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Which Items could use some Love?


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I figured it would be neat to discuss, and also put together a list.

I'll try to update this as best I can as more items get suggested.

In no particular order:

-Cookie Cutter Cap

-Scalemail

-Fire, and to a lesser extent, Sleep darts

-Napsack

-Bramble Husk

-Thermal Measurer

-Rainometer

-Straw Roll

-Bee mine

-Belt of Hunger

-Tillweed Salve

-Seed Pack-it

- - - - - - - - - -

-Ice cube

-Fire staff

-Floral Shirt

-Night Light

Personally, magic items. I'd like toned down versions of deerclops' ice attack for the ice staff and some ranged DPS from the fire staff like the staff from Forge. (more damage from Willow? :wilson_curious:)

It's weird to see them mostly used as tools. (ice staff for quenching fires, fire staff for burning) but maybe that's just me. 

21 minutes ago, Lumberlocke said:

 

Personally, magic items. I'd like toned down versions of deerclops' ice attack for the ice staff and some ranged DPS from the fire staff like the staff from Forge. (more damage from Willow? :wilson_curious:)

It's weird to see them mostly used as tools. (ice staff for quenching fires, fire staff for burning) but maybe that's just me. 

 

I don’t think ice staff needs a buff, except for maybe some more uses. Right now it already has quite a few uses and I think is in a good spot, especially compared to the fire staff.

27 minutes ago, HumanBean150 said:

The trap too?

I don't play much Wormwood, but I think it is pretty good for both the cost and the aoe, at least in earlyish game.

The damage and its effect, I'll admit are decent. 

My gripe is that for a character exclusive item that requires one of Wormwood's most precious resources, his health, it is extremely niche. 

The item has the same problems the hound traps do and they're basically an upgrade and nothing else. What's more, for their intended purpose, we have far, far superior alternatives that don't require much if any management or an upkeep cost.

I'd like this item to be completely reworked to act more as a "wall" that punishes enemies, kinda the way bramble roots are. That's too much though, so hopefully they can just reset themselves to be less bothersome to use.

Oh and let it hit flying enemies.

Oh, without a doubt: the Floral Shirt. 

When was the last time anyone used one of those?

Seems very niche, and you have to craft one every summer since no ones gonna waste a bundling wrap on those. Not to mention it costs reeds and you lose a backpack slot. 
 

Bee mines are a close second, since they’re not very useful for any enemy. 

Floral shirt is even stronger than the eyebrella, ice staff is already phenomenal, fire staff is already good, thermal measurer & rain-o-meter are decorational, napsack, scalemail, & belt of hunger can be useful in some situation, straw roll is intentionally designed to be not-so-good because it's a material for the fur roll & there's already multiple other sleeping alternatives, tillweed salve isn't bad considering it comes from a weed, ice cube is good if you're fine with the slowdown, and cookie cutter cap looks funny while lasting a good while so the only change it would need is increasing the drop rate of the shells.

I'm fine with some items getting tweaked, but just because an item isn't the strongest in the game or requires you to play slightly differently with it doesn't mean it's terrible and "needs love".

4 hours ago, CorsairsEdge said:

Oh, without a doubt: the Floral Shirt. 

When was the last time anyone used one of those?

Me, almost every first summer and frequently many summers after it. It's better than the eyebrella and can be obtained more than 1.2 times per year.

The Waterfowl Can. Currently, it is only 4 watering cans. It could become a water gun: you can use from distance (not more than 1.5 tiles) and can target mobs. It is ok to reduce number of usage before refill, even below watering can.

24 minutes ago, SuperDonuts said:

 

The Waterfowl Can. Currently, it is only 4 watering cans. It could become a water gun: you can use from distance (not more than 1.5 tiles) and can target mobs. It is ok to reduce number of usage before refill, even below watering can.

 

As someone who has spent a ridiculous amount of time farming in dst, I don’t think the waterfowl can needs a buff. It’s only a convenience, yeah, but a really good one, especially if your base is super far away from any ponds or you’re trying to grow crops in winter. There’s no point in giving it range or letting it target creatures, either.

 - the clothes all need more utility, and a direct way to give them utility is to grant them pocket spaces for inventory

 - Nightmare lights because they're broken

 - Ranged darts need to be reworked to separate the blowgun and darts

Tail 'o three cats. I wish it had consistent AoE control or AoE damage, even if low and not on every hit. Durability is already good, damage, recipe and range are ok; it could be a good way to deal with 100+ hound wave, woven shadows (aside from weather pain and Abigail) or (shadow)splumonkeys.

Thermal measurer and rainometer. I wish they were deployable items without durability, that could be put in the inventory when needed. Thermal measurer could use visual marks for freezing and overheating treshold, like rainometer has a meter.

Hybernation vest: increasing durability to at least 10 days would be nice (right now it's 7).

Puffy vest and breezy vest. Puffy vest could use 30-50% rain protection in order to be semi-useful in spring before player acquired proper rain protection, as well as add an option to wear with rain hat/pretty parasol/under tree with straw hat to gain 100% wetness protection. Breezy vest could use even higher value of rain protection, but lower than rain coat (100%). Some other useful stats could be added to both items.

Lazy forager. I wish it was refuelable and could perform advanced actions, for example, hammer giant crops or harvest bee boxes/drying racks, like in "Lazy forager buff" mod.

Seviche and Seafood gumbo. Either recipe needs tweaks, or these dishes should have some other properties besides hunger, health and sanity value (in case seviche - buff to already existing cooling effect, probably).

Anenemies and bull kelp. They need to be renewable, as well as quite a number of other things.

Feather hat.

Bee mine.

Night light. It could be refuelable with fire staff and/or use some other changes, like preserving fuel when it's not surrounded by darkness (turn off during daytime in case that won't lead to darkness surrounding it), glowing in the dark when empty so player can refuel it even in complete darkness (but not enough to protect from Charlie if night light is out of fuel), refueling from haunting as a ghost, affecting surrounding in other way (besides light radius and insanity aura for players).

Pinchin winch. I would like priority of activating it to be lowered compared to other actions performed with action button.

More durable hammer could be added into the game (golden counterpart of regular one?).

Walls. It's kind of funny, how almost all Klei gameplay videos feature builds that are surrounded by walls, yet no sane person uses them for bases. Yes, you can make animal pens with them and they are an essential part of Df fights, but Klei clearly intended them to be used as protection too. But of course, the way they work, all they do is buy you a little more time, before being destroyed and having to be repaired in a long, costly process. Nobody will build something as extensive as base walls, if their only purpose is to go down anyways. I think, they could become a bit more sturdy or easier to repair or something like that.

Slingshot, needs a bug fix

scalemail, it needs a durability increase, by a bit

fire staff, just give it a better use than gunpowder

ocean fish, no perfect use, yes "wurt can useee ittttt" yes "surf and turffffff" but still, there is alternatives

i could go on

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