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4 hours ago, Capybara007 said:

more hp =/= difficult

depends

less hp = less atacks from the enemy, less time needing to manage climate during fight, less time being exposed to insanity auras or sanity drains from items, more chances of making mistakes, more chances of getting a enemy wave, etc

is true that there are better mechanics to increase difficulty but reducing health is clearly a difficulty drop. Just see hamlet and sw bosses to see how ridiculous is having low hp on bosses

1 player needing to make an effort to get the 100% of the loot is fair, 5 players doing little of effort to share 1/5 of the loot for each one and needing to repeat the fight many times balance that

there are also underused things because people wanna confortable things instead of thinking outside of the same stuff over and over. You dont have to use hambats on every single boss fight when there are things to help and even mechanics totally introduced for these kind of scenenarios like mob armies, gun powder, darts, morning star (srly use this for toad and bq...), volt goat jelly (scale hp when this thing exists to exactly do that...),catapults and other autofarms...

i dont care if they add a setting but wont make anysense with the mechanics already in game

I’ve been scaling boss health in Single player runs by intentionally summoning the twins of terror near another boss and hiding in a bush hat after they arrive: This is relatively easy to do.. and sure as hell beats some boring hp scaling.

Plus uhh Hello.. WENDY MAIN, so summoning something else to do my bidding is perfectly within the rule book..

If Klei did not want me doing that, they should not have made an animated short that put the idea into my head.

That said.. I can totally understand if someone only has 30 minutes to an hour to play and would like to fight a boss but does not have hours to invest into it or can not gather a large group of players to Murder it in laughably short fashion.

Picking Wolfgang will effectively cut a bosses health in Half (as he does 2x Damage) but not everyone wants to play as Wolfgang.

2 minutes ago, Mike23Ua said:

I’ve been scaling boss health in Single player runs by intentionally summoning the twins of terror near another boss and hiding in a bush hat after they arrive: This is relatively easy to do.. and sure as hell beats some boring hp scaling.

+1

2 minutes ago, Mike23Ua said:

That said.. I can totally understand if someone only has 30 minutes to an hour to play and would like to fight a boss but does not have hours to invest into it or can not gather a large group of players to Murder it in laughably short fashion.

but that is how this game works, i dont play dst neither adventure time consuming games or any other long session games like oni, terraria, dark souls saga, etc if i dont have time cuz working or whatever. For that kind of moments there are more "casual" games like tetris, dark forest, vampire survivors, enter the gungeon, slay the spire, lol, counter strike, etc that you simply play for few minutes per day

7 minutes ago, Waoling said:

What is the point of debating when nothing change?

A lot of things change, most of the game is designed entirely around fan feedback- many mob designs, skins, rework mechanics it was all ideas the fans wanted to see that Klei devs felt would make their game better.

I very specifically recall asking Klei for the Gorge Fences as a skin, and I’m glad they actually added those to the game for me <3

Theres several bosses in the game I actually have NOT fought often because I know just how much of a chore it is in doing so.. so there’s always room for improvements.

A good example is Dragonfly-

They improved this fight recently by changing it so that the player no longer targets frozen larvae… this means that doing this fight and using ice staffs instead of just building the Great Wall of China and avoiding the larvae all together- is now a valid strategy.

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