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Found 17 results

  1. Mammal buff against Managarmr freeze attack. Make it so Mammals, Griffins, Snow Owls, are frozen immune to Managarmr freeze attack, can't be frozen and take reduced damage.
  2. Tek Tape Range for land bases I would like to discuss that Tek Tape are too strong atm / or since month or always you can say, because they have almost a range of 18 foundations while turrets on HIGH only shoot 20/21 i think thats redicules that you can Tapi rush towers buildings without soakers and destroy almost all tek turrets and hatchframes where turrets stand on. If you Mr/Mrs Wildcard want people to build on the ground again ground bases not pillars or Caves i suggest lowering the Range to at least below Medium range of turrets. I know that nerfing the tek tapi dmg was important aswell and a step in the right direction but pls consider that its the range that makes them op so i would like to suggest a change on the range of tek Tapies for your official Servers All to make the game more enjoyable for all of us who still belive caves are not the only Wae.
  3. Why the rhino nerf? I dont remember anyone asking for a nerf to the rhino? They were actually a viable counter to gigas. Oh well I guess just another nerf nobody was asking for.
  4. Ferox Nerf/Levelling Fix Thank you to GM Aytho who replied to my ticket and advised me to post this on here. On Monday/Tuesday this week I noticed that the only thing making the Ferox useful in combat has been fixed/nerfed. For context, my friends and I play only on Official PVE, and mostly on Genesis since release, therefore we spend most of our time trying to complete missions and beating the boss. We are currently 2 missions away from unlocking the Alpha Master Controller and have used Feroxes to complete most alpha combat missions and the boss. Believe it or not we did them without using the invincibility bug, because by the time we heard of it, it had been fixed. The Ferox WAS my favourite creature in the game to date. It's one of the most interesting mechanically, fun to ride around, and nice to look at. But most importantly it had great potential to join the ranks of the standard bossing creatures (Rexes/Theris/Rhinos/Gigas etc). The trick behind it's power was to put it in a cryofridge straight after growing it to adult from baby. Once 30 or so levels of xp had been gained in the fridge, it could be levelled whilst small, and on the FIRST transformation to large form it would gain bonus levels equivalent to how many were levelled in small form. These levels were randomly spread out but still incredibly useful. This would only work once, as subsequent transformations would not gain bonus levels. Doing this successfully would get most Feroxes to around 10-12k HP and 1000+ damage, with plenty of levelling still to be done. What you ended up with was a creature that was one of two or three legitimate ways to complete most alpha combat missions, and the boss itself. However now when you level and transform them, you're lucky to see 9K HP and 400 damage. I managed to level one to 11K HP and 600 damage, which is barely enough to do some of the beta combat missions in a group. It seems you want Genesis to be like every other map in terms of bossing. When transfer opens, everyone will bring over their Gigas/Rexes/Rhinos/Theris rendering the Ferox totally useless as it gets thrown in the nerf-bin. To be fair they will still get some use, as an ornament on the shelf next to the Jerboas... Solution: Reverse the change to allow Feroxes to once again gain bonus levels on first transformation. At the very least let them gain half the levels. No point nerfing alpha combat missions as Gigas will come soon and undermine all our hard work. Caveat: I know this was an unintended mechanic. Clearly there have been a large number of problems with the Ferox, and as I type this it is still plagued with issues. I'm aware that fixes to do with stats are pretty much always due to them being too OP in PVP. TL;DR: I cannot understand why a new potential bossing creature has been nerfed heavily when you're just going to allow transfers of Gigas/Rexes very soon anyway. The fact that Gigas are being allowed to transfer is another problem, but there's plenty of comments on that already... Thanks for reading. Mike (Server 522/642)
  5. 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
  6. Pego and ichy nerf and bed spawn Please nerf item stealing dinos. Pegos and ichys should not be able to pick up huge stacks or heavy things that would clearly crush them. A fabricator for example is something that a pego or ichy should not be able to steal or eat. Would you eat a fabricator? The bird should not be able to fly after stealing large heavy stacks. The bed spawning and waking up to look around and scratch the arm has gotten old. What if we need to fast travel and immediately get outside or to our destination? Cloud be life or death of a dino because i had to wake up from the travel and scratch my arm.
  7. Nerf or wipe cryopods I know cryopods are cool, but they broke completely the game, if you play in pvp servers you may see that the big tribes commonly make something called "Trolling", trolling its the reason why I think ark official pvp is dead, wildcard did something amazing when they eliminated meshing but some people meshed to survive and I think they didnt solve the biggest problem, trolls search and search for bases to raid, they dont let people grown up and they can easily move from server to server because dinos inside cryopods doesnt have coldown, so they can easily transfer their scout dino and look for weak bases, I think cryopod has to be nerfed I would really like that you had to wait around 1 hour to transfer again a cryopod with a dino inside. If that happened I think trolls would be less effective so official pvp community would be much bigger and nontoxic. Also I think cryopods are making some creatures useless for example, if you want to make a cave you dont need to tame a thyla, a wolf or a raptor you just need a big creature like a rex and a cryopod so most medium and little dinos are useless now.
