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[Suggestion] Items that desperately need buffs/tweaks!


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There are a few items in DST that just don’t quite hit the mark in my humble opinion so I’m making this post to list them, bring attention to them, offer suggestions and let us discuss them!

We still have another QoL update coming this year and it could come this month (August) so I wanted to bring attention to these items while the iron’s hot. So here goes:

Deck Illuminator - Has the same fuel efficiency as a campfire while being considerably more expensive. The efficiency should be the same or even better than a fire pit. This item provides some nice ambience to sailing when in use and I’m honestly quite sad it’s such a waste to use.

Napsack - Fills a niche in the form of an AoE sleep attack but it’s horribly expensive and requires the player to kill Misery Toadstool. It should make more than it does per craft or have a buff to the size/duration of the sleep cloud.

Cookie Cutter Cap - This one is another one of those “expensive without reason” items. It provides less protection than a football helmet while being more expensive but doesn’t a perk to make up for it. It could provide a thorns effect to the player similar to the Bramble Husk or have a much greater durability (the extra 210 durability doesn’t make up for it in my opinion).

Night Light - I love the Night Light but it’s just so bad. It can provide light for a little over a day with 3 nightmare fuel which is great but that’s just about it for such an expensive item. It requires a red gem but doesn’t provide heat. I propose that it be made more efficient and that the player should be able to socket a red or blue gem to make the Light exothermic and endothermic respectively. It should also not be put out by an Ice Flingomatic.

The Lazy Forager - Quite a popular one so I won’t go into too much detail. It’s completely overshadowed by the Polly Roger. Should be rechargeable via nightmare fuel and/or have a greater range and pick up speed.

Telelocator Focus/Staff - Amazing utility but too expensive for continued use. Long running worlds that pile purple gems sky high love it, but it generally goes unused otherwise. It could work using a ranking system, i.e. the player requires one socketed gem to be teleported, a mob requires 2 and a boss requires 3.

Cat Cap - Provides half the insulation a Winter Cap does while being about the same cost. It should do the same insulation as the Winter Cap because I’d love to use it more since the characters look so adorable in it.

Floral Shirt - Provides 240 heat resistance, which is great but it only lasts 12 days in the 15 day summer you’d use it in. It should spoil in 20 days to last as long as a default summer.

Strident Trident - One of a kind and awesome utility but that’s about it. Axe damage on land and dark sword damage on the sea. Dark sword damage is great, but it’s so ridiculously expensive that there is no reason to use it as a weapon. It should do 51 damage on land and 85 or even 102 (all multiples of 34) damage on the sea. The durability could do with an increase too. For a weapon forged from the knowledge of the Crab King and three Gnarwails it’s sadly underwhelming.

That’s all I have in my head and my notes right now, these aren’t listed in any order but if the Night Light and Deck Illuminator especially stay the way they are I will steal the opals from all of your archives.

Please tell me what you think and if there are any other items that you believe deserve another look at by Klei.

24 minutes ago, deemo_ said:

Cannonballs - 200 damage, while quite high, is staggeringly low in respect to what it takes to use these things. It requires gunpowder plus 2 cut stone. You’ve gotta aim it and then hope that it lands on the enemy. It one shots Powder Monkeys, sure but good luck hitting them. And even if you do, was a gundowder and 2 cut stone really worth it to kill, most likely, one monkey?

You get 4 cannonballs per craft. So it's 800 damage (+some more aoe damage for direct hits) for 1 gunpowder and 2 cutstone, assuming you don't miss.

In before the not everything needs a use crowd.

Deck illuminator- completely agree. There's already the trade off on not providing any fire to cook on. If I have to build a furnace (infinite light) or a campfire than what exactly is this good for? Decoration? Its a contained flame, it should last longer and be just as bright.

Napsack- this was added as cut content, so I think they realized it's kind of useless. I think it's main purpose is to deconstruct it. I'd personally enjoy this item if it was refillable with something. After using the item you get a "deflated sac" and can be filled with a poisoned canary, mushroom spore or something idk. 

