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Ancient Fuelweaver and "Moonlight Shackle"


Ancient Fuelweaver  

42 members have voted

  1. 1. How do you feel about the battle against Ancient Fuelweaver?

    • 1) The fight is too difficult and not interesting.
    • 2) The battle is difficult and interesting.
    • 3) Neutral.
    • 4) The battle is easy but interesting.
      0
    • 5) The battle is too easy and not interesting.
      0
  2. 2. What would you change about this fight? (Multiple choice).

    • 1) Bone cage.
    • 2) Mind control.
    • 3) Healing shadows.
    • 4) Shadow barrier.
    • 5) Boss stat change.
      0
    • 6) The boss is fine.
    • 7) Full rework of this fight.
    • 8) Adding an optional item with expensive crafting to temporarily disable certain boss abilities.
    • 9) Make the boss easier to defeat without using special items (Weather Pain, lazy explorer...).
    • 10) Very small changes, everything is fine with this boss.
    • 11) Other.
  3. 3. How do you feel about the idea of adding the "Moonlight Shackle" item proposed by Gashzer, as a way to solve the problem of players who cannot defeat this boss?

    • 1) Very positive.
    • 2) Positively.
    • 3) Neutral.
    • 4) Negatively.
    • 5) Very negative.
  4. 4. How do you feel about the "just don't use it" argument in response to adding certain things to the game that someone disagrees with?

    • 1) Very positive.
    • 2) Positively.
    • 3) Neutral.
    • 4) Negatively.
    • 5) Very negative.
  5. 5. Would you use "Moonlight Shackle"?

    • 1) Yes, I have a problem with this boss.
    • 2) Yes, to speed up the fight during the creation of the megabase.
    • 3) Yes, to get through the game faster.
    • 4) No, creating shackles is too expensive.
      0
    • 5) No, I don't have a problem with this boss.
    • 6) No, it destroys the whole point of this fight, it will become too easy and boring.

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  • Poll closed on 07/22/24 at 05:00 PM

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poll based on this post 

 

I'll duplicate the idea of this post here 

 

"Moonlight shackle would act as an ingame method to cripple ancient fuelweaver before starting the fight with him.

Crafted beside the celestial altar needing: 

  • 20 lune tree blossoms
  • 20 glass shards
  • 1 iridescent gem

The moonlight shackle appears similar to Klaus's shackle in size and shape but is made out of lune tree blossoms woven with glass shards with an iridescent gem in the center.

Attaching this item to the fully completed odd skeleton while in atrium then giving it the shadow atrium will cause ancient fuelweaver to spawn chained with the moonlight shackle.

The moonlight shackle effect will only kick in when phase 2 of the fight begins. Ancient fuelweaver will attempt to spawn shadow hands to form a shadow shield around him however the moonlight shackle will glow with lunar power and instantly break his shield/destroying shadow hands.

Everytime his shield is destroyed, one of the 4 glass blossom chains on the shackle will break showing that the shackle is also weakening. 

Ancient fuelweaver will summon woven shadows as normal but instead of them healing his health directly, everytime he trys to consume one, the shackle prevents him but takes damage in the process. 5 shadow wovens blocked will also cause a chain to break off the shackle.

If all 4 chains are broken the moonlight shackle will be destroyed and ancient fuelweaver will be back at full power.

I think this is a pretty fun way to nerf ancient fuelweaver which is optional to only those who would need it."

I do like the idea, and I certainly like it more than just leaving Fuelweaver as-is, but I'd rather have it be the other way around: we get a full rework of Fuelweaver that's more accessible to solo players and an optional item that reverts him to his current AI as a compromise. 

"4. How do you feel about the "just don't use it" argument in response to adding certain things to the game that someone disagrees with?"

This kind of argument is not productive and is considered part of the "traitorous critic" fallacy. I am not nearly smart enough to articulate the nuances of why this kind of argument is harmful but it is. So it really should not be used.

Whats this crazy threadception going on here?

Not a fan of forum polls because we already know what the majority thinks on here. Its no surprise. But as i already said on my thread. Even if everyone on the forums loves AFW, he needs some sort of QoL update. (Again klei now would be the time to hit us with some true facts around how many people have unlocked shadow affinity on consoles.)

Forum users are mostly experienced players that have played years of DST.

Moonlight shackle would be a completely optional item that you arent forced to use.

6 minutes ago, Evelo said:

I am not nearly smart enough to articulate the nuances of why this kind of argument is harmful but it is.

