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  <title>Ideas for Path of Titans</title>
  <subtitle>Ideas for Path of Titans as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://feedback.pathoftitans.com"/>
  <id>pr_unwl2geiesjddzq</id>
  <updated>2026-06-03T10:14:07Z</updated>
  <entry>
    <title>Nesting</title>
    <link href="https://feedback.pathoftitans.com/suggestions/225738/nesting"/>
    <id>sug_3oguiffww7nyhg8</id>
    <published>2021-10-20T05:25:44Z</published>
    <updated>2024-10-13T08:12:19Z</updated>
    <content type="text/plain">Nesting is a feature in Path of Titans that allows a player to create eggs, and other players can be invited to be their hatchling.</content>
  </entry>
  <entry>
    <title>Iguanodon could really use a 2nd small TLC or rework</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719715/iguanodon-could-really-use-a-2nd-small-tlc-or-rework"/>
    <id>sug_ie02lxfvxotjkbj</id>
    <published>2026-07-03T03:03:32Z</published>
    <updated>2026-07-04T16:05:22Z</updated>
    <content type="text/plain">I think it’s time Iguanodon seriously got looked at again. Being one of the earlier TLC’s it’s naturally showing its age next to other newer TLC’s, and iggy in particular is having more problems than others.&#13;
 It’s clunky, vulnerable, flawed, stationary kit was designed for a much older version of the game with much different competition and its really struggling to preform like a proper 4 slot in the modern meta as a result.&#13;
 Additionally Although its primary issues are around its gameplay and kit, I believe it’s also significantly fallen behind In the visual, model and animation department as well and could certainly use some touch ups there as well. &#13;
&#13;
I’ve made many constructive suggestions over the past couple of years going much more in depth into all these issues and about ways to improve its quality and performance overall that I feel should be looked at again and reevaluated because i unfortunately feel like a lot of it kinda just fallen on deaf ears and has been forgotten about.&#13;
&#13;
So that all being said I would really appreciate some special attention being afforded to addressing some of the issues, ideas and concerns I’ve taken time to share and discuss. Obviously I’m very passionate about my playable and I am aware other more important things are being worked on but I do feel like iggy has reached a point of feeling neglected among a few other older playables. &#13;
&#13;
Anyways forgive my autism, Thanks for the opportunity to share my feedback and I hope everyone on the team has a genuinely good day.:)</content>
  </entry>
  <entry>
    <title>Iguanodon nerfs feedback (patch 48554)</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719719/iguanodon-nerfs-feedback-patch-48554"/>
    <id>sug_hllzt1wjewii5dy</id>
    <published>2026-07-03T03:57:31Z</published>
    <updated>2026-07-04T15:42:03Z</updated>
    <content type="text/plain">The nerfs to iguanodons hp, damage, and block ability in particular were anlmost entirely unnecessary in my opinion. &#13;
Iggy effectively has become a 3 slot again with losing match ups to Alberta, lambeo and Mira and now even even having a 50/50 match up with allosauru.&#13;
&#13;
The stamina buff wasn’t enough to justify It either as it can’t chase down dasp or Alberta unless it specks fully into mobility, the dasp and Alberta equip no mobility abilities themselves  and even than it’s just barely and only in niche situations and at that point iggy is sacrificing most of it’s solid combat abilities to do so which will certainly make it loose to Alberta and make the fight absolutely winnable for dasp. Stamina drain being nerfed 1.2 or maybe from the current 1.1 and or a nerf to second wind would legit fix this if that’s really not what the devs intend. &#13;
 &#13;
In addition to this all its issues and shortcomings it had before have just been massively exasperated. It already had  disproportionate issues dealing with other defensive playables, having loosing match ups to Mira, lambeo, and every 4 slot herb and 5 slot playable and now those match ups are even worse for it, it has no hope of punching up at all and it can’t even be as effective at what it was good at before now. &#13;
&#13;
Iguanodon has genuinely been reduced to a 3 slot at this point inspite having a whole kit designed around being a defensive 4 slot that can’t attack while running which effectively leaves it with with downsides of a 4 slot without the upsides of being a 4 slot. The changes aren’t all bad but this isn’t good. &#13;
&#13;
Not sure what the plan is for iggy but I respectfully can’t help but feel like these changes were not super well thought out and I would encourage some resources and time being put into to getting it into a more stable and balanced position. &#13;
Below is are 2 match up tier lists I made showing how its position in the roster has shifted since last patch that I hope will be a helpful resource. &#13;
Thanks as always</content>
  </entry>
  <entry>
    <title>Why on earth can a Meg catch a Struthiomimus?</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719807/why-on-earth-can-a-meg-catch-a-struthiomimus"/>
    <id>sug_4okfnapeqqgzbg9</id>
    <published>2026-07-03T16:00:30Z</published>
    <updated>2026-07-04T15:21:44Z</updated>
    <content type="text/plain">There is no reason Meg should be able to chase down and kill a Struthi. This is getting absurd. I don't want Meg's lunge to be nerfed, because it's a fun and interesting ability. I want Struthi's speed to be buffed to what it was before. It is so weird and wrong that a 1-ton lizard can use lunge to run down what is widely believed to be one of the fastest dinosaurs irl.</content>
  </entry>
  <entry>
    <title>More HP for Sarcosuchus</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719826/more-hp-for-sarcosuchus"/>
    <id>sug_x80hbnvnp6vkub6</id>
    <published>2026-07-03T18:35:43Z</published>
    <updated>2026-07-04T15:15:47Z</updated>
    <content type="text/plain">I know sarco had a HP update before, but only 25 is not much. I was hoping he would rise to 800-850. Then sarco would had a more fair chance against other Dinos. Sarco vs modded dinos is a very difficulty. I dont know if this helps but i hope that someone would read this atleast, thanks ;)</content>
  </entry>
  <entry>
    <title>Size Based Growth</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719928/size-based-growth"/>
    <id>sug_l1e6nwawczioaoh</id>
    <published>2026-07-04T14:52:54Z</published>
    <updated>2026-07-04T15:15:41Z</updated>
