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After reviewing feedback on the balance between fire bile types and the rest of the dragons, we are planning to add Fire Blast attacks for both the Inferno Ravager AND the Flame Stalker. Fire bile types will have two bile attack styles, Flamethrower and Fire Blast. These will have different advantages and disadvantages during PvP, equaling the playing field between the Shadow Scales and slower flying dragons.Here are their new bile attack animations!

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Cole

awesome!!

Cole

will the blasts have long-lasting effects like the flamethrower or will it just be raw damage like the plasma from the ss

Slimeboid

While this is a nice step in the right direction I don't believe it will solve the issue, honestly if larger dragons recieved better manuverability due to their larger wings it would keep them from being tail ridden and for the smaller dragons give them less manuverability due to their high speed so they have to rely on more hit and run tactics and larger packs on a side not if the fs and ir are getting an alternate fire mode maybe give the ss a short range plasma stream breath high in damage but very short range like the ir current flamethrower and have a high bile consumption

Jay

They shouldn’t make larger dragons have better maneuverability because they are large, on top of that always stronger than small dragons. And smaller dragons like the shadow scale should not have worse maneuverability because they have a very aerodynamic and streamlined body. It just wouldnt make sense

Slimeboid

in pvp these larger slower dragons are constantly being out manuvered and tail ridden in air combat by ss if they don't get at least an air brake manuver I just don't understand why anyone would put in the time to grow one only to be tail ridden to death by a smaller class of dragon the point I'm trying to make is they just don't have anyway to counter this currently, having a long range attack may help a little but won't be enough to fix the issue plus fs is supposed to be the counter to ss and Its main predator but more often than not I see them getting hunted by an ss

The Timekeeper

If the larger dragons are constantly being outmaneuvered, where are their SS (and blitz, when those are added) clanmates to keep the enemy SS busy and vulnerable? Where are the bio clanmates to light up the enemy SS and act as distraction and bait? This game isn't meant to be played solo (that's why SP has been on the back burner since day one), and those who make the attempt have to accept there is a risk/benefit assessment needed for their choice of dragon, and they have to play differently in accordance with that. If it's entire clans against entire clans, then each clan still needs to have a "battle plan" to ensure victory. Engaging in a free-for-all is a guaranteed defeat. Most important of all, trying to make all the dragons (nearly) the same in maneuverability and speed defeats the purpose of having different species with different abilities. That said, there's no arguing the fact that the species lineup being incomplete creates problems. That's a fair criticism. But that doesn't mean the solution is to balance the current dragons for the current roster—that's a massive waste and inappropriate use of dev time. This is a survival game, and we need to adapt to the resources we have, not the ones we want.

Slimeboid

While it's true this game is primarily being made as a clan focused game that's no excuse in my opinion for the lack of balance in its current roster. And im not saying all large dragons should perform like i suggested but when you have the supposed counter to the ss being hunted and dominated by said ss it just doesnt make sense. Not to mention clan based servers are not the only ones anymore since they added small clan and solo pvp servers. They should balance the current roster as part of its ecosystem or at least figure out what dragon counters what before they add more to the mix not just so non clan servers are balanced but also so in clan servers people can really build the composition of their clan and party.

Slimeboid

On another note it is a survival game first regardless of clan composition each creature should have a clear idea on what it can handle and supposed to hunt in said ecosystem I know the ai is supposed help this quite a bit but for the sake of pvp it should be clear where each dragon is on the food chain and what it eats not just ai but other dragons. Doing this would help out with what dragons do I want to bring to a possible encounter. At least that's what I believe.

The Timekeeper

We can agree on the importance of knowing the exact food chain, but the question is, what does "balance" actually mean to players in that context? Factually, any larger dragon is going to be heavier and slower than smaller dragons, with no exceptions; that's basic physics and just can't be "balanced" with the SS's speed and maneuverability. Further, the vast majority of predators are physically larger than their prey, for reasons of takedown and control upon capture. So the FS is accurate to the standard food chain structure so far. The thing about the FS being the key predator for the SS is specifically linked to its heat sense. That indicates ambush tactics are the most appropriate method for hunting an SS. So an FS trying to go head-on with an SS—which is the only manner most PvPers bother to play—is going to have a hard time, every time. If a player can't or won't practice ambush tactics, then the FS is not the dragon for them, and they have to choose another. The tendency for PvPers to only fight in one format makes "balance" a player problem rather than a dev problem; players have to recognize, respect, and adapt to their chosen dragon's limitations, whether they have a clan or not. The only significant "balance" I see a need for at this time is the ability for a "quick dodge," especially on the ground. Currently, ground combat amounts to jousting or a game of "chicken," and there is no air-ground combat to speak of. A "quick dodge" ability would make both more feasible, and make using an SS more problematic; the ability to dodge fast would force an SS to take riskier dives before attacking, thereby increasing the chances of hitting the ground or trees and becoming vulnerable (i.e., their speed would work against them).