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The Mauler having a ramping healing instead


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Me and someone came up of an idea to make the maul more different than the bat bat to not out class it.

 

The healing now has a ramp up like how the scyth has a damage ramp. The healing ramp gets reset when you get hurt or take too long.

 

I believe this will be good as it makes them both more different and balanced.

I’m gonna be honest, unless the mauler got like a 90% healing reduction I still feel it will surpass the bat bat in like every single way. The thing that makes the bat bat difficult to use is its rather exotic resource requirements to craft/“maintain” and the fact it has lower then normal damage (meaning you usually need to supplement it with a different weapon). The maw, while having an initially high resource requirement, doesn’t have to worry about immense maintenance costs and needing a different weapon to work well, because it itself is already a very powerful weapon, and has repair kits to keep it maintained.

 

If the intended design was a late game lifesteal weapon I think they delivered, upkeep isn't too harsh. To be fair saying that the batbat is outclassed by a late game lifesteal weapon is like saying that blow darts are outclassed by the late game tooth dart gun... Is it absolutely true? YES, but that seems like the point of it hence the cost and the hoops you go through to get it. 

14 hours ago, Jakepeng99 said:

Me and someone came up of an idea to make the maul more different than the bat bat to not out class it.

 

The healing now has a ramp up like how the scyth has a damage ramp. The healing ramp gets reset when you get hurt or take too long.

 

I believe this will be good as it makes them both more different and balanced.

Nah, 10hp per hit turns you into a tanking god, the reaper already is the kiting man's weapon.

We need a OP press F to win final late game weapon, something reminiscent of the living artifact in hamlet. The maul serves this purpose and is balanced by needing to kill 9 bosses and maintain it. 

19 hours ago, cybers2001 said:

Bat Bat is already different in that it doesn't whine at you to feed it constantly

Not really.

16 hours ago, ZeRoboButler said:

If the intended design was a late game lifesteal weapon I think they delivered, upkeep isn't too harsh. To be fair saying that the batbat is outclassed by a late game lifesteal weapon is like saying that blow darts are outclassed by the late game tooth dart gun... Is it absolutely true? YES, but that seems like the point of it hence the cost and the hoops you go through to get it. 

The point of all this planar junk was to stop old weapons from being powercrept. Its pointless now.

16 hours ago, Jakepeng99 said:

Not really.

The point of all this planar junk was to stop old weapons from being powercrept. Its pointless now.

This is the silliest statement ever.

What is the point of late game weapons if they arnt alot more powerful than early game weapons?

Planar was introduced so new weapons don't one shot all regular mobs, if Planar didn't exist, characters like Wolfgang and Wanda who can one shot spiders and 2 shot hounds wouldn't be as useful in the late game.

It was never to stop old weapons from being powercrept, they 100% should be powercrept.

People should be punished for trying to use the likes of a cheap hambat for the entirety of the game. Planar defence achieves this.

1 hour ago, Gashzer said:

What is the point of late game weapons if they arnt alot more powerful than early game weapons?

Being interesting instead of a c&p of terraria-like awful progression which doesnt fit sandboxes gameplay loop

58 minutes ago, arubaro said:

Being interesting instead of a c&p of terraria-like awful progression which doesnt fit sandboxes gameplay loop

How is doing more of the same thing interesting? You want the mauler to act like the reaper, to reward kiting only.

Is the only way we should play DST is by kiting?? That is boring. I want weapons an armours that reward different playstyles not the same old kiting that everyone is bored of. Mauler rewards you with the ability to trade repair kits to repair void armour for raw tanking ability, you can kite to save kits or if you have excess kits you can tank until you run out... this is called options which we all love.

Wigfrid is the best rework so far by changing day to day combat with the parry mechanic that the battle rond has. More unique weapons like this please klei.

The mauler is quite literally the only tier 2 rift weapon we have atm. It should be without a doubt the strongest weapon in the game.

39 minutes ago, arubaro said:

That is the problem and the seed of all the non sense of these late years

The problem is progression?

