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Bosses only…  other mobs (even in single player) are easy to deal with, I mean 15 hits on a Beefalo is simple right?

Even the harder mobs like RockJaw Shark aren’t too much of a hassle to deal with when playing alone..

The ONE Mob that could use a change to better suit playing alone is Cookie Cutters, these things will quickly be the end of a Solo Player and the ship they sailed in on, trust me I got brave and set their spawns to lots and then immediately regretted it 500 rollbacks later- the problem is the little buggers don’t easily die, they take a few hits to kill and if more than one gets on your boat they stun you in place preventing you from dealing with them fast enough.

I really really hate cookie cutters while playing Solo :wilson_cry:

Most other mobs are completely manageable, it’s the 10,000+ health point bosses that could use a change.

Also keep in mind that with things like new character abilities, day one Beefalo tames, and reduced crafting costs in lots of weapons and armors that the game is a lot more manageable for the Solo player now.

You can literally just stand in front of and tank Ancient Guardian to death with as little as 3 Marble Armors, a Shelmet Helmet, and if needed: A slurtle shell (to hide in to avoid damage)

I think the game is in a pretty good spot, but Bosses like Dragonfly could be made more accessible when solo- and I don’t just mean in health values, Things like her lava pools spawning a lot less Larvae when less players are fighting her would go a long way in making the fight enjoyable without the “Build large Wall Meta”

2 minutes ago, Dr.Medic said:

and i do belive that i think more then what you may think that i think more then you think in that way that i do think more after the thinkin

Are we sure that you think I think that I think that you think less than me? 

 

Make the health of the mobs scale linearly so that an infinite amount of players have to deal an infinite amount of damage to defeat a Moose / Goose. Imagine the jolly fun of having an infinite amount of Wes hitting a Deerclops for an eternity before bringing it down! Likewise, let mobs die of zero health when all players leave the server (this gives rise to deeply philosophical questions: if a Gobbler perishes and nobody ever saw it, did it really exist in the first place?).

Or simply leave the mobs at a fixed health. It makes the game consistent and you have to tackle bosses differently when playing alone, which is fun. It's more intuitive and interesting that taking down a giant as a sole combatant requires finesse and wits whereas a group can rely sheer numbers for accomplishing the same by smacking it with bursts of damage. Leave the HP scaling for other games.....

I don't like the idea of health scaling in DST personally.

I think it feels very "fake" and video-gamey to simply increase a mobs health the more players there are, and DS/T to me always had its environment and mobs feel very real. They don't exist just for the player, they exist as their own creatures and beings that interact with each other which I always loved.. I think there's much more interesting ways difficulty can be increased or decreased depending on the amount of players. Klaus and Champion are really nice ones to me that always get more chaotic the more players there are, due to the many spell circles, and enlightened shards that spawn.

7 minutes ago, Hornete said:

Klaus and Champion are really nice ones to me that always get more chaotic the more players there are, due to the many spell circles, and enlightened shards that spawn.

Klaus is one of the best multiplayer bosses for that reason. Compare that to Toadstool who was designed for 6 people :/

As you get good at kiting, you will notice mob health only means longer fights, not harders.

For example, fighting with a frog (100HP) is much much harder than a treeguard (3750HP)

You only have to hit three times and back of then repeat it for treeguard, but you have to hit one times and back off really quick (sometimes you have to cancel hit animation) on frog.

Indeed. The downfall of DST is not so much high health of certain mobs but the lag.:( Enemies and bosses that are well designed and fun yet challenging to kite, once you learn the pattern, can still be hell because of lag. Playing on LAN or without online connection issues takes the game to another level of fun and rewards.

4 hours ago, Captain_Rage said:

Indeed. The downfall of DST is not so much high health of certain mobs but the lag.:( Enemies and bosses that are well designed and fun yet challenging to kite, once you learn the pattern, can still be hell because of lag. Playing on LAN or without online connection issues takes the game to another level of fun and rewards.

