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Found 19 results

  1. Request for a PROPER Managarmr nerf Managarmrs role in the game is the same as that of a cheating software: a user has two options - use them as everyone is doing OR get your user experience ruined every time you encounter someone who uses them. Managarmr is the most hated creature that ruins game balance and fun of playing on pvp servers. The issue has to be addressed. In 275.4 patch a previously overpowered creature (Griffin) was properly nerfed with 50% dmg reduction and significant health reduction. Now its long time since Extinction release but Managarmrs still ruin the game by being (1) super overpowered stat-wise and (2) extremely skill-free. A managarmr must get a nerf that will bring it to the level of creatures of its category. Rationale Most pvp creatures in ARK have a set of advantages and shortcomings. Managarmr is directly overpowered stat-wise when compared to other creatures. We should keep in mind that the following parameters affect how much the creatures are effective: - Mobility is the key to victory. Here "Mobility" is the ability of a creature to engage its target at its desire and avoid the fight back. It doesn't matter how good your stats are if you can't catch your target. That's why flying creatures are preferred in pvp. It should be noted that attack range and how hard it is to land a hit (sway, the ability to hit where you aim at). - Speed - the amount of time required to get from point A to point B as well as the ability to chase down your target when it is fleeing away or flee when odds are not favoring you to fight. - Toughness - the ability to tolerate riders mistakes and withstand enemy damage. NOTE: good saddles reduce damage by 60 or even 80% which means that most saddle-wearing creatures you encounter can withstand 5x more damage than their respective HP stat. - Control - the ability to reduce enemy mobility or render him unable to use his strengths at full potential. - Cost - how hard it is to obtain a good creature with desirable stats. Translates into "how much time it will take for a good player to obtain the desired creature with suitable stats". - Damage - the ability to kill the target on its own. Let's take a look at what creatures are mostly used in PVP (mostly based on SmallTribes experience) except of mana: Ptera, Owl, Griffin, Wyvern, Rhino, Giga. Ptera is easy to obtain but it is squishy and it has relatively low damage. It has low mobility compared to griffin or owl. Ptera has the ability to pick off enemy riders which is a usable control ability. It deserves its place by being mass-producible and easily breedable. Owl is mobile, agile, super tough (because of saddle) and easily producible but it lacks damage and control abilities. You will have hard times killing a player with primitive flak with an owl. The best thing you can do is to dismount and fight your foe on foot which brings fighting to the level of foot pvp. Griffin is mobile, agile and it has high damage output but it is not really tough (a player with shotgun can kill it). In addition obtaining a good griffin is a harder task since every griffin must be tamed individually unlike Owls and pteras. Once a good breeding line of owls is established obtaining 20 good owl's is as hard as collecting raw meat. Obtaining 20 good griffins require taming them all in the wild which means that most of them will have relatively bad stats thanks to the stat distribution randomness. Wyvern is not really mobile but it is still fast and it has high damage output. It is tougher than a griffin but not really overpowered as a player with shotgun can still kill it within a reasonable timeframe. Rhino and Giga are only usable as cryopodded companions which can inflict significant burst damage but not really fight on their own. Inability to fight on their own as well as the inability to chase down and kill their targets saves most players from getting their user experience ruined by this creatures. As we can see most creatures have a number of advantages and disadvantages. If something is tough then it lacks damage. If something cannot be beaten face-to-face then it can be out-controlled, out-maneuvered or simply avoided. Unlike other creatures the Managarmr has the highest toughness (only Giga with good saddle is tougher), the highest damage output thanks to the free 5 seconds of DPS it gets when engaging foes, the highest agility and movement speed which makes it capable of chasing down everything except of very good flying creatures. A managarmr can be easily mass-producible and it has low maturation timeframe which means that managarmrs are super