
Monsters should get a reversing buff too similar to what ES2 did. If they do so, hunters lose one stack per stage fought. To avoid that tilted scenario, monsters have to fight at least once in each stage.
EVOLVE STAGE 2 UPDATES FULL
So if a monster avoids hunters until stage 3, they’ll end up facing a full team of hunters with no strikes, 30% more health, and 30% more damage. If they fail to come and damage again in stage 2, another 15% stack is added going into stage 3. If the hunters don’t come and damage the monster while it is in stage 1, they get a 15% bonus to health and damage when it goes to stage 2. Big pull of fleeing is to be stronger at the last fight, right? Introduce a buff to hunters that completely negates that advantage. If it comes out from Underground through a tunnel there would be flares at the location, if it's Sky dropped in there's a red laser indicating where it's being aimed.įor flee til three, stacking advantages. There is a way to signal to both parties the location of this object before it is actually on the map. The reason for this could be that it is simply unlocking during this time and the monster attacking it breaks the locking mechanism meaning it cannot be opened.

Hunter's can't collect it until the monster has had a chance to destroy it. While it is destructible there is a dome shield around it so that once the monster goes in they have to commit. The monster would have about a minute to destroy it before the object becomes Invincible and the hunters are able to collect it at their leisure. Jetpack upgrades, the planet tracker from stage 2, codes to activate turrets from around the map, Etc. Something the monster will want to destroy to prevent the hunters from getting it and the hunters obviously want to collect. Thoughts?!įor flee till 3 a possible solution could be something that strongly encourages an engagement during stage two. I know sad, I'm sure all of us trappers loved our dome spots! But this could help the lower skilled trappers! As trapper you will pull up your mini map to see exactly what dome area you are in from the displayed circle on your map and from there you can throw the dome from anywhere in it's area to deploy it in the exact spot shown on the map. Now for God Doming I'm thinking maybe having set domes instead of having the freedom to thrown the dome where ever you like and putting the dome back into only the trapper's hands.

Basically what I'm saying is being stage 4 for a minute but maybe have it cost half or all your armor to activate and can be activated at any stage but only once per game. Just a little thought to add more fun and strategy should there be a one time use ability as monster that maxes out all your abilities for 30 seconds or to 1 minute. Here's my thought should stage one depend on eating and stage 2 depend on damage? Get enough food to evolve then deal enough damage to stage up to 3. Unlike other medics she has no healing burst so a well-positioned Regeneration Field combined with a well-timed Proton Field are the keys to success with Quantum Caira.Should each stage meter fill up in a different way. Her Regeneration Fields create healing zones while her Neutron Barrier blocks damage for the whole team, as long as she’s in the right place.

Quantum Caira keeps the team alive through sustained healing and careful positioning.
EVOLVE STAGE 2 UPDATES SERIES
A brand new series of Advanced Hunter tutorials.An all new “Try Before you Buy” option, where all hunters, monsters, skins and perks that you’d normally earn using Silver Keys are now unlocked in the game’s Training Mode.
EVOLVE STAGE 2 UPDATES UPDATE
Her unique area control style healing combined with new abilities are detailed below and the update will also feature:

“The Quantum Surge will include the newest Medic to the Hunter team’s roster,Quantum Caira. Check out the Quantum Caira launch trailer of Evolve stage 2, featuring a new character and some of its gameplay footage:
