Ludia Forums

Concept :New mechanism that the game should add

Improvement

1-Add option to not see sanctuaries and/or tower strikes on map
2-When a tower strike is defeated,it have now chance to drop green supply drops
3-You will find now sanctuaries tools in some of your chests

Campaign
1-Add new levels ,differents

Alliance improvements

1-Every sunday,you can ask for 500 epics ONCE in your alliance
2-Every weekend,there will be 3 random choice proposed to your alliance,you will vote for one of them.The choice with more vote will be decide for the rest of the week
3-Apparition of Boss battle which will be defeated by your entire team
4-Leader and co-leaders can now see the amount of donation for each member
5-Leader can now decide to vote for co-leaders

Geo-Location & Sanctuaries

1-Leader and co-leaderscan now choose to share a sanctuary with other alliance or no
2-Leader and co-leaders can remove manually a dino in a sanctuary(it won’t give the EXTRA DNA rewards in this way)

Emotes

1-More emotes!!!

Ability Updates

1-cautious strike will be buffed,now it nullyfy and pierce armor…just joking…
Cautious strike no longer cleanse,no longer bring evasion
2-mutual fury no longer cleanse,but instead, damage are +75% for the user instead of +50%
3-Adrenaline pulse now lock opponent for 2 turn
4-Defensive stance create a shield which protect from 75% damage instead of 50%
5-Gashing wound now give +25%HP at the end of the turn
6-Persistent ferocious strike: nerf +50% dmg to +33% dmg
7-Pinning strike:now heal 15% of the hp after the hit
8-superior vulnerability:now Cleanse half of the distraction…(50% distraction will be 25%/75% will be 37,5%/100% will be 50%)
9-vulnerability strike:vulnerability now stacks:1:+50%dmg
2:+80%dmg 3: +120%dmg and effects last 2 turns
11:Ready to crush: now get a priority distraction on opponent by 50% one turn

New Abilities

Small spikes:Protect the target from 20% of the damage of any defense shattering abilities,half of this ammount (10%) become mirror damage (PASSIVE)
Medium spikes:Protect the target from 30% of the damage of any defense shattering abilities,half of this ammount (15%) become mirror damage (PASSIVE)
Long spikes:Protect the target from 40% of the damage of the defense shattering abilities,half of this ammount (20%) become mirror damage (PASSIVE)
Adaptive strike:Your creature choose which immunity he will have after the strike succeed(example:if your creature hit the opponent and you choose stun,if the opponent stun you,it won’t be stunned),it don’t cleanse a condition,if you are already distracted for 2 turn,choosing distraction next turn won’t cleanse it,if you choose a good condition:regen 25% hp
Crazy evolution:Deal 1X damage,your creature will either randomly:
-Increase critical chance by 3O% the next 2 turn
-create a shield 2 turn which protect yourself by 50%
-regenerate 12,5%hp everyturn,for 2 turn
-Do nothing!
-increase speed up by 10% for 2 turn
-increase damage by 33% for 2 turn
Artful dodger:Passive ability:the creature have 50% chance to dodge 66% of damage
Passives:Hords (This creature work with a “pack” system,all bleeds effects remove one pack of the team every turn)
2nd passive: Scavenger : Once this creature defeat another one,he obtain a pack member (+1250hp/+450dmg)
-Blinding strikes: Deal 1x damage,blind opponent 2 turn (A blind opponent have 75% chance to miss his damage,if the damage are missed,he deal only 34% damage)
-Crippling strike: Deal 1x damage,Opponent will have one random ability next turn than he can’t choose (except for “basics” strikes and all commons creatures which have only 2 choices)

New creatures /hybrids

Compsognathus /troodon/direwolf /pachyrhynosaurus hybrids

All our current creatures work “singles”,i imagined a system of “pack” of creatures
The more they are,the most damage they do…
Aswell using devastating abilities can work very well on 1 vs 1 but is pointless against lots of creatures.

Troodon hybrid
HP base:1250 per unit (max 5)/Start with 3 (so 3750hp),every 1250hp loose,troodon hybrids loose 1 unit
Damage base:450 per unit (max 5)/start with 3 (so 1350dmg),every time troodon loose 1 pack of 1250hp,he loose 450 damage aswell.
Armor:0%
crit:5%
Speed:121

Evasive strike : 75% to dodge 66% of damage
Recall :Priority(Add 2 new members (regain 2500hp/earn 900dmg):
-If this turn opponent do a single"strike move" (Any X1damage),troodon receive damage X2
-if opponent do an impact/rampage/devastating damage,damages are divided by 75%
Extended critical impactdeal 1,5X damage,increase crit by 60% chance
Precise pounce : bypass evasion and cloak,deal 2X damage,distraction 50% one turn