frequent encounter on pvp servers. Every decent player may have dozens of them in no time. Alpha tribes may have 400+lvl managarmrs with capped saddles which are completely unkillable unless you bring something that costs way more than the mana you are going to kill. Even in case it is possible to kill a managarmr the risk of getting killed is still very high. If you make a single mistake trying to use plant Z to dismount the rider then you are insta dead. Even if you managed to dismount the rider then you are still far from winning the encounter as he can mount again after a couple of seconds and he can still be a good opponent on foot. The most nasty thing is that managarmrs have extremely low skill ceiling. Managarmr vs Managarmr fight is a matter of stats but not skill. The one with better stats&saddle wins almost automatically. If you encounter two managarmrs while riding your own one without a teammate then you have almost no chances to win. There is only one thing that a mana rider should do - spam jump and breath. Not really hard, not really creative and no field for tactic or maneuvering. A griffin vs griffin/ ptera vs ptera/ wyvern vs wyvern combat is more skill-requiring as you should understand how to dismount, how not to get dismounted, what to do if you got dismounted etc. A strength difference between the mid-tier creatures and the strongest possible option for top-tier players must be taken into account. Prior to managarmr release the strongest creatures were wyvern, reaper, griffin. All these creatures are definitely good and you have hard times beating them 1v1 but you can still HAVE CHANCES with a low grade ptera/ grappling/ shotgun. Managarmr brought this difference between "what the strongest players can bring" and "what others can have" to the new level as the strongest possible Managarmr is orders of magnitude stronger than the strongest possible wyvern/griffin. Even if you manage to kill alpha mana then your enemy will not even be upset as he can have 5 new ones in no time. There is no creature capable of beating managarmr 1v1 as managarmr has a combination of all possible advantages: mobility, movement speed, toughness (only beaten by Giga in that matter), damage output (also beaten by Giga), effective range, cost-efficiency. General balancing: it is a good idea to compare each creature to what a foot player can do. It is possible to kill a wyvern on foot by shooting at it or shooting the rider. The wyvern moves predictably and it is possible to snipe the rider with long-range weapon. It is a hard task and wyvern rider has greater chances to win than a foot player but a skilled player can deal with a wyvern. It is also possible to use the grappling hook to attach yourself to a wyvern and kill it WITHIN A REASONABLE TIMEFRAME. It is also possible to kill a griffin, argy or ptera. It is possible to use terrain obstacles, water and other features to escape a giga/rhino and kill the rider. It is possible to use plant Z properly and bring the encounter to foot-vs-foot. In case of a managarmr it is not even possible to deal with it on foot. I'm not talking about 80lvl managarmrs, but I'm talking about best possible manas as these are what you encounter 95% of time. There is an extremely short time window between the moment it renders in and the moment you are in its laser-accurate insta-killing breath. What needs to be done in order to make managarmrs viable but not overpowered: - Reduce or completely remove its breath damage component. The ability to freeze griffin before it will even have a chance to land a hit or the ability to have seconds of free DPS and positioning against a much-squishier yet way more expensive wyvern is overpowered on its own. Bring damage output of the breath to the level of an owl. Otherwise it remaing overpowered. - Reduce walking and running speed. Managarmr is the fastest creature in the game thanks to its dash dive ability. All the "super-fast" creatures in the game are critically immobile while landed - griffin, ptera, argy, wyvern etc. Reduce the walking speed and sprinting speed to that of a griffin. - Reduce breath accuracy. P.S. Some could say that it is possible to kill a managarmr with Y, Z or turret raft or a pocket giga or 20 teammates grappling it with 500 weight from every direction. The fact that it is the only creature that can beat everything 1v1 hands down but it is not the most expensive creature in the game is already enough to consider a massive nerf. It is definitely possible to invent any number of ridiculous strategies that will work. The problem of balance is that its creature is the only "right answer" to the fighting preferences question.