Let me try for you. "Just don't use it" is a saying that while does harken some truth in it that if it ruins your fun then simply don't do it, it doesn't solve any of the underlying problems with said thing. Using the void walking excuse that was in the original thread, it is much easier to "not use it" as it requires a decent bit of set up, but it is still does heavily break the balance of the caves to be able to walk it's hallways untethered to them. You can simply do one huge circle, which will admittedly take a while but is also relatively safe as long as prep the necessary light and food, and find all of the important locations of the caves without ever stepping foot into danger. To point towards void walking as this gacha moment doesn't work because most people would say the same things about the moonlight shackle as they would void walking. It's the a different scenario but it's the same root idea of a mechanic that removes all danger from doing something, in this case exploring the caves to find the good stuff. What makes the moonlight shackle worse, at least in my opinion, is that this won't be a bug be something deliberately added.
Now onto why "Just don't use it" doesn't work with the shackle/any of these boss variations that make the boss easier, because some people can't/won't do it in it's current state. While I won't say that Fueweaver is a flawless fight, the moonlight shackle is the equivalent of using a tactical drone strike for a bee hive. This isn't making the boss "easier for people won't can't do it" this is neutering the boss completely and fully, legitimately. The most apt comparison I would have is if the fix for the old crab king were to make the new boats be unable to take leaks and to make bumpers make the boat invincible to claws. Yes, there is the initial investment of parts but that doesn't mean that it should make the fight literally mindless. Another example is a boss in Shin Megami Tensei V(5) called Ishtar. The gimmick is prior to the fight you can find either 7 or 8 obelisks that give her power and the more you deactivate the weaker she becomes. This results in 95% of players removing them all as people aren't gonna ignore a difference in power THIS BIG. The idea of not using it is simply not correct because saying that in the first place is admitting that it was broken in the first place. To "say not use it" is to demean the core issue the the opposing side has with it.  To say "not use it" is to ignore the blatant flaws that the game presents. What truly irks me the most about it though is that it doesn't address any of the issues with the fight, instead throwing in under the bed like a child trying to hastenly clean his room so he can go play outside. It fixes nothing instead just adding an opt out option of the fight, which is just poor design to have the ability to do so. It being not required to be used is NOT a justifiable response to it because the only people who wouldn't reasonably use it are speed runners who's routes are so refined they can't spare any time to go to the lunar island to get the shackle. In literally every other scenario, it's a free win essentially as long as you aren't brain dead or using axes to kill the boss. It's like me saying you either can drink a nice refreshing cup of water or a cup of battery acid and told you it's completely up to your choice which one you could drink from. It's not a true choice because there isn't pros and cons to both sides, it's just an illusion of choice presented as a decision when in reality the answer was rigged from the start. While I won't assume malice on the behalf of the original creator, this is honestly the worst f***ing way anyone could even try going about making Fuelweaver most balanced because it simply isn't this "choice" that they keep pushing. It's a forced decision that only exists to act as mediocre veil of protection of critism as "technically you can still do the old fight ;p". I genuinely don't understand why people want boss variants like adding a way to fight old crab king, but this is in an entirely different league as this isn't even "which do you like more" it's "how stupid are you".

34 minutes ago, Frashaw27 said:

