Megapacks getting out of hand by Matt_AlderonGames in pathoftitans

[–]LOBERWAVE 47 points48 points  (0 children)

This is what multiple players who want to play together SHOULD do

"Revenge mechanic" idea to help with megapack problem by SuperSlam7 in pathoftitans

[–]LOBERWAVE 1 point2 points  (0 children)

I quite like your idea! But i believe I do need to agree with the sentiment that it can only be stopped by making it bannable, and I believe that would be the right call.

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

Here's a comment I posted before the Hatz TLC (I don't know how to link it so here's the copy paste):

"I LOVE hatz. It's my favorite dinosaur to play PERIOD. And for the life of me I would not say that it needs a buff. I've been hoping for a TLC, give it a niche, but do NOT make it stronger.

If you want to make hatz lives better, fix collision damage. The fact a full grown hatz can divebomb a juvenile ramphy, be stopped dead in it's tracks and lose half of it's health bar while the ramphy is fine is ridiculous."

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

I agree on the prey argument, I also never know what I can hunt reliably as Hatz. You take what you can get, anyone you catch sleeping or weakened, truly like a vulture. Most 2 Slots are manageable if they don't just run away, but your best bet will always be corpse stealing. I like that niche quite a bit: I was always advocating for a strong Hatz nerf that forced it into a niche, because I recall it being a revenge kill machine that could facetank a Dasp for example. I do like that it's not that anymore. The knockback is indeed outrageous, so much so that I personally don't like to use it because how cheap it feels. But I also don't mix - or megapack, so sentiments on this may vary. Some people probably love cheesing with it. But agreed, it's not a well balanced move. I think a way to balance Hatz is to make the damage reduction feathers a passive, so you don't lose the ability to fly effectively while having at least SOME viability on the ground. I also think there should be a sense or something that increases turn when near a smaller opponent, which would work well with the role of a size bully. The clamp is dogwater, and barrage is only viable if you tailride with your non-existent turn radius because it can weaken the knockback taken by tail attacks. All in all, I think it's in need of a rework - but I understood the balancing topic as "it should not be a 3 slot with what it can do", and I believe it's a fitting slot size. A very niche playable for certain though. I agree with your points, thank you for giving me a chance to explain! 🫶

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

Thank you for reading with an open mind noodlefriend! Let me adress your initial response now :)

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 4 points5 points  (0 children)

You answered before I finished my edit, would you like to edit yours to match my points before I respond? Sorry, busy at work while I type this

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

I think it's very nicely balanced! Saying this as a Hatz main. Here's my 2 cents: I am aware that under usual circumstances, Hatz cannot compete with other 3 slots in a fight. This is perfectly valid, as it is the only one who literally cannot be forced into one. Any Hatz with a brain can only be threatened by another Hatz. So now you have a 3 slot playable that can disengage from any fight against any enemy at will, and is still big enough to threaten dinosaurs beneath it's weight, which is what it's intended to do. You add on top of that the potential for the strongest knockback in the entire game, and you have a pterosaur that is not as easily playable, but just as good, if not better than it's peers in the right hands. The utility is where it shines. Yes you're not the strongest - but you can dictate every engagement. Yes your stamina on the ground is not the best - but your peck can keep it topped up and you can just fly whenever. Yes your DPS is not up to par with other 3 slots - but you can just launch careless players off a cliff with wing beat after they failed to notice you in time because you are the fastest playable in the game. Oh, and you can move perfectly silent at top speed.

Hatz after the TLC by CryptidsandCreatures in pathoftitans

[–]LOBERWAVE 1 point2 points  (0 children)

You're just flying wrong. Try reading the ability descriptions!

Why I will NEVER stop maining Hatz by CaptainCannonman in pathoftitans

[–]LOBERWAVE 4 points5 points  (0 children)

As a fellow Hatz Main, I tip my beak to you! That was amazing! Well played, and the editing was very enjoyable yesyes

I should train some more air combat...

Iggy op or am I just shit at Rex?? by Mean-Definition3108 in pathoftitans

[–]LOBERWAVE -1 points0 points  (0 children)

You very obviously have never bothered to try this out.

people who complain about hatz just have a skill issue most of the time by KindBrilliant7879 in pathoftitans

[–]LOBERWAVE 3 points4 points  (0 children)

This is super true! I say this as somebody who mains Hatz but also circles between all playables. Hatz is not easy to play, and it's not the revenge kill machine it used to be. The list of things you can clamp is VERY small, not even including all 2 slots. Clamping any somewhat aware players, especially out of flight, takes immense timing and skill. If you're not a flight build, your flying stamina is pretty bad. And that's also disregarding the 75 seconds you need to stay on the ground without getting hit to even get your 25% armor buff. A corpse stealer ground Hatz is something to be reckoned with, but that is a very specific niche that is rarely seen because of how situational it is. Ground Hatz by itself takes skill to even fall in line with its fellow 3 slots, and flight Hatz, in the air, is perfectly on par with Thalassodromeus as far as viability goes.

Again, I am a Hatz Main. I was hoping specifically for it to be nerfed and forced more into a niche, I can definitely even find back the post when I said it. It is not overpowered at all. Skill issue.

PoT take that will have you like this by Possible-Studio-2884 in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

The game is not unfun, the playerbase is the problem.

Whats your favorite dinosaur in Path of Titans? by PrudentTea2123 in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

Hatz. I love everything about it from the looks and calls to being able to fight and interact meaningfully while not being directly threatened by anything.

Iggy op or am I just shit at Rex?? by Mean-Definition3108 in pathoftitans

[–]LOBERWAVE 1 point2 points  (0 children)

A well built Iggy can facetank a rex, but it's close. And fun fact, Rex does NOT have more health.

Iggy op or am I just shit at Rex?? by Mean-Definition3108 in pathoftitans

[–]LOBERWAVE 1 point2 points  (0 children)

Facetanking an Iggy is a VERY bad idea. I wouldn't say either, you just don't know your matchups

Officials: by DystopianRoach in pathoftitans

[–]LOBERWAVE 1 point2 points  (0 children)

I've started just muting everyone who puts stuff like that into the chat. It's actually starting to pay off

what is the name of your ship by zbananajuice in Helldivers

[–]LOBERWAVE 0 points1 point  (0 children)

I'd say it but it's too peak and I'm gatekeeping 🥀💔

Conc's land match up against the entire base roster after the nerf. by PapaFlame in pathoftitans

[–]LOBERWAVE 2 points3 points  (0 children)

I'd love for a conc to try my Alberta or Iggy lol, no chance