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How do you feel about the stunlock changes?


How do you feel about the stunlock changes?  

83 members have voted

  1. 1. How do you feel about the stunlock changes for Mac Tusk?

    • It's great!
      5
    • It's alright.
      14
    • It's annoying.
      36
    • No opinion
      27
    • Other (comment)
      1
  2. 2. How do you feel about the stunlock changes for The No Eyed Deer?

    • It's great!
      2
    • It's alright.
      14
    • It's annoying.
      38
    • No opinion
      27
    • Other (comment)
      2
  3. 3. How do you feel about the stunlock changes for Tallbirds?

    • It's great!
      6
    • It's alright.
      22
    • It's annoying.
      18
    • No opinion
      34
    • Other (comment)
      3


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It's been a little over two months since several mobs have had their stunlocks removed.

Since it seems like Ancient Guardian can still be stunlocked, I figured it'd be a good time to ask how everyone feels about the change since then.

(If there's a mob I missed that's not AG, let me know and I'll add it).

I definitely think Mac Tusk should be reverted to what it was pre-Wanda. It is one of the few mobs that doesn't just stand their ground and will instead run from the player if they get too close. Before if you managed to catch them, it was game over. Now, you can hit them but they will still get away, and you pretty much have no options outside of chasing them until they forget what is going on and begin casually strolling back to their house, unresponsive to any attacks.

3 minutes ago, Dr. Safety said:

no options outside of chasing them

ice staff or sleeping items are effective options

Just now, lakhnish said:

I personally am not a fan of the No Eyed Deer one. They were a good source of meat but now it involves a big game of run and chase where outside of getting the Antler, I just straight up ignore them.

monster

it never feels like you realy could stunlock those in the first place if your alone, like tallbird was alway able to attack you if you just hold F on them

deers are weird and random even before, like sometimes they take the hits, and sometimes they run around weirdly after 1 attack

walrus is like, he dont realy attack if your close to him anyways, and if he walks back home then he dont have a care in the world so its just stupid

I’m playing a game called Don’t Starve and one of the weapons I can creates description reads as “It takes food to make food.”

I believe the changes are actually quite nice, my sworn enemy (Mctusk) became even more annoying, and No-Eyed Deer aren’t easy kills: They can still be killed for their meats as they’ll run away, then most likely go to sleep so you can smack them again.. but they don’t just stand still and let you smack em to death anymore and that’s cool.

Only people who don’t like things to be more challenging can possibly hate these changes.

5 minutes ago, Theukon-dos said:

And I didn't even know you could stunlock tall birds.

Neither did I. I just remember it was part of the listed changes and the effect was minor (you can still do 3 hits but it's a bit tighter).

46 minutes ago, ArubaroBeefalo said:

ice staff or sleeping items are effective options

I suppose I could try sleep darts, but even with the ice staff, I freeze him, hit him once, and he escapes so I have to freeze him, hit him, freeze him, hit him, freeze him, hit him, which is a waste of an ice staff's durability and a lot of effort for what is essentially an ordinary mob

6 minutes ago, Dr. Safety said:

I suppose I could try sleep darts, but even with the ice staff, I freeze him, hit him once, and he escapes so I have to freeze him, hit him, freeze him, hit him, freeze him, hit him, which is a waste of an ice staff's durability and a lot of effort for what is essentially an ordinary mob

you only need to freeze him 2 times if you use something stronger than a spear which is 20% used of a cheap item

each camp has 2 blue hounds so you get the gem back most of the time

...in my case, it just didn't really make much difference.
Macs are basically stunned at max range anyway due to their AI.
Tallbirbs have a dodge pattern.

No Eye Deer are...an interesting choice. 

 

Now I sort of wonder if there's a ranged combat/mobility update planned in the long run.

Potato-level theory, but I can dream.