Passive:Hords (This creature work with a “pack” system,all bleeds effects remove one pack of the team every turn)
2nd passive: Scavenger : Once this creature defeat another one,he obtain a pack member (+1250hp/+450dmg)

Compsognathus hybrid

HP base:600 per unit (max 8)/Start with 5 (so 3000hp),every 600hp lost,compsognathus hybrids loose 1 unit
Damage base:350 per unit (max 8)/start with 5 (so 1750dmg),every time troodon loose 1 pack of 600hp,he loose 350 damage aswell.
Armor:0%
crit:10%
Speed:116

-Vulnerability strike :Deal 1X damage,opponent become vulnerable this turn and the one after this one (vulnerability now stacks:1:+50%dmg 2:+80%dmg 3: +120%dmg and effects last 2 turns)
-Backup: work as “recall”:
Priority:Add 4 news members (regain 2400hp/earn 1400dmg):
-If this turn opponent do a single"strike move" (Any X1damage),Compsognathus receive damage X2
-if opponent do an impact/rampage/devastating damage,damages are divided by 75%
-Sidestep: Priority,cleanse,100% chance to evade 66% of damage,speed up +10% 2 turn

-Blinding Impact: Deal 1,5x damage,blind opponent 2 turn (A blind opponent have 75% chance to miss his damage,if the damage are missed,he deal only 34% damage)

Passive:Hords (This creature work with a “pack” system,all bleeds effects remove one pack of the team every turn)
2nd passive: Scavenger : Once this creature defeat another one,he obtain a pack member (+600hp/+350dmg)

Direwolf hybrid

HP base:1750 per unit (max 3)/Start with 2 (so 3500hp),every 1750hp lost,direwolf hybrids loose 1 unit
Damage base:900 per unit (max 3)/start with 2 (so 1800dmg),every time direwolf loose 1 pack of 1750hp,he loose 900 damage aswell.
Armor:5%
crit:5%
Speed:117

-Adaptive strike:Your creature choose which immunity he will have after the strike succeed(example:if your creature hit the opponent and you choose stun,if the opponent stun you,it won’t be stunned)
,it don’t cleanse a condition,if you are already distracted for 2 turn,choosing distraction next turn won’t cleanse it,if you choose a good condition:regen 25% hp of ONE pack member

-Pack hunting: work as “recall”:
Priority:Add 1 news members (regain 1750hp/earn 900dmg):
-If this turn opponent do a single"strike move" (Any X1damage),direwolf receive damage X2
-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

-Deliberate Prowl: Priority,cleanse,75% chance to evade 66% of damage,Increase crit by 50%)

-Crippling Impact: Deal 1,5x damage,Opponent will have one random ability next turn than he can’t choose (except for “basics” strikes and all commons creatures which have only 2 choices)

Passive:Hords (This creature work with a “pack” system,all bleeds effects remove one pack of the team every turn)
2nd passive: Scavenger : Once this creature defeat another one,he obtain a pack member (+1750hp/+900dmg)

Pachyrhinosaurus hybrids

HP base:1950 per unit (max 3)/Start with 2 (so 3900hp),every 1950hp lost,pachy hybrids loose 1 unit
Damage base:550 per unit (max 3)/start with 2 (so 1100dmg),every time pachy loose 1 pack of 1950hp,he loose 550 damage aswell.
Armor:25%
crit:5%
Speed:111

-Long decelerating strike:deal 1X damage,reduce target speed by 50% 2 turns

-Pack hunting: work as “recall”:
Priority:Add 1 news members (regain 1950hp/earn 550dmg):
-If this turn opponent do a single"strike move" (Any X1damage),direwolf receive damage X2
-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

-Dig in: Priority,cleanse,earn 25% hp back of a member,speed up +10% 2 turn,create a shield 50% one turn

-Greater stunning impact: Deal 1,5x damage,Opponent have 66% chance to be stun

Passive:Hords (This creature work with a “pack” system,all bleeds effects remove one pack of the team every turn)
2nd passive: Scavenger : Once this creature defeat another one,he obtain a pack member (+1750hp/+900dmg)
Swap in stunning strike: 66% chance to stun,deal 1% armor piercing damage

1 Like

typing text actually

I don’t agree with everything, but this looks really interesting. The multiple units for pack dinos is a cool concept. May be a bit overpowered tho.

1 Like

thanks for the feedback.
I was thinking about something to implement the “smallest” creature of the game and of course,the obvious choice was making them work into pack
Of course,i didn’t really worked on the stats,i tried to not be OP

Looking at them again, I now see their max pack size. i think that would balance them out quite nicely.
these could be devastating if allowed to grow.

Yes,and if you get bad luck after bad luck,you can be destroy quite easily.
And thats why none of them have any ability to pierce through armor and shields

Too many things forma Ludia to take into consideration cause they are in fact occupied collecting money… I meant… Applying patches for in game errors without even having a break.