Depth
Shark Evolution Tier Trees!!
Sharks being able to save evolution points for higher end evolutions is kind of crazy, especially when you have a team that feeds the sharks .

Here is an example of tier tree and purchases based on where the evolutions currently sit!!

First tier: Electroception, nimble fin, double time and hangry and the hydroacoustics.

second tier: hemogenesis, razor fins, minesweeper, headstrong and placoid scales

third: Blindside, powerful tail, blood feast, blood rage, ignore pain and adrenals


Think of it like buying weapons in League of Legends. The weaker weapons get combined and they scale up making your built weapon slightly cheaper!

In order to buy the tier 2 perks, you have to have purchased certain required tier 1 perks.

lets say you want Minesweeper!! Well, maybe either Nimble fin OR double time combined with electroception.

if you wanted Powerful tail!! You might need Nimble fin AND double time.

If you wanted a tier 3 evolution like Blood rage/Bloody Feast, you require Hangry and hemogenesis from both tier 1 and tier 2!!!

If you wanted ignore Pain!! Tier 1 perks hangry and hydroacoustics AND from tier 2 hemogenesis!!

The Blindside evolution!! Tier 1 Nimble Fin, double time, tier 2 hemogenesis.

I think this would help sharks build skills better rather than simply being OP all the time with high end evos right off the bat!!!

This system would somewhat prevent sharks from becoming invincible, but wouldn't hinder their progression very much. The purchasing of previous tier evolutions that are required for tier 2 will make them a few points cheaper and so on with tier 3!! Since sharks are getting extra evolution points based on the shark level I think this will work.
Last edited by OverwatchJunky; Apr 6, 2015 @ 10:10am
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Showing 1-15 of 45 comments
The Highwayman Apr 6, 2015 @ 10:14am 
A cool idea, but it would be hard to take away freedom and ability already enjoyed.
OverwatchJunky Apr 6, 2015 @ 10:28am 
Originally posted by Demon Child:
A cool idea, but it would be hard to take away freedom and ability already enjoyed.

I just think that "some" players exploit it and it needs to be remedied. When you have people stacking different buffs early on its hardly fair to overtake the divers to the point of being ahead by 20 tickets.

people get labeled as hackers and cheaters because of that.
OverwatchJunky Apr 6, 2015 @ 10:30am 
By making the abilities cheaper when you upgrade through the tiers would make it just as easy and make it more of a progressive thing rather than a "buy what i want when I want" thing and divers cant compensate against high level shark players

Its more because of the extra point stuff they added. There really wasnt a need for a point bonus per level
Last edited by OverwatchJunky; Apr 6, 2015 @ 10:30am
V1taminC Apr 6, 2015 @ 12:33pm 
I do agree there needs to be done something to the sharks skill trees.
Like you say. sharks can just keep saving up if they feel like it, getting a powerfull skill after about 4-5 kills, and then to often dominate(if they are decent).

your system would work just fine i belive.
Though i dont feel it should be cheaper as they upgrade. Not by much atleast.
It could work similar to the divers inventory.
Buy one thing then upgrade as you can afford and nothing else.
nimble fin -> double time -> mine sweep -> powerfull tail(speed build).
I do realise this would reduce what a shark could get in the end greatly but i feel that would be for the better. (incomming shark player hate inserted here)

Though like the divers could "sell" to switch over to the other if they dident find it to their likeing.
I know it makes no sence for a shark to "sell" his abilities but this is a game and some freedom is needed.


Simply put. personaly i would like for sharks to be able to pick the main thing they want in the end but not get ALL of the good stuff. if that makes sence.
OverwatchJunky Apr 6, 2015 @ 1:07pm 
Originally posted by Vitamin_C:
I do agree there needs to be done something to the sharks skill trees.
Like you say. sharks can just keep saving up if they feel like it, getting a powerfull skill after about 4-5 kills, and then to often dominate(if they are decent).

your system would work just fine i belive.
Though i dont feel it should be cheaper as they upgrade. Not by much atleast.
It could work similar to the divers inventory.
Buy one thing then upgrade as you can afford and nothing else.
nimble fin -> double time -> mine sweep -> powerfull tail(speed build).
I do realise this would reduce what a shark could get in the end greatly but i feel that would be for the better. (incomming shark player hate inserted here)

Though like the divers could "sell" to switch over to the other if they dident find it to their likeing.
I know it makes no sence for a shark to "sell" his abilities but this is a game and some freedom is needed.