    <content type="text/plain">This is one of the ways that I actually think that Pot should be more like the isle, a Deinonychus should not take the same amount of time to grow as a Tyrannosaurus Rex.</content>
  </entry>
  <entry>
    <title>Huge schools of fish</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719927/huge-schools-of-fish"/>
    <id>sug_r7xoy8q8qorzrrj</id>
    <published>2026-07-04T14:33:57Z</published>
    <updated>2026-07-04T14:35:59Z</updated>
    <content type="text/plain">Adding huge schools of fish like Sardines, tuna and herring that migrate around the map would make sure that players aren't stuck to certain areas. These hard to catch fish could be big quests and could give a lot of rewards. Each school of fish could have its own difficulties, for example: The tuna could have a lot of health and the sardines could be very fast.</content>
  </entry>
  <entry>
    <title>Please add an ability to change text size!</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719925/please-add-an-ability-to-change-text-size"/>
    <id>sug_j3suz56dy5lpy72</id>
    <published>2026-07-04T14:02:01Z</published>
    <updated>2026-07-04T14:25:40Z</updated>
    <content type="text/plain">My partner and I are both visually impaired but love Path of Titans. Adding a feature to optionally increase the text size of quests and whatnot would be incredibly helpful for us so we don’t have to pause to read the quests and potentially get ambushed!&#13;
It would allow for us to better experience the game as a whole. Thank you!</content>
  </entry>
  <entry>
    <title>Carnivores on water</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719846/carnivores-on-water"/>
    <id>sug_updzgpiaw8zhwuk</id>
    <published>2026-07-03T21:16:35Z</published>
    <updated>2026-07-04T13:30:43Z</updated>
    <content type="text/plain">Any carni can just go to water if losing a fight and start using tail attacks without being punished, remove knockback when on water or something is so dumb when u fight people who know this&#13;
&#13;
No knockback on tail attack while swimming, not approachable at all</content>
  </entry>
  <entry>
    <title>No stamina drain for Meg being still on wall</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719859/no-stamina-drain-for-meg-being-still-on-wall"/>
    <id>sug_kjtk6wczqjhybz5</id>
    <published>2026-07-03T22:01:19Z</published>
    <updated>2026-07-04T13:17:11Z</updated>
    <content type="text/plain">If you look at a real lizard they can sit still for as much as they like. It would make sense from a game perspective aswell that you can just sit there and relax for as long as you want until you see an ambush possibility.&#13;
&#13;
10 seconds of being still on a wall will stop draining stamina  and it will also not work with no stamina drain during combat.</content>
  </entry>
  <entry>
    <title>Spino Trophy Idea</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719866/spino-trophy-idea"/>
    <id>sug_uimwr9y6plflukz</id>
    <published>2026-07-03T23:28:24Z</published>
    <updated>2026-07-04T13:17:00Z</updated>
    <content type="text/plain">Have spino's trophy be one of it's neural spines!</content>
  </entry>
  <entry>
    <title>More aquatic themed whale shark, leopard seal, piebald/koi skins (part 2 sea slug/nudibranch skins)</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719872/more-aquatic-themed-whale-shark-leopard-seal-piebaldkoi-skins-part-2-sea-slugnud"/>
    <id>sug_x3yoh7kfntbtkzz</id>
    <published>2026-07-04T00:50:15Z</published>
    <updated>2026-07-04T13:06:35Z</updated>
    <content type="text/plain">Whale shark, leopard seal, &amp; koi/piebald spinosaurus, suchomimus, tylosaurus, &amp; eurhino skins since conca has one already, whale shark spino and tylo would be glorious, tylo has koi already but making more piebald themed skins (koi themed for aquatics) would be eaten up immediately, &amp; the recent crustacean bundle already had a very spotty spino skin, a more dulled down aquatic coloration that leopard seals tend to have would look great too, as a changeup from some of the more contrasting colorful spino skins.&#13;
Eurhino also has only one bundle skin, while some other playables have 3-7.</content>
  </entry>
  <entry>
    <title>MEGAMAP: Combine all three maps.</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719874/megamap-combine-all-three-maps"/>
    <id>sug_efz8umrhfmvhh0g</id>
    <published>2026-07-04T01:38:39Z</published>
    <updated>2026-07-04T11:16:37Z</updated>
    <content type="text/plain">Combining all three maps into one big MMO world will add a real sense of travel and exploration.&#13;
Additionally, will drastically cut down on the number of servers needed at a given time, &#13;
and drastically simplify the means of moving player characters between them.&#13;
&#13;
Many, many other benefits could come from this, including aspects of PVP interaction, PVE, discovery, and progression, not to mention the expanded possibility for quests, territories, waystone mechanics, possible discovery of Lore and worldbuilding, etc. &#13;
&#13;
Will add any future additional thoughts to the comments.</content>
  </entry>
  <entry>
    <title>[Suggestion] New Tank-Support Skin &amp; Passive Ideas for Lambeosaurus!</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719907/suggestion-new-tanksupport-skin-passive-ideas-for-lambeosaurus"/>
    <id>sug_jdf7dhvzpl6llib</id>
    <published>2026-07-04T10:23:29Z</published>
    <updated>2026-07-04T11:16:13Z</updated>
    <content type="text/plain">I wanted to make the Lambeosaurus more resilient on land against other medium-sized and even small creatures, so I'm sharing some small changes I would make to the Lambeosaurus.&#13;
&#13;
1. (New skin). Muscular Scales&#13;
These give you 1.1 damage resistance and +10% stamina recovery, but only when playing solo, not in a group.&#13;
And I think I would remove Hydrodynamic because the Lambeosaurus has almost no attack abilities in water; it only has one. I would replace it with my skin that I made.&#13;
&#13;
2. (Passives) Armored&#13;
Now, in addition to granting bipedal mode, there will be another passive slot that provides +5% armor increase. While it's small, I think it's fine for me because it would balance out somewhat with the Protector ability.&#13;
&#13;
3. (Protective Hide) Changes I would make&#13;
Well, the Protective Hide, even though the logo doesn't appear at the bottom, only works solo and on group. I would make some changes to it. I would make it only work in groups and not solo, since my Armored and Muscle Scales upgrades are already good and there's no need for more armor solo. Also, instead of increasing armor by +25% with other herbivores, I think I would reduce it to +20% because of the +5% passive bonus, which would then be 25%.</content>
