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How bad do you think a global nerf on armor would be?


How bad do you think a global nerf on armor would be?  

130 members have voted

  1. 1. Scale of 1 (totally unacceptable) to 5 (perfectly acceptable) how would you take a global nerf on armor?

    • Totally unacceptable, would ruin gameplay
      41
    • Somewhat unacceptable, gameplay could become worse for it
      42
    • Would not notice / would not effect game play
      5
    • Somewhat positive change, gameplay could improve with it
      27
    • Perfectly acceptable, would improve game play.
      15


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13 minutes ago, arubaro said:

because is the 1st healing option you spot, you see it in the crafting menu

We have a scrapbook now that highlights stats of all food and notifies you as you explore and eat new things.  That argument would have worked before, but the new QoL changes that a lot.

13 minutes ago, Shosuko said:

We have a scrapbook now that highlights stats of all food and notifies you as you explore and eat new things.  That argument would have worked before, but the new QoL changes that a lot.

I mean.. healing by eating foods is OP, I’m currently playing as Wormwood (this is the world I’m attempting to get to CC in) Im living off almost exclusively Redcaps & Tents.

Despite this, I’ve managed to complete the entire CC questline (minus actually assembling him for the fight) I’ve obtained all the celestial parts from all the various locations & all that’s left to do NOW is assemble it and fight the boss.

I think the biggest underlining issue with DST is that people expect players to have a certain degree of skill or knowledge about the game in order to progress past a certain point: This view point is FALSE.

However Klei can be fooled into believing it’s the norm, Thanks to all those wonderful Twitch & YouTube streamers who make X method or way of doing Y task the most commonly known method or most popular (or more frequently used..)

DST at its heart & core however is a game about solving the world and it’s dangers with any of the available craftables available at your disposal, (so long as that method isn’t an obviously unintended method like blocking bosses in with statues)

Realistically speaking though- Klei has no idea how to accurately gauge how people play the game, And if I’m expected to use X for Y situation: The game never makes that Clear…

Ive almost managed to map out my entire cave system using only a Lantern, but the experts would say something like I’m exploring the caves in the most “inefficient” of ways, I need to be using miners hat, Moggles, Morning Stars, Etc…

The thing is: Maybe players only know of so many methods or how to reasonably obtain a certain armor or resource so that for them- maybe B method is a faster approach than Y.

Sure, Maybe Klei expects me to be using Thelucite Clubs and Dark Matter Armor… but if I don’t know how to reasonably obtain that: then things like Thelucite itself becomes a rare invaluable resource that I need to use on exactly what I need to use it on (such as Astral Detector crafting) instead of wasting it on Armor, or a Weapon I can’t reasonably craft in bulk or repair.

My conclusion gathered from both watching others play & my own gameplay: Is that DSTs open sandbox nature gives players more opportunities to tackle the game & its tasks in many different ways, & because of this- Players can often reach points within the game where they’re expected to have already learned or unlocked X, Y & Z… But perhaps they’re just Winging it with Method B.

This thread is wanting Nerfs to Armor, which is only understandable if you already know X, Y, Z superior intended methods… meanwhile your trying to remove people who struggled to make B work, to even have the choice of B.

23 minutes ago, Mike23Ua said:

I think the biggest underlining issue with DST is that people expect players to have a certain degree of skill or knowledge about the game in order to progress past a certain point: This view point is FALSE.

 

This thread is wanting Nerfs to Armor, which is only understandable if you already know X, Y, Z superior intended methods… meanwhile your trying to remove people who struggled to make B work, to even have the choice of B.

DST is a game of knowledge = power.  There is skill in the game, but most of the game is about learning, and solving problems.  There is no intended way, just what you find and make work.  That is true for everyone, not just try-hards, or casuals, or pro players, or whatever.  The growth curve of this game is not meta-progression where you get +stats every time you die until you over power the game.  Its a game where you actually need to learn something to progress, and once you learn it that is always there for you evolving the game as you play it.  In order to fight anything you need to learn how to dodge, and how to deal damage.  You need to learn what foods are available in what seasons, and how to prepare them.  And every new game you start you bring all of that knowledge with you.

It is not an "issue" with the game that it gives you a situation and leaves you to sort it out, if anything the sole "intended" form of play is that there is no 1 defined way of doing anything.  That doesn't mean all paths are created equal.  You can fight the rolling bots in the Archives, its just they will get up pretty quick so its better to lure them away.  Neither is "right," its just what works better.  You make of that knowledge what you will.

The thread is asking for nerfs to armor because planar is defended as "needed to restore risk."  IF armor is too strong to have an end-game, then armor is just too strong.  Whether its tanking beefalo, dfly, or AFW if tanking is too good then its too good.  Rather than patch on some awkward nerf to all non-planar gear creating massive inconsistencies in the world we could just, ya know, take armor down a peg.  It really wouldn't hurt.  DST has long needed a combat balance patch adjusting crafting recipes, damage values, etc to bring more gear to the light.  Sucks that instead we got versioning and more restrictions instead...

If armor were nerfed new players would just learn the new values for the armor, they'd learn to heal as they do anyway, and continue on.  Good players would adapt, probably easier then they might think and continue playing.  Then new content wouldn't have to version all the awesome gear we have in favor of some terraria NG+ nonsense that DST really does not need.  We have TONS of games with rpg progression, meta scaling, and nonsense "hard mode" versions.  DST is fine standing in the space of NON-meta progression roguelikes where player knowledge and skill reign supreme and getting better at the game is pretty much the answer to everything b/c there is no "level up, cross class for this skill, then ignore all enemies b/c you out scale them."

13 hours ago, Hungry French said:

When something broken suits the community, it is clearly something bad.

How can you like the broken balance between multiplayer and solo.


Majority of the community is multiplayer players who don't even sit on forums.

Of course, they don't care about hp, generation, drop loot from creatures when they play 6-20 + people on the server.

And Klei doesn't really care, because why create DS 2, update DS or solo mode for DS if their main fan base is people playing big teams?

 

 

 

Dude can you please stop flooding posts with your DS Vs DST thing? Make your own post in a not passive-aggressive, nice and constructive manner and then I can see more people agreeing with you, or at least agreeing to disagree.

11 hours ago, _zwb said:

Just make a separate thread already @Hungry French if you need to talk about DS vs DST, this is supposed to be a thread about nerfing armour in DST, be on topic.

 

Have anyone tried out the armour nerfing mod I wrote? Is this as bad as you would imagine? What changes would make it better?

I tried it a little bit and I liked the idea of an armor nerf in execution. I didn't play with it enough to find stuff I'd change yet.

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