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just thoughts:

* does great worm eats Ickers?

* does Icker eats rabbits or fall down with rabbits or moles inside?

* does weather pains or orther tools wich apply "work" (like explosives) deal more damage to ickers?

* mb ickers should aslo ambush near columns since player may stuck near them(gameplaywise) and columns are almost walls (as i saw at screenshots here right now ickers like close walls)

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11 hours ago, 00petar00 said:

What about players that kill FW every 30 days or so?

People kill it max twice a year more than that is a super small rate that shouldnt count for a general measure 

 

7 hours ago, SDavid said:

Playing Wanda has been a constant death train ever since the rifts got introduced.

all 150 chars are going to die to that with no armor the thing is just keep walking or put some armor on 

By the way beefalo is imune to that

18 minutes ago, Kondr_ said:

does great worm eats Ickers?

Dont think so I tried and they aimed for the fuel in the floor instead

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i dont know about you but shadow side still feels kind of worse in items and stuff then moon side, i mean, a weapon that loses durability even if not used? and it loses its level ups if it does get to 0, like thats goin to be a big hassle keeping that thing up with its level up

range attack of shadow side got nerfed

enemy spaming in places that make them a litteral wall of sorts wich alsol can all just remove your items and because of that probably can just instandly kill you...not cool

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19 minutes ago, Echsrick said:

i dont know about you but shadow side still feels kind of worse in items and stuff then moon side, i mean, a weapon that loses durability even if not used? and it loses its level ups if it does get to 0, like thats goin to be a big hassle keeping that thing up with its level up

range attack of shadow side got nerfed

enemy spaming in places that make them a litteral wall of sorts wich alsol can all just remove your items and because of that probably can just instandly kill you...not cool

The weapon needs a downside and i think is fair

About everything else...rifts are the hard mode of dst

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23 minutes ago, arubaro said:

The weapon needs a downside and i think is fair

About everything else...rifts are the hard mode of dst

but why the moon stuff seemingly not having a downside?

alsol hard mode? what does that even supposed to mean? rift right now is not "hard mode" its arbitary difficulty by adding things that ressist your old stuff because it has to arbitary make it "difficulty" and the blob spamming is not hard its annoying if anything else, dont mix these 2, it happens alot of times

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1 hour ago, Echsrick said:

but why the moon stuff seemingly not having a downside?

The axe in particular practically was begging for a nerf. For reference, you could realistically tank bosses with no armor and survive the encounter, and considering the fact you were likely pairing it with a void cowl for the damage up + ramp effect, you basically were unkillable aside from very specific scenarios. 17 HP per hit is immense as an upside. (And its nerf to 10.2 HP at max is still really strong).

The axe losing durability passively is unfortunate, but the change to warn you when it’s doing that in your inventory is very helpful to make you aware of it, alongside killing any normal mob will grant hunger to the axe and prevent the durability drain (10 kills, in particular, will max out the axe’s hunger, and these can be kills like batalisks and butterflies).

I think in its current state it’s overall considerably more powerful then the sword/scythe, in exchange for the downside of needing to manage it to avoid it needing to be repowered again, and I feel it’s in an alright spot.

As for the hard mode things, I think it’s really iffy for me to say. I really like the concept of ambush hordes, but I think in their current state they are a tad too dangerous with their damage and they are already very dangerous with their equip stealing gimmick with taking backpacks and light items. I think it’s a bit too much atm, and I would personally prefer for the encounter to be survivable without armor in exchange for retaining the equip stealing gimmick, as I do think it’s interesting and it itself can put you in unfavorable situations.

Edited by Maxil20
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55 minutes ago, Maxil20 said:

The axe in particular practically was begging for a nerf. For reference, you could realistically tank bosses with no armor and survive the encounter, and considering the fact you were likely pairing it with a void cowl for the damage up + ramp effect, you basically were unkillable aside from very specific scenarios. 17 HP per hit is immense as an upside. (And its nerf to 10.2 HP at max is still really strong).

