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[Suggestion] Improve Gnarwail Horn Drop Rate


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Since we got a much needed buff to the drop rate of Cookie Cutter Shells, I was hoping to see some similar love go the way of Gnarwails and their oh so valuable horns.

As it stands now, Gnarwail Horns are perhaps the only way we have of remotely moving items floating on the water, which is extremely useful for getting said items out of tight spots that the boats have no hopes of reaching, but the rarity of Gnarwails and the measly 10-use durability of the horns makes it difficult to really use them.

Additionally, you need a whopping 3 Gnarwail Horns to craft the Strident Trident, which is a pain in one's posterior to do, once again due to the aforementioned rarity (and RNG nature) of Gnarwail spawns.

Suggestion: Since Gnarwails clearly have multiple horns on their backs, they should drop 1-2 extra horns when killed (separate from their 'main' horn, which you can break off.) 

Just now, PeiperPires said:

Or maybe up their spawn rate, maybe in the shipwreck areas (correct me if I'm wrong but dst also has that ocean "biome" too right?).

The spawning mechanics of Gnarwail are a rather sordid affair I was hoping not to get into. Cause it basically boils down to sail aimlessly like an idiot until it happens. (And, by default, you have a 7.5% chance to get a Gnarwail when a new school of fish spawns.)

Merely increasing the spawn rate would not really fix the tedious, RNG-fest that Gnarwails currently are.

Im not sure if that's really necessary.

Once you got 2 horns, you can already craft the Trident which is better and have a lot of use. I was able to clear most of the ocean of bull kelp with half of the durability (if not less, i dont remember). After that, horn started to pile and i dont know what i was suppose to use them for. 

If you deconstruct the Trident at more than 34% you'll get 2 horns back which mean if youre being carefull, every horn you loot can be permanent but after a while, I've stopped wasting using green amulet for this.

6 minutes ago, kuroite said:

Im not sure if that's really necessary.

Once you got 2 horns, you can already craft the Trident which is better and have a lot of use. I was able to clear most of the ocean of bull kelp with half of the durability (if not less, i dont remember). After that, horn started to pile and i dont know what i was suppose to use them for. 

If you deconstruct the Trident at more than 34% you'll get 2 horns back which mean if youre being carefull, every horn you loot can be permanent but after a while, I've stopped wasting using green amulet for this.

I'd say the fact that crafting the Trident only becomes halfway bearable by introducing a Construction Amulet and a Deconstruction Staff into the mix is hardly a counter-argument.

4 minutes ago, kuroite said:

Im not sure if that's really necessary.

Once you got 2 horns, you can already craft the Trident which is better and have a lot of use. I was able to clear most of the ocean of bull kelp with half of the durability (if not less, i dont remember). After that, horn started to pile and i dont know what i was suppose to use them for. 

If you deconstruct the Trident at more than 34% you'll get 2 horns back which mean if youre being carefull, every horn you loot can be permanent but after a while, I've stopped wasting using green amulet for this.

I do that too, but like, you really shouldn't have to use ruins gear just to make ocean content feel bearable, and even with the green gems I still don't feel like I'm getting enough use of the trident. The ruins gear should be a convenience, not a necessity.

Why should I have to use green gems to make the trident somewhat actually bearable to craft? Why should I have to use orange gems just to make grabbing up salt not a chore? 

I dunno if I want Gnarwails to just drop more horns, I think that sort of dances around the actual problem which is their method of spawning. I've seen three gnarwails spawn in the span of a day, and have had no Gnarwails spawn after an entire year. It's simply too dependent on RNG.

Maybe they could be guaranteed to spawn in a specific ocean biome. Maybe around those big sea plants (idk the name) or maybe in a new biome in a future update.

And while we're here, how tf do the sharks work? Are they random too? And what are they good for (off topic, yes, I'm sorry)

Just now, PeiperPires said:

And while we're here, how tf do the sharks work? Are they random too? And what are they good for (off topic, yes, I'm sorry)

The exact same as Gnarwails. 7.5% chance to spawn when a new school of fish spawns.

I get your point but my intention wasnt to make it sound bearable with ruin gear.

The green amulet help you for just 1 horn, I dont see it as a necessity. You can push your luck a bit or save time using it.

As far as my experience went with ocean content, horn and Trident, I have used only 0.2 green gem. Never were to the point of deconstructing them and like i said, horn still started to pile. By the time I used half of my Trident, Ive already loot 3-4 other horns.

8 hours ago, Hornete said:

The exact same as Gnarwails. 7.5% chance to spawn when a new school of fish spawns.

enough to give fishing frustrating moments when you expend hours trying to find a fish just to see how ***** eat them

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