Let me try for you. "Just don't use it" is a saying that while does harken some truth in it that if it ruins your fun then simply don't do it, it doesn't solve any of the underlying problems with said thing. Using the void walking excuse that was in the original thread, it is much easier to "not use it" as it requires a decent bit of set up, but it is still does heavily break the balance of the caves to be able to walk it's hallways untethered to them. You can simply do one huge circle, which will admittedly take a while but is also relatively safe as long as prep the necessary light and food, and find all of the important locations of the caves without ever stepping foot into danger. To point towards void walking as this gacha moment doesn't work because most people would say the same things about the moonlight shackle as they would void walking. It's the a different scenario but it's the same root idea of a mechanic that removes all danger from doing something, in this case exploring the caves to find the good stuff. What makes the moonlight shackle worse, at least in my opinion, is that this won't be a bug be something deliberately added.
Now onto why "Just don't use it" doesn't work with the shackle/any of these boss variations that make the boss easier, because some people can't/won't do it in it's current state. While I won't say that Fueweaver is a flawless fight, the moonlight shackle is the equivalent of using a tactical drone strike for a bee hive. This isn't making the boss "easier for people won't can't do it" this is neutering the boss completely and fully, legitimately. The most apt comparison I would have is if the fix for the old crab king were to make the new boats be unable to take leaks and to make bumpers make the boat invincible to claws. Yes, there is the initial investment of parts but that doesn't mean that it should make the fight literally mindless. Another example is a boss in Shin Megami Tensei V(5) called Ishtar. The gimmick is prior to the fight you can find either 7 or 8 obelisks that give her power and the more you deactivate the weaker she becomes. This results in 95% of players removing them all as people aren't gonna ignore a difference in power THIS BIG. The idea of not using it is simply not correct because saying that in the first place is admitting that it was broken in the first place. To "say not use it" is to demean the core issue the the opposing side has with it.  To say "not use it" is to ignore the blatant flaws that the game presents. What truly irks me the most about it though is that it doesn't address any of the issues with the fight, instead throwing in under the bed like a child trying to hastenly clean his room so he can go play outside. It fixes nothing instead just adding an opt out option of the fight, which is just poor design to have the ability to do so. It being not required to be used is NOT a justifiable response to it because the only people who wouldn't reasonably use it are speed runners who's routes are so refined they can't spare any time to go to the lunar island to get the shackle. In literally every other scenario, it's a free win essentially as long as you aren't brain dead or using axes to kill the boss. It's like me saying you either can drink a nice refreshing cup of water or a cup of battery acid and told you it's completely up to your choice which one you could drink from. It's not a true choice because there isn't pros and cons to both sides, it's just an illusion of choice presented as a decision when in reality the answer was rigged from the start. While I won't assume malice on the behalf of the original creator, this is honestly the worst f***ing way anyone could even try going about making Fuelweaver most balanced because it simply isn't this "choice" that they keep pushing. It's a forced decision that only exists to act as mediocre veil of protection of critism as "technically you can still do the old fight ;p". I genuinely don't understand why people want boss variants like adding a way to fight old crab king, but this is in an entirely different league as this isn't even "which do you like more" it's "how stupid are you".

The brightshade staff already neuters AFW, should we remove it too?

Moonlight shackle is weaker functionally compared to the brightshade staff. And having an iridescent gem craft that isnt linked to a character craft is a good thing.

The emotion in this post tho...

Oh boy you arent gonna like my "wavey jones ambusher" idea for the Celestial champion variant of the moonlight shackle... :wilsoalmostangelic:

6 minutes ago, Gashzer said:

The brightshade staff already neuters AFW, should we remove it too?

Moonlight shackle is weaker functionally than the brightshade staff. And having an iridescent gem craft that isnt linked to a character craft is a good thing.

1) The brightshade staff whole purpose isn't to nerf Fuelweaver into the ground. While that is a decently large use case to it, it still has other uses to it. The moonlight shackle only exists to nerf Fuelweaver. This is like comparing that Ice Staffs should be removed because of how heavily it made old crab king possible. There is a distinct difference between an already existing item that so happens to help counter mechanics and an item design to SPECFICALLY neuter one boss in particular. 

2) The effort to get both of these is just not the same, remotely. The moonlight shackle requires you to:
a) chop ~15-20 trees
b) mine some moonglass (some of the most abundent material when you find the lunar grotto) and

c) steal a lunar gem from the achieves or just get one normally.

d) make the alter on the lunar island and craft it 

That entire process can be done in like 3 days, and it completely negates a boss.

In contrast the Brightshade Staff requires you to:
a) find and do all of pearls tasks (which by itself takes magnitudes more effort then the the moonlight shackle but I digress) for the pearl

b) do the lunar event for a new lunar gem (different from yours because you actively need to make one in order for it to work while yours allow you to just yoink 1)

c) find the archives and insert the the gen in the alter

d) find the proper knowledge toilet and release the recipe from the orchestrina, and if you weren't observent enough it could be the wrong one so you might have to the process several times

e) make the astral detector and dig up both of those alter pieces

f) lug said alter pieces to a boat

g) kill a pearled crab king which requires a decent boat atleast and a wide assortment of gems to not make the fight bulls**t

h) find the lunar island

i) find and release the 3 island alter pieces

j) assemble all 3 alters in a triangle position to start the moon storm

k) do the entirity of the moonstorm material collecting

l) find the scrapyard and punch the fences/seach the piles for scrap

m) assemble the whole lunar siphonator

n) kill celestial champion

o) intentionally start the lunar rifts, thus allowing brightshades to harass you 24/7

p) wait 5 days for the first rift to even start

q) mine enough pure brilliance and get enough brightshade husks to make both the staff and the helmet as it's needed to increase the number of bounces

And now finally you can negate the Fuelweaver mechanics with the staff. Do you see how the two are wildly incomparable? The moonlight shackle is the equivelent of a drive by preperation while the Brightshade staff takes several hours to just reach, much less properly maintain it during the fight. The two aren't comparable even if they do the same thing because the time investment is way, WAY more significant then just an item that nerfs Fuelweaver, off rip for essentially cheap.