In that case, klei update the regular axe with 60 planar damage because apparently all weapons at all stages of the game should be equal and as the regular axe is the first functional weapon we get, obviously it should be competitive with an end game weapon like the mauler.

Its nonsense otherwise... :wilsoalmostangelic:

31 minutes ago, Gashzer said:

The problem is progression?

In that case, klei update the regular axe with 60 planar damage because apparently all weapons at all stages of the game should be equal and as the regular axe is the first functional weapon we get, obviously it should be competitive with an end game weapon like the mauler.

Its nonsense otherwise... :wilsoalmostangelic:

Doesnt  surprise me that you dont understand something that simple

Axes cost flint and twigs

4 minutes ago, arubaro said:

Doesnt  surprise me that you dont understand something that simple

Axes cost flint and twigs

Ah something as simple as standard progression being good for games??... its just too big brain for me!!

I wonder why DST playerbase has been steadily increasing, skilltrees and more linear progression is what DST has been lacking.

Mauler costs a possessed shadow atrium, the rarest/latest game resource so far. An axe costs flint and twigs. Which should be more powerful?

Now do this comparison with all weapons. Mauler deserves to be more powerful not equal to bat bat or thulecite club or even brightshade sword/reaper.

Best of all, if you don't like the mauler, don't use the mauler... stick to your hambat :wilsoalmostangelic:

23 hours ago, Jakepeng99 said:

Not really.

The point of all this planar junk was to stop old weapons from being powercrept. Its pointless now.

Bat Bat works just fine if healing is your priority. Can even use it on Chester while chilling in your base. Meanwhile if I’m not actively killing things every few days with the Maul, its durability drops. So you spend durability to fight, or passively lose durability when not fighting, and if it breaks you lose your stacks. You can only repair it with mats you get from fighting blights in the caves, too. This is the highest upkeep weapon in the game right now.

6 minutes ago, cybers2001 said:

Bat Bat works just fine if healing is your priority. Can even use it on Chester while chilling in your base. Meanwhile if I’m not actively killing things every few days with the Maul, its durability drops. So you spend durability to fight, or passively lose durability when not fighting, and if it breaks you lose your stacks. You can only repair it with mats you get from fighting blights in the caves, too. This is the highest upkeep weapon in the game right now

you can bundle it for preventing hunger drain

7 minutes ago, grm9 said:

you can bundle it for stopping hunger drain

Yeah I know but that’s cringe. I already hate bundle-wrapping hambats.

If I’m playing Wolfgang, I’d take the brightshade sword over Maul due to bonus damage vs shadows in the ruins, which is pretty much the time I care the most about my weapon anyway. It having a shared repair kit with the smasher gives me even more reason to ditch void gear entirely.

if I’m playing Winona, I’m probably just enlightened striking anyway.

Mauler ought to be better than bat bat.

Hmm. I’ve been playing games for decades and only in the last few years have I seen—and just for this game—people call game progression “power creep”.

On 9/8/2024 at 8:32 PM, Jakepeng99 said:

The healing now has a ramp up like how the scyth has a damage ramp. The healing ramp gets reset when you get hurt or take too long.

 

I don’t get it. You want to differentiate it from the bat bat by making it more similar to the scythe?

And like @Gashzer has said this perk makes no sense. You need to not take damage in order to lifesteal?

5 minutes ago, arubaro said:

Weapon from rifts, not in the entire game since repair kits are plentiful once you fight few inks

Can’t really speak on void front there, but running a server with a few friends, I can say we go through a lot of pure brilliance, even when we do the Wickerbottom/Wilson farming strat.

3 minutes ago, cybers2001 said:

Can’t really speak on void front there, but running a server with a few friends, I can say we go through a lot of pure brilliance, even when we do the Wickerbottom/Wilson farming strat.

And you didnt went through a lot of living logs, NF and thulecite before rifts?

 

6 minutes ago, abrocator said:

Mauler ought to be better than bat bat.

