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Found 14 results

  1. Teoballo

    Breedable griffins

    With all the new powerful extinction dinos the regular dinos simply do not compete. One dino that can compete with the deadly managarmrs is the griffin but griffins take much longer to tame and cannot be bred. Griffins should be breedable and given random genders because there is no longer any reason for them not to be able to breed like any other mammal.
  2. The primary issue with managarmrs in PvP is that there is no way to counter them, and the only dino that can really fight a mana is another mana. Here are a few ideas that could be applied to balance them. Managarmr's beam effectiveness (damage and freezing power, perhaps a 70% reduction?) is greatly reduced when moving/dashing/hovering. This allows people a chance to fight back, because the managarmr rider will be more vulnerable in exchange for increased damage. This allows allows manas to be virtually the same for PvE players. Managarmrs health should be reduced. Currently, a decent mana line with imprint will have around 10k health, this paired with imprint, a good saddle and its extreme mobility (which makes it very easy to avoid damage), makes a ridden mana almost invincible unless you manage to freeze it. perhaps a big reduction in health per point, but an increase in base health per point (so that the health difference between a max level and minimum level is similar, perhaps 3k base and 4k for a good bred mana) would be a good idea so that the managarmr's insane mobility, damage, crowd control and ranged power are balanced with it being a glass cannon of sorts. Managarmrs could have a "rage meter" similar to a giga, but instead of it going crazy for a few seconds, the managarmr would move like it has depleted stamina (you cant jump, run or dash and movement speed is reduced, the effect could be indicated by the managarmr losing the glow on its wings/feet) Hypothermic insulation could reduce the freezing capabilities of managarmrs (so a player wearing fur would not freeze as easily). This could be further expanded upon by making it so that players holding a torch are harder to freeze(torch damage% could make a difference) (and dinos with a torch on their saddle are less vulnerable to freezing). Additionally, hitting a frozen player with a fire attack (fire arrows, torch, fire wyvern etc) could melt the ice Creatures which do not have a saddle (i.e wyverns, griffons) should be harder to freeze. The fact that the only way to defend against freezing is with a saddle, and that these creatures have no saddle just makes them almost useless in PvP. A few updates ago the managarmr beam was changed so that the damage scaled with distance, this nerf should be strengthened, with the beam being even weaker at a distance. Make managarmr saddles have an armour limit (similar to trikes/bronto). Having the maximum armour of managarmr saddles reduced to a maximum of (~70? remember crafting skill can boost it even higher) would make the managarmr have better balanced defences. The fact that good saddles make a difference to freezing power could be scrapped completely, with all dinos' freeze resistance being as if they had a good saddle (currently a 1v1 mana fight is usually decided by who has the best saddle, because whoever freezes the other person first wins). The beam travel time (when you try to aim the beam, and it takes a short period of time for the managarmr to move its head where you're aiming) could be increased, so that it would be possible for players to run from someone on a managarmr, because it is currently impossible to outrun a mana unless you fly straight up and hope they don't freeze you with their remaining stamina. I would say that managarmrs should not be breedable like griffons and they should be harder to obtain, but its probably too late for that. Also, on the topic of extinction dinos which are unbalanced, Gasbags draining power being tuned down a bit (or making it so that velonasaurs pierce their damage reduction, similar to rock elementals), because they are currently able to heal with vege cakes faster than turrets damage them (you could just make them like turtles, so they cannot eat cakes). And this is quite an insignificant side note, but what about making ice wyverns immune to freezing (like how other wyverns are immune to their respective elements), and making the frost breath insta freeze like a managarmr (remember, wyverns are alot slower and have a large turning circle which can be easily exploited, so having an instant freeze wouldn't be overpowered in this scenario)? I know i wrote a lot, let me know what you guys think I know managamrs are one of those things which are difficult to balance without making useless, but i think with these changes they will still be a top tier dino due to their insane mobility, range and damage, they will just have some weaknesses now, which will allow alternative dinos to be used.
  3. A community poll done by ShaneTheShadow on his Youtube channel reached a pretty large subset of the Ark player base. 8400 People. (*current average player count at 33,802) With all the hype about S+ and the Modding Contest, we see little talk of PvP Balance. Just a quick scroll through the comments of this poll highlights even more issues then Managarmrs, Titans. How has this been overlooked for so long, and how long will it continue to push players away from the game before being addressed? Personally, I've had an entire cluster get closed over Titan raiding. Continuously seeing friends leave for other games, not Atlas, because how stale PvP has gotten in the new Mana Meta. What's worse is, server owners are cutting the cord and the Ark player base is half of what it was for Extinction's launch. https://steamcharts.com/app/346110 Now I can't say everyone left because of PvP, but I can say a 100% of those I was playing with, have. https://www.youtube.com/channel/UCBj51z6msFQiX4pfmDejeZw/community?lb=Ugz55g-wl_oJt9rxEq94AaABCQ At what point will PvP be looked at?
  4. PvE and PvP are two different games. Why not balance them differently? Example on PvP you can pick up dinos on PvE you can’t. make PvE be able to only pick up dinosaurs that are not threatening (to stop griefing) Another example is saddles saddles were nerfed because of PvP there is no reason not to have them on PvE on PvP there are “small tribe servers with 3x rates” a majority of PvE official servers only have a small tribe so it’s a disadvantage for PvE. Balance PvE seperately to PvP on a sidenote: I personally don’t play PvP because I don’t want to risk months of time to come back to being wiped. (It’s understandable. Trust me)
  5. GrandpaghostPS4

