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Found 9 results

  1. Do Megalosaurus get their night buff in island caves? That’s the question
  2. THE TEK CLAWS NEED TO BE BUFFED The tek claws have a lower DPS than the tek sword in all departments: DPS against armoured targets (the claws are supposed to shred armour but they don't) DPS against armourless targets DPS against structures The tek claws can't jump like the tek sword can So I ask: why are the tek claws even in the game? The new boss is one of the hardest so far, and the process of getting to it is probably the most painful and boring process as of late. Why are players rewarded with such an awful melee weapon? An ascendant metal sword will out DPS tek claws by a lot against tames and wooden structures. In fact, it may be possible to break down a stone door with a normal sword faster than a pair of tek claws. Sure... The tek claws can block. The damage reduction is pathetic, and the durability taken is astronomical. It'd be better to just use a tek sword with a riot shield. I understand they were too strong on release, but they were criminally overnerfed. They are sub par in just about everything. The wiki says that tek claws are meant to shred armour, but they don't really shred armour. The only true use of the tek claws is to apply the "shredded" debuff, which I assume reduces armour. It must be a pretty pathetic amount of armour shred, because I tested the DPS in the video below where you can clearly see the DPS of the sword is still higher through armour. How can the tek claws be fixed? Give them a role. Even when the damage ramps up they are still worse than other options. It's already risky to play a melee playstyle, so the damage should be high. A melee weapon is intended to do high damage for the risk of being close to a tame. I have some cool suggestions to make these claws relevant in the meta with melee players, because we are really disappointed in what we see from this new weapon. Add a jump; not just any jump, more of a pounce. Someone using the claws could leap a long distance onto a targetted player and pin them to the floor much like the raptor. The duration could be from 5 - 15 seconds, there could be a way to struggle out or to escape, who knows. But it would be a really cool thing to add to make this weapon fill a supportive role rather than having zero purpose and use currently Increase the armour shred. If you manage to stack your hits to get the maximum speed, you should be rewarded more. It's so risky to run up to something and fully stack this weapon, and it isn't even worth it. If I hit a player or I hit an armoured dino, their armour should be cut by 75% at LEAST. 75% on each piece of armour if it is a player, and by 75% on the entire saddle and armoured region of a tame. If you hit a trike with a saddle and hit it in the head, the skull armour will be reduced by 75% and the saddle armour will be reduced by 75%. Alternatively, make the armour shred scale off melee damage and the quality of the claws Simply increase the damage of these things. It's just pathetic. They do hardly anything. You can't break structures fast enough to warrant using it over a tek sword. You can't kill tames faster with the claws, and you can't kill players faster with it. So please buff the damage. It should NOT be this weak. I'm talking double, triple, maybe even quadruple the damage. It's REALLY that bad. To keep tek swords relevant, make it so either the tek claws do more damage to tames OR structures, and the tek sword is better at the other. Currently, the tek claws are good at... nothing Against armoured tame: https://streamable.com/wvjik Against structures: https://streamable.com/4qpk6
  3. Could Magmasaurs possibly get a lookover? I love the design of the magmasaur but a few things stand out as issues that dont really make sense. 1. They only smelt as fast as a refining forge. 2. Their Aoe attack does about 4 damage, if it manages to hit anything. 3. They have the terrible fate of being able to breed but stuck at regular max dino level. 4. Most of their tamed growth stats are truly horrible. 5. Their best stats to level are health and weight, but they dont get much at all from either. 6. They have a taunt ability which is amazing to have, but there is no current reason for it. They dont have a good HP pool or natural armor to make good use of it. I think a few changes can make them a real treat to tame and use. 1. Allow for their smelting to scale with tamed levels placed in food by the player. This would allow for magmas to start at refining forged speed but if you were to put all level ups(73) into food they will reach industrial forge speed. This will give multi use to magmasaurs, and allow the food stat to be put to real use. 2. With how it functions currently, i believe the Aoe searing spit would best be replaced. If instead the magamasaur created a flame aura around its body , that applied a fire DOT to anyone who attacks it or is attacked by it. The flame aura, drains 10% of the searing spit gauge per second, the player can keep charging the gauge to keep the flames up but it puts a greater tax on the dinos food for being held longer than 10 seconds. I think the fire damage would be the same burn proc from the projectile. 3. With the above change (2.) it gives a real reason for the magmasaur to have the taunt ability, to now draw in attackers towards itself to then burn them. Because of this defensive retaliation type way of fighting, their lower health pools now make more sense as it would be the trade off for valuable aoe damage. Though I believe an innate ~10% damage reduction for both wild and tamed would not go amiss in helping with their survivablity with the lower health. (They are made of rocks after all) If the magmasaur took on these attributes it would make more sense with them being locked at the max level of the server yet still being able to breed. They would be dinos that offer a lot of utility and strength but keeping their weaknesses. I believe these changes can help give the magmasaur a greater Identity and presence, while keeping its current self in mind
  4. Pastah

