Falkenpelz

The Fuelweaver could use a QoL update

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Gashzer    444

Lads what is all this talk of weather pains?? Like they are the end all be all strategy.

  • Switch to winona build catapults at the outer rim of arena.
  • Stay with ancient fuelweaver as far away from catapults as possible but within range.
  • Focus on killing hands when they spawn ignore woven shadows.
  • Woven shadows get wrecked.
  • Ancient fuelweaver gets wrecked.
  • My sanity is getting wrecked by this thread.

Don't say "ohhh i don't like switching characters, i love only my main ohhhhhhhhh" its a terrible counter-arguement, celestial portal exists in the game for a reason, use it.

Thread over and out. Peace :wilson_vforvictory:

Edited by Gashzer
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Bugsworth    167

A couple of things, I'm pretty sure the boss was designed for multiple people. Second I'm also pretty sure you can do it without weather pains, nightmare amulet, lazy explorer extra.

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Third Porkus    253
2 minutes ago, Bugsworth said:

A couple of things, I'm pretty sure the boss was designed for multiple people. Second I'm also pretty sure you can do it without weather pains, nightmare amulet, lazy explorer extra.

Why pretty sure, it's already been done 

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Bugsworth    167
1 minute ago, Third Porkus said:

Why pretty sure, it's already been done 

I'm also pretty sure I'm trying to do it ngl tbhtbh

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ArubaroBeefalo    19491
1 hour ago, Capybara007 said:

if you have to say "just cheese the boss if you dont like it" then something must be wrong with the boss, lets make that clear

or maybe something is wrong with the player and how little effort wants to do

Edited by ArubaroBeefalo
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youwillfly    63
On 8/7/2022 at 8:38 AM, Falkenpelz said:

Edit on top: Due to the many answers I have realized that some of my complaints are simply a question of training and other people don't struggle that much with those, I had a wrong impression about that. I would still stick to a player scaling mechanic about the woven shadows. Anyways, I'm changing the title a little.

While I really love the dark, lore-heavy aesthetic design of the fight and the big preparation this endgame boss appropriately requires, the fight mechanics to me are a ridiculous hell. I feel like I need at least three hands for this, simply for constantly juggling your Lazy Explorer, nightmare amulet, weatherpain, heals, sanity food and weapon around. The attacks look cool as heck and in theory the concept of a boss that shields and heals and therefore appears as an equal is the right approach for FW, but... this whole fight is mainly about tossing your hand items around right now.

Example: At the start of the 2nd phase, you use the weatherpain, get trapped in a cage, need a second for aiming your teleportation with the mouse, another split second to put on the amulet, you move towards the first hand and bam, the WP effect is already over and FW ate two shadows that spawned right inside his a... Of course I'm speaking out of frustration here, but there are too many factors that add up to make this fight painfully unfair as singleplayer. 400 hp per shadow is incredibly much for max 68 damage per hit and the fact that they spawn directly under FW sometimes almost guarantes that he will heal huge chunks of health before you can react. I think one issue is, that a shield, massive healing and two methods of stunlocking the player for a long time come all at once immediately at phase 2. You need to swiftly take out two different groups of minions (unseen hands and shadows) at the same time, while also constantly switching between different tools to avoid stunlocking. There is nothing intuitive or strategic about this, you just have a precise timeframe to press the right inventory keys, or the fight basically starts from the beginning.

This fight looks like it could be really fun with two or more players, because you can split tasks (e.g. one deals with the woven shadows, while the other one takes down the shield), but the reality is, that not many multiplayer servers ever get to endgame bosses, so people rather solo them.

One solution would be giving FWs moves a scaling basef on the number of players, meaning less shadows and less hp per shadow for a solo player.

And generally it might be a more fun fight, if he did use less bone cages in the shield phase, because you already have to deal with avoiding the mindcontrol stunlock and using the weatherpain every 5 seconds while running through the whole arena.