    nerfs More balancing needed

    Anyone else think Shotguns need a range Nerf? Or how about Mek not just melting from flame arrows considering it's a Tek structure? I feel like there's still a lot of balancing that needs to be done. Sorry if this has already been brought up I don't really use forums much.
  6. I understand I'm probably beating a dead horse here but hear me out. Microraptors aren't just powerful, they're OP (IN PVE). They have the ability to knock you off your mount, which is already bad enough, but to make it worse they stun you for ten seconds making you susceptible to everything around you, including the environment. For example, once I was carrying a recently tamed Bary home on my Argy. Since my base was all the way across the map, I decided to take a stamina break, however, three of these little demons decided it was high time to do something about my life, and subsequently knocked me off my Argy. I thought, "oh, ten seconds, no big deal", right before my face was chewed off by a nearby Alpha Raptor. So, any sane person might think "Oh, just don't go to places they spawn at on mounts they can knock you off of, or just don't fly low". While I partially agree with this, I also think that someone shouldn't be that limited in exploration, seeing that most of the mounts they can't knock you off of are large and slow. As for the "don't fly low" part, they cover so much of the map (particularly Ragnarok (for reference, use this https://bit.ly/2MZw8R6) that stopping to get stamina in their territory is almost inevitable, even if you have a high stam mount. Some might also say "Just keep your mounts on neutral". This is a good point and I think it's a great way to lower your chances of death but it is in no means foolproof. Keeping your mounts on neutral might mean you kill that Rex that's decided it would love a taste of your blood, but with how many aggressive things tend to be in the areas where they spawn (ex. Redwoods and the Canyons) there's a high chance that another dino will get the drop on you, leading to your inevitable death. Another common argument is "Just dismount before they reach you and they won't be able to do anything". This can work and has worked for me multiple times but you've gotta keep in mind that these things are some of the smallest creatures in the game and as shown by this video (https://bit.ly/2LTjyac) outpace every other land creature by a mile. Not to mention that they seem to have a tendency to come out of nowhere. It's just unrealistic to think that people will be able to consistently do that. Conclusion: Microraptors are OP (IN PVE), with such a powerful move in their arsenal and almost no way to consistently counter/defend against them, they have become a serious problem to me and almost everyone I know that plays the game. They deserve a nerf or something to make playing with them in the game more fun. I only say this because, in their current state, I'd rather play in an ARK where they never existed, and that's my breaking point for when I know something needs some serious adjustments. Some possible fixes I think could work great: Make it so if you have a microraptor on your shoulder or any other shoulder mount on your shoulder they will block the microraptors stun and proceed to fight that microraptor (if they aren't on Passive or Passive Flee, in which case they would do nothing). Another version of this that would probably make microraptors much less annoying is the same principle but the shoulder mount never leaves your shoulder or fights the microraptor but simply blocks the stun. I feel this would be good because it takes some sort of effort to acquire a shoulder mount but not so much that it makes countering microraptors a mind numbingly boring process. Another fix might be adding a "Spiked Helmet" at level 15-35 and making it cost materials that aren't necessarily hard to get but just rare enough that early game players will find this helmet valuable. I think a perfect candidate for this is Chitin/Keratin, costing about 75-150 for each helmet. This helmet would stop the microraptor from throwing you off and as an added bonus would damage any creatures that melee you that seem to be hitting you head, for example, compys wouldn't be damages but Vultures and Rexes would.(by amounts going up as the quality of the helmet goes up (ex. Primitive 2 dmg, Ramshackle 5 dmg, Apprentice 7 dmg, Journeyman 10 dmg, Mastercraft 15 dmg, Ascendant 20 dmg) Some other notable, however less exciting mentions include lowering their aggro range, decreasing their spawnrates, lowering their speed, etc., etc., As the title may suggest, I'm looking for discussion, so please, if you think I'm an idiot who deserves nothing but scorn for this heinous, wretched post, tell me why. And if you want to reinforce my already massive ego by reaffirming my beliefs, please do so. Have a good day!
  7. Kaijor

