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Change the recipe for blowdarts to mainly need hounds teeth.


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I feel like it would be better if you made 10 blowdarts using 10 hounds teeth and then 1 reeds 1 feather. That way they'd still be quite expensive for an early game player, but a great way to use up hounds teeth for late game players. Or just add another way to use up hounds teeth that costs a humungous amount of them, I'm so sick of them piling up and the Wilson bone shard craft really isn't enough, especially since bramble husk doesn't even need bone shards anymore.

I think blow dart recipe should be discouraging. You have to choose between making ranged weapon viable & making melee weapon less attractive and make melee weapon viable but ranged weapon a luxury treat.

Blowdarts are less viable because of the heavy labor work.

25 minutes ago, goatt said:

think blow dart recipe should be discouraging. You have to choose between making ranged weapon viable & making melee weapon less attractive and make melee weapon viable but ranged weapon a luxury treat.

The problem is melee weapons, at the moment, are already way more usable to use then ranged weapons ever will be, especially when it comes to inventory space.

Even if you theoretically had Unlimited darts at your disposal, you still need to factor in the inventory space needed to carry the darts. You could choose between carrying 68 darts (4 inventory slots), or carrying a dark sword (1 slot). It gets much more noticable later on, where a brightshade sword with 10 repair kits can dish out well over 150K damage before you would need to go back to restock on kits (and even higher depending on usage of the brightshade helm). It's certainly possible to use darts for combat, but you need to plan ahead with the inventory space you'll need for this.

I feel it being a craft where you need 10 teeth + 2 reeds + 1 feather for 10 is fine for this kind of thing. It might have been too powerful in DS when the HP amounts were much lower, but I personally can't really see an issue where having darts that deal 100 damage but only stack to 20 would be super overpowered, especially when melee is already in a very strong spot.

1 minute ago, Maxil20 said:

The problem is melee weapons, at the moment, are already way more usable to use then ranged weapons ever will be, especially when it comes to inventory space.

Even if you theoretically had Unlimited darts at your disposal, you still need to factor in the inventory space needed to carry the darts. You could choose between carrying 68 darts (4 inventory slots), or carrying a dark sword (1 slot). It gets much more noticable later on, where a brightshade sword with 10 repair kits can dish out well over 150K damage before you would need to go back to restock on kits (and even higher depending on usage of the brightshade helm). It's certainly possible to use darts for combat, but you need to plan ahead with the inventory space you'll need for this.

I feel it being a craft where you need 10 teeth + 2 reeds + 1 feather for 10 is fine for this kind of thing. It might have been too powerful in DS when the HP amounts were much lower, but I personally can't really see an issue where having darts that deal 100 damage but only stack to 20 would be super overpowered, especially when melee is already in a very strong spot.

sounds good to me, do think they would have to nerf the damage a bit as you get teeth from the guaranteed hound mounds, so 50 teeth, 5 feathers, and 1o reeds can kill1 of  all seasonable bosses and eye of terror with no trouble, plus malbaltross. ranged damage has always been the underdog and would love them to be useable without being wickerbottom or walter.

11 minutes ago, goatt said:

most bosses, if not all, are design around melee weapon. Making melee less viable is to make all bosses less interesting.

The alternative is ranged weapons are also entirely unusable for bosses. Yes, you could kill a boss with blowdarts, but it's still an extreme sink in resources and inventory compared to conventional combat, even with the cost reduction.

In addition, many bosses either now have ranged "attacks" (guardian's ground slam, champ's 2X laser walls) or have methods to get you moving throughout the fight (BQ's grumble enrage or FW's shadow shields/minions, toad's sporecaps, etc). Using ranged options would certainly make the fight easier, but would not entirely trivialize the fight. I feel it would create an interesting dynamic: Do you wanna do a fight aggressively and save on resources if you are a skilled player, or do you want to take the fight safer, while costing more resource farming and also being more player friendly?

 

28 minutes ago, Maxil20 said:

The alternative is ranged weapons are also entirely unusable for bosses. Yes, you could kill a boss with blowdarts, but it's still an extreme sink in resources and inventory compared to conventional combat, even with the cost reduction.

I mean, isn't (it being ranged weapon unusable) that already the case? I'm not saying it's good. But since it's already the less important thing, it shouldn't affect the more major aspect of the game negatively, which is melee. I'm not saying ranged weapon doesn't need improvement. I'm trying to say that this compromise makes the ranged weapon rework difficult, if not impossible.

On 8/8/2023 at 8:51 PM, goatt said:

most bosses, if not all, are design around melee weapon. Making melee less viable is to make all bosses less interesting.

This implies that most bosses are interesting to fight.

On 8/9/2023 at 1:09 AM, BezKa said:

Hound teeth boat

Idk what it would do I just think it'd look great

I mean Hound Teeth bumpers would be kind of neat.

It would look cool and you can use these to cause severe damage to Pirate sloops when ramming into them for little to no damage to your own boat ^^

1 minute ago, ALCRD said:

I mean Hound Teeth bumpers would be kind of neat.

Use it to cause severe damage to Pirate sloops when ramming into them for little to no damage to your own boat ^^

Mechanical hound teeth jaws to chomp onto boats or something.