Simply put. personaly i would like for sharks to be able to pick the main thing they want in the end but not get ALL of the good stuff. if that makes sence.

Yeah small discounts was all i mean.

I was also thinking that if the lower evolutions could be "traded" for the higher tiers. Like, you trade in Nimble Fin or Double Time for Powerful Tail >.> Cause having all 3 of those is just OP

Or maybe slightly cut the benefits of them by say 25% when other similar evolutions are purchased!!!! That might also be fair >.> Same way divers take a gold hit whern they sell weapons :P

In particular, with ignore pain and adrenal glands. One of them gives stam, the other takes it away. They dont take damage untilk their stamina runs out, but they gain stamina back from taking damage. its very much OP



Last edited by OverwatchJunky; Apr 6, 2015 @ 1:12pm
DJ-Miller Apr 6, 2015 @ 1:19pm 
Originally posted by Sir Derpington:
In particular, with ignore pain and adrenal glands. One of them gives stam, the other takes it away. They dont take damage untilk their stamina runs out, but they gain stamina back from taking damage. its very much OP

The ignore pain + adrenal glands combo is a sure fire way to waste points, since one guy with tranq rounds renders it useless. Plus I'm pretty sure ignore pain drains more stamina than adrenal glands gives back, but i haven't tested that in a while.
0 SH00B3RT 0 Apr 6, 2015 @ 1:22pm 
I'd have to disagree with this completely. If a shark wants to save up for some better skills then he should. He shouldn't be pentalized by saving up for a really good skill. Same goes for a Diver. If a diver wants to get a better gun, he saves up money. If I want to get a harpoon early on, I save up or I buy a DPV and go gold hunting (Dangerous, but very fun.) That simple.

Plus, if you're a diver and you allow them to get those perks early on, then it's the entire team's fault. You were either A. Not playing smart or B. Not cooperating as a team. I've seen it happen too many times already. A diver team lets sharks go on a murder simulator spree and then he/she is unstoppable. Sharks are not unstoppable and are not invincible, only if you let them be. Prevent them from killing you or your team and you shuts their game down. Let them kill you and your team you shut your own game down.

Another thing some perks are essential to some sharks. For example Blood Feast. Any smart great white will make an effort to get that, since he has the biggest health regen from eating things. Sometimes, as a great white player, I skip double time and hangry to get blood feast. Not such a smart move sometimes, but I don't have to worry about eating seals all the time when my health is low. Another exmaple with the diver team, I got $3000 halfway through safe 2. I want to spend that on a very good weapon, like a volley jet or ADS.

It goes both ways, so if you're going to do this to sharks, then it needs to happen for divers as well. Why should the diver team have the ability to quickly save up for some good gear, while the sharks have to work with not so essential perks at the time being. It doesn't make sense, it will feel as though it's a waste. Also this free choice system allows players to play the way they want to play. Not be confined to limits as to how they play, while one team doesn't even get limits.

TL:DR version:

If a shark wants to save up then he should be allowed to save up and get the perks they feel would benefit them most, whether it be expensive or cheap, good or bad. Same goes for divers. The current system as it stands is perfectly fine and doesn't really need to be changed. If the sharks are getting extremely good perks, then you're letting them kill you left and right. That is your own fault/your team's fault. Work as a unit to both protect yourself and your team as well as turn the game in your favor.
Last edited by 0 SH00B3RT 0; Apr 6, 2015 @ 1:23pm
someone Apr 6, 2015 @ 1:27pm 
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?
0 SH00B3RT 0 Apr 6, 2015 @ 1:36pm 
Originally posted by someone:
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?

Who is directed to?
Dracarys Apr 6, 2015 @ 1:47pm 
Originally posted by Shady:
I'd have to disagree with this completely. If a shark wants to save up for some better skills then he should. He shouldn't be pentalized by saving up for a really good skill. Same goes for a Diver. If a diver wants to get a better gun, he saves up money. If I want to get a harpoon early on, I save up or I buy a DPV and go gold hunting (Dangerous, but very fun.) That simple.