    PvP Balancing

    Hi there, I was wondering if some experienced PvP player could help me with an inquiry. I have heard a lot of talk on discord, forums, reddit, etc. about pvp balancing and how important it is to whether a server is successful or not. So, I was wondering if you some experienced PvP players could share with me what they look for in a balanced in a server (i.e. what makes or breaks it for you)? What, in your mind, equates to an imbalanced PvP server? Also, specifically on flyers in general, what do you believe is balanced? For example, if a server included Classic Flyers mods, what do you believe is a balanced way to configure this mod? If you're willing to discuss in more detail over discord or in PMs, please let me know. I appreciate all replies in advance. I hope everyone has a great Sunday.
  8. Chain Bola's Don't last long enough to be much use for the cost. They last about 15 seconds, While high up in the air as they are dropping to the ground takes about 10 of those seconds. Normal bola's last about 30 seconds and are very cheap. ( i know they are for smaller dino's ) But I think the chain bola's would be worth the price if they lasted the same time on bigger dino's or at least make up for the time they are falling. Dragons get hit by one go down for not even 5 seconds. not even enough time to get the other dino's on top of them before they are back in the air on their marry way. They hardly do anything to other flyers as they wear off so quick for the cost.
  9. Hi everybody, as many of you I begin on ark and find all servers full or capped so I decided to submit an idea I had to solve it : Couldn't be a good idea to publish, for people who wants it, new servers paid by players who use it and without access for admin commands and make it able to use the cross server with officials ones for trades. By this way it will permit you to open new servers without loosing that much money and make free places. This idea can really work I know a lot of people (including me) who just want to have their own server following the same laws as officials ones with cross trades possibles. It will also be profitable for people who don't pay because they will have free place on actual ones. Thanks for reading.
  10. Hello! As an avid solo/ duo player in ark, ive amassed around 600 or so hours playing the game. Each time playing the game, i spend multiple hours building up my fort, taming my dinos, and building fortifications. Each and every single time i play it all starts and ends the same way; i start playing, build up, and then when i wake up next morning to get on and play once again, some out of server raider or the alpha of my server comes and wipes my house. Ive tried changing servers; even went to the most unpopulated servers in game, with huge ping. This did nothing, and out of server raiders still came in and wiped my weeks worth of work. On many servers, the Alphas simply WOULDN'T allow me to build. Many times they'd seek out my base and wipe it, no matter the server i was on. Recently, i spent another week attempting to build my base with a couple friends. This server was extremely friendly, each and every person, including the alphas, created alliances with me and my tribe. Everything was perfect; we tamed multiple high level dinos, and were finally getting back to some of our old powers. Sadly, just today, i logged back on after getting a measly six hours of sleep due to fears of my base being raided, and boom. My entire base, every single high level dino of which i spent hours taming, and all of my stuff, gone. I had a level 147 therizinosaur, a level 153 Carno, and multiple other high level dinosaurs. We were raided simply by an out of server raider on a level 318 Thyla. No other animals, just that. If a level 318 thyla can fight off an entire base, with multiple high level dinosaurs and plant x firing on it, something is wrong. Small tribes DON'T have enough power. It takes quite literally FOREVER to get to a state where one is unraidable, and even with that some high level out of server raider or the alpha of said server will just come in with his/her extremely high level dinos and slaughter. There is NO counterplay. In short, Studio Wildcard, please find a way to give smaller, lower level tribes more power in PvP servers. I love your game, but the one thing soiling it for me right now is high level raiders coming in and wiping everything. I want to play on PvP. PvP is the original Ark experience, and its whats most