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Lazy Forager buff topic n°240


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Sooo... first a classic mention that I love birbs, diversity of items around a similar goal, such things and yada yada yada, so better not be a concern if I don't want to develop on the parts everyone agrees with, but there's a topic I'd like to do some necromancy on today quick.

The Lazy Forager never changed, if not the addition of the little ruin holes from years ago that justified a new nifty use. These things :

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Polly Roger's here now and it does everything the amulet does. It's better in every point at the exception of the picking rate, making the amulet... a quick foraging tool, more than something for reaching lazily, or anything but picking up a specific resource right under you.

Her hat can be repaired, is cheap, can be obtained early on, gladly I will add. So this is a permanent amazing tool to improve the player time in many situations.

 

 

On the other equipment slot however (yeah the one where you wear backpacks), you have the Lazy Forager, which can be obtained pretty much as early on if not faster depending of your priorities... but which requires resources that are a dozen times more consequent, and that you will have to re-craft (in a specific area of the caves) in great amounts since a single one is only a matter of a few minutes before it breaks. Its picking-up perk is also a bit annoying since it makes certain of the player picking action fails as it takes items very close so you cannot help as well to make it work even faster unless you pick wise-fully too... and I could go on and listing all the troubles and suggested improvements that players shed some light on here for years without anything happening.

That's why I'm looking to ask my turn, can something be done ?

Quite a few magic and ancient items need a buff. For example, Houndious Shootius that lose to Winona's catapults in almost every aspect and yet requires 2 boss drops. Klei buffed the Insulated Pack after adding Warly's Chef Pouch. They should buff Lazy Forager and Shootius, too. 

2 hours ago, maxwell_winters said:

Quite a few magic and ancient items need a buff. For example, Houndious Shootius that lose to Winona's catapults in almost every aspect and yet requires 2 boss drops. Klei buffed the Insulated Pack after adding Warly's Chef Pouch. They should buff Lazy Forager and Shootius, too. 

Can we add cursed rounds on to this? I feel like the only purpose they serve is a filler ammo until you get a steady supply of marble despite appearing to be intended as a upgrade.

I've always wished that antlion desert stones could repair the forager, for they are really unpurified orange gems. We could purify the desert stones with salt then have them specifically refuel the forager. It would really benefit both items for after you collect about 5+ desert stones there is really no need to see antlion again specifically for loot, making it an underwhelming boss item.

Honestly I think forager buffs sorta open up a larger conversation about ruins items as a whole as well. I personally think quite a few of the ruins items feel underwhelming, it's just that the forager is the most glaring one, especially now so with the introduction of the polly roger's hat.

People can say what they will about my views but I personally always found a lot of the craftables from the ruins sorta lackluster [especially the gem ones], at least in terms of actual application.

Forager has been talked to death about so I'm not gonna add much besides something along the lines of either an instant pick up in a certain radius or auto harvest [if not both] would at least in my opinion fit the forager better both thematically and gameplay wise. Other than that I mostly just agree with everyone saying the durability could be improved as well as making it repairable.

Thulecite clubs, while I do like them after they got buffed, can still feel very expensive for what they offer [which is taking construction amulets into account]. They're definitely not the worst off, but I also don't think anybody would mind another small touch up.

Probably the most controversial thing I am about to say is that I find the construction amulet and the decon staff very uninteresting for being a ruins item. Don't get me wrong I like them, the main issues I just have with them is that as it stands currently they're mostly just used to dupe things, and a very limited number of things at that. Content nowadays gets designed around these two because of a fear of duping items which at the same time leads to them also getting less uses in general.
These items sit in a weird spot for me where sure they're powerful, but at the same time the way they are powerful limits them more than it helps them in my eyes.

Construction amulets have very few crafts to actually be used on that aren't just used for duping. Weather pains, bunny hutches and maybe thick fur come to mind as crafts that really benefit off of the amulet outside of dupes. Everything else is either a marginal difference at best or something you'd want to craft a lot of, meaning the 5 uses a con amulet provides will feel pretty wasted. I'm not saying the amulet should have a thousand times the amount of uses it has, I just think it's really limited as it is currently and that just a few more uses [Maybe 10 before the item breaks] as well as more recipies that could make you want to go out of your way to bring construction amulets somewhere else might make the item more interesting.

I feel very similar about Deconstruction staffs, although they are arguably in an even weirder spot than the amulets. Because now instead of wanting to preserve resources by reducing an item's initial cost it's about preserving resources by receiving more back from destroying an item. As the item functions right now it works extremely well for items with rare resources that you need very little of to craft said item, such as panflutes, but other than that the general use is way more limited due to the item's durability being factored into the resources paid back for the decon. The other main use one could think of might be to get more resources back from structures you might want to move, but that runs into a similar problem as the amulet did for mass crafts, 5 uses per staff is not a lot and thus a lot of "mass savings" end up being slight differences, not to mention the staff has a sanity penalty for using it which can get in the way of things. There have been a few strides to make the decon staff more interesting though which I really do like a lot. Instead of using it on items that you yourself made, using it on items that the world provides can offer nice bonus resources. I love this angle as it focuses less on undoing crafts that most feel less inclined to do and moreso on converting excess items like beequeen crowns into resources to use on something else. Makes the item feel more resourceful and clever, I think that would be a genuinely amazing thing to expand upon for the staff.

it should pick stuff faster and further but i would prefer to have a huge durability buff (thulecite club needs this too) rather than making them refuelable unless we could refill them with orange gems

is already tiresome to fight AG, kill FW and clean the ruins just to get green and orange gems and everything else becoming trash

Just by the fact we have to choose wisely what bring back base in an ruins rush cuz inventory still a issue in this point of the game and almost never bring a forager back even with the potential speaks for itself.

I love this item but a buff really is for the best

although we can combo the hat with forager to fast pickin in mass log farmin and shenanigans so still a good way to think about it

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