Jump to content

About bosses again


About bosses again  

103 members have voted

  1. 1. Who is the boss in dont starve together that you think the PLAYERS OBJECTIVELY like more

    • Ancient guardian
      11
    • Deerclops
      4
    • Mgoose
      0
    • Bearger
      0
    • Dragonfly
      3
    • Beequeen
      4
    • Toadstool
      1
    • Antlion
      0
    • Klaus
      42
    • Shadow pieces
      0
    • Fuelweaver
      16
    • Malbatross
      0
    • Crab king
      1
    • Celestial champion
      10
    • Eye of terror
      4
    • Twins of terror
      1
    • Nightmare werepig
      6
  2. 2. Who is the boss in dont starve together that you think the PLAYERS OBJECTIVELY dislike more

    • Ancient guardian
      0
    • Deerclops
      3
    • Mgoose
      0
    • Bearger
      0
    • Dragonfly
      1
    • Beequeen
      5
    • Toadstool
      8
    • Antlion
      0
    • Klaus
      0
    • Shadow pieces
      0
    • Fuelweaver
      1
    • Malbatross
      6
    • Crab king
      79
    • Celestial champion
      0
    • Eye of terror
      0
    • Twins of terror
      0
    • Nightmare werepig
      0
  3. 3. What boss/bosses should klei look into again?

    • Ancient guardian
      3
    • Deeeclops
      6
    • Mgoose
      11
    • Bearger
      6
    • Dragonfly
      15
    • Beequeen
      40
    • Toadstool
      46
    • Antlion
      11
    • Klaus
      3
    • Shadow pieces
      10
    • Fuelweaver
      11
    • Malbatross
      32
    • Crab king
      87
    • Celestial champion
      4
    • Eye of terror
      3
    • Twins of terror
      24
    • Nightmare werepig
      4


Recommended Posts

20 minutes ago, _zwb said:

I guess I have to go off topic sometimes...

Attacking their opinions merely moves you from ad hominem to responding to tone, and you're not even doing that.

I don't think calling people who dislike a boss "lazy veterans" is not personal attack.

Also I think once you said I have skill issues just because I complained about fuel weaver spamming his immunity shield, did that address the issue and not attack people?

Ok enough off topic nonsense, back to boss design topic.

Aye calling an entire group of people lazy is perfectly fine.

Thats the complete opposite of a personal attack! :wilson_ecstatic:

I believe i was suggesting you to use rock lobsters... thats constructive advice and telling you to git gud is fair advice too :wilsoalmostangelic:

Now that ive defended myself we can go back on topic.

I think all bosses are in a decent spot, the main boss that needed reworked was ancient guardian and he has had it, the rest are ok.

Crab king is annoying to figure out but once you figure him out hes fun. Better drops would encourage people to fight the non-pearled version more often.

Bee queen has amazing drops and is uniquely difficult to fight, so the risk/reward satifaction is very high when you do kill her. Shes in a good spot.

Rest of the bosses are in a perfect state right now. Nightmare werepig is alot of fun. Klaus fight is the opposite of bee queen, he gets harder the more followers you try to use but his drops are amazing too.

1 hour ago, Gashzer said:

Rest of the bosses are in a perfect state right now.

well its fine if you think so

but the poll and that one other thresd say that bosses, specially ck, need a rework asap

its not if they are possible with bunnymen or not they are just not fun bosses 

I think Klaus is the best boss seen by the community because every boss fight can go downhill very fast unexpectedly even if your prepare sure, but Klaus is one that if you kill his deers without knowing the consequences your forced to run away and start over plus with his second phase you may or may not think at first like "oh I defeated him" then he revives which can get a player off-guard which is really neat

Crab king I do not like him but I like the work that's needed to progress though but I say it's the preparation and the fight itself that he can heal,spawn claws,freeze in orders that you expect him to do but again unexpectedly he does something else which gets people 

 

 

 

Dragonfly and The Twins of Terror definitely deserved to get looked at again. They're not good bosses at all, they're just fairly easy to make manageable compared to other boss "cheese "Stratagies. 

 

Twins of Terror specifically I believe where a late addition on the Eye for an Eye update. If you recall, the updates needed delayed for a bit. And I suspect the delay was on Re-Logic's part. So Klei used to extra time to crank out the Twins of Terror Bosses, hence why they behave like 2 Eyes of Cthulhu instead of, y'know, the twins. 

The way the roadmap is worded makes it feel like it doesnt focus a lot on previous content

i dont think a boss overhaul would be that possible, specially considering the amount of meaningful changed that some bosses need

and to start another debate, i dont think health scaling will solve anything

5 hours ago, _zwb said:

Ok enough off topic nonsense, back to boss design topic

And on the topic of boss design

 

14 hours ago, Copyafriend said:

REQUIRING followers (or almost requiring them) is not fun to most of us. It's cool if you like it, recognize the rest of us do not like that.

No, a "follower rework" will not change my opinion about this.

@Gashzer

Please respond i genuinely want to know your thoughts on people just disagreeing with your take on bee queen, and how that might be reconciled. 

