So @Macman recently put through a few changes to the wildlife buffs that I think, in general, are a good thing. Some of the health/damage changes are particularly brutal on the hunters more than the monsters, but the reduction in their effectiveness is the main thing that has helped.
That said…I don’t know if for me they’re quite there yet in terms of balance. I have had fights where monsters that are of a similar level still go for that damage buff and benefit hugely from it with very little trade off for getting it. I remember one match in particular this week where we had three domes on the monster with damage reduction and just couldn’t make proper headway because of the duration of the buffs.
If I were to suggest another change to consider it would be to either have buffs last for a lesser amount of time, or at least the big buffs, or to implement something whereby a monster/player’s buffs are cancelled/removed by the falling of a mobile arena.
The former would help ensure that buffs were only useful when used strategically, while the second would look more at ensuring that a monster that is caught (and hunters that catch it) are taking the opportunity to use that buff rather than squandering it since it will be lost as soon as the dome is down. The latter obviously has plenty of complications with regards to taking the trapper out, but I’d argue in this scenario that the monster is strong enough compared to the hunters and doesn’t need their buff, and/or deserves the reward of taking the buff away from the hunters in return.
Just some quick thoughts