So as you are all probably aware, the wildlife in this game can be a pain in the @ass. Especially for the hunters. Sure there is no denying that the wildlife will sometimes pester the monster too, but overall I think it is save to say that the wildlife behaves far more agressive towards the hunters.
So, let’s try to balance that out a bit more shall we? Because right now, it just feels like the wildlife is on the monster’s side. Whereas the monster is just as foreign to Shear as the hunters are. And while he may be an intimidating beast, that is no reason for so many creatures to just join his side and be so much more aggressive to the hunters than to him.
These devils are, thankfully, just as dangerous to each side. No need for change.
These guys are also just as aggressive to both sides. However, I feel that the mini-slow upon getting hit by them towards hunters needs to be removed. The damage they deal is enough of a nuisance, no need for the slowing effect as well.
Unfortunately, the steam from the Steamadons does little to the monster as his smell can completely negate it and he can easily get out of it with one traversal.
While a steam-cloud could give away your position, this is quite rare. If the hunters see a steam cloud that could have been activated by you (could just as well be a Reaver poking the Steamadon, so it is no reliable source of information for the hunters). Even so, at that range they can probably hear/see you anyway.
-Change: The monster can no longer smell while in the steam cloud. This ‘blinds’ the monster equally to how the cloud blinds the hunters.
Blitz leopards completely ignore the monster, while being a large threat to the hunters. In a pack of three, one can pin you down while the other two constantly attack you. This can result in an incap if there are no nearby hunters. And that is fine. The wildlife should be dangerous unless you have your allies nearby.
However, making them absolutely no threat to the monster could use a bit of change.
-Change: Blitz Leopards, when in a pack of 3, will now attack the monster and chase after him a bit. However, as soon as one of the three dies, the other two will run away in fear. With this change they also need a slight increase in their health, since they are pretty much one-shotted by a lvl-1 ability or heavy/normal attack.
Just like Blitz Leopards, Venom Hounds pose no threat to the monster, while being able to do quite a bit of damage to hunters. While they shouldn’t straight up attack the monster (look at how little they are).
-Change: they should bite the monster if he gets really close to their nests (the green, fungal-looking structures). There attacks will poison the monster just as they poison the hunters, doing a small DoT for about 10 seconds.
The behavior from these creatures is quite random. At some points, you can get really close to them and all they will do roar at you. And some other times they will straight up charge you as soon as you even look at them. Remember, these should be docile herbivores, only attack when they feel threatened or are being attacked.
-Change: Nomads will now only charge you if you attack them or spend a long time (a monster having a buffet next to them, a hunter that is not using their jetpack to avoid them) close to them. If you get really close to them, all they will do is a headbutt or kick to shove you away. They will also chase you a lot less far. This goes for both sides by the way.
Just like Nomads, these ‘herbivores’ charge you the moment they see you like your some kind of treat.
-change: Same as Nomads, make them charge you only if you attack them or spend a long time close to them (a monster having a buffet next to them, a hunter that is not using their jetpack to avoid them). They should only headbutt you if you are relatively close to them and not chase you around as far as they currently do.
Sloths actually are very territorial and thus should be more aggressive than Nomads or Armadons. However, their before is again very unpredictable. You can spend an eternity in their terrain eating wildlife, with the Sloth only roaring in your general direction. And sometimes he straight up charges you, doing heavy damage. His behavior is inconsistent.
-Change: The Sloth will now have ‘degrees’ of aggression towards the monster and hunters. As soon as you enter his terrain, the aggression meter will go up. Eating or loitering in his domain will make him more aggressive. He will walk up to you and swat you away. If you still haven’t left yet or you straight up attack him, he will go full beserk and charge you for heavy damage.
Megamouths, while they are carnivores, do not compete for food with the monster. Only when the monster gets extremely close does he attack him. But the monster could have a feast in the Megamouths territory and he won’t stop him.
-Change: Megamouths, though preffering to keep their disguise, will now be more aggressive towards the monster if he stays in his territory for too long or if he eats too much food close to him. Once the monster is gone, he will eat any left-over creatures before returning to his original spot.
The Tyrant, by far the moster dangerous predator on Shear, does not seem to care much for the monster presence. Only when you enters his waters will he straight up attack you. However, he does not seem to care if you eat near his waters.
-Change: The Tyrant will now try to compete much harder for food with the monster. If the monster is attacking wildlife near the Tyrant, he will come out of his pit and attack the monster. Once the monster is gone, he will then proceed to eat any dead wildlife before returning to his waters.
Another really annoying thing with the Tyrant, is the fact that he has an animation where he is swallowing a hunter when he is low health. This animation cannot be canceled and outright kills the hunter. And it starts when the hunter is on about 1/4th HP. This leads to some very frustrating ‘But I shot him!’ experiences and is inconsistent with the other wildlife, where shooting them always frees your ally.
-Change: Remove the ‘unstoppable’ swallowing hunter animation and make it so your ally can still be saved in that situation.
What do you folks think of these changes?