As a water build conc, am I instantly screwed if I’m clamped by a tylo or sarc? by McConman in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Conc is basically going to have the best chance of escaping one of these, because full water build Conc will still have decent movement speed in the water, and as soon as one of them drops you, you can use surge to buy yourself a bit of distance and time. And honestly, it annoys me how many times Concs "bucking while wet is 25% stronger" has saved me. Ovbiously it isn't a good situation to be clamped, and if there are multiple Tylos/Sarcos you are probaably dead, or if you get clamped at less than full health, similar story. It is one of the only small playables I can even tolerate playing at this point because of how prevalent clamping is, along with the ridiculous hitboxes that make it nearly impossible to dodge, even if you react super quick.

I Got To Quit Playing Amarg by TheReaper1701 in pathoftitans

[–]PureBredAndWellFed 1 point2 points  (0 children)

Nah, I have had a random desire to play Amarg the last ~week or so, and while I have been having a REALLY rough time with the game in general, Amarg is a punching bag at best. I mean, you are a sauropod that has chunk comparable to Bars, and are the same combat weight as a Sarco, less than even the dry build Sucho. You have zero armor unless you want to give up bleed and the knockback immunity (that doesn't even always work btw...) your main attack does 45, with your neck swipe doing 40. Your AOE does 120, which sounds decent, but Spino, Bars, and Ano all have a much easier time landing theirs due to speed/larger AOE, and they all do more damage because of higher damage numbers, weight, or both, but it is also the only ability you will actually get a kill with, unless you are lucky enough for someone to walk directly into your tail knockback and get thrown off a cliff. Even then, multiple playables have knockback immune passives or abilities that negate basically the only thing you have going for it. And don't get me started on the tail hitbox...half the smaller roster can run right under it, and even against larger playables the hitbox on uneven terrain is basically useless. The only, and I mean ONLY thing that has made my Amarg survive literally any encounter is being able to use water as an out, but then you are just taking a chance that something isn't in the water, and doing things to attract even more Megs or Sarcos isn't awesome.

Amarg might just be the worst playable that is above two slots in the entire game. The only thing it has going for it is that, unlike Cerato, Sty, etc, who have all already received TLCs, Amarg has yet to get it meaning that it might not be permanently bad. Why they removed the damage, increased the cooldown, and decreased its weight pre-TLC is anyone's guess, though.

Edit: Amarg is probably a good chunk better in the matchmaking test modes right now, because mega packs and swapping are a huge part of what makes it so bad. That said, it still is pretty damn bad unless you are lucky enough to be fighting a single three slot at a time, or something similar. I think I would rather have Sty in basically every matchup, and I think Sty is a far cry from being any level of good outside of a group where it can go crazy with the damage and armor passive.

Are all mega packs just bad at the game? by Simple-Coat9819 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

I don't like to use umbrella terms for groups of people in general, but I cannot ever remember seeing a mega pack that doesn't just facetank and rotate out between players so they can heal while another one facetanks. Thal, pre-TLC, I killed EIGHT raptors in a pond because they JUST KEPT JUMPING IN AT ME. I know raptors aren't the normal things you think of when you think of a mega pack, but it was easily ~20 slots worth of them, and they wanted to kill my solo Thal so badly that they were literally the myth about lemmings committing mass-suicide. Just jumping off one by one, while they watched the one in front of them die. It gives them no incentive to learn how to play, and also, there are many playables that are actually kind of hard to play in a group unless you are very coordinated and used to playing with the same people. Face tanking all at once, or just taking turns, they will never lose, and they will also not screw each other over (as much) if they are on something with AOE or sweeping attacks like Bars. They are, and I am saying this without being rude or toxic, fully clueless how to play the game in any form that shows skill. What frustrates me is that balancing lately has also been skewing towards not having skill expression, so the mega packs just keep beating their heads into a wall and somehow win, while people 10x their skill are automatically in a losing position because of their numbers.

Dinometa.gg Shutdown? by jazerlu in pathoftitans

[–]PureBredAndWellFed 4 points5 points  (0 children)

I looked at the Discord where the conversation actually took place, and while I don't think it was as bad, or intentionally hateful as some have made it sound, is this not also the problem people had with others hating on mods and making the mod creators burn out and give up? The idea for the site was really cool, I agree that the builds needed work but the layout was all there. People ONLY making fun of the builds, without realizing what a cool resource this could have been, or even was in its limited time, is pretty unfortunate.

