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YouKnowWho    7,425

Eh, they do their job fine. Especially the moon glass axe. You don’t go to the lunar island to only craft one, do you? Plus, it’s not like it’s the only thing worth at the islands, so it’s more of a bonus if anything. 
 

I don’t get why weapons are here at all. Yeah, they get outclassed, but you still use them. Do you start out killing pigs with an axe? Plus, having cheap alternatives is always good so you don’t have to waste away your durability on low level threats like spiders. Hambats are again a different story, but as said before, it’s supposed to be an upgrade anyway.

 

The last forager could use a bit of an upgrade, but it’s not all relegated to things you can only grab with your hands with those pedestal-items things in the ruins. It’s already cheap to begin with anyway. 
 

I don’t see what the problem is with the ice amulet not being all that spectacular. It’s a magical alternative to stuff like the ice cube and summer frest. What’s not to like? It’s not like those items really need any other use outside summer either. 

Those are only my thoughts though. Honestly, when I read the title, I thought it was gonna be another grass suit thread. It’s nice to delve into other things for a change, yeah?

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SonicDen220    681

Agreed with original post. Klei needs to do better balancing. Instead of making players want to try out all kinds of different stuff, they do the opposite - just... punish players for using the underrated and niche things. They indirectly nerf things that were never overpowered and never needed a nerf in the first place.

Recent events show that especially. Why should you make morning stars for electric damage when you can switch to Warly and spend a goat horn on any weapon? Why go with 72 damage when you can just go for 170 damage (over double) with a dark sword? The only advantage that morning star has is that it lasts for 1 minute longer and you can extend its time by unequipping it.

Another example - moon glass tools. Lakhnish showcased it in his thread. No one asked the moon glass production to be slowed to a crawl and be capped to the amount of hot springs in your world (which can be really low). But here we are.

Also, Woodie completely outclasses Wendy at her main job, so let's hope her rework fixes that.

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Ellilea    733
Posted (edited)

If Pick/Axe had a combined durability of golden pick and axe it might be something to consider for the sake of a) slots b) feeling of upgrade.

I'm not sure 1 slot used less is an incentive enough for how much hassle making that thing is.

And I know many won't agree with me here, but I'd actually like to have a way to make all the crafting stations at base. Not an easy way, a hard way, but a way nonetheless. It'd give a neat goal to work towards for n00bs like me mostly concerned with building bases and hoardin stuff inside :p

Edited by Ellilea

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Kuba5565    1,021

What about lazy explorer? It was already mentioned by someone somewhere, but i agree it shoudn't vanish from your inventory when used down, it should remain as walking cane becouse it's a component to make it, it should just lost it's ability to teleport. And maybe you could use nightmare fuel to fuel it.

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Frashaw27    341
2 hours ago, Kuba5565 said:

What about lazy explorer?

While the lazy expoler turning to ash may seem like it suppose to make it on the list there is a reason why. It does its job so good that they madw a entire character with that gimmick. The power of short range teleportation has a lot of applicable ises so there isn't really a balence or usefulness issue. That is a useful thing none the less though.

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FuffledBeeQueen    3,236

Problem with some of those is; Let's take Thulecite Club as an example
If you want yourself a Thulecite Club, you need to go to the ruins and find that silly altar, get the materials and craft it
If you want yourself a Hambat you get the items and craft it
See the difference? You have to do so much more to get those special items for barely any difference.
This is a similar case with Moon Altar Items.

Problem with Armor is, there are cheap alternatives that p. much do just as much as the high tier ones,
1 Log Suit gives you 80% Dmg Absorbtion which is p. much close to top tier for literally 2 pieces of rope and a few logs
1 Night Armor gives you 95% Dmg Absorbtion which is a lot, but at a cost of 10% of this dmg being converted into sanity damage, this is already a downside, while the cost of 3 Papyrus and 5 Fuel add another, Reeds are not farmable, so 3 Papyrus can take some time without a cleared Reed Trap

Issue with the better Tools is as mentioned earlier that the stations required to craft them are not conviniently on you all the time

Magic Stuff was always rather underperforming,
Staves really dont do much, Fire and Ice are basically ranged Crowd Control. Telelocator is quite expensive since you need a lot of stuff per teleport. Orange can get annoying if you accidentally r-click, Wortox players should relate to this one. (The other ones are actually quite good, nothing to complain there) 
If you ask me an easy way to fix this make the Fire and Ice Staves have Forge-Like Projectiles (Slow moving pretty FX balls) as their main attack which deal damage and set the enemy on fire, more shots adding more to the fire timer/give a stacking slow that turns into a freeze (Think Deerclops)
Alternatively just like the Forge Staves as well, the Staves could cast a spell, I think that what No-Eyed-Deer fire during the Klaus Fight would be fitting for the 2 Staves.
As for the Orange Staff, a small widget that toggles the teleporting would be enough, think of the compass widget.

Problem with Amulets is, they are supposed to be worn as a casual thing, which is problematic since a Backpack/Krampus Sack usually occupies this space casually. Chilled Amulets have thus barely any uses, Life Givers are usually used as rez material instead of HP regen, Purple Ammys still have some use, Green is situational so it's a-okay, Yellow is also something to wear casually, same with Orange tbh. I'd add a new Slot for Amulets only to be completly honest, they seem to be sorta like an additional equippable that as of now in the body slot seems to be more in the way

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Well-met    1,310

on a side note, moon island has a set piece with a free moon axe and I've seen it spawn in multiple instances

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shadowDigga    189
Posted (edited)

Thulecite armor and weapon should slowly regenerate durability for 5% per day, so they can be fully repaired after 20 days (same cooldown as ruins regen). Then they can be used as everyday gear  that doesn't require periodic replacement, because you don't fight stuff often unless against bosses. And the thulecite club will take place of hambat since it always does fresh hambat damage.

Edited by shadowDigga
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maciu67    354

Bundling Wrap is too powerful. I uderstand that it may prevent food from spoiling but how can it keep animals alive?

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Butt Pillow    196

I would like a lot of the magic section or misc items boosted a bit... Like Catcoon whip, winter hat, etc. Too many items that feel useless or close to it. 

Also, let Firestaff put out fires by absorbing the flame for a bigger attach next use. Uses double durability.

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