JURASSIC WORLD ALIVE UPDATE

Update 1.5 will introduce Alliances and Daily Missions to Jurassic World Alive!

See below to prepare for more information and remember to have fun and stay safe while exploring!

NEW FEATURES

NEW CREATURES

NEW ARENA DISTRIBUTION

EXPLORATION

SEASONAL PVP

BATTLE BALANCING

NEW ABILITIES

CREATURE CHANGES

Read below for the extensive creatures re-balancing!

Stun Overhaul

If the player wants to avoid stun lock, they can field Immune creatures, and they can even swap to creatures that still do something on the turn they come in (thanks to Swap In Abilities), so as to feel like it’s less of a “wasted turn”. From the perspective of the players, it seems that this was not enough.

We have taken a long, difficult look at creatures that had stun abilities. In essence, the main reason why stun can be irritating is when one stun is linked to another stun then linked to another stun, leaving the victim disempowered. This series of events is often associated with creatures that have stun special abilities (with a cooldown, and potentially an initial delay too). In a vacuum, that design is fine: the user can stun their opponent, then they can’t do so for a short while until the cooldown is over. The problematic situation occurs when a creature also has unlimited access to a Stunning basic attack. With a bit of luck, chaining those 75% chances with a 33% chance and finishing with a 10-20% chance can effectively create the unwanted scenario of a player whose creature (or even its swap replacement) is stun-locked for up to three turns.

We have decided to completely eradicate the three turn stun possibility by heavy-handedly removing any stunning basic attack from the game.

Furthermore, Stunning Impact becomes Greater Stunning Impact across the board, ensuring that all player’s perception of this Impact move is that “it has a high chance to stun”.

We are setting expectations here: there’s only a 25% you don’t stun/get stunned when this ability is played.

The following creatures are affected by this change:

Dracorex (Attack: 1,280)

Dracorex Gen 2 (Attack: 1,140; HP: 3,000; Speed: 108; remember that it gained Swap In Shattering Rampage )

) Einasuchus (HP: 3,870)

Einiosaurus (Attack: 1,400)

Paramoloch (Attack: 1,130; Speed: 126)

Sinoceratops (Attack: 1,350; HP: 4,050)

Stegoceratops (HP: 4,650)

Stygimoloch

Stygimoloch Gen 2

Triceratops (Attack: 1,200; HP: 4,770)

Triceratops Gen 2 (Attack: 1,260; HP: 4,050)

Tuoramoloch

Utasinoraptor (Attack: 1,590; Speed: 127)

Utarhinex (Attack: 1,420)

Ability Overhaul

Superiority Strike

Superiority Strike was initially meant as a way to counter the prevalent pounce meta near the initial release. The goal was that you could remove the pouncer’s damage reduction AND gain the speed advantage, all while also dealing damage.

After this change, Superiority Strike still does all that but limits its Cleansing to removing any active Damage Reducing effects (such as Distracting Impact and Pounce’s Damage Reduction effects).

You can no longer remove a Slow, Swap Prevention, Vulnerable or Damage Over Time effect using Superiority Strike.

Counter Attack Adjustments

We’ve decided to re-evaluate the counter-attack costs associated with creatures based on their estimated survival ratio, resulting in an adjustment to their attribute points.

Amargocephalus Attack increased to 950. HP increased to 4,500.

Concavenator Armor Piercing Impact becomes Defense Shattering Impact. Attack increased to 1,050. HP increased to 3,750.

Diorajasaur HP reduced to 4,050.

Gigaspikasaur Attack increased to 900. Speed increased to 109. Armor Piercing Impact becomes Rampage.

Kentrosaurus Attack increased to 1,400.

Lythronax Attack increased to 1,000.

Majundasuchus Attack becomes 880.

Majungasaurus Attack becomes 1,000.

Megalosaurus HP increased to 4,200. Attack increased to 880.

Megalosuchus HP reduced to 4,260.

Nodopatosaurus Attack increased to 900. Armor Piercing Impact becomes Impact.

Nodopatotitan HP increased to 5,100. Short Defense becomes Long Protection.

Pteranodon Speed becomes 127.

Rajakylosaurus HP reduced to 4,350.

Rajasaurus Attack increased to 1,050.

Tragodistis Attack increased to 1,000. HP reduced to 3,990.

Tuoramoloch Greater Stunning Rampage becomes Greater Stunning Impact. Basic Attack becomes Superiority Strike. Attack increased to 1,070.

Tupandactylus Speed becomes 126.

Trykosaurus This Unique Superhybrid gets an overhaul in order to inherit a move from its Ankyntrosaurus parent, while having as much Counter Attack damage as the Kentrosaurus ancestor. Speed increased to 108. Attack reduced to 1,600. Counter Attack becomes 0.5x. Armor Piercing Rampage becomes Instant Distraction .



Immunity Adjustments

We’ve decided to re-evaluate the Immunity costs associated with creatures based on their estimated survival ratio, resulting in an adjustment to their attribute points.

Erlidominus Attack increased to 1,500. Speed increased to 129, surpassing Magnapyritor and Indoraptor levels.

Gallimimus Because of its low survivability, this creature’s Immunity adjustment netted a lot of extra points. We’ve decided to keep its low HP in order to keep this creature’s niche as a “glass hammer”. Attack increases to 1,280.

Indominus rex Attack increases to 1,270.

Ophiacodon HP reduced to 4,050.

Ornithomimus Because of its low survivability, this creature’s Immunity adjustment netted a lot of extra points. Attack increased to 1,400.

Postimetrodon Adrenaline Surge becomes Regeneration .

Secodontosaurus Attack increased to 1,340.

Tryostronix HP increased to 3,900. Speed increased to 124.



Some tanks lose access to Armor Piercing abilities.

Tanks are supposed to be excellent against fast creatures, let’s keep these creature’s focus in that direction.

Gigaspikasaur, Nodopatosaurus See Counter Attack Adjustments, above.

Nodosaurus Armor Piercing Impact becomes Decelerating Impact. HP reduced to 4,350.

Stegodeus Replace Armor Piercing Rampage with Rampage. HP increased to 5,400.



Other Creatures

As we add more creatures to the game, we have to account for the global pool of available creatures (ex: adding more armored creatures means that bypassing armor is more useful).

Lower speed creatures now have more points to compensate for their statistical likelihood to suffer damage before getting to act on their last turn.