15 minutes ago, EATZYOWAFFLEZ said:

This implies that most bosses are interesting to fight.

They’re not.. most of them are boring AF and the ONLY thing that makes fighting them feel special is the unique combat abilities they bring about during the fight (Klaus deer causing ice and fire craters)

However.. I would much MUCH prefer these mechanics not be tied exclusively to Boss Fights and instead rather be used by common everyday mob types.

I love how people say that DST isn’t a combat focused game, ANY Survival game is a “Combat” focused game when your survival depends upon it…

And my biggest issue with bosses (aside from them being high health bars) is that instead of fleshing out the game world itself with new common mob types and mechanics- Klei opt’d to reserve them tied almost exclusively to during a boss fight.

Now that we have “Rifts” I would enjoy something like the Eye of Terrors “suspicious peepers” to just be able to pop out of them, easy to kill minimal threat mobs.. but they do shake up the quite tiring formula of go here, gather this, prepare for this boss fight..

I LOVE Brightshades (minus their ridiculously fast respawn rate after you kill them… -_-) because they actually shake up familiar biomes with new content.

You simply do not know what Hilarity is until you have to dodge the extending roots of a group of Brightshades long enough to trade things with Pig King due to how close they spawned to him..

My post is slightly off-topic, and I do deeply apologize to the OP for that, I just wanted to comment on this on particular users post.

That said: as for the Actual topic of making ranged weapons useful… I wouldn’t mind that, But… Ranged ANYTHING on a gaming controller is pretty disappointing and highly ineffective. So before we got better ranged weapons, I’d first love better aiming over them on Xbox.

TL:DR- by the time you get close enough to a mob to actually USE a ranged weapon on them with a game controller, your close enough to frighten it away like birds with Wolfgang’s dumbells if your not super super careful and precise in sneaking up close enough & lining the limited tossing cursor up with it.

52 minutes ago, Mike23Ua said:

They’re not..

It's sarcasm I think.

55 minutes ago, Mike23Ua said:

You simply do not know what Hilarity is until you have to dodge the extending roots of a group of Brightshades long enough to trade things with Pig King due to how close they spawned to him..

This is annoyance than hilarity to me

4 minutes ago, _zwb said:

It's sarcasm I think.

This is annoyance than hilarity to me

Ehh, different strokes for different folks.

we each have our playing preferences of what we find fun and enjoyable, what you find tedious and annoying, may actually be the only parts of the game I actually Enjoy, and Vice Versa.

I saw a thread the other day asking for Infinity Durability Thermal Stones, and this to me would take away a good chunk of my enjoyment with the game, I actually LIKE needing to pay attention to how much durability is left on my ThermalStone and then needing to repair it or gather resources to craft a new one should I have been careless enough to let my other one fully dissolve. Yet there’s a thread that wants to remove my enjoyment of the game- Because someone finds it tedious and annoying and wants it reverted back to the way they were in Solo DS.

The EyeMask is another good example, I like carrying around 2-3 of these at a time and when one gets dangerously low in durability, swapping it out for one of the other two in my inventory while I gather useless rot, MM or something to “heal” the one I let get down to 1% durability.. it makes it feel like a living breathing thing.. and I have to take care of it.

Yet there are threads literally BEGGING for it to not disappear and break when it reaches 0% Durability, not only would I find this BORING because I can now be as careless as I want to be with my Eyemasks with no consequences.. but I Also no longer need to fight the Boss to obtain a new Mask should I had been careless enough to let one fully break.

There are threads that seriously want Beefalo and Boat insurance because players just don’t want to deal with the consequences of making a terrible mistake.

And the thing that is MOST terrifying to me is that Klei seems to cater to whatever’s the most popular decision..

They NEED to take under heavy consideration “Different Strokes for Different Folks.”

4 hours ago, goatt said:

Some bosses may not be very interesting. But it's possible to make them even less interesting to fight.

Because holding F is so interesting when close to the enemy compared to hold F when a bit further away from the enemy.

Mind you that you need over 3 stacks of normal blowdarts to deal the damage one darksword can do, with much more prep.

1 hour ago, Antynomity said:

Because holding F is so interesting when close to the enemy compared to hold F when a bit further away from the enemy.

Mind you that you need over 3 stacks of normal blowdarts to deal the damage one darksword can do, with much more prep.

Your description of DST fights are inaccurate.

Melee boss fights are not "holding F close to enemy", because the description forgets to include frequent precise kiting/tanking/healing, which is one of the main features of DST melee fights.

But ranged weapons don't necessarily involve those things, because the weapons' range are farther than most bosses' attack range.

We are talking about the idea of "interesting" here. It's more about human psychology, rather than the amount of prep. If "much more prep" is equivalent to "much more interesting", than Misery Toadstool would be one of the most interesting boss to fight, which is not true.

On 8/12/2023 at 7:51 AM, goatt said:

snip

DS and DST combat is not interesting, that was my point, it's not like most people would farm blowdarts for bosses, it's not realistic, it'd still be more prep, even less interesting than normal combat like you said and not really worth it in the end.

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