of REALLY big shells... By crafting their own! The player can take advantage of that skill to make them craft some really good shells and claws that can change the way you use the Hermit Crab : • The Stone Shell is nothing more than your usual bit of defense, simple as that. • The Metal Set gives a bit more defense than the stone shell, but it also comes with pickaxe/axe-like claws! With the Metal Shell, the crab can launch itself into resources to break them but also use the claw that has an inside mechanism close to the SNAPPING SHRIMP'S arm that shut to create a cavitation bubble that generates acoustic pressures strong enough to paralyze creatures and in this instance, break rocks, trees, crystal, obsidian and more but don't expect much more than your usual pickaxe... What is good is that the crab gets reduced weight from all these years of "experimenting" with these resources, don't ask me how... ( The Metal Shell also has the format of a can in reference to Hermit Shells using metal cans as shells in real life ). • The Obsidian Set is where it's at. Better defense and attack than the Metal Set and the gloves can give bleed damage because of its spikes that cut the flesh on their way out ( epic ) but at the cost of less distance from the CANNON BALL MOVE and less knockback by punching creatures. ( The shells and claws design is a reference to the Alligator Snapping Turtle's shell! ) • The Bio Toxin set has the defense between the Stone and Metal Shells, but it comes with a really toxic shell that inflicts torpor on enemies that attacks it! And when the enemies start to flee 'cause of the high torpor, you can simply launch your crab against them to continue to inflict torpor! ... The bad part is that doing the CANNON BALL move will end up inflicting more DAMAGE than torpor, have that in mind. ( The design of the shell is a reference to the Red Lionfish. ) •The Crystal Set has not had much more defense than the Stone Shell, but it comes with great spikes around the Shell and Claws that inflicts knockback into enemies, high enough for you to push undesired creatures away from you as you walk/swim/fly. Using the Crystal Shell and the button to make the Crab hide inside the shell, the player can use them as spiked walls! Just put a bunch of them around a creature or area and you'll have great protection over that area! ( The Spiky design is inspired by the spiked walls, something you could use this shell for! ) QUESTIONS -HOW TO IMPLEMENT THE BUFFS?- To get new shells the player must first grab the item and drop it into the SADDLE of the crab, this will make the crab go into a little animation where it'll get out of the shell and start to rebuild it, but only for some seconds. After it was finished the crab will get back into the shell with its gloves and shell ready! -DOES THE BUFF HAVE A TIMER?- The timer of the buffs is the quantity of the equipped items your crab is carrying, BUT it only goes down when getting hit or using the claw when punching creatures or resources. -WHAT IF THE RESOURCES RUN OUT?- When the resources run out, the crab will force the player to unmount and then clear/rebuild its shell to the basic form for a couple of seconds... So be careful with the amount you're carrying! -WHAT IF I WANT TO SWITCH/DISABLE THE BUFF?- You'll need to take the material out of the SADDLE, just like disabling a skin, this will make the crab do the cleaning/repair animation, forcing you out of the SADDLE, so don't even try to abuse it! 2 - CANNON BALL LAUNCH ( Underwater and on Land! ) ? The Hermit Crab cannot swim greatly underwater when it has the shell on, something that happens with the real worlds version of them too, so in this iteration, it has to rely on its cannonball move, where it'll stick its hand into the ground, push itself back, then let it go for a cannonball launch of itself! This is a great way to move around with this creature that isn't very fast underwater, but a bit faster on land. While in the air with the cannonball launch the crab will hide inside the shell to be ready in case it hits any enemy in the way! And talking about enemies, the ones that are hit by the shell while in cannon ball mode you receive damage and any of the extra buff implemented by the shell being used at the moment. I had the idea of making them be able to stick and launch themselves from walls, but I feel like this could be... A bit too much. QUESTIONS -CAN THE CRAB SWIM UNDERWATER?