fun for me. The only problem is that giant tribes have TOO much power in the game, becoming the police force of a server/multiple servers. Please, do something to make smaller tribes more powerful. As myself, I CANNOT contest against a tribe with upwards of 20 people, and i myself do not wish to join an Alpha tribe to protect me; that playstyle simply is the most boring thing ever. Typically in an Alpha tribe, one cannot build, only collect resources for wars or other stupid tasks. Some potential ideas to fix this problem is: Changing resource gain rates for tribes with smaller people. If you have one person, you collect resources at a greater amount. If you are a tribe of two, at a slightly slower amount, and so on. A tribe of 20 will have more difficulty collecting resources, and therefore the smaller tribes have a higher capability of surviving in the cold, harsh world. Maybe also increase tame/ incubation rates for smaller tribes, allowing them to tame a multitude of animals faster to try and combat the higher alpha tribes. This system of balancing would be greater and more difficult to abuse then what is going on now; Right now, Alpha tribes are uncontested, unless if its by another alpha tribe. If someone leaves the tribe to go and get larger amounts of resources, then therefore they lose the ability to be in the tribe and use the dinos of the tribe. Another potential idea is to simply give smaller tribes an ability to turn off PvP for a certain amount of time. The tribe sets a time, activates it, and that tribe cannot raid anyone yet also cannot be raided. Give this ability to tribes smaller than 4-5, and that'll add a whole additional layer of strategy to the game and allow smaller tribes to thrive. Maybe have it so that when the tribe first builds its generator or something, itll give them the ability to turn off PvP. Have this ability use resources potentially; such as fuel, so that there is a drawback to having this ability online. A cool design for this could simply be just a whole new engram to learn; the forcefield. It would create a bubble around your house, that noone can enter but noone can exit also. The larger the field, the more resources required. However, this would be a ton of work, and hard to commit to. The best idea for this is to simply give small tribes the ability to turn off PvP, either for resources or as a balancing addition. In short, i'm attempting to speak out for the vast, silent majority of players in Ark. Ark servers have a social hierarchy that is simply oppressive; the small majority of Alpha tribes DOMINATE servers, sometimes not allowing smaller tribes to even live on the server. Most Alpha tribes go off server raiding, leaving their home server and wiping another server. Smaller tribes can do absolutely nothing about this problem, and are forced to simply accept their fate without having any action they can commit to saving themselves. This provides for an extremely unsatisfactory experience, and a constant fear in the back of ones mind before they attempt to sleep at night. Weeks worth of work can be demolished in seconds simply because you needed to complete your biological need of sleep, and there was nothing you could do about it. This forces players into a decision that most hate to decide on; either join an Alpha tribe for protection, and therefore have an even more unsatisfactory experience, or quit the game. The second option is one that i do not want to see, since Ark Survival is by far one of my most favorite games. Some of the most fun ive ever had in a videogame was building up a boat base with my friends and sailing to the North, attempting to survive the cold winter days while hunting mammoths for fur and getting metal. Sadly, each of these expeditions ended with a wyvern landing on top of our boat and C4 being strapped on. You can guess what happens after that. So, in conclusion, please grant smaller tribes more power. Be it through faster taming/resource gathering the smaller tribe you are, giving smaller tribes the ability to turn off PvP either for resources or with certain repercussions, or some other change not stated above, smaller tribes require some sort of defense against those who are too powerful in Ark. Please Studio Wildcard. I speak for the majority. We all love Ark survival, and want to keep playing and enjoying the game for times to come. Just right now, it's getting a little hard. Thank you for your time. -DannyDevito
  11. ForzaProiettile

    Upcoming Tribe Size Limit?