28 minutes ago, bloopah said:

Toadstool:

The thing about him is that i wouldnt mind a fight taking 2-3 ingame days as long as it is constantly bringing something new, more patterns, more solutions to those patterns

i want to compare him to a boss from another klei's game, rotwood (i understand these 2 games work very differently, like rotwood having dodge) but i still think the design of the boss battles is a clever design dst devs should also look into

Toad has 4 attacks, sporecould, boomshroom, spawn mushtrees and ground pound later on, all 4 attacks have different "themes"

The mother treek in rotwood can summon hands from the ground that damage the player (they are like antlion spikes that dissapear instantly) a basic melee, throw some bomb things and become invincible for some time to spawn enemies

What i love about her is that the summoning hand attacks has so many variations, it can spawn in a circle, which makes you dodge one way, spawn them as a cross that constantly spins, which makes you dodge another way, spawn them over all the arena with a pattern, which makes you dodge left and right repeatedly

what if toad was like that, why add more attacks when all you need to do is mix up more patterns for the boomshrooms

make it so sometimes he spawns shrooms around him, like now, forcing you to move away, then spawn shrooms away from him, baiting you into kiting, but what you have to do is stick to him, then another attack that makes him spawn shrooms in a line to the player, and you must dodge it like a feastclops or cc lazer, then a shroom attack that is random, so you have to quickly analyze the explosion radius of the shrooms and make a decision fast to where to go to not get hit

this is the kind of variation that i would like in every boss and that would, in my opinion, make every boss fun (to me, tell me if you agree)

 

I like Klaus, he's fun to fight. But at the same time nothing beats my hype for when I first fought CC on a call with friends, so he's my favorite. Daywalker (Nightmare Werepig) would be a way better fight if not for cave darkness, i still like him and his comboes. 

Dislike Crab King, even on multiplayer we decide to just cheese him every run, no idea how to improve him though. Malbatross could use a more consistent spawning method, Twins of Terror need to...be The Twins, the Fuelweaver could just not spam that annoying shield so much, same with Toadstool and his infinity trees (Imagine being in the middle of a fight and having to go 'brb gotta chop some trees' every few seconds) and lastly Bee Queen, while I find it a fun Maxwell solo, I don't really find it fun otherwise even on multiplayer, I do love her theme and design out of most bosses, no idea how to improve her though.

These were my thoughts, probably missed something

 

The one single thing that I absolutely HATE about DST bosses is that you HAVE to fight them to unlock the type of Content I actually ENJOY about the game.

New Weather Seasons & New common Mob Types should NOT be locked behind needing to fight these Multiplayer designed bosses..

Yes- Solo DS had Bosses in RoG, SW & Hamlet too- But the single key difference?? You could explore every biome and encounter every environmental Hazard or Mob without needing to fight any of those bosses.

in Fact I beat the entire campaign for Solo DS and never fought a single boss the entire time.

Which is part of why my hatred for their over used existence in DST stems from.

If Klei wouldve just done something “Simple” such as more Islands the Size and Scope of Lunar with New Mobs and the Island having its own unique weather & hazards and all I need to do is build a boat and sail out to it, or walk around in caves long enough until I stumble upon the lunar grotto.. I would’ve been perfectly “Happy” with that.

Instead: For Unknown reasons to me- They’re wanting to lock the kind of content I actually enjoy, behind content I actively want to Avoid.

Maybe Redesigning all the bosses to be easier to do Solo, with more unique/rewarding fights would change my mind.. but as they stand right now- there are very few bosses I actually care to fight.

Eye of Terror is one of my favorite bosses (not the twins) but even EOT has its flaws when it spawns enough Minions.

these bosses are designed with the intent that you have other players around to help out, to deal with the Minion Spam- But when you don’t have that.. your trying to avoid being hit by a boss while getting rid of its minions, and still trying to fight said boss all at once- and while it’s Do-Able if your extremely skilled/have good weapons & Armor- It’s also not fun.

The only thing I can suggest to make these encounters more “fair” is proximity based minion spawning- As in they spawn a limited number of minions based on how many players are actually engaging with fighting them.

I was Wendy main in solo DS because I liked needing to throw my flower on the ground, Murder something beside it and summon my very own ghost to protect me until that ghost died and the flower needed to spend a few days blooming again before I can use it.

With that entire playstyle completely gutted during her Refresh- I remained a Wendy Main in DST due to how helpful Abigail is at dealing with “Minion Spam” and of course how finding ghostly treasures for Pipspook is like using the divining Rod in solo DS to find the wooden things <3

3 hours ago, Mike23Ua said:

The one single thing that I absolutely HATE about DST bosses is that you HAVE to fight them to unlock the type of Content I actually ENJOY about the game.

New Weather Seasons & New common Mob Types should NOT be locked behind needing to fight these Multiplayer designed bosses..

Yes- Solo DS had Bosses in RoG, SW & Hamlet too- But the single key difference?? You could explore every biome and encounter every environmental Hazard or Mob without needing to fight any of those bosses.

in Fact I beat the entire campaign for Solo DS and never fought a single boss the entire time.

Which is part of why my hatred for their over used existence in DST stems from.

What requires killing bosses? The only "required" one I can think of for Lunar Storms is Crab King which you can do with 10 killer bees, a boat, 2 driftwood oars, some food and light.

The two new updates are for completing the main arc, which yes requires killing bosses, but can be circumvented by turning them on in the Server Settings. Lunar Storms are literally the only thing locked behind a boss. (And I would like it to be changed but yknow klei's game, klei's rules).

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...