  2. Managarmr nerf has gone too far!!! I’m bringing this topic back again in hopes that they fix managarmrs. They were OP in PVP and PVE because of everything about them. WC did a bunch of good little things to nerf, but too many that makes them absolutely useless. Nerfing breath distance was a good idea. The only problem I have with it is that it only does damage half of the way through it, which is really stupid considering I am blasting something with an ice beam. I mean lightning wyvern’s breath is crazy range and no one cares to nerf it. The stamina usage was nerfed, along with the stamina regen delay timer and regen speed. It’s like they are just meant to fall and die now. My biggest pet peav with people thinking they were too broken for PVP is that, they could have them as well. Managarmrs kill managarmrs, it’s that simple. Y’all always say that now 150 dinos are useless. FALSE, step one on raiding, ONLY IF ENEMY IS ON, kill managarmrs with yours. After that, the are kinda useless. After that, snow owls are broken cause it takes a stego and a snow owl to drain all turrets. If they are offline, why even use managarmr? Gigas do the work faster and easier. Come on guys, saying that all other dinos are useless against them is bull because you have the ability to get managarmrs yourself. They are a game changer, so adapt. Now you have a more irritating tame, the snow owl, which can literally keep healing dinos. Now what do you do huh? They got a snow owl being defended by people and dinos. You gonna snipe them? Nope cause they will find and kill you before you kill the snow owl. And what if the have more than one, its not like they are hard to tame. If only you have something that could reach them while keeping the player safe. If you are fighting smart people, ha good luck getting raided and losing
  3. Breeding question Currently in the process of getting a Mana line going. The best baby right now has 2 stam mutations and 1 melee mutation, but the patrilineal tree shows 5 mutations. Now i know that I had two food mutations somewhere down the line but those mutations did not carry over to this dino, however the number of mutations still counted. What can I do about this? I'm hoping to get a good amount of mutations and I can't have food taking up two of the slots when the food stat isnt even being modified. The baby is a female. Do i breed her with a wild male to reset the mutation counter or what? Can I even do anything? I mean it's not a massive deal for me but I would just like to get the best out of my mutation line that i can.
  4. mod reversing Managarmr, Velonosaur nerf? So I'm looking for mods that reverse the PvP balance changes as I play Sp but in about a month or two will be hosting a server for a very small group of people. I know there's the classic glider mod and the classic flyers mod, but for example is there a classic managarmr mod? or a mod that brings these all into one thing? I know the Velono was also nerfed prety bad so if anyone has info about that I'd appreciate it, Either they don't exist yet or I'm bad at searching the workshop, I'm hoping it's user error and the community can help me out. The best thing would be a mod that reverses all or most of the balance changes made for PvP sake with little to no regard for Sp and PvE play.
  5. First time raising managarmr solo advice Hey Xbox player here on official pvp, I play solo and have recently been gifted a juvenile managarmr. I live out of small bases that you are not able to breed or raise dinos in. This is my first time raising a mana and would like some advice on how to approach it and what my plan of attack should be. I play on the center and only have access to the regular feeding trough. Thanks in advance for any help!
  6. Nitrado, Managarmr issue I really need someone to help me.. For some reasons, on my nitrado server, the Manas can't only do one jump and 1 dash forward. Nothing more I can jump, dash, slide towards (to do another dash) but then I can't dash again Also I can only jump 3 times in a row, then I stops from doing anything I don't really know what's wrong with it
  7. What a sad, sad day... So, I play on a Nitrado Cluster for the xbox, and have been enjoying the S+ update! It seems great... until you start building and realize the new structures don't even snap properly! Great job beta testers... great job... beta... testing...? Anyway, after reading the latest, and a few other recent patch notes considereding creatures; I've noticed that the super cool and useful Managarmr was once again heavily nerfed... Why? We have had people come to our cluster from official pvp, and never once complained or bragged about how good the Managarmr was. So why the nerf? I'm genuinely asking, and if anyone knows why, I'd love to know. Now, the sad part of it is though, it appears the Mana has been rendered completely useless, and I have seen a lot of people calling them "decoration tames" since the nerf and release of Homestead. It hurts seeing creatures you've bred and sold off to players being killed, breeding lines going to waste, mutations that are just going to sit and starve, because the Managarmr was once again nerfed. When Wildcard nerfed their stamina consumption upon air dodges and boosts, players hated it but seemed to have let it slide. Now, players on my cluster are killing them off, like they did the velos when they were nerfed, if not kept as turret support to land flyers. Which, for the velos, seems to be the ONLY good thing about them. However, the Manas stamina and damage nerfs are just too much. They already don't do anything for melee damage overall, but not being able to boost very far due to low stamina and now not being able to kill much of anything really makes this Moon Hound seem like a big ol' sitting duck. They're made to boost and jump around, its how they attack creatures in the wild, so why nerf their stamina in the first place??? Now, they're not even good support creatures! Such a beautiful creature... wasted. I would love to see their overall melee buffed since their breath was heavily nerfed, and their stamina after tame either increased, or no longer consumes so much upon boosting and air dodging. Oh, I also heard a few things I'd like confirmation on. I heard Griffins, Drakes, and Wyverns are all going to be made breedable. Also heard Wyverns are supposed to be getting Tek/Regular saddles. And I heard the Direwolves were getting some sort of saddle as well.
