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Αναφορά προβλήματος μετάφρασης
The Thresher does have the ability to thrash like every other shark, but much like the Hammerhead he does this at half the speed (compared to other sharks). His thrash damage is reduced due to the his unique thrashing mechanic, and his active ability 'Tail Lash' which allows for high damage on multiple targets. The Thresher's thrash is unique in that, as he thrashes, he will do 1:1 damage to all other nearby prey (area of effect). In combination with has active ability 'Tail Lash' you can get some really incredible multi-kills. This of course takes strong positioning on his part, and he can be quickly killed due to his small fragile body.
Supporting with Drag&Tag on a spear gun in mid-game can be a lot of fun! Toxic is my go to on ARs when facing the bigger sharks, and Penetrating Harpoon is also neato (but super expensive!). Also if you haven't already, check out aim down sights! Spherical aimming is incredible (but disorienting for some).
If anyone is looking to get into mapping, come join us over on the Mapping and Modding - Subforum! (click here)
Point being, sharks could already go down pretty quickly before, and I haven't been able to test the ammo types in a way that shows how long their effects last.
Is there a way to counteract the toxin, or are we stuck with "wait until it goes away?"
Not saying it's imbalanced, but it'd be nice if sharks didn't have to swim around clueless for a few matches until they figure things out again.
Just to add in: I have at least 50+ hrs on record for this game and have been playing since it was early access. This opinion is all from a pure sharks PoV for this game.
Toxic is instantly removed if a seal is eaten :)
Not that I mind, since most divers had problems against sharks and it makes sense they would have better equipment, but I have the feeling the toxin, bleeding and the slowdown mod might be too strong for weaker sharks to handle (i.e. Tiger, Mako, Thresher maybe). I understand the need for the damage over time because of the way GW and Hammerhead have been becoming way too powerful, but compared to the firsts dominance early game, the Mako seems in an overall bad spot now
Can a dev explain how the toxin/bleed interacts with Blood Feast and the seals?
How does the game calculate the damage caused by toxin/bleeding and the healing coming from Blood Feast? Or Hemogenesis? Do they cancel each other out, does healing in general cancel the effects, or does the damage simply reduce the amount of healing done? Does Hemogenesis only kick in after the toxin/bleeding has ended?
If toxin is removed when a seal is eaten, what about bleeding? Does it stop on its own, require a seal to be stopped, or doesnt stop at all until you're dead?
Also, will there be an evolution (in the future) that enables sharks to withstand the damage over time better ? (Similar to the tagging-evolution)
I'd just like to hear some of the reasoning behind the additions and I do not want to whine about them, since I really like that the game becomes more challenging. However, I do agree that this will make the absolute top divers even harder to beat, while buffing the gameplay for the mediocre ones.