    There seems to be a lot of buzz lately on here and on the internet that in a future patch the tribe size limit will be changed from the current infinite limit to possibly a max of 10. I have noticed that one the developers (@Jen) recently asked for opinions on twitter about what tribe size most people prefer. From reading through the replies given it seems an extreme majority think that 5-10 should be the max tribe size with very few saying that mega tribes should remain. Even people in mega tribes that have replied are admitting they would prefer to play in a smaller tribe but feel forced into mega tribes in order to compete with the other mega tribes ie the vicious cycle. The link to the poll can be found here: I think if this happens it really revamp the game and in particular make PVP a lot better for the majority of players. Sure a few players in this 100+ tribes will chuck a fit but they have always been the minority anyways. This would be the single largest change to ARK gameplay since release.
  12. raptornugget

    ark needs to fix its poop

    so its no secret the devs are too raptoring stupid to fix the dozens of bugs in their game. its been 3 years, yet d-sync with projectile based weapons exists still DILO, dinos glitching under the map, increased host tether distance on locally hosted servers causing players and dinos to have massively increased swim speed, glitching inside dinos. the list goes on and on. so, its clear the devs are so raptoring retarded to fix bugs, so how about we do something about the balance? i started a petition on change.org but that only got 2 signatures XD. i thought id share it here so people can see it and it may get some recognition. (the following is a copy+paste from the poll i made, link here if you would like to sign----> https://www.change.org/p/wildcard-studios-make-ark-great-again) so, I’ve been playing ark for over two years. I’ve been a big PVP player, but i quit the game altogether in December. why? the game is broken and unbalanced that’s why. i have a friend who has been playing official (who has recently quit too) and we have been discussing what could be done to save this game. of course, official servers need desperate help, but someone under the name BAM has already started a petition for this. if you haven’t already, support the petition this guy is a raptoring legend (link at bottom of page). no i am not here to talk about official servers, i am here to discuss the balance of the game. in fact, it’s the main reason i quit. so many features make this game unfun and it shocks me that people still play PVP. i will list my proposed changes down below, each with my reasoning as to why they should be implemented. Proposed change 1: removing flyer picking, removing whips and nerfing bolas stop defending flyers. they’re OP. One thing that i will mention a lot in this essay is stun mechanics. ark has way too many of them. in a PVE atmosphere, being able to stun a creature your trying to tame using a bola or pick up a dino with your flyer makes complete sense. however, transition this to PVP, and you have the most boring and painful game mechanics known to mankind. Being able to pick a player off their mount, fly them into the sky and drop them isn’t fun. for those who don’t understand what I’m on about, let me explain. I will refer to this list here throughout, as it is a good way of explaining what is wrong with ark . Two players see each other flyer around on their pteras . the two players will then proceed to have the most drawn out and painful dogfight known in human history. this will continue until one is either picked or a ptera has run out of stamina. . once picked, the player will use their whip or bola to release themselves from the pteras claws, dismounting the rider in the process. . both players will parachute to the safety of the ground . instead of shooting each other, they will throw bolas at each other and one will begin hitting the other with a whip. .the other person is stunned and their items are being taken from their hot bar, they can’t shoot the other person because his player model is set to the smallest size possible, their speed levelled to 130+ and infected with swamp fever, they are a tick on steroids. they have no choice other than to retaliate with their own whip. . both players stunned, they will then proceed to hit each other for about a minute or two, until one is completely disarmed. . the unarmed player will have no choice but to run away. he is pretty raptoring hard to kill though, as he has extremely high tier Armor and can tank nearly a dozen sniper shots at point blanc. .this ends two ways. one eventually dies, or they both run away like little bitches losing their items and maybe their bird in the process. really think about it for a minute. how many times have encountered players like this? countless times presumably. how can we fix this? well that brings me back to my original solution. by removing the ability to pick players off their mounts, we can eliminate this problem. NOTE that I said players, there is no issue with picking up wild Dinos. furthermore, flyers are too overused which makes the other 100 or so creatures irrelevant. think about aberration. PVP in aberration is so fun because the gameplay is so diverse. you can use a Megalosaurus, a Spinosaurus, a Ravager, a basilisk, a drake or whatever you want, there isn’t a feature in place that makes one of these creatures OP and the rest irrelevant. it makes the game different, it allows for diversity and SKILL. the ability to pick someone using your flyer is so OP and has no counter, making it the only Meta people use. The ability to stun people with a bola should only be effective against wild dinosaurs, the same with Whips. furthermore, whips should not be able to steal items out a player’s inventory. i understand many people will hate this, but this is for the greater good Proposed change number 2: Armor/weapon nerfs as I mentioned before, players with high tier flak/riot Armor (master craft, ascendant, ect ect) are nearly unkillable. the same goes with dino saddles. i like the idea of finding better gear in supply drops, but 1000+ protection riot Armor are you raptoring serious??????? again, I want Armor to be nerfed, but to keep it fair I suggest we reduce the base amount of protection on flak and riot by 25% (flak has 75 per piece, riot would have 95-ish). Also, I believe a limit should be placed on how much you can level up crafting effectiveness (it should be capped at around 120%). This would make it so that you can now actually kill people without having to unload enough bullets to make up the world’s population. again, many people will object to this, but have a long think about it. Proposed change 3: limit on player speed/removal of swamp fever speed bonus This is simple enough. Players shouldn’t be able to run around at 100mph and players should avoid becoming sick with swamp fever. Yet for some reason they are rewarded for it by getting a speed boost. Add a cap on movement speed so that it cannot be increased above 125% and remove the speed buff from swamp fever. Simple enough. Proposed change 4: turret limit I know what you’re thinking, “first he wants to nerf the flyers again and NOW HE WANTS TO NERF THE TURRETS? WHAT DREAMS OF CRUELTY AND PAIN CAN SOMEBODY LIKE THAT SUSTAIN?!?!” Put the pitch forks and torches down for a second, let me explain. I do not agree with the 100 turret limit the devs suggested a while back simply because 100 turrets is not enough to defend a large base. However, 300 is. Raiding a base with hundreds upon thousands of turrets isn’t fun, after all it is what’s causing the official servers to have 200+ ping. A limit needs to be added of course. 300 turrets is enough to defend a large base without having the enemy being forced to use a giant armada of Stegosaurs to drain the ammo. That’s it. With these features in place, the meta of ark will change for the better. The gameplay will become less repetitive and broken, instead show diversity and SKILL. I would appreciate if this poll could get some traction, it might save this game’s dying player base. Also a side note, the ark devs need to wipe all the official servers and remove cross transfer, with the exception of a handle full of servers (this is explained is BAM’S poll) BAMS POLL BELOW INCASE YOU HAVENT SIGNED https://www.change.org/p/studio-wildcard-ark-survival-evolved-official-servers-w-small-tribes-smaller-alliances?recruiter=877183516&utm_source=share_petition&utm_medium=copylink&utm_campaign=psf_combo_share_initial.pacific_abi_share_button_ordering_1.abi_featured_fb
  13. Frogspoison