1 hour ago, Frashaw27 said:

Let me try for you. - snip -

Hey fairly well written, a few points I would contend with things in there but the main point of how it affects the game play meta changing drastically is what I was aiming for, so thank you for that.

At least I can understand the point kind of, of old crab king, but then the meta would alter to continue doing cheese strategies like killer bees like they were before instead of the new and more engaging fight (which has it's flaws but compared to before is much better and harder to cheese imo),

If this shackle is to be implemented there needs to be a major cost. Maybe you can't acquire the Bone Helmet and Armor, but you can still get the Thurible? That way you don't have to worry as much about the Lazy Explorer to teleport out of the cage the next time you fight AFW. Maybe defeating the AFW this way doesn't properly defeat him so you can't activate rifts? Make the fight easier as an option but have a significant cost to doing it the way it is intended. (Or just cheese the hell out of it cause people didn't want the lureplant cheese to be deleted so they can still do it with spider dens...)

14 minutes ago, Frashaw27 said:

1) The brightshade staff whole purpose isn't to nerf Fuelweaver into the ground. While that is a decently large use case to it, it still has other uses to it. The moonlight shackle only exists to nerf Fuelweaver. This is like comparing that Ice Staffs should be removed because of how heavily it made old crab king possible. There is a distinct difference between an already existing item that so happens to help counter mechanics and an item design to SPECFICALLY neuter one boss in particular. 

2) The effort to get both of these is just not the same, remotely. The moonlight shackle requires you to:
a) chop ~15-20 trees
b) mine some moonglass (some of the most abundent material when you find the lunar grotto) and

c) steal a lunar gem from the achieves or just get one normally.

d) make the alter on the lunar island and craft it 

That entire process can be done in like 3 days, and it completely negates a boss.

In contrast the Brightshade Staff requires you to:
a) find and do all of pearls tasks (which by itself takes magnitudes more effort then the the moonlight shackle but I digress) for the pearl

b) do the lunar event for a new lunar gem (different from yours because you actively need to make one in order for it to work while yours allow you to just yoink 1)

c) find the archives and insert the the gen in the alter

d) find the proper knowledge toilet and release the recipe from the orchestrina, and if you weren't observent enough it could be the wrong one so you might have to the process several times

e) make the astral detector and dig up both of those alter pieces

f) lug said alter pieces to a boat

g) kill a pearled crab king which requires a decent boat atleast and a wide assortment of gems to not make the fight bulls**t

h) find the lunar island

i) find and release the 3 island alter pieces

j) assemble all 3 alters in a triangle position to start the moon storm

k) do the entirity of the moonstorm material collecting

l) find the scrapyard and punch the fences/seach the piles for scrap

m) assemble the whole lunar siphonator

n) kill celestial champion

o) intentionally start the lunar rifts, thus allowing brightshades to harass you 24/7

p) wait 5 days for the first rift to even start

q) mine enough pure brilliance and get enough brightshade husks to make both the staff and the helmet as it's needed to increase the number of bounces

And now finally you can negate the Fuelweaver mechanics with the staff. Do you see how the two are wildly incomparable? The moonlight shackle is the equivelent of a drive by preperation while the Brightshade staff takes several hours to just reach, much less properly maintain it during the fight. The two aren't comparable even if they do the same thing because the time investment is way, WAY more significant then just an item that nerfs Fuelweaver, off rip for essentially cheap.

You forget that taking an iridescent gem from the archives is the same as shooting yourself in the foot. You are delaying yourself getting to CC.

But thats the genius of it. Its a optional choice with a clear cut downside.

Not okay with a boss-specific item that disables their mechanics, that's just really weird.  I'd rather they just make Weather Pains more accessible so that you can fight him without the grind and actually interact with his mechanics and not have to worry about wasting an in-game year farming such rare materials to make them.