- Yes, but with the shell, the speed is very bad, so the CANNON BALL move will be a better option, byt WITHOUT the shell the swimming speed is way better, but you're WAY too vulnerable. -CAN YOU DECIDE THE DISTANCE OF THE CANNONBALL JUMP?- Yes, you'll be able to decide the distance by pressing "W" and "S" to push back or retrieve a bit. -CAN YOU CHANGE THE DIRECTION WHILE LAUNCHED?- You'll be able to use the MOUSE or A/D to change the direction while on air, but NOT TOO MUCH, so aim carefully. SHELL EXPLOSION The Shell has a health that when it reaches 0, it'll make the shell explode and leave the crab vulnerable! ... Luckily, the Hermit Crabs have evolved to create a last-moment escape! When the shell's health reaches 0, it'll explode, throwing pieces around that'll stunt the enemies for a few seconds and give the crab a speed boost to escape! ( Don't think you'll Baryonyx this, because without the shell, the crab takes MORE damage than usual, so don't risk this! ). But how will the crab escape at sucking slow speed, you ask? Well, in these years of evolution, the Hermit Crabs got blessed by mother nature with a pair of back legs that help it swim faster to escape! It allows the crab to swim normally and pretty fast! ( At least faster than a Mega ). Sadly, it's of no use when the crab has the shell on. QUESTIONS -HOW TO RECOVER THE SHELL AFTER IT EXPLODED?- Finding a new shell isn't easy, so your crab will need a couple of seconds to find one. The player will need to get out of the creature, the crab then will INSTANTLY dig into the ground for a new shell, then come out with a new one! But without any of the buffs, that'll have to be implemented again. -DOES THE SPEED BOOST APPLY IF I RUN OUT OF RESOURCES?- Yes, but there's a delay to it, so you'll be able to time a speed boost, but at the cost of not getting another for some considerable amount of time. HIDING MODE The Giant Hermit Crab has the ability to hide itself inside of it's shell, like the Doedicurus, and when it's hidden, it's defense increase by a good amount! Sadly it can't attack when hidden, so the Crab waits for the attacker to give up, or it use different shells that damages, inflicts knockback or torpor onto the attacker when they hit, making them run away after some time. UNIQUE FEATURES BARYONYX STUN IMMUNITY While at the hiding mode, the crab also becomes immune to the BARYONYX STUN, but as you know, the crab can't attack back when hiding, so the survivor could have a different shell that would damage the enemy in some way equipped or wait for other tames to dealt with it. •CANNOT BE GRABBED/UNMOUNTED BY CREATURES Due to the player being protected by the giant shell, no creatures can pick the player, such as Kapros and Flyers, or even be unmounted by creatures such as Microraptor. •CANNOT USE WEAPONS WHEN MOUNTED The Hermit crab has a really strong and protective shell, so the player taught the crab to do a little hole in it so the player can see inside of it... But at the cost of not being able to shoot and use any weapons while inside. • THE CRAB WILL CLEAN IT'S EYES. Yes. WHY SHOULD THE GIANT HERMIT CRAB BE ADDED IN THE CENTER? The Giant Hermit Crab not only adds more life to the Ocean, something that is very needed in Ark, but also to the beaches! They'll add new ways to explore and survive on this map, that is mostly Ocean, with it's new Shell Switching mechanic, It'll change the game for PVP and PVE players! You'll be able to explore caves and mountains with the Crystal Shell to inflict knockback into enemies or even protect a tame on land or underwater; Go on a rampage with the Obsidian Shell and Claws; Tame underwater creatures with the amazing Bio Toxin Shell; Collect Resouces with the Metal Shell and Claw and travel through The Center with the Cannonball jump! So this is it, the Giant Hermit Crab! This creature may look complex to some, but I believe some time using it could really simplify things. Every shell has different designs to help enemies identify them from a distance and the switching of shell types has an equip/clean animation in between so the players can't abuse it! -
Hippocampus Sarmaticus. Genesis Stealthy Seahorse.