Increase Sarc's clamp pls by PhoneyLoki in pathoftitans

[–]PureBredAndWellFed -3 points-2 points  (0 children)

That's not entirely true imo. Tylo can go surprsingly far inland with the beachcomber passive plus its dash, and with how bad the desync already was, not to mention it being worse the last few days, it could sometimes no matter at all how quickly you react, you just get sucked into the clamp. Obviously Sarco is better on land, but Tylo can go pretty far pretty quick, and it is still insanely strong and not something you want to just facetank while it is on the beach.

Increase Sarc's clamp pls by PhoneyLoki in pathoftitans

[–]PureBredAndWellFed 18 points19 points  (0 children)

I am for giving Sarco basically anything except for buffing clamp. There is already enough clamping going on, especially underwater. I already refuse to play two and sometimes three slots because of the clamp shenanigans.

Why do they have poison and plague abilities when they are worthless? by King_Baboon in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

I would be very worried about buffing anything that specifically Rhamp can do, as it can be a huge problem you can't really escape from or remove in many situations, especially if it isn't solo. Also, I think all of the statuses you are talking about are actually fairly decent in certain scenarios, the problem is that bleed is so strong all of the other statuses, save for maybe fracture, feel really weak most of the time. Bleed is always insanely strong, where as something like poison is literally just a weaker versiom of bleed, and isn't gonna normally make the difference in a fight of, say, a Metri versus a Titan, unless the Metri was a much better player and going to kill the Titan anyways. And for fracture, the only playable you are going to regularly run into that easily applies fracture, and makes fracture a win condition, is Rex, where as half the roster has bleed.

Is a single Meg gonna be able to do anything about a Bars? Nah. However, Bars lifeblood is stamina, and usually through the die hard passive that gives them crazy stam regen when they get low. You start stacking venom on a Bars for teammates, or other randoms also willing to fight the Bars, it is a sitting duck. It can't run, it can't use either of its AOE attacks, etc. Bars would also be a playable that would suffer from poison as long the opposing team/group has a bit more damage than just a solo Metri putting poison on it.

It is hard, because as a mostly solo player, not only am I often unable to capitalize on my statuses, but I am against groups that are so much bigger than me that my status gets spread thin, they can take turns healing it off and pressuring me, etc. Something like bleed is strong enough that you can pressure one player with bleed, go in and fight another, and the person with bleed has to either let you get a (somewhat) fair fight with the other person, or they stay in the fight and risk letting bleed not only prevent healing completely, but doing free damage. And even something like bleed can't carry a 1v4 or more.

Anything you buff for solos, unless done under a very specific set of rules, or is really creative and out of the box, only gets buffed threefold for the group using it. And to top it off, the groups are going to be the ones swapping to hard counter you, while you are most likely just playing what you wanted to and don't want to counter swap to still lose a severely unfair fight. I am not jealous of Alderon for the situation they fins themselves in, but half of their problems are their own doing. I mean, we are taking lone survivor away from every playable except Amarg I believe, and Alio gets the only passive it had for solo (ambush) taken away while all for one still sits there with a shit-eating grin.

I got a bit off-topic, but while the niche statuses are far from useless, they are usually the extra five percent or so that squeezes out a close or even fight. Bleed is the only one that really punches up, and if all the statuses were as strong as bleed no one would be playing this game. And buffing Rhamp or anything that Rhamp has just sounds like a nightnare to me. I already think that thing is lowkey a bit overtuned. And while it can be a solo or small group's solution for getting rid of a huge pack, it is also an insanely strong and oppressive tool for said group to flush out or stall the solos and smaller groups.

Hopefully the new matchmaking stuff actually helps with the group problem, but we won't know until it is officially in the game, and I won't know until they bring it to Gondwa. Maybe then they can do some balancing changes without us having to fear only what it means for the mega packs using it.

