Spino TLC Balance
After the spino TLCs release, it was left with a considerable amount of flaws. A lack of a regular tail attack , which would make more real sense for it to have. Another flaw was that its turning speed is now outclassed by every other apex, and with a lack of knockback at its rear end, it is left unprotected yet whilst having a tail comparable to bars. Spinos only remaining saviour against apexes is arm slam, however its disability knockback makes it usless with one single tail attack. Additionally, due to spinos wet buffs, it leaves itself vulnerable on dry lans which could be wanted, however increasing its wetness timer buff on waterbourne would allow prolonged land travel without water spout. Another meeded change is the lack of slots, paired with large cooldowns. This renders spino useless and extremely vulnerable in sections of combat, so adding an extra head or front lim slot with additionally reduced cooldowns would benefit it greatly. - TO BE CONTINUED WITH COMMENTS
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15 Aug, '25
UFOSpinoHighlighted comment
To fit with the now bleeding claw attack, drenched strike also causes bleed. With the AoE playstyle, there could also be some tweaks. Mainly, to become more like barses tail slam in land, it should be able to be used moving like claw slam. Moving to underwater, undertow works well sucking in small creatures in, however doin this to large creatures renders spino vulnerable. Undertow should stun larger creatures instead to prevent vulnerability. As well as this, there are also a couple of QoL features that could be added. One feature would be during the day, solat powered could have its ability icon showed on screen, and at night, the icon changes to either a darkened version of the icon or the old armored hide icon to show the night armor buff. As well as this, both tide strider and water Bourne state having buffs up to a certain amount depending on wetness. Both these abilities could show a percentage on screen like bloodthirsty or bright sail to know your current buff. - MORE -
15 Aug, '25
UFOSpinoSlicer is supposed to slow creatures down, however only by 10%. Im guessing spino got slicer to allow itself to catch up to apexes, although at maximum stacks, every other apex is still faster than spino. This leaves spino extremely vulnerable to bleeders like titan that can just run off to heal whilst its bleeding. This brings me to another disadvantage that spino was deliberately given, as its claw attack has no bleed, whilst every other claw attack causes bleed which is unfair. Spinos bite and claw attack also have almost identical DPS, so making claw attack deal less damage and more bleed would make it a more viable ability. Bleed would also help it against combat healers who can just run away from spino easily. Back to snapjaw, with the two head slots, snapjaw can keep its long cooldown. To make it seem more like a heavy bite attack to reduce speed, i prepose it also causes fracture and slightly higher damage to help counter fast bleeders. - MORE WITH COMMEMTS
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15 Aug, '25
KBlurMy issue is that full aquatic spino suffers from several things:
-Stamina drain. It's very bad in the water. Lunge takes stamina, drenched claws takes stamina, and if you wanna run lunging bite, it also takes stamina, and the whirlpool tail takes stamina. So for a full aquatic build, all your attacks take stamina. Stam regeneration in the water is also really bad—something needs to be done if we want to keep spino capable with a full aquatic build.
-Turn speed is horrible, so is running speed. I find it should be more agile than rex and titan with turning.
-DPS lacks. No attack does significant damage and it is outperformed by other apexes with ease. It has no mobility, it has no damage, and I think Rex and Titan won't have a hard time dealing with a spino on land at all.
P.S.
Let semis refill thirst when swimming. -
15 Aug, '25
UFOSpinoI will now depict a theoretical changelog.
Spinosaurus
- Old tail attack reintroduced into separate slot
- Tail attack damage Increased to 25 ( from 5 )
- Added two head slots
- Increased snapjaw damage to 75 ( from 65 )
- Increased snapjaw fracture to 10 ( from 0 )
- Increased turn in place, while trotting and while running by 5-10%
- Added knockback immunity to arm slam
- Increased wetness timer on land to 6:00 ( from 3:00 )
- Increased wetness Increase from water bourne to 12:00 ( from 6:00 )
- Decreased claw attack damage to 40 ( from 60 )
- Increased claw attack bleed to 0.4 ( from 0 )
- Increased drenched strike bleed to 0.5 ( from 0 )
- Undertow on land can now be used moving
- Added new Undertow mechanic:
Undertow sucks in lighter creatures ( 4000 combat weight ) creatures too large to be sucked in will be stunned for the duration of the ability ( 4001 combat weight + )
- Added visual icons for tide strider and waterbourne percentage.
- Added visual icons for solar powered. -
15 Aug, '25
UFOSpinoLast notes: -
This massive change is not criticise Alderon on their decisions, rather to improve Spinos long awaited TLC to its expectations. On a positive note, spinos new model couldn't be better, aswell as all of its new animations. The ideas of the new abilities are also extremely unique, however all these changes are just to balance them to how the should work.
Thankyou so much for the great things you've added to spinos TLC, but please consider these changes to improve spino as a playable for everyone.