Cat cap- Give you the monster tag because you're a monster for creating this. In all seriousness I'd prefer an additional effect like catcoons don't attack you or something, because you smell like a cat. Catcoons are so annoying as a monster character when you base at the deciduous biome and I don't like killing them.

Floral shirt- Refreshed with cactus flowers. Nice synergy with basing at the oasis or desert. Saves you the trouble of collecting the ingredients every summer, a full refresh could cost 5 cactus flowers(what's needed normally minus the papyrus+silk). I mean it's so much cheaper to just put a rock in the fridge.

Cookie cutter cap- The drop rate buff it got in a past QOL update (from 25% to 50%) is enough for me. Though I wouldn't complain if it was buffed again.

Night Light- let it spawn more nightmares when you're insane near it and it's on, so it's easier to refuel. But not bone helmet levels of nightmares.

Cannonballs-No opinion. Maybe have the recipe take flint too and lower the cut stone to 1? I have way too much flint end game. Maybe 3-5 flint. Although it's not too hard to collect tons of rocks if you freeze dragonfly's babies. 

Strident trident-Let it boost your speed, like a walking cane. Also let's you walk on water for a few seconds (3-5?). So you can actually stride with it on land or water. Every time you walk on water it could lose some durability, maybe 1% per stepping on water. The walking cane from a sea king? Seems fitting. I'd love to pick stuff up just off shore with it.

Heavily agree with these, ESPECIALLY the Strident Trident. It's extremely underwhelming considering its a Crab King drop. Maybe be able to throw it on land for heavy damage and pick it back up. Just and idea but it really does need something, PLEASE Klei!

54 minutes ago, SonicDen220 said:

You get 4 cannonballs per craft. So it's 800 damage (+some more aoe damage for direct hits) for 1 gunpowder and 2 cutstone, assuming you don't miss.

I didn’t know you got multiple per craft, my bad. I’ve only used them from other players making them and never thought to ask, knowing this makes me feel much better about them.

54 minutes ago, HowlVoid said:

Night Light- Spawns more nightmares when you're insane near it and it's on, so it's easier to refuel. But not bone helmet levels of nightmares.

Had no idea it spawned more nightmare creatures when active, I still don’t think this offsets it’s cost and continued cost to maintain it though. I really like the idea of socketing red or blue gems in it to vary its use if I’m quite honest.

6 minutes ago, deemo_ said:

I didn’t know you got multiple per craft, my bad. I’ve only used them from other players making them and never thought to ask, knowing this makes me feel much better about them.

Had no idea it spawned more nightmare creatures when active, I still don’t think this offsets it’s cost and continued cost to maintain it though. I really like the idea of socketing red or blue gems in it to vary its use if I’m quite honest.

No... I was pitching ideas for some changes. 

1 minute ago, HowlVoid said:

No... I was pitching an ideas for some changes. 

Ohhh my bad, spawning more nightmares is a good idea, although that coupled with its, albeit low, sanity drain it might be quite frustrating to use at a base.

2 hours ago, deemo_ said:

Quite a popular one so I won’t go into too much detail. It’s completely overshadowed by the Polly Roger.

Also collects items faster and can't be killed, thus doesn't require you to deal with another pirate raid.

2 hours ago, deemo_ said:

Strident Trident

Can also be used for replanting kelps

2 hours ago, HowlVoid said:

In before the not everything needs a use crowd.

Deck illuminator- completely agree. There's already the trade off on not providing any fire to cook on. If I have to build a furnace (infinite light) or a campfire than what exactly is this good for? Decoration? Its a contained flame, it should last longer and be just as bright.

Cat cap- Give you the monster tag because you're a monster for creating this. In all seriousness I'd prefer an additional effect like catcoons don't attack you or something, because you smell like a cat. Catcoons are so annoying as a monster character when you base at the deciduous biome and I don't like killing them.