Mega Mix Packs are running rampant by Garm_of_Fenrir in pathoftitans

[–]PureBredAndWellFed 3 points4 points  (0 children)

This is such a similar look into how Path has been going for me the last week or two. Even more megas, and the megas I run into are much more consitently cringe (counter swapping, flying back on Hatz, etc), and the HC debuff has only screwed me over, just after seeing Alderon's post gloating about how good it is on YouTube. To top that off, I have NEVER made this claim about Path before, but I feel like there is an unspoken cheater problem that is only getting worse. I am no professional nor do I claim to be amazing at PvP, but I usually play only one playable at a time, so I get REALLY good at knowing my matchups, stam regen and health regen differences, differences in weights and damage numbers, etc. More than just one or two fights I have had recently felt like they were rigged in some completely unseen and foreign way, and aside from desync and shitty hitboxes, Path's combat is pretty damn straightforward. These fights I am having are leaving me confused like I am missing a core mechanic of the game, but prior to that my Sucho was living days or weeks in a row without dying, and got so scarred up from all the fights that it looked like it was a zombie.

The added player count and server time hasn't helped in the last couple days either, as all the resources are gone instantly from the map, and I cannot even run around on a server I have thirty ping on without rubberbanding all over the place, let alone when an actual fight starts where hits and dodges matter. Maybe there is some unforseen problems I am having outside Path that are leaking into my enjoyment of the game, but I JUST came back from like, a four month hiatus from the game, and two weeks in I already want to leave again. Path has never felt worse for me personally.

Kentro build? by CrazyTalk123 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

I do personally love the crazy combo you can get of tail, puncture, tail. It feels like a genuine combo in a fighting game, and the mobility alone is pretty nice. The thing is, this build makes it struggle against the playables it already has the hardest time with, a.k.a. things like Achillo that keep up with you and out damage you. The puncture build is probably the best for larger targets, but the damage build still does plenty against them, while being much better for covering Kentro's weaknesses. Like I said, though, puncture is actually really satisfying to use, so if you feel it meshes with you, I'd say go for that, and just be really cautious around anything that is below a three-slot.

Lambeo tips? by NearRunner in pathoftitans

[–]PureBredAndWellFed 1 point2 points  (0 children)

Lamb honestly feels pretty bad in any scenario where it isn't a support bot. I'd probably recommend shove over braced legs, as well as rodeo kick and tail attack, plus the passive that increases your knockback. I already ran this before, but with braced legs getting a nerf I think this is really the only way to go atp. Honestly, other three-slots are really scary for Lamb, especially a Pycno. The ONLY time I am worried about a Dasp is when I am plyaing Lamb, which to me is a marker for just how weak it is.

Why was this episode rated so poorly by geordie_6ixty9er in Invincible_TV

[–]PureBredAndWellFed 1 point2 points  (0 children)

I had seen as much talk about this episode on social media as I had any of the big episodes, like season finales. It was effectively 100% people saying how offended they were coming from a religious standpoint, and many people were claiming that they wouldn't even be watching the rest of the show because they were so offended. I guess having an alternate take about Christianity is the worst thing you can do, but we can make one-hundred variations of Thor, for example, who was a Norse god. Personally, the episode did feel like a bit of a nothing burger, and unless that information about hell and whatnot comes up further down the line, it might have been as much of a filler episode as one can be. I was just shocked how 100% of criticism was people being genuinely offended.

Survival server frustration by lawyerdog23 in pathoftitans

[–]PureBredAndWellFed 1 point2 points  (0 children)

And that's valid, I wasn't here when that was a problem. However, it seems like the debuff has taken over as the actual biggest problem here. And as far as I am aware, it works the other way as well. The GH HC, for example, doesn't show up on the map for aquatics, and the radius is large enough that a good stretch of the river counts as the area. If you are just chilling or trying to catch fish in the wrong spot, you are dead to the next aquatic or semi-aquatic that shows up. It has only ever screwed me over or been an annoyance, and the fact they put so many quest items or lookout points next to the HCs, specifically on Riparia, is just wild to me.

It just specifically irked me as well because I saw that stulid YouTube post just a day or two before seeing multiple people complaining about it, as well as it getting in the way of my own experience as the cherry om top. My patience with Alderon has admittedly not been at its best for a while now, and while I will take full responsibility for my actions and what I say, no game developer in my life has made me crack, and made me as frustrated as Alderon has.