There's also a limit to ''just don't use it'' mentality, I don't think a boss-specific item that trivializes the fight deserves to have that defense used to justify it existing. It just feels so...wrong. It's different from something like the Celestial Portal or void-walking, but I don't think it's possible to sufficiently explain why.

Quote

The brightshade staff already neuters AFW, should we remove it too?

Moonlight shackle is weaker functionally compared to the brightshade staff. And having an iridescent gem craft that isnt linked to a character craft is a good thing.

Brightshade Staff is a post-rift item, using it carries the assumption that you are post-game fighting a pre-post-game boss. It would be like using the strongest weapon in an RPG against a boss in the beginning area, of course it's going to neuter the fight.

48 minutes ago, cropo said:

Brightshade Staff is a post-rift item, using it carries the assumption that you are post-game fighting a pre-post-game boss. It would be like using the strongest weapon in an RPG against a boss in the beginning area, of course it's going to neuter the fight.

Isnt the same because you can access moon rifts before beating fuelweaver the same way you can get bone armor, bone helmet or rift gear before beating celestial champion 

Now days is even easier because the moon storm grind has been highly reduced and CK got a questionable rework that made him waaay more easy which apparently was a mistake because now these topics about making the game an idle brain death game that gives rewards without effort will pop up mode often because Klei set the precedent of making a difficult boss a joke

1 hour ago, arubaro said:

Isnt the same because you can access moon rifts before beating fuelweaver the same way you can get bone armor, bone helmet or rift gear before beating celestial champion 

 

The important distinction here is developer intent, post-rift items are developer-intended to be superior to pre-rift stuff. If you decide to enter rift content before you beat Fuelweaver and take him on with an item outside of his progression range, then yes you're going to trivialize the fight.

9 minutes ago, cropo said:

The important distinction here is developer intent, post-rift items are developer-intended to be superior to pre-rift stuff. If you decide to enter rift content before you beat Fuelweaver and take him on with an item outside of his progression range, then yes you're going to trivialize the fight.

You gotta kill one of the 2 rift trigger bosses 1st, just just the easier one to defeat the harder 

I dint see any design intention since you have 2 paths so, one way or another, you will fight a boss with the opposite rifts opened...

Also,  rift gear isnt like deals way more damage than pre-rift content, and thr armors give less protection...,but if you wanna give importance to that, just bring extra weather pains, use morning star/volt goat jelly or gun powder

You have rollbacks to practise these fights and gradually use less gear and combinations of items and mechanics

People seems to hate having a single fight that require some skill lmao

Obviously Gashzer didn't design "A new item", it was just an original desire of  "let's nerf AFW" that was inappropriately crammed into the form of the item.

As an item it is unbearably stupid that enough to be included in A "Why you shouldn't design an item this way" list of negative cases written for Klei's every new designers and aspiring mod creators.

Even letting planar damage penetrate AFW shield and bone armor shield is much more elegant than that.

5 hours ago, Gashzer said:

(Again klei now would be the time to hit us with some true facts around how many people have unlocked shadow affinity on consoles.)

that wouldn't be remotely related to FW because most people might've never tried fighting him so that isn't an issue with the fight

5 hours ago, Gashzer said:

Even if everyone on the forums loves AFW, he needs some sort of QoL update

no statistics about how many people want that so no

4 hours ago, Frashaw27 said:

Ice Staffs should be removed because of how heavily it made old crab king possible

it was possible without them btw

5 hours ago, Gashzer said:

(Again klei now would be the time to hit us with some true facts around how many people have unlocked shadow affinity on consoles.)

shadow affinity is a completely optional item that you arent forced to use

Just now, grm9 said:

that wouldn't be remotely related to FW because most people might've never tried fighting him so that isn't an issue with the fight

Or they tried and failed then gave up. We dont know.

Just now, grm9 said:

no statistics about how many people want that so no

Requiring statistics about how many people want what, isnt smart, sample size is wayyyy too low on the forums for it to be credible and considering the only people that have any statistics that are of any importance are klei... And they aint sharing them.

All we have left are our logical points, creative ideas and personal views.

 

1 minute ago, Cassielu said:

shadow affinity is a completely optional item that you arent forced to use

Its the perfect metric to determine how many of players have killed AFW.

11 minutes ago, Gashzer said:

Or they tried and failed then gave up. We dont know

very unlikely, most people probably never tried judging by people on pubs that still got issues with winter etc. and might not know about shadow pieces, atrium etc. or've never tried to do them

11 minutes ago, Gashzer said:

Requiring statistics about how many people want what, isnt smart, sample size is wayyyy too low on the forums for it to be credible and considering the only people that have any statistics that are of any importance are klei... And they aint sharing them.