  </entry>
  <entry>
    <title>Wet in cave ?</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719823/wet-in-cave"/>
    <id>sug_sx203035ljxk3vh</id>
    <published>2026-07-03T17:51:05Z</published>
    <updated>2026-07-04T10:51:06Z</updated>
    <content type="text/plain">hidding in a cave should stop to being wet when raining</content>
  </entry>
  <entry>
    <title>Critter damage should be percentage based and not static damage</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719905/critter-damage-should-be-percentage-based-and-not-static-damage"/>
    <id>sug_lffsty0keqlnlik</id>
    <published>2026-07-04T09:39:13Z</published>
    <updated>2026-07-04T10:44:17Z</updated>
    <content type="text/plain">In that way birds sleeping or resting will not get instakilled by small crabs on the beach for example.&#13;
Now they kill a sleeping bird: Rhamp,Hatz,Thal in less than 5 seconds if they are sleeping and even 20meters from the beach. Its insane (I play survival :D)</content>
  </entry>
  <entry>
    <title>Nest invite tutorial</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719788/nest-invite-tutorial"/>
    <id>sug_ty380itqha67npe</id>
    <published>2026-07-03T14:35:25Z</published>
    <updated>2026-07-03T14:37:20Z</updated>
    <content type="text/plain">Please include the skip option when hatching in on an egg invite.  This takes up time and puts the players creature at risk.  I can't tell you how many times I have hatched and having a family let alone myself be attacked by others, only to be hindered by this tutorial that will not go away until the tasks are complete.</content>
  </entry>
  <entry>
    <title>Iguanodon charge attack ability rework (2026)</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719711/iguanodon-charge-attack-ability-rework-2026"/>
    <id>sug_mp6cuyqkuwfbpqo</id>
    <published>2026-07-03T02:21:36Z</published>
    <updated>2026-07-03T14:31:14Z</updated>
    <content type="text/plain">Iguanodons charge attack feels incredibly lack luster and slapped on compared to other ability’s in its kit and It’s got several issues that make it pretty annoying to use and arguably not worth using all together.&#13;
&#13;
Issues:&#13;
-it’s got a really weird hotbox (arms held out don’t seam to do damage) &#13;
- it’s a quadrupedal ability but iggy moves bipedally during it which is confusing for players&#13;
- it’s easily cheesed and canceled with knockback when other charge attacks on similar sized Dinos don’t get canceled by it&#13;
- it has a very bad turning rate while being used that makes it overly avoidable &#13;
- it’s loud and the corresponding vocal threat call that plays during its animation doesn’t stop in sync with attack. (Vocal still plays even after the charge attack stops)&#13;
 &#13;
&#13;
Improvement ideas &#13;
&#13;
- adjust the animation so that iggy does a full on headbutt by making its head face down (ready to brace impact)&#13;
- further adjust animation by tucking iggy’s arms back in like its old pre TLC bipedal run animation or alternatively using the quadrupedal gallop to further emphasis that it is a quad ability and not a bipedal one&#13;
- improve hitbox to be more honest and accurate to what is visually happening &#13;
-  add knockback immunity&#13;
- have charge deal knock back Upon hitting a target like other charges&#13;
&#13;
I love the idea of a fully quadrupedal  galloping charge similar to eotrikes or Alberta’s charge where iggy uses its head like a battering ram and would love to see that realized. That being said I also wonder if it could be time to just retire the ability entirely similar to other old attacks and maybe replace it with something new. A shoulder check shove attack, additional tail attack, biped buffing passive or an updated bipedal/quadrupedal toggle system that allows running in both stances might be a better long term play than continuing to hold onto this kinda dated and meh ability tbh. Either way somethings gotta change because it currently isn’t really working great with iggy’s kit.</content>
  </entry>
  <entry>
    <title>Give iguanodon more thumb spike ability options or make current thumb barrage more versatile</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719698/give-iguanodon-more-thumb-spike-ability-options-or-make-current-thumb-barrage-mo"/>
    <id>sug_xspbnilcwfuulvi</id>
    <published>2026-07-03T01:13:58Z</published>
    <updated>2026-07-03T14:31:03Z</updated>
    <content type="text/plain">The fact that iguanodon (The thumb spike dinosaur) legitimately only has one single ability utilizing said spikes (thumb barrage) is ridiculous. &#13;
&#13;
If a player doesn’t like barrage attacks but likes iggy they are completely out of luck and iggy has no frontal attack option for it to use while running. &#13;
&#13;
 ideas for alternative thumb options: &#13;
- grapple ability that uses thumb spikes to do damage (like rex clamp)&#13;
- a directional single thumb jab like similar to iggy’s old thumb attack (can be used while running)&#13;
- 2 hand upper cut thumb attack (could repurpose arm slam for this by reversing the animation)&#13;
- charge up thumb attack that dies heavy damage &#13;
&#13;
 ideas for how to improve thumb barrage:&#13;
- make thumb barrage directional&#13;
- make it cancelable by letting go of the button (like spinos arm slam AOE ability)&#13;
-  using barrage while running turns into a bite attack at the beginning and than if you stop it does 2 other jabs and turns you bipedal after the bite&#13;
- allow it to be used while swimming.&#13;
- reduce the clunky feeling transition to bipedal out of sprint by removing the third jab entirely &#13;
&#13;
Just ideas, obviously changes to its damage values could be made if needed.</content>
  </entry>
  <entry>
    <title>Iguanodon Arm slam ability rework</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719697/iguanodon-arm-slam-ability-rework"/>
    <id>sug_0rsvlldbqntzg4k</id>
    <published>2026-07-03T00:49:29Z</published>
    <updated>2026-07-03T14:17:36Z</updated>
    <content type="text/plain">Arm slam is currently an awful ability in my opinion and experience as a dedicated iggy specialist. &#13;
While it looks good on paper with an insane 80 armour piercing damage and fracture damage that can be buffed with quadrupedal damage, it’s completely held back by its total lack of practicality, as well as its clunky, stiff and unforgiving nature.&#13;
&#13;
Issues include:&#13;
&#13;