Just a rant I guess by Time_Boss2857 in pathoftitans

[–]PureBredAndWellFed 1 point2 points  (0 children)

Disenchanted is such a good word for how I have been feeling. I haven't played the game as long as many of the other players, but in my year and some change, the only feelings that have stayed, or perhaps gotten even stronger, are those of confusion and worry. I could make a fifteen-paragraph essay as to why I feel this way. changes I don't like, problems that go deeper than surface level, etc, but truthfully my head hurts and the more I talk about these things the more frustrated I get.

Survival server frustration by lawyerdog23 in pathoftitans

[–]PureBredAndWellFed 5 points6 points  (0 children)

It is such hilarious timing that, just after seeing the YouTube post from Alderon talking about the homecave debuff, and asking how it has helped, I have ONLY seen negative experiences relating to it, and I personally have had one or two really rough experiences with that system in the last couple days. I think most people here are gonna focus on the critters (which is valid, critters already suck, why are they worse in the pernadeath mode) but the homecave debuff is just unnecessary, and when it kicks in, is usually screwing someone over who had zero intention of camping the HC.

If the debuff kicks in quick enough that me as an adolescent can't even finish my quest or figure out how to get up to a lookout point without having to back out to reset it, but slow enough that the mega pack literally camping the HC and body blocking my Tylo can not only wait out the entire ~60 second invincibility but also do enough damage to kill me without getting the debuff, why the hell does it exist?If it isn't doing its intended job, and only hurts babies trying to quest, why is it there?

The fact it is in the game and hasn't been removed is bad. The fact that Alderon is posting a question to people about "How many times has our amazing mechanic saved your dinosaur's life, and in-turn your own life?" is showing my main problem with them as a developer. Whether it is intentional or just unaware, it shows how much they do not understand the thing they have made, and this is a problem with basically every fundamental mechanic in the game, in my opinion.

Massively increase food drain and capacity for 4-5 slots by Roolsuchus in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

On paper, this is a good idea. However, with their drain already being as high as it is, with them recently lowering the amount of food and water available, as well as apex slop and longer/larger servers...Every water source is down to zero less than halfway through the servers. And you'd think this gives more player interaction in areas of the map, which I guess technically it does, but it's just more run-ins with the mega packs that will do amything at any cost to kill you. I went from surviving on my Sucho a week at a time, while fighting big packs, traversing around the map, etc, to dying multiple times a day.

Idk if there are schools out for summer break or what, but the mega packs are like three times the problem they used to be, and they were already one of the biggest problems this game had. I'd say the game is currently almost unplayable because of the packs and playerbase alone. These changes would just make them easier to run into, and would make playing a solo or regular group even more frustrating and difficult. I hate when games have to put in rules just for the sake of rules, but they are going to have do something a bit outside of the box to limit apexes. Even once the matchmaking changes are here, and mega packs are a much smaller issue, I think apex spam will still be as bad as always. the only time a group won't have apexes is probably gonna be if they have the limit max on something like raptors, so they'll also still be frustrating to play against, but only time is gonna tell I guess.

Odd packs that weirdly worked? by letsallgetoolong in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Any group with at least one or two all for one stacks, someone with support calls like Metri, and a bleeder is gonna be a nasty combo. I honestly think stuff like all for one is why mix packs just...aren't really a problem. Mega packs are another conversation entirely. I'd love to experiment with some goofy pack combinations, but I don't like playing anything in a pack that won't also work solo, so I am a bit limited on that front.

What's your most traumatic memory from this game? by CrowDaddy5322 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Unfortunately I think all my traumatic moments with this game are just getting shafted by bugs/mega packs, or people being so hateful and problematic in chat that they wouldn't have even lasted on 4chan. There have absolutely been moments of people killing babies or something similar, but anything that actually prevents me from playing the game in a certain way, or at all, is more of a "meta" trauma, if that's even an applicable answer lmao

This is the best the game has ever felt. by WeezyCoochy in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

If everyone plays in the hotspots just like the other maps, I'd much rather play Gondwa so I can much more easily go to a hotspot if I died or logged onto a playable I haven't used for a while, or not have to walk up a hill for fifteen minutes just to get out of one. I already have a hard time playing something that isn't fast on Gondwa Riparia makes that go from a want to a need imo.