  8. Managarmr jumps/dashes Hey Devs! Please don't do that... We loved managarmrs but since 304.21 we can't use it for travelling! 3 jumps and one dash isn't enough. Please change it! I think it's okay if we can do about 6 jumps and 6 dashes, or if we can set it like multipliers. We trust in You and I hope you will do something with this because that made managarms useless like dodos.
  9. I Lost two managarmr in lag with my body too, what what happened? My Dino does not appear, some solution.
  10. My Baby Managarmrs Changing Genders My babies are changing from males to females when being taken out of a cryopod. Is this an ark problem or is this an unofficial server problem?
  11. Native Dinos only Servers Managarmr on Aberration? As a long-time player of this map on unofficial and official, they alter the way the map plays completely. - They remove the aspect of difficulty that makes that map appealing. - They allow players to circumvent the gameplay of the map by skipping a lot of it. Working your way up to a rock drake and waiting for it to mature is no longer necessary. - They are a DLC creature, giving players with that DLC a pay-to-win advantage. - The map was supposed to be no flyers. That's what makes it unique and interesting. Manas diminish that greatly. Why does new content have to make older content less enjoyable? People like me still play this map, it's just much harder to enjoy with these tames present. My suggestion is this: Since some people like using manas on AB, and some don't want them there, why not make some official servers (Especially pvp servers) native dinos only and designate them as such? This could apply to all maps, not just Aberration. That's the best way I can think of to accommodate as many players as possible. Thanks for reading.
  12. Please fix the mana's poop problem. There is a problem with mana's after flying/jumping for a while and draining stamina when landed it keeps pooping for a good 2mins and is unreliable for fighting because of this, Is there any way to fix this or just something to do with the mana, It has no food so not sure how it can poop too, strange question guys sorry but hope someone can help.
  13. They take away from the Rock Drakes that were designed to rule the map and make it so painfully easy to survive now. Aberration is my favorite map because it is so very difficult but with the addition of Managarmrs that rush of survival has been dashed. I found myself fleeing to classic just to evade Manas but Aberration could too be this haven free of Mana spam pvp. Remove Manas from Aberration and let the Rock Drake take back its spot as ruler of Ab.
  14. Change Managarmr Range So i need help changing the range of the managarmr breath. i do know its possible since primal fear's alpha one does have old range so i was wondering can someone tell me what to change/add in configs to make normal mana's breath larger?
  15. May 12th Hi wildcard, sorry again to post here but i raised a bug report where my 100% imprint mana simply vanished while riding it . As of today ive had no reply, rather than just delete or move this could someone please look at it.reply? I took the trouble to report it, have 4k hours in a game i enjoy but feel that customee service is somewhat lacking.
  16. Hard choice If you had to chose between a Managarmr, a Rockdrake and a Snow owl. Which one would you guys take?
  17. Nerf Managarmr Dear Ark devs i would like to argue a few decisions that you have made in terms of the Managarmr. It wasn’t too long ago that you made an overall flyer nerf across the board. Taking away the ability to upgrade movement, high stamina upgrades, etc. I remember the whole point of this was to make other Dinos, i.e. land Dino’s more viable. Then extinction drops and all the changes you’ve made just got thrown out the window. Not only is the Managarmr the fastest flyer in the game, but it has a broken freeze ray ability, swims under water as if it were born there, and has an extremely high health pool. Currently the pvp system for this game is utter non sense and kills the diversity of the game. From a players standpoint diversity in a game is what keeps the gameplay feeling fresh and fun. Please do something about these broken flyers or at the very least buff wyverns so it feels like we have more options from a pvp standpoint. Hope your actually listening
  18. Managarmr missing Hi, i raised a ticket a month a go and have recieved no response yet, is this normal?
  19. Managarmr removal via abberation servers Just gonna put this out here , especially since I work on a small tribe server and come across this every other day but , it would be nice if they could keep the manas in extinction. This whole thing where you can wipe a whole small tribe just starting out in mere seconds and killing tames that take hours if not days to work with is getting pretty old. My tribe has had to switch servers three times due to this. I don’t want to be that guy but damn dude, it kills the vibe for the game
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