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Feedback on the New Items


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Hello Forums,


Just wanted to toss out my two-cents on the new items in the latest update. There have been lots of great suggestions, that I will recap, and there have been some complaints that I hope to remedy. Main thing is these are late game items, so how do we make them worthy of the time and effort involved in obtaining them AND make them functionally desirable for actual use.

Without further ado...

1. The Staff: When I first saw this I was like, too few uses, too little damage, I'll never use it. But Splorange’s idea of adding a Walking Cane to the recipe (granting a speed boost plus infinite ranged attacks, YES PLEASE!) makes it a great item. I would also increase the base attack damage to 17, no cool downs... pretty please.

2. The Pick/Axe: LOVE the idea from Maxil20 and Malfario about making it a Pick/Hammer because THAT would be a great late-game item for Ruins clearing with it's 800 uses. It’s new, it’s functional, it's desirable aka it’s an improved tool we want and would use regularly in the Ruins.


3. The Shovel: Hornete’s suggestion of making it able to dig the un-dig-ables is veeeeeeery interesting as a late game item. I immediately said “Yes I want that” BUT… sounds pretty complicated on the dev side since there would be a ton to start from scratch on, not only with the art needed but also the coding. However, I am quite confident if players found out there was a Shovel that could dig up Cacti and LightBulbs, everyone would kill the CC to get that Shovel.


4. The Sword: a double durability Dark Sword with no sanity drain is an excellent weapon but... making two Dark Swords is still way easier than making one Brightshade Sword. So what if it was also a light source… with no drain on durability as you held it? Now we've improved on the Dark Sword and Morning Star by combining them and removing their downsides... making for a pretty useful late-game item. (AndwhatifyoucouldrepairitwithInfusedMoonShards?)


5. The Bombs: these are perfect, no changes needed in my mind.


6. Helmet and Chest Armor: since these are plant-based armors, and plants can heal themselves, makes sense that those armors could heal/regenerate their durability. Then, since there are plenty of extra Dreadstones, make the Dreadstone Armor repairable/refuelable with the extra Dreadstone. Now each armor has it's individual perk that kinda sorta makes more sense... if that makes sense.


And while we're on the subject of Dreadstone...


7. Dreadstone Chests: some people have mentioned a lack of utility for some of the new resources, so what if we could build Dreadstone Chests... and what if they were fire-proof AND indestructible. The only thing that can shatter the Dreadstone pillars is the hard-hitting Daywalker, so it seems like a very strong material... which if it made chests that the other bosses couldn't destroy or burn, those would be some pretty useful chests. Lets say a small chest costs 10 Dreadstone, 3 Boards, and 4 gold for 9-slots, and a big chest costs 20 Dreadstone, 6 Boards, and 8 gold for... 16 slots. Would be a pretty sweet storage upgrade item...


And then ooooone last thing… Wormwood. Might be kinda cool if the Brightshade Husks could combine with say Gloomer Goop OR Compost Wraps to make a new Wormwood “potion/salve” that boosts his speed, attack range, and damage for like… 3-4 minutes. Now Wormwood has a little something special to use for boss fights that only comes from his lunar plant friends who also hit hard and, thanks to the vines, have a large range of attack. I'd be very interested in making Wormwood Beef Cake Salves... but that's me.


Thank you for your time and consideration, have a wonderful week!


Sincerely,

MrWorm

7 minutes ago, MrMNWorm said:

new Wormwood “potion/salve”

It really only seems natural that Wormwood would get an upgraded Bramble Husk armor rather than a consumable. The new lunar plants literally do the same thing his current bramble husk armor does, and the drop is called a husk (if i remember correctly.) It'd be really cool if it would emulate the brightshade AOE, doing more damage and that being planar, and perhaps a knockback effect if feasible? 

One thing that i would add to this pile of suggestions would be a new structure:

A beacon of sorts made with pure brilliance and moon glass that attracts Moonstorms and Lunar Rifts. Would help combat the destructive, randomized nature of rifts.

It could be something like 25% chance that the rift spawns some tiles away from the beacon (so that its growth doesn't destroy the structure itself)

I like where your heads at @MadMatt. I also thought about an upgraded Bramble Husk Brightshade Armor... if the Developers are willing to tackle the extra work involved, yes I would totally want that too. If we consider the timelines for beta-testing-to-release, I went with a potion instead.

But yeah, how cool would the armor you're describing be? Ans: it would be Wormalicious.

@Szczuku there have been plenty of complaints on the random spawning of the Rifts, which I agree are troublesome in their destructive nature. What I would like to see is that the Rift spawns right by where you defeat the CC and right after the Day-of-Night cycle ends. Seems weird that it takes so long to form... and most people will have a totally cleared out area for the CC fight since it too is a very destructive event.

@Mojmaowo Oooooh... a shovel/axe... that IS a good idea. Then we could have two tools to do the work of four. Think the Devs would go so far as to make a shovel/axe/pitchfork AND a pick/hammer? Now we could do everything with just two inventory slots. And yes, I was thinking the Brightshade Armor would auto-repair at like 2.5% per minute, whether wearing it or not. That's 20% per day so if you were a skilled kiter, even on bosses, it might be more useful. Sanity bonus... I'm all for it... even more reason to wear it for some bosses.