Hmm. I’ve been playing games for decades and only in the last few years have I seen—and just for this game—people call game progression “power creep”.

I don’t get it. You want to differentiate it from the bat bat by making it more similar to the scythe?

And like @Gashzer has said this perk makes no sense. You need to not take damage in order to lifesteal?

But this is a sandbox, not a RPG. If to keep getting jelly beans i need to fight BQ i want it to be interesting not simply hitting her 3 times while tanking like happens in other games

Atleast klei had the creativity to make the planar mechanics instead of just c&p terraria and call it a new game like 99%of sandbox out there 

11 minutes ago, cybers2001 said:

Yeah I know but that’s cringe. I already hate bundle-wrapping hambats.

Since the weapon is a living creature they could refuse to be wrapped in exchange of durability drop adjustments, if needed

8 hours ago, Gashzer said:

What is the point of late game weapons if they arnt alot more powerful than early game weapons?

They are meant to be balanced by cost but they are extremely cheap.

 

Its why thulicite crown and football helmet are balanced compared to each other. Its not like terraria

 

8 hours ago, Gashzer said:

Planar was introduced so new weapons don't one shot all regular mobs, if Planar didn't exist, characters like Wolfgang and Wanda who can one shot spiders and 2 shot hounds wouldn't be as useful in the late game.

They said its to try avoid powercreep.  (Outclassing old gear)

 

Initially, the new gear was on par with old gear, though they buffe dit a lot.

5 hours ago, Gashzer said:

How is doing more of the same thing interesting? You want the mauler to act like the reaper, to reward kiting only.

Is the only way we should play DST is by kiting?? That is boring. I want weapons an armours that reward different playstyles not the same old kiting that everyone is bored of. Mauler rewards you with the ability to trade repair kits to repair void armour for raw tanking ability, you can kite to save kits or if you have excess kits you can tank until you run out... this is called options which we all love.

Wigfrid is the best rework so far by changing day to day combat with the parry mechanic that the battle rond has. More unique weapons like this please klei.

The mauler is quite literally the only tier 2 rift weapon we have atm. It should be without a doubt the strongest weapon in the game.

The whole unique thing with dst i find awesome was how well designed durability was.

 

All weapons are balanced compared to each other because of the upkeep of resources. Even the grass suit has fair reasons to use over the thulicite suit, to save thulicite resources if you feel safe with the lower protection. 

 

2 hours ago, Gashzer said:

Ah something as simple as standard progression being good for games??... its just too big brain for me!!

no, the problem's that the progression from rifts simply removes all pre rifts stuff as options since there's no reason to ever use them except some character specific stuff, there were ham bat, shield of terror, thule club, morning star, weather pain, dark sword, glass cutter etc. and now there're only the lunar rifts ranged weapon, the shadow rifts ranged weapon, the lunar rifts melee weapon, the shadow rifts melee weapon and axe and bright shade staff

1 hour ago, cybers2001 said:

Yeah I know but that’s cringe. I already hate bundle-wrapping hambats.

If I’m playing Wolfgang, I’d take the brightshade sword over Maul due to bonus damage vs shadows in the ruins, which is pretty much the time I care the most about my weapon anyway. It having a shared repair kit with the smasher gives me even more reason to ditch void gear entirely.

if I’m playing Winona, I’m probably just enlightened striking anyway

wasn't your previous message about using it for healing?

2 hours ago, Gashzer said:

stick to your hambat

after they added a system that was explicitly made for making it useless?

1 hour ago, grm9 said:

wasn't your previous message about using it for healing?

My stance has been that the Maul doesn’t need nerfs because it doesn’t absolutely replace all other weapons.

2 hours ago, arubaro said:

And you didnt went through a lot of living logs, NF and thulecite before rifts?

While true, both NF and living logs are things I tend to accumulate a lot of collaterally, so it doesn’t feel like I’m going out of my way for it. Plus both can be farmed virtually anywhere, especially now with Woodie being able to craft treeguards idols.

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