I'm a little bummed about not being able to stunlock Mactusk any more. I'm still a kind of mediocre player, so I often look for worlds where I can base near the triple mactusk biome and use that as a source of meat during the winter (I'm not well versed in things like pig farms, etc). I'll use the meat to make meaty stew, honey ham, etc for bundles. I usually use an ice staff to freeze big mactusk, take out the hounds and then I'll get wee mactusk with a blow dart (poor guy) while big mactusk is frozen. I'll then proceed to take him out, and I'll hit all 3 mactusk camps in one day. Not being able to stunlock big mactusk has made this process more expensive, obviously. As someone already mentioned, you basically have to freeze big mactusk twice if you want to take out his entire crew without taking damage (as far as I know, anyways).

Even though it bothers me, I suppose the change is probably for the best. It shouldn't be too easy to get the tam and walrus tusk.

I always like to freeze Mactusk with an ice staff (or the ice hounds if lucky). But since I can't stunlock him now I only get a few hits in and then need to chase him to the edge of his range for him to walk back for me to finish him off.

They did seem to adjust stunlock afterwards for mactusk,

Spoiler

The following creatures can now be stun locked for a number of hits: MacTusk, Wee MacTusk, No-Eye-Deer, Pigmen (all types), Merms, Bunneymen, Bee Queen, and Celestial Champion (phase 3).

This is great. I still wasn't able to finish him off even with a dark sword solo so I hope it is adjusted a little more. 

tbh the only boss I got really annoyed with the change on was AG, since it means until they rework AG, you basically have to pillar/grave cheese him.

I honestly had fun with the speed kiting, but knowing I can only possibly land one hit on AG now with it, it's just not fun anymore, now AG just feels like a chore, I just sit there holding F from behind a grave/pillar just wondering when AG will finally die and I can move on with my life.

How dull...

16 hours ago, ArubaroBeefalo said:

ice staff or sleeping items are effective options

Ice staves were an effective option, now they're inconsistent. Before you used a little ice staff durability so that you can quickly kill mactusk with no hassle. Now you freeze him with the ice staff and hope he dies, but he can still break free and run away, at which point you either use more ice staff durability and hope he doesn't break free again since you'll have to use even more time and ice staff durability if he does, or you just run him to his leash range because the stupid leash crap actually lets you stunlock him with or without using any ice staff durability.

This game's combat system is one where if something is walking away from something else, it can not be hit. Mactusk, who will run away and only fire at you from a distance, was balanced by the fact that if you caught him you could stunlock him to death. You could catch him during his intro animation if you're fast enough and have a plan for the hounds, but a safer and easier way was to catch him with the blue staff. Now the easiest, slowest, least interactive, and most boring way of catching him of just chasing him until his AI turns off for some reason is also the most reliable since it's the only one where you never have to catch him more than once.

9 hours ago, herding dog said:

Even though it bothers me, I suppose the change is probably for the best. It shouldn't be too easy to get the tam and walrus tusk.

If you just chase Mactusk for a few seconds eventually he'll give up and start walking back to his house, ignoring you completely. He won't fire at you or run away and you can easily walk up and kill him. It's easy because you just hold W and as long as you aren't chasing him towards other walrus camps it's safe because he won't fire upon you while he's retreating and his hounds will usually lag behind for some reason, but even if they don't you can just kill them while he's walking back to his house.

9 minutes ago, Cheggf said:

Ice staves were an effective option, now they're inconsistent. Before you used a little ice staff durability so that you can quickly kill mactusk with no hassle. Now you freeze him with the ice staff and hope he dies, but he can still break free and run away, at which point you either use more ice staff durability and hope he doesn't break free again since you'll have to use even more time and ice staff durability if he does, or you just run him to his leash range because the stupid leash crap actually lets you stunlock him with or without using any ice staff durability

blue gems stock pile pretty early so i dont see why the change is a problem. It even makes farming them more interesting and less faceroll

20% durability from an item that cost 1 rope, 2 twigs, 1 flint and 1 blue gem is something affortable for every player that knows how to build tier1 magic station

I hate the changes. Before I could smack a tallbird twice before it would peck me. Now I can maybe hit it twice if I'm lucky, but if the tallbird feels especially sassy that second it'll step forward through my attack and peck me. This happens with almost everything now, tallbirds, treeguards, don't even get me started on the utter mess that is moose/goose. I could kite these mobs before. Now I have to pray to the gods of rng so they won't screw me over.

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