A suggestion to improve the balance in battles: adding missed hits to the game!

Hi!

I just want to share a little suggestion I would have that I think could improve the current balance of the battles in the game, and see if you players would like it to be implemented. That suggestion is based on those considerations:

  • Ludia prefers to add new elements to the game to improve it rather than remove anything. (Ex.: the raptor meta has been solved by adding the superiority strike; the tank meta had been solved by adding improvements to bleeding, etc.) In other terms, I assume that things such as boosts are here to stay.
  • The boosts make it less reliable to act on health, damage or speed of the creatures to improve the balance in the battles.
  • The current creatures that hurt the balance in battles are creatures with defense shattering attacks, notably the Thoradolausaur and the Dracoceratops. A simple nerf to these creatures would only displace the problem, as there are other creatures that could be overboosted to replace them.

My suggestion is the following: to add the possibility that a hit can be missed by the attacking creature. If, for example, the swap-in defense shattering attack of the Dracoceratops had a, let’s say, 30% of chance to completely miss its target (damage = 0), using it would be more like some kind of gamble from its user. The same goes for a creature like the thoradolausaur: if it could miss its target 30% of the time, that would make it far less reliable, and a player would have to evaluate if it’s worth the risk of doing no damage. Such “missed hits” already exist in many games that have battle systems that resemble that of Jurassic World Alive (just think of old Pokémon games).

I see two ways such a feature could be implemented.

  • Each creature could have an additional statistics, being a percentage representing the odds it had of missing its target when it attacks. Such a statistics could work the way the critical hit stat currently work, which would need from Ludia to set such a percentage for each creature.
  • The “missed” percentage could also be tied to some moves in particular, instead of being a stat for the creatures themselves. For example, the defense shattering rampage could have a 30% chance of missing its target. That way of introducing “missed hits” could target specific moves that are otherwise very hard to counter in the everyday battle, notably everything that’s “defense shattering”.

I am aware that this suggestion means to bring more RNG into the game, a solution that many players would be reluctant to see implemented. But, given the current problems in battles, this could turn the use and overboost of some creatures into more of a gamble than it currently is, which could be a good thing overall.

Let me know what you think about that. And I wish my suggestion is clear, english not being my native language!

1 Like

That doesn’t sound like fun at all. People already dodge too much with cloak and evasive. No need to have extra dodges.

9 Likes

Themaxx is right.
But i understand your point.
For me thor and draco should be both counter by dodgers.
Actually,they are weak and have no use except a huge RNG (50% chance) to win.

I would like to implement 3 things:

First:
-Change the priority action:
Swap with no damage>Instant no damage>swap with bleed or damage >instant damage

As i saw in an other topic,well explain:The instant charge would finally be “nerf” and draco in the same time.Lets face it,its too overpowered.

Second:
-Change all the Cloak and Evasive stance !
I don’t mean to remove them but to change something which is for me completly normal:
Chomper should be scared of them and should have “less” luck against them,they should be their natural counter!
So: -A defense shattering ability (anyone of them) should have 30% to hit a creature in this instance.
-A piercing armor ability should have 40% chance to hit throught the cloak
-any non “simple” strikes should have 50% chance to hit throught the cloak (instant charge,superiority strike,shield strike,vulnerability strike)
-normal strike,normal impact,normal rampage should have 60% chance to hit through the cloak.

Third:
Creating a new abiity which should “punish” the defense shattering rampage (as armor block armor piercing ability,simply “something” to counter it ,and don’t talk to me about distraction,they won’t help you against a thor)
A new red shield which once broken by a defense shattering ability deal mirror damage.

3 easy way to balance more the game,AND it would bring back tank to meta

1 Like

Themaxx is right.
But i understand your point.
For me thor and draco should be both counter by dodgers.
Actually,they are weak and have no use except a huge RNG (50% chance) to win.

I would like to implement 3 things:

First:
-Change the priority action:
Swap with no damage>Instant no damage>swap with bleed or damage >instant damage

As i saw in an other topic,well explain:The instant charge would finally be “nerf” and draco in the same time.Lets face it,its too overpowered.

Second:
-Change all the Cloak and Evasive stance !
I don’t mean to remove them but to change something which is for me completly normal:
Chomper should be scared of them and should have “less” luck against them,they should be their natural counter!
So: -A defense shattering ability (anyone of them) should have 30% to hit a creature in this instance.
-A piercing armor ability should have 40% chance to hit throught the cloak
-any non “simple” strikes should have 50% chance to hit throught the cloak (instant charge,superiority strike,shield strike,vulnerability strike)
-normal strike,normal impact,normal rampage should have 60% chance to hit through the cloak.

Third:
Creating a new abiity which should “punish” the defense shattering rampage (as armor block armor piercing ability,simply “something” to counter it ,and don’t talk to me about distraction,they won’t help you against a thor)
A new red shield which once broken by a defense shattering ability deal mirror damage.