  8. Stealth nerf to Alpha Rhino 500 loot? Since the update that made races more accessible, I have been farming Alpha Rhino 500 constantly for all the tek swords it would give. I would say it was a 33% chance to get a tek sword and sometimes i would get 2 or even 3 of them every time i beat it. But over the last ~2 days I have not seen a single sword drop from the mission I have cleared it about 40 times in those 2 days with no luck. If it was reduced or removed because people were also doing this and its drop quantity was unintentional thats fine but, it would be nice to actually know about it through the patch notes instead of the odds of loot being changed behind the curtain, which i hope is not the case. I would be happy to find out that Ive just been unlucky, but seeing as how they were being given out as if they were going out of style i dont feel thats the case
  9. 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
  10. Did they nerf Bred and Imprinted dinos? Hello, I'm just curious if there was a recent nerf or possibly a bug after an update. I host a private server through nitrado with some friends. And we've noticed that the melee damage of all of our Bred and Imprinted dinos has drastically gone down, and I mean by alot. But melee damage seems to be the only stat affected. I have an argent that I pumped alot of melee damage into, yet as it stands his parent the one I tamed from the wild is actually stronger then the him. Has anyone had a similar issue?
  11. 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.
  12. Are there plans on nerfing the Mana for the Genesis map? With removal of flyers on genesis is there any incentive to use any other tame than the superior Mana's for PVP? How is one supposed to escape by flying? If devs are going to make no flyers only can you at least remove Mana's to keep the game from being stale in the Meta. Better suggestion: make it so that you can transfer stuff out of the Genesis map, but not into the map.
  13. My point about my title are directed to the mana nerf. The limits for how many movement the mana can make in a row was already limited by the stamina cap so putting a cap on this cap, is as pointless at it is to wearing a hat on on top of another hat. From PVP perspective I might understand why some players find them too OP that they want this cap on a cap nerf but when it comes to PVE, then I can't with my best will justify of having this cap on a cap nerf and even less can't I justefy this cap on cap nerf in Single Player mode. In least should this cap on cap nerf be optional in Single Player mode to have it on or off, so those who likes this cap on cap nerf can play with that and those that don't like this cap on cap nerf can play without it and it will be a win win for both groups. So Wildcard if you really care about your customers, then please prove it to us all and add this option for Single Player users in least or else you give me no other option than completely stop playing this game since it keep make me more and more frustrated that I can't use the mana as I could do before the cap on cap nerf
  14. Nerf flamethrowers any plans on nerfing flamethrowers? A prim one can take down multiple players in the best amour and with 1000hp in a matter of seconds off their tames. I propose amour hyperthermia stat help protect the player against it and no longer have percentage damage off players hp anf instead have it do a set damage per second that scales up with higher weapon damage%
  15. HOW TO FIX ARK Hello, after playing Ark for years and focusing my YouTube channel, I am SJ, based on your game there are a few things that worry me about the way the game is ending up. Here are a few of my ideas to make the game more balanced and have people playing your game. -Make it so when a tame exits a cryo-pod it has a de-buff. This de-buff would be the opposite of a "Yuty" roar, were it has a larger impact on larger dinos such as Gigas and Golems but has minor effects on small dinos like a Pteranadon. This Debuff could also be slowly degrading, in which it slowly goes back to normal. -Instead of ORP (offline raid protection), it should be Online Raid Promotion. Where if starting a raid online turrets should do decreased damage slightly. Currently Extinction makes tek turrets too easy to fill and making them. This makes 6 man raids less fun and hard to online raid. -Meshing (not saying this is possible). Making it so instead of being banned it deletes all characters and tribes linked to a IP and Device. (Currently People just make new accounts and use those to mesh so they have no punishment.) If this is implemented then you should add a System where if people are detected in the mesh and do damage to a structure then the base is in ORP until owners are online. Combining Character deletion across IP and Device combined with this Mesh Protection would make meshing nearly impossible. - Right now breeding is based on whoever has more time to spend. Breeding needs to be slightly changed. I suggest making it to where imprint timers on a baby should be every 24 hours so people with schedule can actually raise dinos. (I believe making it to where other tribemates could imprint would help too.) Also there should be a dino raiser such as S+ where it only feeds babys. this should be set at a low inventory slot and a structure limit so mass raising is still difficult. -Also add counters to meks and gigas so other dinos can have a chance. I was thinking for the mek electric prods could explode the mek if hit. For giga pheromone darts could enrage or make giga more vulnerable to enraging.
  16. Add Reaper Turret Mode The Reaper King's alt attack is quite helpful for downing those pesky scout flyers so what if it could be automated. The projectile speed is slow making leading targets a necessary thing and since turrets do not generally do that, this should not be game breaking but convenient.
  17. dabo1

    Cave meta nerf

    Currently, on official pvp, building in caves is the meta. This has multiple reasons: -Titans(extinction ones) -some Caves are pretty much unraidable if built correctly and someone is online(some even if no one online) Due to that, I would suggest to nerf/disable cave building in: Island: -Carno Cave -Snow Cave Center: -North Ice Cave -Pearl cave -Bear caves Se: -Grave of the Tyrants Abberation: -Hidden Grotto(Shadow Cave) How this nerf could look like(does not have to be every of this options): -disable tek turret placement -disable teleporter placement -lower turret limit close to chokepoints(areas where only a few small dinos/no dinos fit through) -disable all building
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