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If I understand this correctly this would mean either things that are supposed to fight with base damage (cerato, rex, etc.) would need a bleed nerf or this could potentially make them EVEN MORE OP than they already are.
Another issue is it might make bleeder dinos disproportionately challenging. Allos/dilos/gigas are way more fragile than the tankier counterparts of their 'tier' so because they have to continuously stack the bleed in rapid succession, there's no margin for error but a lot of opportunities for you to ♥♥♥♥ up. Plus, if a rex isn't going to die from one stack of 3 bleed from a giga, it could just put itself up against a wall and be completely invincible. Depending on how lethal we're talking here I could support the idea since I'm not opposed to one hunting style being more high-skill than another.
Maybe the system could be combined with one that was mentioned on stream - not having a DoT but instead just dropping blood for easier tracking and (not explicitly mentioned there) preventing you from healing.
The whole thing also has synergies with other bleed ideas like the cap on bleed per bite (which aims to balance out lethality and "big game hunting" capabilities) and giving blood its own health bar (so taking more direct damage doesn't make you bleed faster).
In combination those could probably avoid the concerns voiced above.
Another idea entirely would be to have bleed prevent healing, help tracking, do a very small amount of DoT, but the more the target is bleeding, you get a bonus damage against the target. I feel like this isn't as good of an idea, being as it throws the current meta out the window almost entirely.
But yeah, synergy with systems like you propose such as a bleed cap would improve such a design change.
Having different types of bleed would be pretty pointless, while yes it serves a purpose, lower level bleeding for tracking would be as simple as giving dinosaurs who are not meant to rely on bleed, well, lower bleed values. T.rex & cerato already do this; They do not dish out much bleed at all, and that bleed would not do much damage.... each tick healing off the limited amount they'd do.
Meanwhile a Giga, Dilo, Stego etc? That would be incredibly dangerous amounts of bleed, going in line with some statements on stream like "You now have a 2m hole in your chest, congratulations, your dead."
@mentions of the "bleed that stops HP regen but doesnt do a DoT" as Rotiart meantions this ♥♥♥♥♥ all over the viability of almost every dinosaur. From a logical premise bleed isn't something that is passive, or minor. If any animal is bleeding a lot, regardless how amazing its ability to heal itself is, it will die before its body has time to mend. Quite frankly I just, don't like it in the slightest.
Cerato is really the only one I can understand, considering their stamina, hunger and speed are all utter crap so yeah you can't kill them but you have to be AFK to be caught by one anyway.
I think 2 bleed should be enough to make most dinosaurs be like 'okay, I need to sit down' with the exceptions of things that are meant to be exceptionally tanky, like cerato, maybe spino in the future. 3 bleed is 'okay imminent death I need to sit NOW'. If 3 bleed wears off too quickly it just leads to the problems I addressed; giga and allo being disproportionately more skill-based than their tankier counterparts, creatures being able to use trees/rocks and be invincible etc.
I think a fair solution to the current bleed problem is just giving bleed in general a buff, but nerfing the amount of bleed all dinos do per bite. So instead of a giga giving a rex 3 bleed in 3-4 bites like it does now it would be more like 7+, but once the rex is at 3 bleed its pretty much game over.
for example it should be faster to go from 100 to 60 than for 40 to 0 since the less the bleed the easier it is to survive with it and it becomes more of a tracking devise
In The Isle... all a higher level of bleed normally does is, well, do ticks more often, aka, you take the dmg from bleed more often than you do otherwise. Low level bleed only does ticks... slowly.
So, Dimi, logic would dictate that at higher bleed, say 100, the frequency being so high and the core of my idea being each tick = - 1 bleed, but each "tick" being more dmg, ofc you would drop from 100 to 60 faster than 40 to 0. Its common sense!