Plus, if you're a diver and you allow them to get those perks early on, then it's the entire team's fault. You were either A. Not playing smart or B. Not cooperating as a team. I've seen it happen too many times already. A diver team lets sharks go on a murder simulator spree and then he/she is unstoppable. Sharks are not unstoppable and are not invincible, only if you let them be. Prevent them from killing you or your team and you shuts their game down. Let them kill you and your team you shut your own game down.

Another thing some perks are essential to some sharks. For example Blood Feast. Any smart great white will make an effort to get that, since he has the biggest health regen from eating things. Sometimes, as a great white player, I skip double time and hangry to get blood feast. Not such a smart move sometimes, but I don't have to worry about eating seals all the time when my health is low. Another exmaple with the diver team, I got $3000 halfway through safe 2. I want to spend that on a very good weapon, like a volley jet or ADS.

It goes both ways, so if you're going to do this to sharks, then it needs to happen for divers as well. Why should the diver team have the ability to quickly save up for some good gear, while the sharks have to work with not so essential perks at the time being. It doesn't make sense, it will feel as though it's a waste. Also this free choice system allows players to play the way they want to play. Not be confined to limits as to how they play, while one team doesn't even get limits.

TL:DR version:

If a shark wants to save up then he should be allowed to save up and get the perks they feel would benefit them most, whether it be expensive or cheap, good or bad. Same goes for divers. The current system as it stands is perfectly fine and doesn't really need to be changed. If the sharks are getting extremely good perks, then you're letting them kill you left and right. That is your own fault/your team's fault. Work as a unit to both protect yourself and your team as well as turn the game in your favor.

All of this.
0 SH00B3RT 0 Apr 6, 2015 @ 2:01pm 
Originally posted by Dracarys:
Originally posted by Shady:
I'd have to disagree with this completely. If a shark wants to save up for some better skills then he should. He shouldn't be pentalized by saving up for a really good skill. Same goes for a Diver. If a diver wants to get a better gun, he saves up money. If I want to get a harpoon early on, I save up or I buy a DPV and go gold hunting (Dangerous, but very fun.) That simple.

Plus, if you're a diver and you allow them to get those perks early on, then it's the entire team's fault. You were either A. Not playing smart or B. Not cooperating as a team. I've seen it happen too many times already. A diver team lets sharks go on a murder simulator spree and then he/she is unstoppable. Sharks are not unstoppable and are not invincible, only if you let them be. Prevent them from killing you or your team and you shuts their game down. Let them kill you and your team you shut your own game down.

Another thing some perks are essential to some sharks. For example Blood Feast. Any smart great white will make an effort to get that, since he has the biggest health regen from eating things. Sometimes, as a great white player, I skip double time and hangry to get blood feast. Not such a smart move sometimes, but I don't have to worry about eating seals all the time when my health is low. Another exmaple with the diver team, I got $3000 halfway through safe 2. I want to spend that on a very good weapon, like a volley jet or ADS.

It goes both ways, so if you're going to do this to sharks, then it needs to happen for divers as well. Why should the diver team have the ability to quickly save up for some good gear, while the sharks have to work with not so essential perks at the time being. It doesn't make sense, it will feel as though it's a waste. Also this free choice system allows players to play the way they want to play. Not be confined to limits as to how they play, while one team doesn't even get limits.

TL:DR version:

If a shark wants to save up then he should be allowed to save up and get the perks they feel would benefit them most, whether it be expensive or cheap, good or bad. Same goes for divers. The current system as it stands is perfectly fine and doesn't really need to be changed. If the sharks are getting extremely good perks, then you're letting them kill you left and right. That is your own fault/your team's fault. Work as a unit to both protect yourself and your team as well as turn the game in your favor.

All of this.

Funny how me and you got out of a match together. Plus you did kick my butt as a hammerhead, along with your friend. 2hammer4me.
0 SH00B3RT 0 Apr 6, 2015 @ 2:31pm 
Originally posted by someone:
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?

I can agree that divers should be locked out of higher teir equipment until Steve has advanced to certain points, but only if the sharks can be locked out of certain skills until Steve has advanced so far. Thus that would rid the problem that "sharks are op" along with "drivers are op," both of which do not exist in my eyes. If a shark or diver is OP I need some examples if you can provide them to me. It's fine if you can't, but I would like to understand how a shark can become "Jaws" (Damn Jaws, ruining my boat every time.) Or how a diver can become the "Terminator" and kill everything in the ocean.
OverwatchJunky Apr 6, 2015 @ 2:50pm 
Originally posted by Shady:
Originally posted by someone:
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?