-its slow and predictable because it locks you in place while using it with no movement flexibility once so ever.&#13;
- after using it you are forced into quadrupedal stance for several frames without any armour leaving you in prime position for a full head shot (detrimental in a facetank)&#13;
- can only be used bipedal&#13;
- it often gets canceled by collision meaning it sometimes doesn’t even work&#13;
- it looks like it should have AOE but it doesn’t for some reason&#13;
- it has poor range and a very narrow hit-box that makes it even more likely to avoid&#13;
- it’s buffed by quad damage in spite being a bipedal move which is confusing for players&#13;
- fracture has no synergy with the rest of iggy’s kit and is an unnecessary addition to make up for its other flaws (which it doesn’t even) &#13;
&#13;
&#13;
All of these issues combine to make it legitimately useless against a good player and not worth using against anything other than a stationary target or very new player. &#13;
&#13;
Here are some ideas for how to improve it:&#13;
&#13;
- add Area of effect damage to give biped iggy a solid range attack (iggy needs this anyways)&#13;
- allow movement flexibility while using similar to stys ram &#13;
-  increase attack speed and or reduce ending frames to allow quicker reactions after use. &#13;
- reverse the animation and turn it into an uppercut thumb attack &#13;
(This could also be made to work out of sprint to transition into biped while retaining the slam for switching back to quad)&#13;
&#13;
Obviously nerfs to damage to accommodate the changes but regardless something needs to change about it because it’s a cool ability that’s not living up to its potential. Hard stats aren’t enough.</content>
  </entry>
  <entry>
    <title>Vibration Haptics for Hard of Hearing People</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719693/vibration-haptics-for-hard-of-hearing-people"/>
    <id>sug_laydguk71etozhc</id>
    <published>2026-07-02T23:03:35Z</published>
    <updated>2026-07-03T14:08:23Z</updated>
    <content type="text/plain">I am deaf and have a hard time playing because I get snuck up on easy. Having vibration haptics for footsteps, roars, and even hitboxes would be great and would really help me be more in tune with the game.</content>
  </entry>
  <entry>
    <title>Merge/combine skins with a slider</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719688/mergecombine-skins-with-a-slider"/>
    <id>sug_khggunoqybzvduy</id>
    <published>2026-07-02T22:00:58Z</published>
    <updated>2026-07-03T13:19:33Z</updated>
    <content type="text/plain">When shedding to a new skin I often find myself seeing the half way point and thinking! Wow that looks awesome! It would be amazing if we could combine/merge 2 skins together with a slider to choose the balance of which skin is more prevalent.</content>
  </entry>
  <entry>
    <title>Prestige System</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719682/prestige-system"/>
    <id>sug_taqctnsyfgvlmuw</id>
    <published>2026-07-02T21:04:12Z</published>
    <updated>2026-07-03T13:19:22Z</updated>
    <content type="text/plain">I mentioned it earlier but no one commented. What do y’all think about a prestige system that would unlock special skins, emotes, vocal calls, permanent scars, etc for your specific dinosaur? I think this would add substantially more to the end game because it would give you something to work for while also showing how much you’ve played the game.&#13;
This would give players something to work for, incentivize them to continue playing their favorite dinosaurs, and create a end of game loop that would retain players.</content>
  </entry>
  <entry>
    <title>Puncture</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719560/puncture"/>
    <id>sug_0lygj5udwdb093g</id>
    <published>2026-07-02T01:26:48Z</published>
    <updated>2026-07-03T13:13:29Z</updated>
    <content type="text/plain">Puncture should stack to 6-8, not 12 at its current stats. It's a very cool and powerful ability. As it is, with the changes to styra, a single sty can only use puncture and stack puncture to 12. this can bleed out a 4 slot standing still to 50% health easily. Add in detonate on kentro, or a group of stys and it's incredibly hard to counter as anything at all. &#13;
&#13;
I'm all for punch up abilities, but for a single sty or kentro to have that kinda punch up, is a little much especially considering the power of the debuff.</content>
  </entry>
  <entry>
    <title>Nothosaurus Mirabilis</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719558/nothosaurus-mirabilis"/>
    <id>sug_xnra86xhr3wmnqm</id>
    <published>2026-07-02T00:57:14Z</published>
    <updated>2026-07-03T12:12:06Z</updated>
    <content type="text/plain">Nothosaurus, a semi aquatic seal like creature from the triassic era, would not only be quite the interesting creature to see in the game, but it could very well bring some life to the oceans. There are many semi aquatic creatures in path of titans, some big, some small, but they mostly gather in the rivers and lakes, and few are intended for ocean, those that are are not entirely land based. Nothosaurus however, would likely be a beach dweller, bringing life to the beaches, and to the shallow areas of the seas. There is a problem with the oceans, most are afraid to move there, in fear of losing contact with the already very established community on land, however, this would be a great "first step" for those who want to move to oceans and see what its like, but don't want it to be entirely lonely, or even considered a waste of time as there is no chance to meet others. Nothosaurus is also just a interesting and exciting prehistoric creature, with a versatile and adaptable playstyle, though primarily focused on marine life, also useful to live on beaches and coasts. So please, consider adding this creature, it could be what it takes to introduce life to the oceans, and would also be a great semi aquatic addition, ready to be a new addition.</content>
  </entry>
  <entry>
    <title>Reporting players</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719714/reporting-players"/>
    <id>sug_vf5w4wy9fcukrpa</id>
    <published>2026-07-03T03:01:30Z</published>
    <updated>2026-07-03T12:11:41Z</updated>
    <content type="text/plain">Please make a better way to report players. Currently the options are use in game reporting, which really only works if you died to said player and doesn't give player names. Or use the replay function and the "support ticket" website which 1. Doesn't even have a report player option and 2. Doesn't ever accept my video uploads. &#13;