PuutyCuuty posted a suggestion in Creature submission archive
Species: Hippocampus Sarmaticus/Poseidonis Time: Middle Miocene Diet: Carnivore Temperament: Aggressive Here I am, trying out this idead one more time. I feel Ark's oceans need a bit of love. What better way than with a new mount. Seahorses are pretty cool looking as well as sea dragons, and who wouldn't want to ride around on one. They're like master ninjas, so this mount could have some sort of camo ability, maybe when they're within underwater vegetation. They could function similar to an underwater purlovia, and their first strike from being hidden could cause massive burst damage. Kinda like sneak damage. Because of this sneakyness, make all wild creatures non aggressive to it unless provoked. This includes the jellies. In fact, let's make this creature immune to jellies shock to have another mount to fight against them. Maybe even have cnidaria actively run away from them like the piranha does to the sarco. These could be the best biotoxin gatherers. (A sea slug pic, but the patterns and appendages look cool, and I invision this ark creature taking visual cues from it) Seahorses also are very tanky with their bone like ridges down their body. Instead of their body and tails being cylindrical, they're more square, thus able to take more damage and even be compressed and be able to bounce back unharmed. This means the ark creature could make for a very tanky mount with possibly even recoil damage. Add a good saddle for even more tanking. You can't be dismounted from the back of it. This is a very interesting video below about Seahorses. Utility is a big thing the ocean needs too. With the males pouch, it could function as an underwater maewing, able to nurse or improve imprints. Maybe a player can use its pouch to be transported underwater and give oxygen. Again, immunity to jelly stings. They have these cool prehensile tails too. They can use this to latch onto different things underwater to stay put, and enter a sort of turret mode. We can use these prehensile tails to grab small to some medium sized creatures, which has a multitude of uses, but also make it able to pick players underwater from their mounts. To balance this, make it ridden only or something. These tails could have another purpose too. There aren't any underwater shoulder pets. Until they're grown, while they're still a baby/adolescent, they can use the tail to become a shoulder mount. Adding stun immunity or reduction, or adding armor and recoil damage to the player while assisting in battle with their attack/breath. The balance to this would be that it's temporary, until the baby reaches a certain size, then it auto dismounts. Killing cnidaria could make it grow faster, or feeding it biotoxin. It would speed up raising. You could ignore this mechanic to keep it smaller for longer to keep the shoulder benefits, because it's raise time could be long without using it. With all these positives, maybe give the creature lower stamina, or make it opposite of the bear. Super fast burst speed that eventually slows down. Same with dps. Stupid high burst speed dps, that slows a lot over time. For the saddle; I think there should be two. The first one is primitive, so I can have my underwater samurai fix. The second one I want is a tek saddle. Four Seahorses can be attached to it to pull it and use their abilities to shield and camo it. Similar to an SDV, it'll be used for stealth and transport. It can go invisible, and for a brief time be undetectable to radar/sonar. It carries mines and torpedoes for weapons. The way I imagine it looking is some kind of Seahorse/Seadragon hybrid with some draconian features. This is ark afterall, and some dinos aren't 100% real world accurate, so we can spice this up a bit. https://www.google.com/search?q=sea+dragon&tbm=isch&ved=2ahUKEwj_ttH9nMj8AhWTFmIAHQ8kBcAQ2-cCegQIABAC&oq=sea+dragon&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzIECCMQJzIKCAAQgAQQsQMQDTIECAAQQzIECAAQQzIECAAQQzoFCAAQgAQ6BAgAEAM6CAgAEIAEELEDOgsIABCABBCxAxCDAToHCAAQsQMQQ1CBCFjmJGC-KWgAcAB4AIABe4gBgAuSAQM2LjiYAQCgAQHAAQE&sclient=mobile-gws-wiz-img&ei=WzzDY7-dA5OtiLMPj8iUgAw&bih=647&biw=412&client=ms-android-americamovil-us-revc#imgrc=t00DU5k3vLyQlM&imgdii=w_wkJPB5AToXmM Another cool option would be some kind of underwater breath attack. Bubbles that stun or slow so they can assassinate prey, or superheated water jet, but I'd like for them to have some sort of poison breath. It would go with the assassin theme. This poison would accumulate in its inventory similar to acatina, maybe increasing production for a time with cnidaria kills stacking. We could coat our weapons or even dino claws with the poison to give special debuffs and inreased damage per hit for a time. This would benefit high attack speed dinos a lot like the raptor, giving more use for its faster attack buff from its alpha call.