Explorers! The full release notes for version 1.7 have been released by Ludia, and Metahub has your coverage right here! This time around, we’re breaking our coverage into SIX sections. If you’d like to see one of the other sections, click the links below. That’s right. SIX. Because there’s literally THAT MUCH to cover. So let’s dive in!
- New Tournaments/Battle Updates
- Stat Boost System – Initial Impressions
- Creature Adjustments – Initial Impressions
- New Moves
- New Dinosaurs
- Quality Of Life Improvements
Creature Adjustments – Initial Impressions
If you haven’t yet read the new article by our wonderful writer Bart on the new moves coming to Jurassic World Alive, go read that first. Then come back. We’ll wait!
If you have read that one, then we have some wonderful and interesting things to talk about! As always, we are hard at work on an article going over all the winners and losers in the stat changes (and as we’ve often learned, the stat changes mentioned in the patch notes don’t always constitute the FULL scope of all the more minor stat changes). But the patch notes have given us a few things to chew on already, and a few are pretty exciting!
The first and biggest thing you’ll notice in the section of the patch notes that discusses “Existing Creature Adjustments” is a little piece of text at the top. It says the following.
“The last attribute balancing pass was done in 1.5. This update, we’ve had time to do another balancing pass that considers all of the game’s creatures (including this update’s new ones). We’ve also reduced the “cost” of Swap Prevention mechanics in order to give a bit of a boost to the crocodilian creatures (Sauropods are not affected too much by this change).”
And boy oh boy, this had an impact. Though I still vote we give all Sauropods some massive earth-shattering, defense-shattering, cloak-shattering, instant, 100% damage moves… because Sauropods are the best. But eh, I’ll settle for the crocs getting a buff for now.
So for the moment, let’s hit the highlights and kit fixes from the patch notes.
Biggest Stat and Kit Changes:
Carnotaurus: One of the beneficiaries of the new rend moves (which do direct damage to an opponent based on the opponent’s total health – sort of like a bleed but it acts all at once as an attack), is our good old friend Carnotaurus. The rend moves are outrageous, but they can be distracted and they can critically hit. This changes Carno a ton, giving it some far superior viability in lower arenas. After all, if Carno can find a way to survive 3 turns, it can kill ANYTHING IN THE GAME with counter attacks (assuming no distraction).
Dimodactlyus: For a low health bleeding bird, dimo has really struggled to survive. When it was initially released, many thought it might have a use even in higher arenas, but its paper thin hide kept it out of any highly competitive matches. Changing its basic attack to Shielding Strike, and giving it instant pinning strike however may help it immensely. It becomes, if not powerful, at least extremely interesting with the new kit.
Diorajasaur: The famed Double Rajasaur finally got the buff we’ve been crying out for, and it looks pretty crazy. I would expect nerf Dio conversations to begin in earnest, if they haven’t already started. But what is most interesting to me is how Dio’s kit puts it in a very strange position compared to something like Tryko. At first glance, it looks as if Dio and Tryko fill the same role, but despite sharing two moves now (instant distract and instant invincibility), Dio lacks any defense shattering 2x or even 1.5x attacks. Ferocious strike makes its counters hit harder, but again Ferocious Strike as an attack doesn’t pierce armor or break shields. So strangely… Dio is almost dependent fully on those counter attacks hitting in order to really do the damage. Where tryko is really just delaying until the next opportunity to rampage, Dio is delaying as long as possible as much as possible to get off as many counter attacks as possible. Which… by the way… each counter attack is now PRECISE – which means dio is an even better Indo/Indom/Erlidom counter than Tryko was. And I don’t even know how a Dio/Tryko match will go, but I have a feeling it won’t be good for either one…
Dracorex/Irritator Gen 2/Kaprosuchus: These two creatures had their swap-in strike changed out for the much more useful Swap-In Definite Strike. Remember, swap-in definite strike doesn’t JUST hit through cloak – it nullifies cloak, destroys shields, and does ARMOR PIERCING damage. So sure, it’s no Dracorex Gen 2 or Dracoceratops, but it’ll be an interesting addition and curious to see if people decide to use these two.
Dracoceratops: This creature is missing from the list entirely, but it is notable that two changes could have a significant impact on it’s usefulness. First, the new swap-in-100%-dodge would render DC useless if both swaps happen at the same time. And Swap in Dodge has the added advantage of rendering pretty much everything but a nullify, definite, or precise move completely useless. So that dude with the stat boosted Thoralodosaur that crits for 10 trillion damage, dodged. You can’t get much closer to a free swap than that. Secondly, swap in distract now distracts by 90% instead of 50%, rendering MOST of a DC attack (or anything else again for that matter, like a precise or definitive or defense shattering attack) pretty useless as well. I have a feeling these two changes will influence swapping, and give people some very interesting and viable alternatives to being smashed by DC. It’s not what half the community wants (to nerf DC) but it may provide balance.
Grypolyth: The second of the “lesser unique” candidates also got a very much needed overhaul – thanks to both its underperformance in the arena and likely the crocodilian nature of its DNA. Grypolyth was also a major beneficiary of the new Rend counter attack move. Rather than getting the 33% version that Carnotaurus got, it instead received a lesser 25% version. However, don’t be fooled. It also was re-tooled to include Regeneration so that it gets 50% of its health back, keeps the ever-frustrating Long Protection shield for survivability, and gets the new priority lockdown/stun move – Immobilize. This combo platter means, most anything fighting the new and improved Grypolyth won’t survive beyond turn 4. Maybe not beyond turn 3. All in all, this may make Grypolyth an interesting candidate in the upcoming meta.