All we have left are our logical points, creative ideas and personal views

that's unrelated, still need statistics or to at least see the imaginary thousands of people that ask for nerfing FW but never ask for that on a place that devs look at

5 hours ago, Frashaw27 said:

Let me try for you. "Just don't use it" is a saying that while does harken some truth in it that if it ruins your fun then simply don't do it, it doesn't solve any of the underlying problems with said thing. Using the void walking excuse that was in the original thread, it is much easier to "not use it" as it requires a decent bit of set up, but it is still does heavily break the balance of the caves to be able to walk it's hallways untethered to them. You can simply do one huge circle, which will admittedly take a while but is also relatively safe as long as prep the necessary light and food, and find all of the important locations of the caves without ever stepping foot into danger. To point towards void walking as this gacha moment doesn't work because most people would say the same things about the moonlight shackle as they would void walking. It's the a different scenario but it's the same root idea of a mechanic that removes all danger from doing something, in this case exploring the caves to find the good stuff

that's still entirely unrelated to why you can't just not use it, the game isn't competitive so balance doesn't need to exist and most new people won't even know that it's a thing unless they look for it so it isn't making them skip stuff and almost no one uses void walking for going around caves, it's practically always just getting into atrium because getting into it normally's extremely boring and might require from a few seconds to multiple in game days

5 hours ago, Frashaw27 said:

I genuinely don't understand why people want boss variants like adding a way to fight old crab king

because it was more fun imo

5 hours ago, Frashaw27 said:

Now onto why "Just don't use it" doesn't work with the shackle/any of these boss variations that make the boss easier, because some people can't/won't do it in it's current state. While I won't say that Fueweaver is a flawless fight, the moonlight shackle is the equivalent of using a tactical drone strike for a bee hive. This isn't making the boss "easier for people won't can't do it" this is neutering the boss completely and fully, legitimately. The most apt comparison I would have is if the fix for the old crab king were to make the new boats be unable to take leaks and to make bumpers make the boat invincible to claws. Yes, there is the initial investment of parts but that doesn't mean that it should make the fight literally mindless. Another example is a boss in Shin Megami Tensei V(5) called Ishtar. The gimmick is prior to the fight you can find either 7 or 8 obelisks that give her power and the more you deactivate the weaker she becomes. This results in 95% of players removing them all as people aren't gonna ignore a difference in power THIS BIG. The idea of not using it is simply not correct because saying that in the first place is admitting that it was broken in the first place. To "say not use it" is to demean the core issue the the opposing side has with it.  To say "not use it" is to ignore the blatant flaws that the game presents. What truly irks me the most about it though is that it doesn't address any of the issues with the fight, instead throwing in under the bed like a child trying to hastenly clean his room so he can go play outside. It fixes nothing instead just adding an opt out option of the fight, which is just poor design to have the ability to do so. It being not required to be used is NOT a justifiable response to it because the only people who wouldn't reasonably use it are speed runners who's routes are so refined they can't spare any time to go to the lunar island to get the shackle. In literally every other scenario, it's a free win essentially as long as you aren't brain dead or using axes to kill the boss. It's like me saying you either can drink a nice refreshing cup of water or a cup of battery acid and told you it's completely up to your choice which one you could drink from. It's not a true choice because there isn't pros and cons to both sides, it's just an illusion of choice presented as a decision when in reality the answer was rigged from the start. While I won't assume malice on the behalf of the original creator, this is honestly the worst f***ing way anyone could even try going about making Fuelweaver most balanced because it simply isn't this "choice" that they keep pushing. It's a forced decision that only exists to act as mediocre veil of protection of critism as "technically you can still do the old fight ;p". I genuinely don't understand why people want boss variants like adding a way to fight old crab king, but this is in an entirely different league as this isn't even "which do you like more" it's "how stupid are you"

how does void walking existing make someone enjoy the game less excluding multiplayer stuff because people can also try to freeze you through water balloons, burn or hammer something, try to make you sleep and blow you up etc.?

3 minutes ago, ChintzyGnat said:

Generally the only thing I'd want to remove is shadows not going away when I'm at max sanity and them sticking around instead after I put away the amulet

they already changed that through the wurt and winona skill trees update, they deaggro after 2.5 seconds after you become sane

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