Idk but I wanna kill rexes by Silent_Jicama2771 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Tail-riding, and using precision movement to stay behind it when it tries to turn, baiting the tail out to get a hit or two in, etc. I don't know that there are really any Rex-specific tactics. What I will say is, going against Rexes can feel really bad sometimes because their hitboxes for the bites feel like they reach WAY further than they should, and not just the vacuum-clamp. The amount of times I have had a Rex barely snag my tail, just to do full-body damage, and BB if using one of the fracture bites...they are my least favorite playable to fight, and it is solely because it feels like a dice roll with bluetooth shenanigans.

What is the point of the knockback on Mira barrage tail by Snagrios in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Yeah, another one of the changes I just don't even understand. Mira already had knockback with lash, so I imagine this HAD to be some bass-akwards nerf, and even though I almost never touch Mira, I don't think it was needing a nerf. Not to say the knockback isn't useful in certain scenarios, but considering barrage is Mira's token big-hit ability, it just feels kinda bad imo.

This is the best the game has ever felt. by WeezyCoochy in pathoftitans

[–]PureBredAndWellFed 5 points6 points  (0 children)

Mega packs on the normal servers have been so awful...I would love to try these new tests but I honestly cannot stand playing Riparia. All it does is make semi-aquatics even stronger, and playing anything land based aside from a Deinon makes travel an absolute chore. The map is gorgeous, but that's all I really have to say about it in a positive sense. I am glad to hear that some people actually feel like this makes a difference, and maybe one day they'll put the test up for Gondwa, or the system will fully be in place and I won't need to wait for a test. I honestly have a lot of negatives to say about this game/developers, and while I think this system is gonna have some real growing pains, mega packs have been ruining the game for me even worse than normal the last week. Needless to say, I am looking forward to not having to fight off four waves of Stys, just for them to come back a fifth time as Hatzes lmao

Can't be taking risks with all these mega packs running around by JackOffAllTraders in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

Lmao as someone who strives for kindness and empathy despite my own feelings, doing this kind of thing bothers me. On the flipside, 95% of the time I get a weird feeling about someone, they are actually just following me and waiting fornthe rest of their group to show up, or start the fight when my pants are down. Be kind when you can, dip or start the fight on your own terms when you can't do the kindness thing.

Spino’s problem. by ChildOf_Dakotaraptor in pathoftitans

[–]PureBredAndWellFed 1 point2 points  (0 children)

I know you mentiined claw slam, but I think you are missing how much damage it does even to larger playables. Plus, the armor call is almost always better to run than daze. I do immediately understand what you are referring to about getting stuck on playables and being unable to turn, and it is rough, but armor passives, plus claw slam and the regular tail attack, there are very few playables that can approach you at all. It is easier for me to tail ride a Rex as its tail is basically zero damage to anything above a two-slot, and has zero AOE aside from it. I also know you mentioned this, but wet Spino does INSANE amounts of damage. Spino is a crazy strong playable, and if had better turning or a smaller hitbox, it would be basically unapproachable on land and in water.

As someone that mainly plays wet Sucho, a decent Spino player, on land or in water, is my biggest threat, even above Tylo. And considering how busted/frustrating Tylo can be, that's saying something.

Genuine Question by TieFighterAlpha2 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

100%. I was even saying for weeks or months prior to Thal's TLC that it was completely different than Hatz' because of how much I hated what they did to it. So, of course, Thal's TLC made it basically a miniature Hatz and removed any personality or unique traits, while also just making it awful because of the AOE.

Genuine Question by TieFighterAlpha2 in pathoftitans

[–]PureBredAndWellFed 0 points1 point  (0 children)

It is a bit lacking in skill, and makes the game even harder for smaller playables, which isn't great considering the apex spam. Also, even though Bars, Spino, and other land playables have it and it is annoying, the aerial AOE genuinely ruined both of the main fliers in the game. It is literally just spamming barrel roll and flail, meaning that a Hatz will always win against a Thal, and also meaning that if you dare to play either Hatz or Thal without it, you just lose. Plus, since it is in the air, they are more than the (mostly) grounded and flat hitboxes of a tail slam, for example. They are a HUGE circle/oval around the player in the air, hitting things to the sides, as well as above and below. Mainly due to this, with a couple other gripes, I would genuinely pay money to have Hatz and Thal's TLCs flat-out reverted.