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The Bleeding Superhybrid Dilemma

Oh my, this brings back nostalgia. I haven’t written one of these since the release of the Dentist back in 1.8. A lot of the dinosaurs I discussed in those posts have been buffed in some way or another, which is awesome. Poor Vexus is still vexingly bad. Ludia have no clue what they want to do with Stygidaryx. And Gemini is now god (sorry Christmas Chicken, it’s true).
Well, anyway, to the point. Ludia have got some kind of obsession with bleeding Superhybrids that are just... wacko. It’s like whenever someone in Ludia HQ eats pizza with mushrooms in it they go and design some new bleed Unique that’s identical to all the others. Vexus, Monolorhino, Scaphotator, and Spyx are literally just slight variations of the Distract/Bleed formula. Spinotator is just a crummier Spyx. Spinoconstrictor is basically Vexus but it dodges. And Stygidaryx is just a Vexus with shields. Thylacotator is actually unique in its bleed/rend combo, so I’ll be disregarding it for the duration of this post (take that as a badge of honor, lad).
Anyway, the reason I’m talking about these is because four of these dinos (Scaphotator, Spinotator, Vexus, and Monolorhino) are pretty much unusable, one (Stygidaryx) is fringe-viable, and the remaining two (Erlikospyx and Spinoconstrictor) are usable but overshadowed by dinos that don’t try to mix bleeding into their gig and perform better overall. Also all seven are nearly identical and need a rework.
Without further ado, let’s start from the bottom up, with the (not that) Epic Scaphotator.

SCAPHOTATOR: SATAN’S SEA-MONKEY

Current skillset:
3600 HP
1200 Attack
127 Speed
0% Armor
5% Critical Chance
Nullifying Strike
Distracting Impact
Swoop
Regeneration
Swap-in Wound
Proposed skillset (The Quintessential Hit-and-Runner):
3900 HP
1100 Attack
130 Speed
0% Armor
20% Critical Chance
Nullifying Strike
Gashing Wound
Instant Distraction
Regenerate and Run
Swap-in Definite Strike
The main problem with Scaphotator is that it doesn’t feel like IrriG2 was used in its composition at all (and also that it’s trash). This retooled kit makes it far more effective at hit-and-run combat.
  • SI Definite Strike gives it some utility as a swap assassin (inherited from IrriG2). It also inherits IrriG2’s 20% crit rate. Attack was lowered as a result.
  • It retains the quintessential Null Strike (best basic in the game behind Cautious, fight me), but has more speed to outspeed Erlidom and kin after a Null Strike.
  • Can now cycle ID and GW for a lot of damage (except against Immunes).
  • Regen and Run (along with 300 more health) makes it less of a hassle to get it out of the arena (rather than using Regen then Swoop or a manual swap) but still allows you to bring it in multiple times.
Now, let’s stain the post red... with the Legendary Spinotator. I remember when this guy was all the rage in Poce’s vids.

SPINOTATOR: NESSY

Current skillset:
3750 HP
1380 Attack
129 Speed
0% Armor
20% Critical Chance
Strike
Lethal Wound
Swoop
Critical Impact
Proposed skillset (The Revenge Killer):
4200 HP
1500 Attack
129 Speed
0% Armor
30% Critical Chance
Definite Strike
Ferocious Strike
Defense Shattering Impact
Cleansing Swoop
Swap-in Mutual Fury (Bound 1 turn, use Mutual Fury)
Immune to Deceleration
Immune to Distraction
The main problem with Spinotator is that it doesn’t feel like Kapro was used in its composition at all (and also that it’s way overshadowed by Erlikospyx). This retooled kit makes it far more effective at revenge-killing.
  • As the only Superhybrid with Strike as a basic attack, this guy deserves better. He gets Definite Strike from Kapro (as well as 120 more damage(.
  • SI Mutual Fury into a T1 DSI dishes out 3375 damage and almost guarantees that you go first. But it’s a risky play. Sometimes, it’s safer to just pull the Tryo and use FS -> DI, especially since Spinotator is immune to decelerations and distractions. It also had its crit rate buffed to 30%.
  • If it’s in a tight spot, its Spinoraptor ancestry comes in handy since it can make a run for it with Cleansing Swoop.
Now let’s get to the real meat. The Unique bleeders. Starting with the bottom of the barrel with poor, useless Monolorhino.

MONOLORHINO: THE MUDHORN

Current skillset:
3990 HP
1000 Attack
116 Speed
15% Armor
5% Critical Chance
Distraction
Lethal Wound
Distracting Impact
Definite Impact
Immunity
Proposed skillset (The Wall):
4500 HP
900 Attack
120 Speed
30% Armor
5% Critical Chance
Shielded Decelerating Strike
Lethal Wound
Distracting Strike
Definite Shield Advantage
Immunity
The main problem with Monolorhino is that it‘s literal inconsistent garbage. As a tanky bleeder, it is literally worse than Vexus (who is next). This retooled kit makes it far more effective at swallowing damage and keeping up the Lethal Wound damage.
  • Its health and speed were increased by 510 and 4 respectively, though it lost 100 damage and its DI is reduced to a Strike as a result.
  • It gets Shielded Decelerating Strike and Definite Shield Advantage to be more defensive (and stop those pesky Cloakers). Its armor rating was also increased to 30%.
  • Otherwise, just the same dino. It was a good concept, just poorly executed.
Now for the dinosaur that started my career writing these, let’s talk about Vexus. On the plus side, he’s better than he was during my last post about him.

