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Dreadstone Crafts and the Shadow Plinth


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Something I've started to notice is that Daywalkers loot pool is starting to get a little bit full with Blueprints.
I mean...
image.png.59fd9f3e76f463a93e08807e9324b59c.png
I feel like these crafts are blueprints instead of being prototypable at earlier stations is due to keeping it logical that the player would only just now be finding out about Dreadstone by defeating the Daywalker.

Now, I had the idea that either these, or future crafts could be moved to the Shadow Plinth!
It stays relatively in the same spot progression wise, and is kept in-line with the theming. The Plinth itself is made at the Ruins Station with Dreadstone, so I don't find the jump to be too much.
image.thumb.png.4a91f4d114f64349ac83b30ad1940c44.png

TLDR, move the excessive BPs from Daywalker to the Shadow Plinth since it's made in relatively the same zone of progression.
This'd also let other players obtain the BP without needing to defeat the boss multiple times.
I don't think this would take away from Daywalker as you still need to kill him for the Dreadstone, it'd just be removing some BP clutter.

Well, it did drop too many blueprints, but it was necessary to keep some of them for Daywalker.

Because you don't have to defeat him to get the Dreadstone, just have it smash the pillar. These blueprints are a reward for players who are "better at fighting him" and must beat Daywalker's most difficult phase to earn these extra loot.

22 minutes ago, Maxil20 said:

I think the only one I would want to keep is ironically the pillar one (as I think it’s really cool it has a gimmick where you need to break all 3 pillars for it to drop!), but I totally agree for the other 3.

Oh yes! If any of them stay Exclusive it'd be this!! 
It's a super cool requirement and it's the most fitting, with the player learning to craft the pillars by reverse engineering destroying them.

It's ok how it is now, gives multiple reasons to fight this particular boss - especially the 2 armor pieces should be attached to Nightmare Werepig (biggest reason to engage NW). Since Stone Pillar bp drops from AG, Dreadstone variant makes sense to be received via NW. If anything, more new bp should be given from other bosses to make them more attractive: for example defeating Gem variations of Crab King - all Blue Gems, an ice upgrade for DF Furnace.

NMWP is in a bit of a strange spot, because it's actually similar to crab king in that re-fighting it doesn't really make a whole lot of sense - pretty much all of it's value comes from its blueprints. But I also think that if any boss deserves some touch-ups, it's still crab king. That boss was unfairly shafted in terms of attention, especially for one that has a mechanic allowing for varied fights.

4 hours ago, -Variant said:

Something I've started to notice is that Daywalkers loot pool is starting to get a little bit full with Blueprints.
I mean...
image.png.59fd9f3e76f463a93e08807e9324b59c.png
I feel like these crafts are blueprints instead of being prototypable at earlier stations is due to keeping it logical that the player would only just now be finding out about Dreadstone by defeating the Daywalker.

Now, I had the idea that either these, or future crafts could be moved to the Shadow Plinth!
It stays relatively in the same spot progression wise, and is kept in-line with the theming. The Plinth itself is made at the Ruins Station with Dreadstone, so I don't find the jump to be too much.
image.thumb.png.4a91f4d114f64349ac83b30ad1940c44.png

TLDR, move the excessive BPs from Daywalker to the Shadow Plinth since it's made in relatively the same zone of progression.
This'd also let other players obtain the BP without needing to defeat the boss multiple times.
I don't think this would take away from Daywalker as you still need to kill him for the Dreadstone, it'd just be removing some BP clutter.

He is good the way he is now. He is the skill check to use dreadsfone items, and those blueprints are essentially 60 free sainty after a boss fight in the caves.

17 minutes ago, Jakepeng99 said:

He is good the way he is now. He is the skill check to use dreadsfone items, and those blueprints are essentially 60 free sainty after a boss fight in the caves.

If you think the blueprints sticking with him is fine, that's understandable.

I'm a bit confused on the note that he's a skill check, and the sanity thing. Wouldn't the sanity only happen once?
I think moving them to a station would be fine since you'd also get the sanity there, and then you'd still need to kill the Daywalker for the dreadstone to use things since keeping him alive only means you get what you get from the 3 pillars.

12 minutes ago, somethin said:

4 free papyrus* :applause:

5 free papyrus*:wink: (The sketch)

9 minutes ago, -Variant said:

If you think the blueprints sticking with him is fine, that's understandable.

I'm a bit confused on the note that he's a skill check, and the sanity thing. Wouldn't the sanity only happen once?
I think moving them to a station would be fine since you'd also get the sanity there, and then you'd still need to kill the Daywalker for the dreadstone to use things since keeping him alive only means you get what you get from the 3 pillars.

He is the dreadstone guy and he teaches you the secrets he learned from being too curious.

What if nightmare werepig's binds are more figurative than literal? Hear me out.

So daywalker is trapped, you defeat him, he drops a bunch of paperwork, thus freeing him for 15 or 20 days.

It's a bit Kafkaesque in a sense.

Like the "Poseidon" story of Franz Kafka where Poseidon does not delegate any paperwork, so he is bound to forever be drowned in a sea of paperwork and not enjoying ruling over his literal sea.

 

Perhaps it's fitting that he drops all these blueprints and sketches. Maybe those are the real binds and not the marble and dreadstone pillars.

20 hours ago, -Variant said:

Something I've started to notice is that Daywalkers loot pool is starting to get a little bit full with Blueprints.

It's kind of a joke at this point.

all I ask is for Day Walker to be killable, is that too much?

Nightmare Werepig is just another Malbatros. Rememberer when Malbatros dropped 3 blueprints ? Later blueprint were removed, and you just need the material and alchemy engine, I think because you have to kill the boss to get the material anyway. I think Klei should do the same with Nightmare Werepig and put the recipe to IDK Shadow Manipulator, since it's pre-rifts boss and one of the easiest to find in caves.

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