The axe losing durability passively is unfortunate, but the change to warn you when it’s doing that in your inventory is very helpful to make you aware of it, alongside killing any normal mob will grant hunger to the axe and prevent the durability drain (10 kills, in particular, will max out the axe’s hunger, and these can be kills like batalisks and butterflies).

I think in its current state it’s overall considerably more powerful then the axe/scythe, in exchange for the downside of needing to manage it to avoid it needing to be repowered again, and I feel it’s in an alright spot.

As for the hard mode things, I think it’s really iffy for me to say. I really like the concept of ambush hordes, but I think in their current state they are a tad too dangerous with their damage and they are already very dangerous with their equip stealing gimmick with taking backpacks and light items. I think it’s a bit too much atm, and I would personally prefer for the encounter to be survivable without armor in exchange for retaining the equip stealing gimmick, as I do think it’s interesting and it itself can put you in unfavorable situations.

i guess so, to be fair i dont play the beta so i dont know exactly how the hunger durability draining works or how much the life steal is...but still, what about the moon items? why they dont have downsides? as far i can tell no one complains about the moon energy shooting staff despite that kind of feeling stronger then the gloomerang, maybe its because that energy from the staff moves from target to target and can hit multiple times things and then i see gloomerang damage nerf and it allready sound and looks worse then moon staff because its projectile dont collide with anything else but your single target despite animation lookin like it could hit multiple things

38 minutes ago, Echsrick said:

maybe its because that energy from the staff moves from target to target and can hit multiple times things and then i see gloomerang damage nerf and it allready sound and looks worse then moon staff because its projectile dont collide with anything else but your single target despite animation lookin like it could hit multiple things

the brightshade staff does 10 damage per bounce. its meant to be used against hordes of mobs or perhaps mobs with multiple points of contact like brightshades.

The gloomerang does 54.4 damage per attack and does not bounce, because bouncing is a unique thing to the brightshade staff, not something to be applied to all ranged weapons.

The gloomerang is better for single targets, the brightshade staff is better for multiple targets. they're just situational, although you may personally prefer one or the other.

42 minutes ago, Echsrick said:

why they dont have downsides?

nothing here has downsides. Everything here needs to be repaired, thats the only real material investment that either set of equipment demands.

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11 hours ago, SDavid said:

Playing Wanda has been a constant death train ever since the rifts got introduced. I hope her still tree will make her playable again.

I've found young/middle aged Wanda to be most effective post rifts. She is just about as durable as any other character when young. You do miss out on her grandma damage boost, but still have access to her watches for getting around.

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14 hours ago, SDavid said:

Playing Wanda has been a constant death train ever since the rifts got introduced. I hope her still tree will make her playable again.

God forbid the so-called glass cannon be an actual glass cannon and not simply able to tank every boss even when at her oldest.

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3 hours ago, Primalflower said:

 

nothing here has downsides. Everything here needs to be repaired, thats the only real material investment that either set of equipment demands.

the shadow maul losing durability on its own is not a down side? gloomerrang not doin much damage closer ranges? given how practicaly every enemy moves towards you makin it less damagin anyways? how are those not down sides?

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6 minutes ago, Bearger Enjoyer said:

God forbid the so-called glass cannon be an actual glass cannon and not simply able to tank every boss even when at her oldest.

Honestly? Sadly I don’t think the people on these forums know what the definition of a Glass Canon even actually is.

Its a class that’s pretty much a staple part of all RogueLites, the High Risk = High Reward character choice, one that usually has the lowest amount of health, and the most downsides, but makes up for that by doing a ton of damage if played well.. 