Megalosuchus: Affectionately known as “The Meg” – Megalosuchus got a minor improvement in its basic attack being upgraded from pinning strike to Definitive Strike. And its Critical Impact becomes Defense Shattering Impact. This gives it an interesting new role, a little more tank/armor/shield busting, and a tool to beat cloakers. And with the added HP bulk, it might once again find its way onto a few teams as one of the top 8 creatures on their squad.
Monomimus: This change is extremely underrated. As we know from the move change article, swap in dodge isn’t a 50% dodge. It’s a 100% dodge. That means the only real counter to a swap in dodge is a Definite Strike/Impact/Rampage, a Precise Pounce/Strike/Impact/Rampage or a Nullifying Strike/Impact/Rampage. While that may seem like a lot, most dinosaurs everyone has been using to date don’t come equipped with those moves. And even the ones that do have other moves too. And if Monomimus is faster than… say… Dracoceratops? And you happen to swap for 1 bound turn? Seems like a low price to pay for a guaranteed dodge – even in most cases on a bad guess. To me, this is the DC counter we were all looking for. It’s essentially free, essentially uncounterable, and it doesn’t break the game because all it does is ensures a massive hit (or perhaps a swap in shattering rampage) goes nowhere with no unreliable RNG. This one fascinates me.
Paramoloch: For some reason, this creature gets a little attack reduction, but ends up becoming a “sustain teamplay tank.” Its basic move is replaced with shielding strike. Rampage and run becomes regenerate and run. Greater stunning Strike becomes Greater Stunning Impact. So it becomes a sort of better Edmontoguanadon without the swap in stun. Something that can come in, kill time, do damage and shield, stun, and then get a giant chunk of health back and run away for a later return.
Pterovexus: Another of the issue-laden Uniques got a buff in a newly created swap in evasion. Different from Swap In Dodge, Swap In Evasion gives the creature coming in a 50% chance to dodge for 3 turns, just like Evasive Stance. It does give Pterovexus some unique survivability, but with all the Precise and Definite moves around, and with still the chance to be hit 50% of the time (and potentially killed on a swap in) I feel this is really only a minor buff to Pterovexus. It goes from being mostly unusable at the highest levels of play to – possible to use with some RNG luck.
Purrolyth: As Grypolyth got a Rending Counter Attack, Purrolyth got the smaller, less scary version in Minor Rending Counter Attack. It also got a little armor boost and a little HP survivability boost, as well as Regeneration for survivability. Definitely an improvement.
Secodontosaurus: Perhaps we should now call it SecoDOosaurus because this thing got one of the biggest attack buffs in this rebalance, as well as a nice boost with its Defense Shattering Strike becoming Definite Strike. I can see this boost helping a number of people who do not have a Magnapyritor – giving them something they can speed boost that has a lot of punch to it, and can beat cloak.
Skoolasaurus: Our friend the nullifier had a big change in that Slowing Impact was converted to Distracting Rampage – which may give it a niche as a much better counter to some of those fun cloaking dinosaurs that aren’t immune (looking at you Indo) and a nice niche when facing off against some heavy hitters as well. Nothing says “back off chomper” like a rampage that halves damage for two turns, or a swap in nullification that beats a pesky invincibility shield.
Spinotasuchus: This sneaky bugger got a little damage boost in the patch. It’ll still be useful I’d bet as a fast bleeder going forward.
Stygidaryx: In a disappointing turn of events, for some odd reason, Stygidaryx got an HP nerf rather than any sort of buff or kit change at all. While the nerf wasn’t insane, losing almost 100 health for… nothing that we can see at least… seems a bit excessive. So if you weren’t using it before, I’m guessing you’ll use it even less now. I still think it needs a redo of its kit. As a unique, it may now win the award for the worst of the bunch.
Tanycolagreus: This pesky raptor-like nullifier got a little boost as well. Once again it will counter Indoraptor – only if you correctly predict the Evasive Stance usage. This time, however, it got a health nerf to make that matchup work a bit better than last time.
Thoralodosaur: No clue why, but Thor got a little bonus 20 base attack. It may be slight, but add a rampage (40) and a critical hit (60) and that little bonus may win some matches it used to lose. But we haven’t run the matchups yet to see where it might change.
Touramoloch: The final of the “lesser uniques” (alphabetically at least) got its rampage back. Greater Stunning Impact becomes Greater Stunning Rampage, and suddenly this thing might just have the edge it needed. Jury is still out, but we’ll see.
Utarinex: The hardest pill to swallow in the bunch, Rinex takes a big hit. For a mere 5% critical chance (up to 10% total instead of the base 5% crit chance), and for improving Impact and Run to Rampage and Run, Rinex lost about 600 health. In our opinion here at MH, this changes Rinex to less of a “hefty hit and runner” and more of a “fragile hit and runner.” And we all know what happens to fragile hit and runners. They tend to get hit by a swap in shattering rampage. We’ll need more field testing to confirm once the patch goes live, but from our perspective Rinex might be one of the high candidates for biggest losers up front. But we’ll see how the matchups turn out and how this creature does in live action.
There’s a lot to take in for this patch. A lot. But this should cover our impressions on all the bigger changes in creatures and our initial impressions for what the arena may end up looking like based on the patch notes alone. But we will see!
All in all, we were pretty happy with a fair number of changes (and shed some tears over a few), but the stat change system changes the game so fundamentally that it’s still hard to say where everything will end up. We’ll see!