Cookie cutter cap- The drop rate buff is enough for me.

Deck Illuminator - it explains why I disliked the illuminator so much. However the main benefit and why I craft it every time is because it doesn't take up space on the boat. Considering how constrained you are on a boat having a light source that doesn't take up space is incredibly useful. It should at the very least be as strong as a fire pit. It doesn't provide warmth or cooling! Why is it so weak!? Agreed with your agree.
 

Cat Cap - Just reading your monster tag actually got me thinking about it. Maybe it could increase your naughtiness rate when wearing it? Having Catcoons be non aggressive toward monsters is also a good idea and would fulfill that niche use. I get a Kittykit every game, every time I do it I feel horrible for killing a Catcoon. :wilson_cry:

Cookie Cutter Helmet - I started using this more frequently because of the increase in durability. Yea actually I completely agree increasing the drop rate of the shells from 25% to 50% or hell even 66% would more than be enough of an incentive to use this item, it'd be an incentive to farm salt outside of making a few salt boxes too while youre there. Seems like a win win win in my eyes.

7 minutes ago, Evelo said:

Cookie Cutter Helmet - I started using this more frequently because of the increase in durability. Yea actually I completely agree increasing the drop rate of the shells from 25% to 50% or hell even 66% would more than be enough of an incentive to use this item, it'd be an incentive to farm salt outside of making a few salt boxes too while youre there. Seems like a win win win in my eyes.

One of the past QOL patches increased it to 50% drop rate I believe. Which is why I said the drop rate was enough for me lol sorry I wasn't clear. 

But I wouldn't mind if it was buffed again 

:wilsontea:

3 minutes ago, HowlVoid said:

One of the past QOL patches increased it to 50% drop rate I believe. Which is why I said the drop rate was enough for me lol sorry I wasn't clear. 

I... did not know that. I was still assuming it was 25% so I never bothered to go back after getting my first 10... .. .. TO THE OCEAN!

5 hours ago, deemo_ said:

There are a few items in DST that just don’t quite hit the mark in my humble opinion so I’m making this post to list them, bring attention to them, offer suggestions and let us discuss them!

We still have another QoL update coming this year and it could come this month (August) so I wanted to bring attention to these items while the iron’s hot. So here goes:

Deck Illuminator - Has the same fuel efficiency as a campfire while being considerably more expensive. The efficiency should be the same or even better than a fire pit. This item provides some nice ambience to sailing when in use and I’m honestly quite sad it’s such a waste to use.

Napsack - Fills a niche in the form of an AoE sleep attack but it’s horribly expensive and requires the player to kill Misery Toadstool. It should make more than it does per craft or have a buff to the size/duration of the sleep cloud.

Cookie Cutter Cap - This one is another one of those “expensive without reason” items. It provides less protection than a football helmet while being more expensive but doesn’t a perk to make up for it. It could provide a thorns effect to the player similar to the Bramble Husk or have a much greater durability (the extra 210 durability doesn’t make up for it in my opinion).

Night Light - I love the Night Light but it’s just so bad. It can provide light for a little over a day with 3 nightmare fuel which is great but that’s just about it for such an expensive item. It requires a red gem but doesn’t provide heat. I propose that it be made more efficient and that the player should be able to socket a red or blue gem to make the Light exothermic and endothermic respectively. It should also not be put out by an Ice Flingomatic.

The Lazy Forager - Quite a popular one so I won’t go into too much detail. It’s completely overshadowed by the Polly Roger. Should be rechargeable via nightmare fuel and/or have a greater range and pick up speed.

Telelocator Focus/Staff - Amazing utility but too expensive for continued use. Long running worlds that pile purple gems sky high love it, but it generally goes unused otherwise. It could work using a ranking system, i.e. the player requires one socketed gem to be teleported, a mob requires 2 and a boss requires 3.