    Buff Scorpions

    Buff Scorpions Scorpions are utter garbage for inducing knockout. Why and how: https://www.youtube.com/watch?v=sJ14HEJy0fQ
  5. Reaper1181

    Megalania

    Megalania Megalania have a huge problem. Not their health, nor their power to inflict mega rabies. Their damage. It’s atrocious. Bulbdogs hit harder than their primary attack, and jerboas and monkeys meet it. Even their secondary attack damage is only 16. I propose two ways to solve this: 1) Buff their damage to something like 40. 10 is too low for a tame that wakes as quickly as they do and only spawn in caves. 2) Make megarabies affect creatures (Other than dodos) In addition, why take out aberrant megalania spawns? They could be a great and cool edition to aberration. I’d propose either putting them in caves or in the element falls area, or close to reaper queen spawns. It would provide added difficulty in the area as well as giving an alternative to rock drakes.
  6. DFritz

    Enforcer buff!

    I love the mechanics of these guys! They have so much potential! But even the high ones are so squishy. Can only really use them for city travel and blue ODSs. Could stats per level be increased (particularly health)? Could we add the modular weapons the Meks have to them?? So much potential for such a cool Tek gekko
  7. As the Griffin is currently, there is no reason for it to need Extraordinary Kibble. I know that it was probably because Griffin is a magical creature, but it doesn't make any sense balance-wise. (The same probably goes for Megalania although I'm not focusing about it in this suggestion) And the Snow Owl has Griffin's travelling, and a variety of very useful abilities. Even though it doesn't manage to surpass Griffin's battling at base level some breeding and a high quality saddle easily compensates this (both Griffin doesn't have) Also, Snow Owl is super easy to tame compared to the Griffin. And sadly Snow Owl has taken away a lot of need for the Griffin. Suggestions for Griffin if keeping it require Extraordinary Kibble: First of all make it harder to tame without Kibble. These suggestions would make Griffin powerful than now, not to mention that it would justify the effort needed to get the kibble Add Fire abilities. That would make it more powerful and "magical" and thus justify the required kibble. There are a lot of room for thinking. Setting a target on Fire with a dive swipe, leaving a trail of Fire on diving, immunity to Fire Wyvern breath, immunity (permanent or for a few seconds) to Lava, keeping the rider heated in cold environments to name a few. Bring back the pre-nerf Griffin. It would require some tweaking as that Griffin was OP, but I think it would be viable after making it harder to tame without Kibble. I didn't add the saddle and breeding because I'm not sure how it would impact the balance. Ideas of someone more experienced would be appreciated. Note that adding all of this could make Griffin ridiculously powerful, so developers, please pick what you need to make it balanced. Or, just reduce the Griffin's kibble requirement, I think Superior would be optimal. Still people would probably go for the Snow Owl, so add some extra abilities without making it OP if you could. Additions to the list or any thoughts, ideas are welcome, and thank you for reading.
  8. Thyme

    Gallimimus buff

    Gallimimus buff The gallimimus is rarely used despite being a very fast mount. People would much rather go across the map on a ptera or wyvern with ease than risk travelling on land with such a frail mount. I think gallimimus need its speed buffed back to before speed nerf, so about 2.5% per level up. Its hard to even get levels on a mount so weak, so making that a bit easier would go a long way. Because it has no vertical mobility like a thyla, deinon, or procoptodon, a fall damage reduction would allow it to traverse the rough terrain of the maps more easily.
  9. I was surprised I couldn’t find a thread on this as people on Reddit have posted it quite a lot at this point. I have tamed a raptor pack and when riding the highest level pressing R does not initiate the pack call/buff like it should. Nothing happens.
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