Please create a better way to report players either from the replay function itself or something else. It's very tedious and annoying to go through all the steps just to have your video not get uploaded.</content>
  </entry>
  <entry>
    <title>Iguanodon model and animation improvements post TLC</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719704/iguanodon-model-and-animation-improvements-post-tlc"/>
    <id>sug_mllpg1qilggsseo</id>
    <published>2026-07-03T01:40:44Z</published>
    <updated>2026-07-03T11:11:52Z</updated>
    <content type="text/plain">I’m aware some of these are nitpicks but I do feel as though iggy didn’t get enough attention in the visual aesthetic department during its TLC. I think it’s a prime target for touch ups in addition to other older models like lambeo, Alberta, duck and cerato. &#13;
&#13;
Here’s a list of issues I personally have. &#13;
&#13;
- it still has Stegos old repurposed emote animations, &#13;
-  health recovery sub species has really ugly Upper neck and head clipping issues while running &#13;
-  quad damage sub species has extremely ugly and awkward eye placement and just overall doesn’t look good compared to other sub species&#13;
- its front feet clip into the ground extensively during its trot animation &#13;
- its trot animation looks out of place with its stiff immobile wrists when every other animation has iggy moving its wrists a lot&#13;
- its textures and preportions could be improved slightly&#13;
&#13;
I’m sure there are other little visual touch ups but what I would mainly like to see is some animation work. Iggy still repurposes a lot of old Stegos animations and didn’t really get any really nice new animations unique to it during its TLC. Bringing back It’s gorgeous old gallop animation was peak but i don’t think I’m alone when I say I would like to see other newer unique animations to go along with it if possible in the future.</content>
  </entry>
  <entry>
    <title>Rework Iguanodon identity</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719760/rework-iguanodon-identity"/>
    <id>sug_1qztqu8waeleaxt</id>
    <published>2026-07-03T11:06:56Z</published>
    <updated>2026-07-03T11:11:07Z</updated>
    <content type="text/plain">Iguanodon currently lacks a clear and functional gameplay identity. It appears to be designed as a face-tank, yet its abilities and survivability do not support that role.&#13;
The biggest issue is its Fracture attack. Fracture is only effective at extremely close range, forcing Iguanodon to stay directly in front of opponents. However, unlike dedicated tanks, it has neither the durability nor the defensive toolkit to survive prolonged face-to-face combat. This creates a contradiction: the dinosaur is encouraged to play aggressively at point-blank range but lacks the means to do so successfully.&#13;
A more logical direction would be to give Iguanodon a unique identity centered around its famous thumb spikes. Paleontologically, these spikes were likely used for defense against predators, making them a perfect foundation for its gameplay.&#13;
Possible improvements:&#13;
Grant Iguanodon a passive reduction to incoming frontal damage while standing its ground.&#13;
Slightly increase the consistency or range of its Fracture attack.&#13;
Add a defensive stance or brace ability that rewards good timing and positioning.&#13;
Introduce one or two thumb-spike attacks that inflict Bleed, representing deep puncture wounds. These attacks wouldn't need high raw damage—the Bleed effect would instead reward well-timed counterattacks and give Iguanodon a distinctive combat style.&#13;
This would create a dinosaur that relies on resilience, positioning, and punishing careless aggression rather than simply trading hits. It would also make much better use of one of Iguanodon's most iconic anatomical features.&#13;
Every dinosaur should have a clear gameplay identity. Right now, Iguanodon feels caught between a tank and a brawler without excelling at either. A defensive rework combined with thumb-spike Bleed abilities would make it more unique, more enjoyable to play, and easier to balance than simply increasing its stats.</content>
  </entry>
  <entry>
    <title>nerf thalassodromeus</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719721/nerf-thalassodromeus"/>
    <id>sug_fpzjrucnsvech0y</id>
    <published>2026-07-03T04:28:16Z</published>
    <updated>2026-07-03T10:31:54Z</updated>
    <content type="text/plain">a single thalassodromeus is doing more damage in an air combat than a hatz does to another, please nerf this</content>
  </entry>
  <entry>
    <title>Panjura tlc</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719741/panjura-tlc"/>
    <id>sug_initznaqxupldgb</id>
    <published>2026-07-03T08:56:50Z</published>
    <updated>2026-07-03T10:06:37Z</updated>
    <content type="text/plain">When panjura gets reworked sometime in the future, please make the mountains realistic.&#13;
&#13;
I am not a big fan of the platoues, canyons and cliffs that are supposed to be mountains in gondwa and riparia.&#13;
&#13;
I feel like it would be more interesting to travel if there was more verticality but still ground where you are able to walk comfortably if you manage to find some kind of winding path or flatter terrain to get up on the top of the mountains.&#13;
&#13;
And of course some places should still have vertical drops to look out for and try to not slip or get pushed off.&#13;
&#13;
But I still think that there should be a bunch of canyons in some parts of the map, like tyrants gorge.&#13;
&#13;
Just please have some mountans with a real mountain feel.&#13;
&#13;
Some pictures of the alps and a microraptor (totally not an alpine cough) that I took</content>
  </entry>
  <entry>
    <title>Fluctuating pond water levels &amp; system</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719743/fluctuating-pond-water-levels-system"/>
    <id>sug_waqxauobceihgya</id>
    <published>2026-07-03T09:12:22Z</published>
    <updated>2026-07-03T10:06:26Z</updated>
    <content type="text/plain">Path of titans can use a little bit more variation i was thinking water. &#13;
&#13;
Why you ask? well its because when i see the quality of water in ponds go down i think the pond should shrink in size a little and get a muddier color to show it has been disturbed by a lot of creatures that have been by it to drink maybe tracked mud into it making it dirtier and less clean&#13;
&#13;
This can show that a lot of dinosaurs have been drinking from it and thus have tracked more uncleanliness from the environment and have depleted water from it.&#13;
&#13;
