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About ShadowDuelist

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  1. Something I like about synergies is that some characters do go very well and get an advantage out of working with other-selves, such as Wendy's getting fresh burgers having more Abigails to tank things and even deal quite a punch (in numbers) to some bosses or Wolfgangs being able to dispatch all fights faster. Maxwells will quickly provide themselves all the wood-stone-gold resources they can possibly dream of, but in contrast an all-Maxwell team may die out of a stiff breeze. Other characters, despite of intuitively looking like they will do wonders when there is more than one, do not perform better: A single Wickerbottom will usually be enough for a whole team and more Wickerbottoms won't provide more food, tentacles, or Krampii since book related resources are usually team shared. The same applies to Webbers, they will share the neutrality advantage of being able to live among spiders, but one spider farmer is enough to cover the needs, and more Webbers will not provide any significant team advantage.
  2. In this case it doesnt look that far away from the main land, maybe he can also exploit his way in, by changing camera angles and telepoofing there with a lazy explorer, although im not sure if such thing is possible. Has anyone ever had a worldgen where you can do this?
  3. I like the castle crashers approach for battle, allowing pets do something special once and then. Maybe besides what mantas suggested for peaceful times, during battle each will do a special attack/Buff/debuff of their own once every X amount of time, being X directly proportional to how strong is what they do (A strong buff or attack will be made inbetween long periods, and smaller buffs or low damage attacks will have less cooldown). Regardless, the spacing time between whatever they do will always be long, so its not like you can rely on your pet to fight at all, it would be just a little help to make them worth having. I was even thinking in "small" cooldowns of 1/4 of a day for weak attacks, and maybe a full day for more powerful ones.
  4. Kris also mentioned that there have been many after Maxwell, probably most DST characters were switching positions until Wilson was finally freed by Charlie, and took full control of the lands. Maybe each character added something unique and specific about them to the world. Also I'm not quite sure how the "no throne before maxwell" bit fits the whole Metheus and ancients story.
  5. Down here I can't see the sun anymore, because of JohnWatson's signature... halp.
  6. I suppose we can all more or less agree, that the items that need a buff are the insulated pack, and night lights. The insulated pack is a boss item and as such, compared to all the other boss items that can be made, it seems rather weak. Even before you can defeat bee queen and get access to bundling wraps, as it was mentioned earlier, you are more likely to be able to make fridges across key places that will do the job better. I suppose the insulated pack should be at least regular backpack sized, and fireproof, to be a somewhat decent replacement of a backpack. Regarding night lights, I agree that it is rarely built beyond for decorative purposes. There are cheaper ways to get light and much better uses for nightmare fuel at this point. Even a maglum for each player will do better. There have been suggestions around this, the one I liked the most was turning the night lights to have a fuel tank like flingomatics, and make them work in a way that when turned on, they will fire up upon getting to a certaind radius of them, much like how maxwell lights used to work, saving fuel if nobody is around them (and durong those long summer days you can just turn them off)
  7. I used to think the bush hat was the ultimate item, and tried to base my whole playthrough around it. I tried for days to solid snake my way through before noticing that the enemies in don't starve were definately not gonna give up.
  8. Does this extend over other type of freezing powers, such as Klaus Blue deer's AOE?
  9. The loyal tragic torch is pretty much the same, and there's no visual difference between the two.
  10. I love Maxwell as a character, I pick him often (about 50% of the times). My other 50% usually goes to either Wickerbottom or Wigfrid. I'd play 100% Maxwell if his duelists were decent and actually added something to fights, though.
  11. Just when I was slowly de-hyping, you guys just pull me into the train again, huh. You rascalls.
  12. I clasify players based on their decision making and problem solving in the game, and then sort of group em as: Begginer - Does not know yet all the game basics and will fail at basic survival and sustenance at some point. There are sub levels to it but to me anyone who fails to survive indefinately against the land is in the begginer area. May or may not know how to kite enemies. Usually these players don't know how to handle bosses at all, but ive seen some smart exceptions, luring deerclops n such. Intermediate - A player that is knowleadgeable of all the basics for long term survival and would live indefinately if left on his own. Is decent kiting creatures but still struggles in long boss fights or ruins clearings. Advanced player - Does know all or most there is to know about the game, and has enough knowledge and experience to improvise strategies and make the best of most circumstances. You see them in games usually as those guys that very rarely die, have good focus on their objectives, act as good leaders against bosses and know how to solo most of them if required to. They tend to have 2 or 3 solutions up their sleeve to each situation they face. As for megabase builders and speed runners they are just advanced players with megabase or speedrun objectives in mind. Joeshmocoolmostuff level - Thats probably just him. Let him find 10 twigs, 4 flint and 6 grass, and will come with toadstool's skin, bee queen helmet, and dragonfly scales before sunset. If I was a dont starve boss and saw him enter in my land, I'd ragequit.
  13. I tend to farm them a bit for early teeth and meat before the first summer, when the hound waves still spawn very small numbers. Then after that point, I usually leave just one or two when I'm playing as Wigfrid, in case I need some extra health/sanity. For the rest of the characters I rarely keep any of them: in all my lategames they ended up becoming a nuisance when I'm strolling around the desert picking cactii or tumbleweeds. I rarely got gems from them either, even when visiting them on different seasons. But I'm open to explore this use a bit more, if it actually works. Knowledgeable item farmers out there, how would you suggest an efficient way of farming gems out of hound mounds? And more importantly, is it worth it? compared to normal hound waves or other methods.
  14. Aww, Wes and Warly had a lovely baby monkey. I never even realized of such obvious shipping until now.
  15. Sometimes my solo play-through mistakes are much larger in stupidity and dire consequences than I thought they could be. So when that happens, basically my game becomes groundhog day, over and over and over, until I realize why I screwed everything up from like a season ago. That's when I usually decide to move on and take a completely different path/approach. It's a learning process. I feel no shame to admit it.