PTEROVEXUS: VEXINGLY MEDIOCRE

Current skillset:
4140 HP
1200 Attack
129 Speed
0% Armor
5% Critical Chance
Pinning Strike
Nullifying Impact
Distracting Impact
Swoop
Swap-in Wound
Immunity
Proposed skillset (The Evasive Pain-in-the-Tail):
3900 HP
900 Attack
131 Speed
0% Armor
5% Critical Chance
Scarring Strike (1x damage, DoT 0.15x target’s health for 999 turns)
Sidestep
Instant Distraction
Lethal Swoop
Counter-Attack (Nullifying, 0x)
Swap-in Evasive Stance
Immunity
The main problem with Vexus is that you can barely do anything with it. It pretty much goes swap in -> DI -> NI -> Swoop 100% of the time, and that’s a slow and ineffective rotation. This retooled kit makes it more effective at slowly killing opponents slowly and avoiding damage.
  • Vexus deals damage with its basic, which is its only damaging move. The basic’s DoT stacks until the opponent dies, swaps out, or cleanses, making it a potent murder weapon.
  • It has SIEstance, Sidestep, and ID to minimize damage taken. This also makes it a good idea to swap it in for combat.
  • It lost 300 health and damage, but in turn gained 2 speed.
  • If it’s in trouble, in can just Lethal Swoop the pain away and leave the opponent with one final problem to deal with.
  • When an opponent attacks it, they get nullified. This is an extra layer of defense as creatures can no longer use speedup attacks to be faster than it, nor can they use ferocious attacks to damage it.
  • I considered giving it an on-escape move, but there’s a fine line between janky and OP.
Now we’re nearly at the good dinos. It‘s time to unravel Stygidaryx, the dino that has confused even Ludia.

STYGIDARYX: THE MOST CONFUSING DINO IN THE GAME

Current skillset:
4500 HP
1000 Attack
128 Speed
0% Armor
5% Critical Chance
Superiority Strike
Cleansing Swoop
Lethal Swoop
Instant Invincibility
Swap-in Invincibility
No Escape
Immune to DoT
Proposed skillset (The Defensive Swapper):
4500 HP
1600 Attack
128 Speed
0% Armor
5% Critical Chance
Long Shielding Strike
Definite Shield Advantage
Rampage and Run
Cleansing Swoop
Swap-in Invincibility
On Escape Dust Cloud
Immunity
The main problem with Daryx is that it literally does one thing, and gets completely decimated by Immunes. This retooled kit makes it more effective at one-on-one combat while retaining its old functionality.
  • Its speed and health remain the same. However, it gains 600 damage and full Immunity.
  • It gains Long Shielding Strike and Definite Shield Advantage (pulled up from Darwin’s DSI) to retain its defensive abilities.
  • It gets On Escape Dust Cloud to better deal with swapping-out opponents. This also elevates its damage to 2400 damage per turn for 2 turns.
  • It retains its age-old Cleansing Swoop trick, so it can get out of trouble or be used to spam wounds with that. You can also use Rampage and Run for what Lethal Swoop used to do.
And... we’re at the High Apex gang. With the changes to Vexus, it’s now time to discuss the second-best bleeder in the game: Spinoconstrictor.

SPINOCONSTRICTOR: SLYTHERIN’S BASILISK

Current skillset:
3600 HP
1200 Attack
122 Speed
0% Armor
5% Critical Chance
Pinning Strike
Precise Rampage
Exploit Wound
Sidestep
Counter-Attack (Wounding, 33%)
On Escape Evasive Strike
Immune to Distraction
Proposed skillset (The Resilient Defender):
4050 HP
1300 Attack
122 Speed
0% Armor
20% Critical Chance
Superior Vulnerability
Exploit Wound
Precise Rampage
Instant Distraction
Counter-Attack (Wounding, 33%)
On Escape Rampage
Immune to Distraction
The main problem with Spinoconstrictor is a poor stat line and dodge abilities with no explanation that make it too similar to Pterovexus. This retooled kit makes it more effective at using Vulnerability to deal damage while applying constant pressure using bleeds.
  • It’s basic is now Superior Vulnerability, offering both speed control and Vulnerability damage. This synergizes well with its dual Rampages.
  • It retains bleeding counter, though its on-escape ability becomes on-escape Rampage. This works better with its Vulnerability attacks.
  • It gained 450 health and 100 damage.
  • Its Sidestep was replaced with ID for more consistency with its DiloG2 component.
And finally, the best bleeder of them all, Erlikospyx. With the previous changes, Spyx’s role as a DD-wielding speedy bleeder is now unique, so it will only need a couple of minor buffs.

ERLIKOSPYX: THE POPSICLE CHICKEN

Current skillset:
3000 HP
1500 Attack
129 Speed
0% Armor
5% Critical Chance
Minimal Speedup Strike
Lethal Wound
Debilitating Distraction
Precise Rampage
Immune to Deceleration
Proposed skillset (The Speedy Devastator):
3150 HP
1550 Attack
129 Speed
0% Armor
20% Critical Chance
Minimal Speedup Strike
Lethal Wound
Debilitating Distraction
Precise Rampage
Immune to Deceleration
Immune to Stuns
The main problem with Spyx is that it gets grossly outclassed by Erlidom. This is a slight buff to make it a bit better at what it does to make it a better alternative.
  • It gained 150 health, 50 damage, and its crit rate was increased to 20%.
  • It also becomes immune to stuns to counter Thors.
Well, that’s the end. Hopefully you enjoyed that. What did you think of it? What changes would you make to these bleeders?
submitted by Karimo101 to JurassicWorldAlive

Proposal to make the IPC and Flair more useful, but not absolute cancer.

Stipulations:
  1. This is about buffing the IPC and Flail, yea I like construction.
  2. Constructive criticism would be welcome, but not useless chatter.
  3. The Flail and Glaive IPC are underutilized and game play around them is restrictive.
  4. This is mainly about the Flail, but some points apply to the IPC as well.
The IPC and Flail have one major issue that prevents them from being useful in many situations, and that is the inability to fire into zones where you cannot deploy a sunderer or place construction. This gives both weapon platforms with a bit of an identity problem. In their current state they are useless outside of quickly destroying an undefended enemy construction site, or in the few locations (mainly on Indar) that see fighting outside of non-deploy zones. Are they supposed to disrupt construction exclusively or are there other possible interactions possible? If they are to remain ONLY construction v construction platforms most of the points in this post will be rendered moot, but I think there can be a place for them elsewhere without too much disruption in the normal planetside fights.
Possible solutions along with problems/fixes that may come with the solutions:
*1. Allow the flail and possible the IPC to fire inside of bases, namely nondeploy zones, but still restrict fire from non-construction zones. What this does is allow the platforms to be used to disrupt stalemates in a similar fashion to the orbital strikes. Keeping the inability to fire into non construction zones will protect sunderers and avoid the problem of the flail/IPC becoming I Win buttons against a push. This will come with a few stipulations that I think are necessary however.
    a. The refire delay of the flail and IPC should be increased by 50% and/or their intended zone of damage should be marked on the minimap for all factions. In their current state just having the plume of smoke indicate the strike zone would be far too powerful if implemented inside of bases.
    b. The Flail/IPC should not recharge while the wielder is cloaked. Outright stripping the flail from infiltrators I think would be a disservice, however the proposed change would be too powerful in the hands of a skilled cloaker in their current state.
    c. Once the Flail/IPC is fired into a non-deploy zone it should be marked on the map for all factions. This enables the platform to still be set up quickly and quietly and a defense set up for it, but nullifies the problem of an essentially invisible artillery piece.
*2. Allow the Flail/IPC to fire into non-construction zones, but NOT non-deploy zones. This solution would shift the platforms to being more geared toward answering vehicle zergs and breaking up stalemates like those that can happen in western Indar without overly getting in the way of base taking. The main issue with this is the ability to strike deployed sunderers, which I have not thought of a solution to, and would like feedback if possible. Stipulations apply here as well.
    a. The refire delay of the flail and IPC should be increased by 50% and/or their intended zone of damage should be marked on the minimap for all factions. In their current state just having the plume of smoke indicate the strike zone would be far too powerful. In the heat of battle smoke can easily be missed.
    b. The Flail/IPC should not recharge while the wielder is cloaked. Outright stripping the flail from infiltrators I think would be a disservice, however the proposed change would be too powerful in the hands of a skilled cloaker in their current state.
    c. Once the Flail/IPC is fired into a non-construction zone it should be marked on the map for all factions. This enables the platform to still be set up quickly and quietly and a defense set up for it, but nullifies the problem of an essentially invisible artillery piece.
*3. Vastly shrink non-construction zones. Shrinking non-construction zones allows the map to open up for all facets of construction. The current zones were established for HIVES, which are no longer a factor, and can be quite restrictive, and heavily limit what the Flail/IPC can do. This solution is the one I think carries the most risk, as it invariably buffs all of construction as a concept, not just the IPC/Flail that with either change 1 or 2 are still rather restricted in where they can deploy. The refire, cloak, and designation stipulations also apply here as I see any buff to the Flail/IPC, while welcome, to be dangerous if steps aren’t taken to reduce their potential to be broken.
TLDR: Flail/IPC need more target opportunities than just other bases. Cloaked infiltrators and the hidden nature of the platforms make them hard to balance and should be looked at.
submitted by Karina_Ivanovich to Planetside

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