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I dislike all the stuneffects quite frankly. Although thyla and purlovias are doable if you are carefull. I just hate how it knocks you off your dino straight away, which then seems to last for forever. Especially the jellyfish and eels; you simply cant mount to get even a single shot in.
I don't do a whole lot of sea play, so I could be misunderstanding the threat. In my limited encounters with them I've never had an issue with them.
I've also discovered that Icthyornis are a great counter if you are fighting them near the surface. Might be a good idea to keep one on your shoulder if you're expecting some surface ocean action.
When going into the water you have to be aware, and check for any danger yourself before jumping your big dinos in. So long as you check like this, and either kill the jellies or avoid them, you'll never have an issue with them again.
I'd really have to disagree that they are OP I'm afraid. I've only been endangered by them twice, once when they were newly added and I didn't know what they did, and a second time when I ran my galli into the water without checking to see if it was safe first. Both of those times were my own fault, and could easily have been avoided had I been more observant.
Alternatively, as others suggested, if you're in the water and need to rid yourself of a jellyfish or eels, flippers and a good crossbow makes quick work of them.
In regards to the suggestions that Jellyfish are overpowered against Rexes, I'd have to agree...but at the end of the day, jellyfish and eels are just two reasons among MANY to not spend too much time in the ocean on a Rex. For the same reason I wouldn't take a frog to the snow cave, I try to keep my rexes as far from eels and jellyfish as possible.
Plan ahea
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This is the reason why I feel eels are OP - they force everyone down a certain route and don't give any other option. Forcing everyone into one limited playstyle is bad game design imo. I'm all for having the eels be a threat and one that could easily kill the unprepared, but they have to be reigned back, or some alternative strategies have to be added, so as to prevent the basilo being player's ONLY option.
However as I said above, the same doesn't apply to jellies imo, because they are so easy to see, avoid and/or kill anyway. So I'm fine with them having the power that they do.
I don't necessarily disagree. I agree that a moderate nerf to Eels would be nice. I really don't think Jellyfish need to be nerfed at all, they're super easy to see and just as easy to kill provided you don't drive your big land dinos into them.
Another tame or two that have a resistance to the eel, or perhaps a torpor-similar mechanism for the eel stings would be much appreciated. Until then, though, there are fairly clear solutions for the problem...just inconvenient.
That said, I also don't want to see the devs go too far with a nerf. I still want the ocean to be scary...maybe just a hair more forgiving in the case of eels. Like I said earlier though, I'd prefer to see Jellyfish left the way they are.
I see what you're getting at, but it's also a bit much to ask of someone who is already having troubles with eels.
Very well said Lou, it shows you kmow your game well. It's pleasant to see some very well written replies that can both see the good and the bad in a modification to a game. :) I also believe, like you, that "there are fairly clear solutions for the problem". Since the eels and medusas, I made sure to have high level, speedy Basilos in my water fleet and all is good for me under the sea.
Yeah, agreed, a small nerf to eels but not too much of one. Personally I think a small cooldown on the shock abillity would balance it out nicely.
My first encounter with the eels after they were put in, I was underwater on a diplocaulus with high quality chitin gear and lazarus chowder. The things knocked me out, but the chowder kept my oxygen from running out, and the chitin gear kept them from doing too much damage to me to kill me, so I woke up. Trouble is, they instantly put me to sleep again as soon as I woke, and kept doing so over and over until they finally nibbled through my armor and wore me down.
I was prepared for the ocean, and had put time and resources into that preperation. If there had been a bit of a cooldown on the stun, to give me a chance to fight back with my crossbow or run away when I woke up, instead of instantly being KOd again, then that would be totally fair imo. That way they would still have represented a big danger to me even though I was prepared, but not one that was insurmountable...one which I could have dealt with given my preperation and a bit of quick thinking/action.
But the repeated stunlock, preventing me from doing anything at all - that was the thing that killed me, and the thing I would take issue with as far as the eels are concerned. Just a 15-20 second cooldown on that, to prevent you being stunned and KOd for a short time, would make all the difference imo.
But jellyfish don't need that cooldown for their stun, because they are easy to deal with anyway.