@Malfario I want Dreadstone Chest fer shure and the exact numbers required could be lower, I just tossed out 20 since I have 20+ pieces left right now in a world where I've beaten the Daywalker like 4-5 times. And once the Armor Set is made (that currently repairs when worn so I just made one of each) the Dreadstone collects dust and the desire to fight the boss again, gone... and the Daywalker fight is super fun.

Copy that @Dextops the only thing I really understand about the Brightshade Armor is that it reduces damage taken from Lunar Mobs (pretty sure) and increases damage to Shadow Mobs and Bosses (I think). Then the whole Planar Damage thing... dude I have no idea how that works. Apparently there's "shield piercing damage/protection" or something... and I didn't even know that was a thing. Since when do the mobs or bosses have shields? Unless we're talking about the FuelWeaver which that would be OPAF if we could pierce the shield on that thing.

So best offer, with the best of my knowledge, what if the cost of the Chest Armor was equal to the Helmet? And let's say they both cost 4 Brilliance and 3 Husks...?

How would you feel about that?

6 hours ago, MrMNWorm said:

1. The Staff: When I first saw this I was like, too few uses, too little damage, I'll never use it. But Splorange’s idea of adding a Walking Cane to the recipe (granting a speed boost plus infinite ranged attacks, YES PLEASE!) makes it a great item. I would also increase the base attack damage to 17, no cool downs... pretty please.

i think that is an great idea, but for that whe sould count for the "knockback"/ stunlock possibilities of that weapon, and accounting the multpliers againts the shadow, for being an infinite ranged it could get out of hand fast.
 

 

6 hours ago, MrMNWorm said:

2. The Pick/Axe: LOVE the idea from Maxil20 and Malfario about making it a Pick/Hammer because THAT would be a great late-game item for Ruins clearing with it's 800 uses. It’s new, it’s functional, it's desirable aka it’s an improved tool we want and would use regularly in the Ruins.

perfect

 

6 hours ago, MrMNWorm said:

3. The Shovel: Hornete’s suggestion of making it able to dig the un-dig-ables is veeeeeeery interesting as a late game item. I immediately said “Yes I want that” BUT… sounds pretty complicated on the dev side since there would be a ton to start from scratch on, not only with the art needed but also the coding. However, I am quite confident if players found out there was a Shovel that could dig up Cacti and LightBulbs, everyone would kill the CC to get that Shovel.

really an great late game esc type looking item i liked that

 

6 hours ago, MrMNWorm said:

4. The Sword: a double durability Dark Sword with no sanity drain is an excellent weapon but... making two Dark Swords is still way easier than making one Brightshade Sword. So what if it was also a light source… with no drain on durability as you held it? Now we've improved on the Dark Sword and Morning Star by combining them and removing their downsides... making for a pretty useful late-game item. (AndwhatifyoucouldrepairitwithInfusedMoonShards?)

the sword is complicated in it's own merits, i think that an buff on its armor prenetration would be crazy, and even more in an full set maybie penetrating 70% of the armor, making killing toad less of an pain, an alternative way of doing so, and for the PVP maniac hungers over there an new set

 

6 hours ago, MrMNWorm said:

6. Helmet and Chest Armor: since these are plant-based armors, and plants can heal themselves, makes sense that those armors could heal/regenerate their durability. Then, since there are plenty of extra Dreadstones, make the Dreadstone Armor repairable/refuelable with the extra Dreadstone. Now each armor has it's individual perk that kinda sorta makes more sense... if that makes sense.

i see the armor renerating in the sun, while in the full moon days, losing durability while on the new moon and equiped
it being able to heal with poop like wormwood, and maybie some appeal to use it on the war against the shadows

 

6 hours ago, MrMNWorm said:

7. Dreadstone Chests: some people have mentioned a lack of utility for some of the new resources, so what if we could build Dreadstone Chests... and what if they were fire-proof AND indestructible. The only thing that can shatter the Dreadstone pillars is the hard-hitting Daywalker, so it seems like a very strong material... which if it made chests that the other bosses couldn't destroy or burn, those would be some pretty useful chests. Lets say a small chest costs 10 Dreadstone, 3 Boards, and 4 gold for 9-slots, and a big chest costs 20 Dreadstone, 6 Boards, and 8 gold for... 16 slots. Would be a pretty sweet storage upgrade item...

well fine by me, but i think it being able to be decontructed would be great, making an great storage/ being able to be removed/ being able to multiply the dreadstone

 

6 hours ago, MrMNWorm said:


And then ooooone last thing… Wormwood. Might be kinda cool if the Brightshade Husks could combine with say Gloomer Goop OR Compost Wraps to make a new Wormwood “potion/salve” that boosts his speed, attack range, and damage for like… 3-4 minutes. Now Wormwood has a little something special to use for boss fights that only comes from his lunar plant friends who also hit hard and, thanks to the vines, have a large range of attack. I'd be very interested in making Wormwood Beef Cake Salves... but that's me.

 

not only that but in my eyes some type of root trunk of Dont starve solo would be amazing
more global storages separated from maxwell is always great to have.

sorry for the long one but i think that an great topic must be take in a detailed way

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