This is also kinda why I made this post, I live in a very rural part of my country so my Internet is **** so most of the time I can't kite enemies

14 hours ago, Captain_Rage said:

Indeed. The downfall of DST is not so much high health of certain mobs but the lag.:( Enemies and bosses that are well designed and fun yet challenging to kite, once you learn the pattern, can still be hell because of lag. Playing on LAN or without online connection issues takes the game to another level of fun and rewards.

Playing on LAN? You mean setting server to "Local" ?

As i found out the hard way that can still lag as if you have bad connection. Especially with caves on.

I from time to time notice occassional slight rubberband or character "stopping" in mid kite. When playing solo. (Not talking about day transitions saving lag btw cause these are obvious.)

And seen others who have this more often and much more severe than me.

7 hours ago, Captain_Rage said:

Likewise, let mobs die of zero health when all players leave the server (this gives rise to deeply philosophical questions: if a Gobbler perishes and nobody ever saw it, did it really exist in the first place?).

Gobblers always exist. Always. They're just standing really still so your brain doesn't register their presence.

8 hours ago, Mike23Ua said:

The ONE Mob that could use a change to better suit playing alone is Cookie Cutters, these things will quickly be the end of a Solo Player and the ship they sailed in on, trust me I got brave and set their spawns to lots and then immediately regretted it 500 rollbacks later- the problem is the little buggers don’t easily die, they take a few hits to kill and if more than one gets on your boat they stun you in place preventing you from dealing with them fast enough.

I really really hate cookie cutters while playing Solo :wilson_cry:

Cookie cutters set to lots? So, basically this then?

PHKrvas.jpg

Assuming you're playing Wendy, nightshade nostrum should at least make the oceans survivable. Webber can also just put 20 spitters on a boat. Everyone else? Screwed.

15 hours ago, Mike23Ua said:

 

Cookie cutters are literally the easier mob in the water and one of the easier in the entire game. Just use something stronger than a flint axe to fight them, thing that after one year of complains i though you would realize 

There is no "wall meta" vs dragonfly. You can fight her with ice staves. If you dont want that many lavaes but still wanna experience dealing with them, you can cover some lava ponds and let others free. Dragonfly is one of the best bosses in this game because that

The fight isnt an expensive fight and you can change the difficulty all the time

 

 

I dont think there should be hp scales. Mechanics like klaus are the way to go. Scaling for solo is a nonsense when the boss fights arent that long and we have multiple things to do them faster. Also, as i said in other topics, when you play solo means that all the loot is always for you so you dont have to fight that often the boss to get what you want

10 hours ago, ALCRD said:

Playing on LAN? You mean setting server to "Local" ?

As i found out the hard way that can still lag as if you have bad connectiom. Especially with caves on.

I from time to time notice occassional slight rubberband or character "stopping" in mid kite. When playing solo. (Not talking about day transitions saving lag btw cause these are obvious.)

And seen others who have this more often and much more severe than me.

Yes, sorry for the garbled phrasing. I meant the "Local" option when hosting, as in playing on a local area network. Then the game is really a blast. :wilson_love:

8 hours ago, QuQuasar said:

Assuming you're playing Wendy, nightshade nostrum should at least make the oceans survivable

I never needed elixirs on the sea. Except for sharks (abi still can tank them thanks to her shield), ocean mobs are weak. Abi with her 20 damage+debuff+anything that deals +10 damage makes wendy very safe while sailing 

Also, cookie cutters flee if you hit them before they reach the boat thing that is as easy as turning on abi's agressive mode

Its not so bad, every boss in game is soloable

in fact, if we imagine if DST was never multiplayer but still had all the content, this would be pretty normal

you also don't need to boss rush, personally in runs that last more than 100 days, I do what I want in the first year as maxwell usually, then I switch to wolfgang to kill bosses, in your case maybe you can spend a lot of time getting a lot of volt goat pens during spring, get bee boxes during autumn, and bell peppers, then switch to warly and make the jelly + spices for extreme damage

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