3 easy way to balance more the game,AND it would bring back tank to meta

Reminds me of way back, when indom’s cloak didn’t always work, and I don’t mean the dodge aspect, I mean sometimes it just didn’t work - indom didn’t go all translucent and dodge. It just failed to… deploy?

1 Like

I’m always amazed when cloaked Indo dodges but gets lethally wounded when Spino or Sucho miss.

The last thing we need is to make cloak & evasive stronger. It’s stupid when an Indo dodges 5 times in a match. NOTHING should be able to dodge 5 times. That person doesn’t deserve a win if that’s how they have to get it.

And if you read me right,it is not a buff
It is something to counter the chompers and making defense shattering not a MUST have.
Worst chompers ONLY have defense shattering abilities,it would nerf them (tryko and thor)
using a defense shattering?30% chance hit
using a armor piercing?40%
using a superiority?50:normal
using a normal attack or a normal rampage?60%:you have more chance to hit through than before.

And with all the new abilities,cloak is not really relevant now so,you don’t need to tell me they are overpowered.

You will choose a creature with a kind of attack which have more chance to hit!
Example:stegodeus with a rampage will have 60% chance to hit him against 50 before

This all sounds like too much programming to be done correctly by a casino app company :x:

1 Like

Just the fact you think cloak is irrelevant suddenly shows how little you really grasp about the meta.

You know how many of these dinos with new abilities on a daily basis? Maybe dio… but even he isnt common… and the rest i seldom see.

You know how many times I encounter indo compared to them… like almost every match their is an indo… far from irrelevant… crazy dodge % still ends up deciding matches.

Boosts aside this is the same exact meta we have had since 1.5.

1 Like

cloak is irrelevant because it use too much RNG for moment.
With my idea of changing the % dodge chance by the kind of attack would properly counter the chompers which are actually the metakillers and they would be counter by other creatures.
Instead of a head or tales shoot every turn,you will have atleast a few strategy…
Rock paper scissor is more fun

I don’t know where you’re battling at but sometimes my opponents only win because they dodge too much. It is very relevant. There are plenty of ways to counter chompers. Dodging is one of them. Distraction is another. Why would anyone want to weaken dinos that have heavy attacks? That’s the whole point of them.

2 Likes

because nothing actually can be done to miss a SISDR or a defense shattering rampage on a boosted thor at 2nd turn “except” to turn your cloak on and pray to your poor 50%?
and nope,with 40% crit,distraction is not enough.
So yes,it HARDLY need a nerf,by any way

You face indo every match because it was the easiest unique from the beginning of the game to upgrade,getting component .
Easier than thor which is the second.
Where do i stand?aviary now and truly,neither indo and erlido are the worst i met.
At least you have abilities now to counter cloaks,nullifyings,precise and define strikes.
How to you counter a critical defense shattering rampage?You just don’t

Bro it’s the same for me in this update, except my erlidominus and indoraptor DO NOT, I repeat DO NOT, and never have, dodged on the first turn. But of course, if my erlidominus faces a better one, they dodge but I never ever can.

Thor can’t even take down my Magna once it has been distracted. And just so you know, swap in distraction and stun can both stop a swap in dsr. There aren’t really any good dinos that have those moves but they can stop it. Are you basing any of your statements on facts or just spouting random thoughts?

This game needs less RNG, not more. it already feels awful to lose a match you should have won due to a crit or because your enemy happened to get shuffled dracocera, the last thing we need in the meta is less control.

Ive had Two thors crit their rampage today against me for 0 damage cause distractions can stack. 0 damage sounds like a pretty good counter. Running multiple distracting dinos has its perks and despite the common crying on here that distracting thor doesnt work it most certainly does.

Thor is easy to counter and if you cant team make up is more the issue then thor is op…

And the rat isnt any more or less dangerous then the last two patches if you havent learned to play against it yet your most likely not going to.

If you got a boosts deficit then your essentially playing with a jv team against an all pro team… and arent likely to win no matter what dinos theyve boosted.

3 Likes

Boost should have a counter balance. Let’s say you boost attack or health it should have a % decrease on your speed , boost speed and it makes you a % less bulky with less attack and less health.

It doesn’t need to be massive and if you boost it all you get a net gain. But what it can to is mean that tier 10 attack will always mean you limit the speed possibility and if they want a 160+ Magna it will never hit as hard as a 139 could.

This means you could really customize and balance the Dino states instead of simply P2W leveling by another name. If done properly it would also mean a non-boosted Dino still could have a chance against a boosted counterpart because it’s speed or attack or health are not compromised.

1 Like

While I didn’t understand very well the “First” and wasn’t a fan of “Second”, I think the red shield idea is genius and interesting, especially if the mirror effect when being broken comes before the damage of the shattering attack is recieved.