    Charge pets - Capacity vs Regen vs Range

    Hey all. While Charge pets are of undeniable importance in Aberration, the question I am pondering atm is which of the 3 stats are the best to invest in? Charge Capacity is pretty straightforward, as it's the amount of time a Charge Pet can emit it's light before it needs to regen. Of course, this has me wondering, do the 4 different pets consume Charge Capacity at a different rate, or do all pets have the same Charge consumption? Charge Regen seems to be how much Charge the pet regenerates every minute - I.E at 600 Charge regen, the light pet regens 10 charge per second, near as I can tell. Charge Emission Range is, of course, how far the range goes. This makes me wonder though, what does the %age increase? The radius, diameter, circumference, area? As for my current thoughts... #1 - Charge Capacity. You want enough Capacity to last you through a fight with a reaper, with the best indicator being a Alpha Reaper Surface King, since it can get ugly without one. This, of course, depends on your weaponry/mount of choice, so can vary. #2 - Charge Range. You want enough range so that your weaponry/mount of choice hits charge-affected nameless/reaper - If you are using, say, a Direbear, the charge range can be much smaller then if you are using, say, a Spino, who's large hit distance means that you need a larger range. Of course, you may need to take into account the aggro radius of burrowed nameless, since if the charge light is covering the nameless, then it won't hop out of the ground, and with a large enough radius, you could potentially not have to deal with Nameless in an area. #3 - Charge Regen. You want enough Capacity to last through a tough fight, but you likely will want enough Regen so that you can fight more often with the Charge up. For instance, if you are hunting Alpha Reapers for XP on the surface, and 6k capacity is enough to get you through the fight, but you only have 600 regen, that means you can only afford to fight an alpha once every 10 minutes, and this DOESN'T include the constant pestering of the regular kings and nameless. Also, on secondary note, how do you keybind the light emote? So, thoughts? Am I misunderstanding how the Charge mechanics work?
  14. Should Drakes do the same damage as Wyverns with their bite? My Drake Exodus has fifteen percent more melee damage percentage than my wyvern but does around one hundred fifty less damage. Does anyone find that a little unfair, seeing as how Drakes need their Tek saddle to have a projectile and can't fly? Or is it balanced because they have a saddle and can go invisible?