I can agree that divers should be locked out of higher teir equipment until Steve has advanced to certain points, but only if the sharks can be locked out of certain skills until Steve has advanced so far. Thus that would rid the problem that "sharks are op" along with "drivers are op," both of which do not exist in my eyes. If a shark or diver is OP I need some examples if you can provide them to me. It's fine if you can't, but I would like to understand how a shark can become "Jaws" (Damn Jaws, ruining my boat every time.) Or how a diver can become the "Terminator" and kill everything in the ocean.


As a diver you still have to buy the tranq rounds separately for any weapon after the fact. Every time you upgrade a weapon it requires purchasing the new rounds. Those rounds on any gun cost like 2500 cash on top of the weapon cost.

Divers should be able to refill consumables other than just dying. The ammo chest should at least fill flares, shark shileds and sonar. The ammo crate leaves you completely vulnerable as it is.

Some of you who are replying favor playing the shark rather than the diver. I have played both sides. Its not fun when either side gets fed or feeds the other. This sort of thing will bring a bit of balance.

I didnt say that the higher evolutions COULDN'T be purchased, they will just not be as cheap. It would be cheaper for you to buy them when you got the lower evolutions and buy them at a slight discount once the other evolutions were obtained.

This suggestion is also based on the stacking of some of the abilities. Nimble Fin, Double Time and powerful tail...ANY shark is pretty much unhindered unless they are netted or tranqed.

If sharks get speed buffs, divers get to slow them down.

because there is a SIGNIFICANT skills gap between most players, this may even the playing field slightly.

Last edited by OverwatchJunky; Apr 6, 2015 @ 2:51pm
OverwatchJunky Apr 6, 2015 @ 2:58pm 
Originally posted by someone:
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?

As with any of the weapons as they are now, you still have to buy the upgraded net ammo.

This poses a problem for divers especially since they are dependant on the gold income and not just kills as sharks are.

I think that would be fair to make safe progression unlock certain "support" weapons like the netgun. That would make it easier to save gold rather than trying to sell a weapon and then not have enough gold to buy an upgrade, then repurchase the same weapon and have severely less gold as a result. But thats the same with sharks. Purchasing the lower tier would open up the second tier and so on to tier 3. it would add a bit more balance. You cant have "complete" skills freedom for the sharks and the divers are fully dependant on money flow to gain weaponry. You have 4 divers that SHARE all gold.

Do sharks share credit for kills??? No. They dont.

The biggest difference is that sharks get their abilities via kills, divers have to get gold. The speed at which they get those is very different and with divers it can be very bad unless you are with a group of 4 friends who will divide party roles between themselves.

This is more about the public random matches than anything else. Even one diver can screw over your team for tickets because they die or not enough of them are gathering gold.
Last edited by OverwatchJunky; Apr 6, 2015 @ 3:01pm
OverwatchJunky Apr 6, 2015 @ 3:09pm 
Originally posted by Shady:
Originally posted by someone:
What exactly are you trying to avoid? That sharks are OP in general or only with certain combos?
Would you agree divers should be locked out of higher teir guns until STEVE has advanced so far to compensate?

From my exp I would say the net gun + tranq can be extremely deadly to a GW, would you back that not being allowed just like IP and Adrenal?

I can agree that divers should be locked out of higher teir equipment until Steve has advanced to certain points, but only if the sharks can be locked out of certain skills until Steve has advanced so far. Thus that would rid the problem that "sharks are op" along with "drivers are op," both of which do not exist in my eyes. If a shark or diver is OP I need some examples if you can provide them to me. It's fine if you can't, but I would like to understand how a shark can become "Jaws" (Damn Jaws, ruining my boat every time.) Or how a diver can become the "Terminator" and kill everything in the ocean.

I have watched a several broadcasts of good shark players. They get 5 or more kills using no perks, just their main shark ability, and automatically get an evolution like ignore pain on a tiger sharks or a mako. The mako stamina is high, so with ignore pain they take almost no physical damage until their stamina runs out.

A Great White or hammerhead would get powerful tail, and then buy bloody feast and Nimble Fin and literally be unkillable unless divers have higher weaponry.

Some of the early combos are ridiculous because they are able to save so many points early on
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Date Posted: Apr 6, 2015 @ 10:08am
Posts: 45