Imagine for example a character who every time they used an ability, they lost portions of their health to do so, THAT would be more of a Glass Canon then whatever Wanda is…

1 minute ago, Mike23Ua said:

 

Imagine for example a character who every time they used an ability, they lost portions of their health to do so, THAT would be more of a Glass Canon then whatever Wanda is…

thatd be more of a resource sink character than a glass cannon with how DST healing and armor work

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1 hour ago, Echsrick said:

the shadow maul losing durability on its own is not a down side? gloomerrang not doin much damage closer ranges? given how practicaly every enemy moves towards you makin it less damagin anyways? how are those not down sides?

none of those are downsides, they don't hurt you. they're just how the weapon works, it's like saying the lantern losing percentage as it provides light is a downside. matter of perspective, really

Sort of like a glass half full thing.

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1 hour ago, Primalflower said:

none of those are downsides, they don't hurt you. they're just how the weapon works, it's like saying the lantern losing percentage as it provides light is a downside. matter of perspective, really

Sort of like a glass half full thing.

.....that is considered a down side, if a thing loses durability without actualy being used...then yea, that is a down side, a down side dont have to actualy hurt you

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7 minutes ago, Echsrick said:

.....that is considered a down side, if a thing loses durability without actualy being used...then yea, that is a down side, a down side dont have to actualy hurt you

No, it's not. : P

Edited by Primalflower
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Although it pains me I have to say this because I know it’ll be for the good of the game. Ickers shouldn’t drop nightmare fuel when they disappear. When killed they absolutely should but I was walking near where some used to be and I got over 2 stacks of nightmare fuel in a few seconds.

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17 hours ago, GimplyGoose said:

I've found young/middle aged Wanda to be most effective post rifts. 

...middle aged Wanda with Football Helmet.

In fact, the only option is to be young.

14 hours ago, Mike23Ua said:

Honestly? Sadly I don’t think the people on these forums know what the definition of a Glass Canon even actually is.

I don't think even the developers know, since the real cannons of the game are Wolfgang, Wigfrid late after celestial champion, Winona, Maxwell after Ancient Fuelweaver...

Compare Wanda's weapon DPS with the new weapons and then prove to me that she is the cannon of the game.

I agree, however with the Crystal and several downsides that no other character has.

This "cannon" speech is one of the most trivial things for me on this forum. The other is that Wilson cannot be improved because he is the standard of the game.

And remembering that Wanda's weapon has a lower effective DPS than normal weapons, so a damage of x from it is less than the same damage of x from another weapon.

Edited by Cruvimaster
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I will say again what I said in the last update.

- The shadow maul could become an hybrid between an axe, pickaxe, and hammer; and renamed shadow hamaxe in reference to terraria. In the same way, the shadow shoevel staff, and bomb, for having a shadow version of all the tools.

- The bright smasher could become an hybrid between an axe, pickaxe, and hammer, for keeping the equivalence between shadow and celestial.

In general way, there should have always a certain equivalence between shadow and celestial tools and weapons, even if both could have unique stuff. It's the goal of From Beyond, the fight between shadow and celestial, which adapt to each others, for keeping the advantage.

1 hour ago, Cruvimaster said:

...middle aged Wanda with Football Helmet.

In fact, the only option is to be young.

 

I don't think even the developers know, since the real cannons of the game are Wolfgang, Wigfrid late after celestial champion, Winona, Maxwell after Ancient Fuelweaver...

Compare Wanda's weapon DPS with the new weapons and then prove to me that she is the cannon of the game.

I agree, however with the Crystal and several downsides that no other character has.

This "cannon" speech is one of the most trivial things for me on this forum. The other is that Wilson cannot be improved because he is the standard of the game.

And remembering that Wanda's weapon has a lower effective DPS than normal weapons, so a damage of x from it is less than the same damage of x from another weapon.

 

The power creep... wanda and wolfgang were the best combat characters, making the harder bosses a chill walk (in this regard also wigfrid for how dumb are her perks) but with the skill trees and maxwell that dps isnt impressive 

Some players didnt liked to use wanda and wolfgang outside of short runs for how easy the game becomes...now more characters trivialize combat...

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