Ive made a similar topic to this problem a few day’s back. And I think there is a way to fix this OP buff for the monster.
(Wildlife buffs (Sloth) are too strong and need a nerf)
If I remember correctly (could be mistaken), in the Alpha the Sloth only gave 35% extra melee damage (also ranged for kraken) but did nothing with the power/strength of each ability of the monster. We had a few matches post-patch and the amount of players who only put 3 points in a skill to use it and sprint for the Sloth buff is far too high. All the heavy hitting AoE skills + 35% damage increase are just killing for a lot of teams. There is some chaos in playing hunter and there isn’t much you can do about it. I notice that my team and I are calling out each other a lot for players who melee hit you once, warp blast in your face and you are down already. Same goes for Goliath Rock Throw and the Kraken’s Lightning strike. And really… there isn’t much we can do about it.
Next to that, the monster can eat the wildlife body and deny it for the hunters. We normally do include buff hunting in our matches, but when monsters reach the buff when we are still in the dropship and hunt us directly after that… I mean… this feels like abuse and there isn’t anything we can do about it. Because those players will run if you do manage to fight back and come back at stage 2 with another attack at 3 points; GG. Against good monsters you cannot engage, you will die. A tactic we try is to avoid the monster, pretty much give him a free stage to avoid being wrecked. But most choose to simply hunt the hunters and kill them anyway. This last bit is why it so obvious that it is too strong.
Reducing the sloth buff to melee only will keep the balance right again. 35% total damage increase for a monster is simply too punishing. All the other buffs are fine and add a lot of depth into matches.