Aaand for a solo player, the intervall between the shield/minion phase could maybe be made long enough to actually deal some damage lol.

Rant over, what are the forums opinions on this? Again, I very much like the design and general idea of the fight, but I feel like it is more about juggling tools around to an absolutely unforgiving timer right now.

In fact, if you use some strategies, AFW is very simple. Especially if there are more than two players.

I just did a few AFW tutorials.

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On 8/10/2022 at 1:24 AM, Bugsworth said:

A couple of things, I'm pretty sure the boss was designed for multiple people.

I think that's precisely the issue. Most of the raid bosses are clearly intended to be fought by multiple people, not just by their large health pools but their design itself. It's impossible to stunlock Dragonfly for most solo characters, whereas it's simple when you have more than one player. This gives you a ton of additional free damage output, when you already have far more damage output and people to tank him. Kiting Dragonfly solo requires quite precise timing, and if you can't do it he'll cost you tons of extra healing and armor. Again when you have three or more players tanking him it's a non-issue. Bee Queen becomes so much easier when you can split the grumble bees between multiple people. Crab King gets so much easier when you're not dealing with all his attacks as one person. Same with Fuelweaver, Toadstool...

One problem I have is that there's a small group of players who are very good at the game who say "just get good", when their skill level is not representative of the average player. Another is that it often takes a very precise set of equipment just to be able to solo a boss like Fuelweaver (stack of cooked cactus, multiple weather pains, multiple lazy explorers, bee queen crown, night amulet, stack of pierogis, and so on and so on). And that is provided you have the mechanical skill. Meanwhile when you have 4-6 players joining the fight, every raid boss becomes child's play.

I get that there can be some unintended issues with health scaling, but you have to compare the hypothetical situation with health scaling to what it is now. And it's not great the way it is now. In short I think the raid bosses I named are too difficult solo and too easy with multiple players. I don't think the behaviour of bosses needs to change necessarily but their HP should be lower for solo and higher for bigger servers. I think that would be an improvement over the current situation.

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MrSoratori    614

The fight is ok. Its really just a matter to manage inventory. Even wortox can do it without an overload which implies in more clicks n actions before continue. Practice is key.

 

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GelatinousCube    1424
On 8/13/2022 at 4:09 PM, chirsg said:

rechargeable weather pain. someone beer me 5

With a single Volt Goat anenome farm Weather Pains become very easy to amass. Don't think it needs to be rechargable tbh.

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youwillfly    63

 

On 8/14/2022 at 10:27 AM, youwillfly said:

In fact, if you use some strategies, AFW is very simple. Especially if there are more than two players.

I just did a few AFW tutorials.

 

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Mysterious box    2599
On 8/13/2022 at 7:01 AM, Capybara007 said:

if you have to say "just cheese the boss if you dont like it" then something must be wrong with the boss, lets make that clear

This arguement has been brought up for as little as deerclops and it always comes down to people not willing to adapt.

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chirsg    649
On 8/16/2022 at 3:56 PM, GelatinousCube said:

With a single Volt Goat anenome farm Weather Pains become very easy to amass. Don't think it needs to be rechargable tbh.

carrying 10 weatherpains that take up 10 slots vs carrying 1 weatherpain with items to recharge that take 1 slot.
Wouldn't be the worst thing in the world. If I get what I want, we both win.

With 2 inventory slots necessary. And you could still do it your way. win/win

 

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ArubaroBeefalo    19491
10 minutes ago, chirsg said:

carrying 10 weatherpains that take up 10 slots vs carrying 1 weatherpain with items to recharge that take 1 slot.
Wouldn't be the worst thing in the world. If I get what I want, we both win.

With 2 inventory slots necessary. And you could still do it your way. win/win

 

why do you need 10 WP? 2 bundles can hold 8 WP anyway...

im sick of rechargable items, no need for wp with the ammount of moose goose you can kill and how easy is to get new goat herds

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