To fully complete this cycle i was thinking where the rain visually shows how it makes it clean again by showing a pond gain is water level back then as it rains water cycles through it where a small temporary ground level river like a baby river forms visually creeping down the slopes into larger bodies of water that go to the sea to show how it works.&#13;
&#13;
(Or a little detail where it gives you a sick status that makes it where you take damage more, this makes it risky to drink water at like 2% or 1% and the status effect does not go away very fast kind of like how the toxin is)</content>
  </entry>
  <entry>
    <title>Duo mode</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719561/duo-mode"/>
    <id>sug_ihdl0ppf3adilap</id>
    <published>2026-07-02T01:39:38Z</published>
    <updated>2026-07-02T16:50:16Z</updated>
    <content type="text/plain">there are some dinosaurs that do not work outside of a group. Even a small group would allow certain Dinosaurs and builds to still be utilized while playing in smaller groups and not having to worry about megapax. My suggestions are this. You and an ally of your choosing, should you choose or a randomized ally Upon booting, the game would be dropped into a server. You would be given an ally at random if you do not have one In order to make sure everyone has a Duo partner, you would choose from the dinosaur roster that you have on that server. You make the choice before you start. The server and you would be paired with either a random herbivore or carnivore depending on what you are, if you do not log into the game with a friend, &#13;
&#13;
 improvements number one, demoralized Debuff, should you be any further than one zone away from your ally. I personally would make this debuff somewhat similar, but not as punishing as the home cave debuff to discourage players from simply ignoring the ignoring their ally to begin with, the second thing I would do is give that same demoralized, two minutes after your partner has died to encourage players to work side by side with whoever They're paired with, even if it is a random player. This also gives the random pair a chance to find each other again. Should the random choose to respawn if the random does not choose to respawn Then, you would simply be given another ally, the second new player logs into the server. After a player's death, I would give whichever player was still alive, a 30 sec buff called enrage, giving them more movement speed bit of armor and maybe some attack damage temporarily so they can choose to either escape or mop up the fight that they may be on. In order to discourage players from simply grouping up in larger groups I would give a debuff called nervous for this debuff, I would do the following a fifty percent increase to food and hunger rates up to 4 stax for having another duo near</content>
  </entry>
  <entry>
    <title>POV Update for Replays</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719562/pov-update-for-replays"/>
    <id>sug_w7lllaiwjelqci0</id>
    <published>2026-07-02T01:53:32Z</published>
    <updated>2026-07-02T16:44:16Z</updated>
    <content type="text/plain">This would mainly benefit servers with rules and content creation within POT&#13;
&#13;
When a rulebreak occurs in these servers, most of them rely on external recordings (OBS, Medal, etc)  &#13;
Additionally, for content creatiom, this could allow for new innovative ways of telling stories.&#13;
&#13;
 My proposal is to add a mechanic in the replay section to see the players pov, how their camera was moving, etc. This would help these servers and not make players have worse ingame preformance using these third party apps.</content>
  </entry>
  <entry>
    <title>Prime system.</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719564/prime-system"/>
    <id>sug_pttnfurn0rzpaoh</id>
    <published>2026-07-02T01:57:46Z</published>
    <updated>2026-07-02T16:44:04Z</updated>
    <content type="text/plain">Hey Devs,&#13;
&#13;
I saw game Dev Matt typing in global earlier about eventually wanting to increase the player count to around 600 and possibly adding a bounty system. It got me thinking of an idea I thought would be pretty fun.&#13;
&#13;
What if there was a Prime system?&#13;
If you kill 10 unique adult players in a single life, your dinosaur becomes a Prime. It would have some kind of visual difference so everyone knows it's a Prime. Maybe it's slightly larger, has unique scars, or another noticeable feature.&#13;
&#13;
The reward wouldn't have to be making the dinosaur a lot stronger. I think the real reward is the recognition. The catch is that instead of being worth the normal 200, a Prime trophy would be worth something like 1,000 marks. Suddenly everyone on the server has a reason to hunt you down.&#13;
&#13;
Once you die, you immediately lose Prime status. If you want it back, you have to earn another streak of 10 unique adult kills without dying.&#13;
&#13;
I also think Primes should drop a unique trophy instead of the normal one. If someone manages to take down a Prime, they should get a rarer, more valuable trophy to show they actually killed one.&#13;
&#13;
I like the idea because it creates player-driven events without the game having to spawn bosses or anything scripted. You'd see a Prime walking around and instantly know, "That's a high-value target." Some people would avoid it, while others would start forming hunting parties to try and bring it down.&#13;
Just figured I'd throw the idea out there since you mentioned bounty systems. Thanks for taking the time to read it.</content>
  </entry>
  <entry>
    <title>Disable Critter Targeting When Typing In Chat</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719634/disable-critter-targeting-when-typing-in-chat"/>
    <id>sug_z3twasvuh0k5kde</id>
    <published>2026-07-02T15:26:37Z</published>
    <updated>2026-07-02T16:38:26Z</updated>
    <content type="text/plain">I'm suggesting this mainly due to frustrations I've been noticing for dealing with it on console. I play on Xbox and even with a wireless keyboard it makes me open the Xbox text screen to type which not only blocks out the middle of the screen, but also darkens the sides of the screen around the text box and mutes the game audio. Plus to get out of it you have to press buttons multiple times to get back into control of your dino. So there's a high chance you'll just start taking damage from a critter attack and potentially not even notice it right away then have to frantically press buttons to try getting out of the menu. Just as an example; 2 days ago I was playing with a friend on Laten and was in the text box typing to them and next thing I know I'm at 50% HP with heavy bleed and Toxin because an Alpha Wonambi and an adult Dynamo both started attacking me at the same time. I run off quite far, sit down, and start typing "I hate critters" and another smaller Wonambi kills me in the text box. Due to this frustration it makes typing in chat on console(at least on Xbox) very frustrating due to the critters and the worse part is that they all make no sound when they aggro onto you until they actually attack with the Wonambi just outright being silent went moving(and is extremely low to the ground making it hard to see them) so there's times you won't even know a critter is aggro onto you.</content>