Cat Cap - Provides half the insulation a Winter Cap does while being about the same cost. It should do the same insulation as the Winter Cap because I’d love to use it more since the characters look so adorable in it.

Floral Shirt - Provides 240 heat resistance, which is great but it only lasts 12 days in the 15 day summer you’d use it in. It should spoil in 20 days to last as long as a default summer.

Strident Trident - One of a kind and awesome utility but that’s about it. Axe damage on land and dark sword damage on the sea. Dark sword damage is great, but it’s so ridiculously expensive that there is no reason to use it as a weapon. It should do 51 damage on land and 85 or even 102 (all multiples of 34) damage on the sea. The durability could do with an increase too. For a weapon forged from the knowledge of the Crab King and three Gnarwails it’s sadly underwhelming.

That’s all I have in my head and my notes right now, these aren’t listed in any order but if the Night Light and Deck Illuminator especially stay the way they are I will steal the opals from all of your archives.

Please tell me what you think and if there are any other items that you believe deserve another look at by Klei.

Yeah, all these items could be better. It especially makes me really annoyed that for almost every character have to use telelocator focus to teleport back to base, besides Wanda and Wortox. There really should be easier ways to return to base since walking is such a pain. I really wish it was cheaper somehow, maybe 3 purple gems have multiple uses

8 hours ago, deemo_ said:

Deck Illuminator

Takes no space on a boat. 

8 hours ago, deemo_ said:

Cookie Cutter Cap

Its relatively low absorption combined with its high durability make it last a long time. Great day to day armor. It already got the only buff it needed with the increased shell drop rate. 

8 hours ago, deemo_ said:

The Lazy Forager

It should be an orange gem, not nmf. We already have so much that we use nmf on and nothing to do with orange gems. 

8 hours ago, deemo_ said:

Floral Shirt

I've never had any issues with this. The start and end of summer isn't very hot, and whenever you go underground for any reason it starts decaying slower. I wouldn't be opposed to a buff to its durability but I think it's fine. 

6 hours ago, Cheggf said:

Takes no space on a boat.

True, and while it’s a nice perk it doesn’t make up for how inefficient it is. There’s not much reason to use the Deck Illuminator over a Lantern, for example. They both take up no space and you can bring the lantern with you once you leave the boat. Sure, the lantern’s fuel is less readily available but you can quite easily stock up on light bulbs before you sail off.

6 hours ago, Cheggf said:

Its relatively low absorption combined with its high durability make it last a long time. Great day to day armor. It already got the only buff it needed with the increased shell drop rate. 

Even with the increased drop rate on the shells it still feels as if I have to go far out of my way to make a subpar helmet. It might be nice if you were sailing already and needed armour, but you’re not gonna have an alchemy engine on your boat to make it.

I can agree with the other two, giving orange gems more uses would be fantastic, and the Floral Shirt can get you through the hottest days of summer if you make it at the right time, I suppose.

15 hours ago, deemo_ said:

The Lazy Forager - Quite a popular one so I won’t go into too much detail. It’s completely overshadowed by the Polly Roger. Should be rechargeable via nightmare fuel and/or have a greater range and pick up speed.

See, this one kinda intrigues me cuz people dont realize u dont need to choose when u can mass pick stuff using both

Put these in head/body slot to masspick logs after Bearger shenanigans and u will finish it even faster cuz they dont compete to get itens while u press space.

7 minutes ago, sudoku said:

I thought the deck illuminators main use was that Wavy Jones couldnt extinguish the light like they can a firepit

Wavey Jones can extinguish the Deck Illuminator though only when you're at very low Sanity.

Deck illuminator should have farther light range due to being up high. (You can already use the minimap to see where you're going. This just adds convenience.)

 

4 hours ago, Mike23Ua said:

Well after todays update I can say for certain of atleast one thing that needs buffs/tweaks.

The End Is Neigh.

Year of the Horse update?

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