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The respawn timer on the Ink Blights needs some better tuning


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Can the spawn rate for the Ink Blights Be increased?

They take a pretty long time to respawn (every 3 days) and you barely get any Dark Tatters in return for how long you had to wait.

Not only that, the amount of Dreadstone you get is also pitiful, which is made worse by the fact that it disappears if the player kills all three Ink Blights. I think the dreadstone even has it's own faster respawn timer, but it doesn't spawn unless the Ink Blight respawns(?) Not entirely sure on this one.

The Fused Shadlings on the otherhand are incredibly fun and rewarding (unlike the babysitting of the Lunar Rifts for Pure Enlightment), giving you tons of Pure Horror. So much pure horror, there's no way you'd remotely get enough Dark Tatters to actually match how much Pure Horror you obtain without green gem shenanigans.

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10 hours ago, Cassielu said:

So... Can you please explain how it works? I had never heard of its connection to the nightmare cycle.

Is there a shadow rift in the world?

If yes, if the cooldown for the ink blights is over and the player approaches said fissure, spawn the dreadstone piece with the miasma and the ink blights, is my understanding based on my gameplay.

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Do they really take 3 days to respawn? In my testing they respawn in more than 20 days after killing them... which is too much, spawn rate should be increased. Alternatively I can imagine the increase of their loot (each drops 5/6 feathers) with potential health increase to 1500 to make them look like some real mini-bosses.

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34 minutes ago, Pticman said:

Do they really take 3 days to respawn?

You can run the following command to see the respawn timer. The number next to Spawn CD is shown in seconds. Keep in mind that longupdating doesn't seem to speed up the timer, so you're gonna have to either wait or use TIMP to speed up the game.

c_announce(TheWorld.components.shadowthrallmanager:GetDebugString())
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5 hours ago, lakhnish said:

If yes, is the nightmare cycle activated, causing nightmare fisures to open up?

As far as I'm aware (and what I've noticed in-game) there is no such requirement. They'll force a fissure open if you come near it while the cooldown is up.

I haven't had issues with the Dark Tatters personally. The Reaper only takes one cloth, and that's the biggest sink - The armor set is the most expensive (at 6 cloths) but the set bonus works against getting hit, so I avoid using it in situations where damage is inevitable. The last craft, the Umbralla, repairs itself in its main use case.

I've been killing them all with the Brightshade Staff - since they're shadow aligned, they take double damage from the Brightshade staff. It deals planar damage so it's direct damage - combined with the set bonus each swing is 140 damage total. it takes about 44% of a Brightshade Staff to kill them, from my experience.

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59 minutes ago, Electroely said:

As far as I'm aware (and what I've noticed in-game) there is no such requirement. They'll force a fissure open if you come near it while the cooldown is up.

I haven't had issues with the Dark Tatters personally. The Reaper only takes one cloth, and that's the biggest sink - The armor set is the most expensive (at 6 cloths) but the set bonus works against getting hit, so I avoid using it in situations where damage is inevitable. The last craft, the Umbralla, repairs itself in its main use case.

I've been killing them all with the Brightshade Staff - since they're shadow aligned, they take double damage from the Brightshade staff. It deals planar damage so it's direct damage - combined with the set bonus each swing is 140 damage total. it takes about 44% of a Brightshade Staff to kill them, from my experience.

Brightshade staff is insane against them. Honestly it feels a little bit unfair lul. Good thing some items we were not impressed at the beginning starting to shine, it shows how we don't see the whole picture yet.

Personally I think the better solution would be decreasing the cost of armor to 2 dark tatters from 4 for chest slot and 1 dark tatter from 2 for head armor. Right now their cost is comparable to bright shades armor (4 and 2 husks respectievely) while dark tatters are much harder resource to get. In this regard Scythe comes better in line, costing only 1 dark tatter comparing to brightshade sword costing 3 husks. It would indeed nerf the potential duplication with green gems and I am totally fine with that, makes the reasons to kill these creatures much more appealing.

 

 

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37 minutes ago, Electroely said:

As far as I'm aware (and what I've noticed in-game) there is no such requirement. They'll force a fissure open if you come near it while the cooldown is up.

Ah yeah you're right. I mistook the fissure opening as the nightmare cycle starting. I'll fix that above.

45 minutes ago, Electroely said:

I haven't had issues with the Dark Tatters personally. The Reaper only takes one cloth, and that's the biggest sink - The armor set is the most expensive (at 6 cloths) but the set bonus works against getting hit, so I avoid using it in situations where damage is inevitable.

Well yeah that's the thing; I'd like to use the armor set more regularly rather than avoiding it when damage is inevitable.

I was also not a fan of waiting around for it each time and it felt like I was waiting much more than I was interacting with the content, especially when compared to just how much horror fuel you get from the shadow rifts, which is super interactive and it just felt really off in comparison (and I don't want the shadelings spawning to be nerfed).

And correct me if I'm wrong, but based on my gameplay, the Dreadstone seems tied to when the Ink Blights spawn. You only get 3 Dreadstone when the Dreadstone outcrop respawns, which is super slow imo and isn't really enough to even currently make Dreadstone walls en mass.

I don't know what we'll be using Dreadstone for in the future, but given that it's become renewable via this manner (outside of the Nightmare Werepig) but only really spawns when the Ink Blights respawn, I would like to see that addressed.

That and who knows how the content will be like for the future, so I'd rather the spawning be addressed now since in my experience, it becomes more difficult to address these kind of tuning issues outside of the updates they were made in.

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Which brings me to... Maybe it was a deliberate feature of dreadstone. You can only get it when monster is still alive, just like you can only get nightmare fuel before the nightmare phase over (or sanity restore).  If you restore your sanity or the nightmare phase ends, the shadow/nightmare creature will not drop fuel but simply disappear. Ink Blights and Nightmare Werepig played a similar role in the production of dreadstone.

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13 hours ago, lakhnish said:

I think the dreadstone even has it's own faster respawn timer, but it doesn't spawn unless the Ink Blight respawns(?) Not entirely sure on this one.

If you dig out the dreadstone output, but do not kill the ink blight, it will respawn after few days(i forgot the exact number)

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22 minutes ago, Cassielu said:

If you dig out the dreadstone output, but do not kill the ink blight, it will respawn after few days(i forgot the exact number)

Yeah, it respawns after 1 day if none of them are killed, but that also means I can't kill the Ink Blights, which currently are much more valuable imo.

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In my gameplay I found that in 2 particular cases, the Ink Blights Fissure will get stuck forever and no new Fissure will spawn unless the current Fissure is found or the server is reloaded: 

1. When running away from Ink Blights, the player moves too fast that after they lose aggro there is less than 15 seconds before they are no longer loaded.

2. When the Fissure spawns, the player isn't close enough to let Ink Blights spawn.

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Somehow there are 2 waves of Ink Blights at the same time, while only 1 Fissure is present. 2 of them are from the previous Fissure.

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