  </entry>
  <entry>
    <title>effect description section viewable during battle.</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719647/effect-description-section-viewable-during-battle"/>
    <id>sug_ef9oyygg8x2tnad</id>
    <published>2026-07-02T16:06:39Z</published>
    <updated>2026-07-02T16:38:20Z</updated>
    <content type="text/plain">Currently, the only way to check details regarding debuffs or other effects received from enemies is to open the menu and view the character screen; however, doing so prevents any character movement or action, making it impossible to check active effects while in the heat of battle.&#13;
Once the effect wears off after the fight, there is no longer any way to verify what it was. &#13;
&#13;
With the ongoing addition of various effects affecting dinosaurs through TLC updates and patches, I would like a way for players to easily check these details. &#13;
I believe that adding a dedicated tab to the chat window for displaying active effect descriptions would allow players to view this information while still controlling their characters during combat. &#13;
&#13;
Furthermore, I would like to see the implementation of an in-game "effect dictionary" that records effects once a player has experienced them, providing details such as which dinosaurs inflict them and how to remove them.</content>
  </entry>
  <entry>
    <title>Sarcosuchus needs to be fast enough and have enough swim stamina to escape from larger semi aquatics</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719541/sarcosuchus-needs-to-be-fast-enough-and-have-enough-swim-stamina-to-escape-from-"/>
    <id>sug_u14hkj9qygrknsl</id>
    <published>2026-07-01T21:28:53Z</published>
    <updated>2026-07-02T16:30:36Z</updated>
    <content type="text/plain">Sarcosuchus is very frustrating to play right now because there very few places to hunt that aren't frequented by ducks and spoons. both of these creatures can kill you if they decide to and there is pretty much nothing you can do about it as a solo. (Im not sure what the exact speeds are all of these creatures but I keep getting chased down)Especially since most of the time they are in kos packs. If Sarco was just a little bit quicker while swimming you would be able to avoid being a trophy farm for these apex kosers.</content>
  </entry>
  <entry>
    <title>Kelp Quests</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719566/kelp-quests"/>
    <id>sug_3fesvkprywsits9</id>
    <published>2026-07-02T02:38:33Z</published>
    <updated>2026-07-02T14:05:49Z</updated>
    <content type="text/plain">For the Kelp Rest quests, it would be a nice QoL if you could start them at either end [it's fine to make them a little longer as a trade off!] &#13;
&#13;
It can be a little annoying on slower dinos if you have to backtrack to do a kelp quest, having the start be at either end would be great if that's at all possible!</content>
  </entry>
  <entry>
    <title>Stego ability (TLC)</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719623/stego-ability-tlc"/>
    <id>sug_6k6zcuv0od3csdm</id>
    <published>2026-07-02T13:53:19Z</published>
    <updated>2026-07-02T14:05:33Z</updated>
    <content type="text/plain">Ability where if it hits ur opponent it leaves a open wound that decreases bleed heal or adds bleed which lasts 5 seconds</content>
  </entry>
  <entry>
    <title>The Raven Lookout should become quiet once you've already explored it</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719571/the-raven-lookout-should-become-quiet-once-youve-already-explored-it"/>
    <id>sug_9gccrvh92auu7gk</id>
    <published>2026-07-02T04:38:17Z</published>
    <updated>2026-07-02T13:52:25Z</updated>
    <content type="text/plain">Since you can only use this once per playable character, wouldn't it make sense for it to become silent?&#13;
I understand that a few sounds aren't a bad thing for the atmosphere, but with multiple characters, it gets confusing, and you don't feel like trudging over to a lookout point just to find out that your character has already used it.</content>
  </entry>
  <entry>
    <title>Dev Blog feedback : Food/Water Drain vs actual survival elements</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719613/dev-blog-feedback-foodwater-drain-vs-actual-survival-elements"/>
    <id>sug_yrutnr1ozbxk6ll</id>
    <published>2026-07-02T12:23:03Z</published>
    <updated>2026-07-02T13:41:52Z</updated>
    <content type="text/plain">So the current food and water drain is a little extreme-especially on things like sarco-animals literally designed to not have to eat for a year (granted I know this isn’t realism, just has a few realistic aspects). I understand the goal is to make it more challenging and even encourage travel but I think it’s a biiiit too extreme.&#13;
 &#13;
The problem is just staying on top of food and water and using that as the main survival feature isn’t the best choice.  It just makes tasks like questing more obnoxious because, for a good chunk of these dinos, by the time you’re done with one quest your hunger and thirst has already drained.  I’d like to say more survival elements like maintaining body temperature during a heatwave, finding a cure to an illness, wildfires—these are more engaging survival features.&#13;
 &#13;
I would also like to point out that the insanely slow speed of some of the dinos means they will never be full or full for more than a few minutes.  Ie when I tried eo, I was in savannah, filled on food and water then wanted to go back to homecave-before I even got to the deso bridge my good and water had dropped—that’s ridiculous.</content>
  </entry>
  <entry>
    <title>PATH OF TITANS COINS(ios and androids)</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719618/path-of-titans-coinsios-and-androids"/>
    <id>sug_whluop3eaaktp8i</id>
    <published>2026-07-02T13:17:12Z</published>
    <updated>2026-07-02T13:41:44Z</updated>
    <content type="text/plain">Can the dinos be sold separately like Individual Sell? The bundle is too expensive. The price here in the Philippines is very high Value—for instance, the cost of 3,078K pesos (equivalent to 50 dollars) a significant price difference.</content>
  </entry>
  <entry>
    <title>Flight take off change</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719574/flight-take-off-change"/>
    <id>sug_dprdwyczeyeyz3m</id>
    <published>2026-07-02T05:54:58Z</published>
    <updated>2026-07-02T11:14:37Z</updated>
    <content type="text/plain">In real life, pterosaurs of all kinda had powerful forearms that allowed them to take off by simply jump into the air and start flying. I feel that this should be the case with the main 3 pterosaurs (Rhamp, Thala, and Hatz) and that they shouldn't need to have a running start to do so as it takes more time and energy, especially with Hatzegopteryx since its easy to get caught on rocks and other players, not to mention its ground acceleration not being the best.</content>
  </entry>
  <entry>
    <title>smart fishing</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719603/smart-fishing"/>
    <id>sug_iwkv2s4wi9xueaw</id>
    <published>2026-07-02T10:11:41Z</published>
    <updated>2026-07-02T11:14:27Z</updated>
    <content type="text/plain">barely anyone would probably use this, but it would be cool if we could attract npc sharks by killing fish and letting the body float in the water, while we wait and hold still for a little while. completely inspired by that one scene in the dinosaurs documentary with the spinosaurus attracting a shark in exactly that way. might be a fun little detail :)</content>
  </entry>
  <entry>
    <title>Sucho balance ideas</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719586/sucho-balance-ideas"/>
    <id>sug_3eusvquzkoajnnl</id>
    <published>2026-07-02T07:32:06Z</published>
    <updated>2026-07-02T09:11:46Z</updated>
    <content type="text/plain">I propose changes to riptide,claw barrage’s hitbox,and sucho’s armor. &#13;
&#13;
- Riptide buff multipler reverted to 10%&#13;
- claw barrage’s hitbox improved to hit above and below the neck&#13;
- remove the armor from water logged &#13;
&#13;
Riptide nerf was unnecessary as riptide was fine before the nerf especially when riptide is a multi hit attack that can be easily evaded. Claw barrage’s hitbox is really inconsistent which makes it unreliable to use in the water and for dinos that are too slow to the ground. Finally, Sucho’s armor is not needed when its the fastest semi aquatic that has good damage potential and high cw for its tier.</content>
  </entry>
  <entry>
    <title>Max Bleed Indicator Passive for Fresh Blood</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719587/max-bleed-indicator-passive-for-fresh-blood"/>
    <id>sug_o7h6vg8mecq3unm</id>
    <published>2026-07-02T07:51:13Z</published>
    <updated>2026-07-02T09:11:39Z</updated>
    <content type="text/plain">A ability passive that lights up whenever the victim has a high bleed threshold  (this can activate at 75% bleed). It doesn't have to specifically be fresh blood any ability passive works.&#13;
&#13;
The idea of this could serve to kentro's detonate and potentially other bleeders like allo!</content>
  </entry>
  <entry>
    <title>New Grapple mechanics to the game!</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719465/new-grapple-mechanics-to-the-game"/>
    <id>sug_vhi0jcvm4sxgtjd</id>
    <published>2026-07-01T13:03:05Z</published>
    <updated>2026-07-01T21:07:26Z</updated>
    <content type="text/plain">I would love to see new grapple mechanics like lock bites especially for predators. It had been so fun. New grapple mechanics like lock bite or especially for predators. It had been so fun it makes hunting more realistic.&#13;
Right now combat involves to much running around circles. Real predators try to hold there pray and lock bite and swing around them. Adding this could make the game for tactical, and exciting for both sides</content>
  </entry>
  <entry>
    <title>Footsteps are Way too Loud</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719467/footsteps-are-way-too-loud"/>
    <id>sug_8sztdbkxj0upokn</id>
    <published>2026-07-01T13:15:10Z</published>
    <updated>2026-07-01T21:07:12Z</updated>
    <content type="text/plain">Footsteps are unrealistically loud, and make it extra hard for solo players to hide from groups. Even elephants in real life are not that loud. The footsteps sound like we are running on a big drum because they thump and echo so much. I really dislike the enormous range they have.</content>
  </entry>
  <entry>
    <title>Its a double suggestion.</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719477/its-a-double-suggestion"/>
    <id>sug_3rc3jojq5ojiay7</id>
    <published>2026-07-01T15:03:34Z</published>
    <updated>2026-07-01T21:07:05Z</updated>
    <content type="text/plain">First of all, alderon; fix the water problem. Water keeps running out atm, its ruining the game to be frank. Second of all: do something against 3rd party software!!!!!!! It would be easy for you guys to monitor the people acting as a pack, whom aren't actually in a pack. Especially mixpacking,, make this a ban-able offense. If you do not plan to do this, remove the party limit so i can start a party big enough to actually deal with those mixpackers using 3rd party software to circumvent the party limits(quantity and herbi-carni difference, discord does not care of you're a herbi of carni, they can form 10 person groups there and you've made it easy for them to join one another in game.). Your rules are actually contributing to those not following your rules, to have the advantage over the people who DO follow the rules. Alderon, i am pleading to you. If you do not act your game will never have a sustainable player base. And i want your game to succeed. PLEASE FIX THIS!!</content>
  </entry>
  <entry>
    <title>Ano</title>
    <link href="https://feedback.pathoftitans.com/suggestions/719505/ano"/>
    <id>sug_osyrh3ethznqi4i</id>
    <published>2026-07-01T18:22:53Z</published>
    <updated>2026-07-01T21:06:16Z</updated>
    <content type="text/plain">Ano is the slowest dino in the game it literally cannot fight anyone who doesn't want to fight it but it has to fight everything and everyone who want to fight it because it cannot get away stop nerfing it for the love of got you wanna balance your game its simple if its slower its stronger if its weaker its faster its that simple also how is it the rex gets anti bone brke but ano who is literally armor doesn't</content>
  </entry>
</feed>
