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Useless bosses


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so far I can think of two bosses that if klei decided to get rid of right now noone would say anything. Scrappy werepig and greater worm.

These two are officially the most useless bosses that noone kills. I will say scrappy is at least useful for scrap but greater worm is absolutely terrible and noone will fight it. NOONE.

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41 minutes ago, nimzowitsch10 said:

so far I can think of two bosses that if klei decided to get rid of right now noone would say anything. Scrappy werepig and greater worm.

These two are officially the most useless bosses that noone kills. I will say scrappy is at least useful for scrap but greater worm is absolutely terrible and noone will fight it. NOONE.

Translation: "I want more stuff for killing them."

Why can't we just enjoy the experience?

I mean if they were to add anything more to the giant worms loot pool I would want it to be a few small things that make sense to BE in its loot pool.

Such as for example in the trailer just released today we see Wortox pick up two Thelucite clubs that were just laying around.. and that makes me think that another survivor was down there and got swallowed by the tremors worm.

It would therefore make sense to get actual clubs and not just 1 fragment from it loot pool (for balance purposes it can be low durability or whatever)

But what I’d really love to see is now that there’s a use for glass jars thanks to the inker thing, is for Klei to take a page out of Dead Risings playbook being able to use the sweat glands of the dead worm to craft a scent repellent lotion that prevents other depth worms from trying to attack you.

Small subtitle things, but things that make perfect sense and would be fun.

@Mysterious box

I like how everyone is so happy about this update but deep down everyone knows its the most empty update since the scrappy werepig update

I'm sure you'd like future bosses to drop nothing and just be for the "experience"

7 minutes ago, nimzowitsch10 said:

@Mysterious box

I like how everyone is so happy about this update but deep down everyone knows its the most empty update since the scrappy werepig update

I'm sure you'd like future bosses to drop nothing and just be for the "experience"

The experience is to prevent it from destroying your base, which in a survival game.. should be reward enough, no?

3 minutes ago, nimzowitsch10 said:

@Mysterious box

I like how everyone is so happy about this update but deep down everyone knows its the most empty update since the scrappy werepig update

I'm sure you'd like future bosses to drop nothing and just be for the "experience"

bosses loot were never amazing to begin with, at least not earlier ones, we can easily workaround most of things they offer with basic resources, they kinda only offer better and more durable options depending of the view and speaking outside of raid ones too, the worm is dangerous but easy to fight i haven't be at fullweaver yet but lots of experienced players ask for fossil renew so this is a win on my book.

11 minutes ago, nimzowitsch10 said:

 

I like how everyone is so happy about this update but deep down everyone knows its the most empty update since the scrappy werepig update

That's projecting your thoughts onto others. We do not all have the same opinions.

Personally I am much happier with this update than the previous two even if all three of them have what I think are glaring issues.

9 minutes ago, nimzowitsch10 said:

Michael, just stop.

No :p, and I mean that sincerely.

Not because I’m a jerk or anything like that, but because my “Reward” for killing a Juggernaut that’s raiding my base in State of Decay 2 is having significantly less Ammo then I would’ve had if I had just ignored it, but killing it is preventing my survivors and vehicles from being decimated.

DST was really just far more sandbox then it was anything else, and this “boss” brings back some of that survival/base defense aspect you don’t need grand epic rewards from every mob you fight.

1 hour ago, Mike23Ua said:

Such as for example in the trailer just released today we see Wortox pick up two Thelucite clubs that were just laying around.. and that makes me think that another survivor was down there and got swallowed by the tremors worm.

One Thulecite club was the one Wortox dropped, the other was a mimic.

Anyways, I don't think the big worm needs a unique drop? I like it being kind of a piñata of random caves materials.

Also, lacking a unique drop means you're not missing out if you decide to disable it because of how destructive it is.

13 hours ago, nimzowitsch10 said:

@Mysterious box

I like how everyone is so happy about this update but deep down everyone knows its the most empty update since the scrappy werepig update

I'm sure you'd like future bosses to drop nothing and just be for the "experience"

And I'm sure you'd like end game loot to drop when you survive each night.

Me saying not every little thing you encounter needs to reward is not the same as saying no future content should but what I an saying I'd it cheapens the impact of when the game does reward you for doing something when it's so focused on showering you with rewards for each individual encounter.

I actually think "boss" monsters in particular are made much better with loot that is unique to them. It adds more to the world and feels good when you wear a part of that boss to help your survival. In a survival game, you ideally should be making use of your kills to make stuff that helps you...survive? Making an umbrella out of deerclops eyeball, a vest out of bearger, it just adds to the idea of a survival game. Even if it's something gimmicky like Toadstools lamps.


Unique loot is a huge part of boss appeal for me, if you interpret that as me just wanting to live out a power fantasy then that's on you. 

Not to diss on the worm though as it is otherwise a great addition to the game.

12 hours ago, Steorra said:

it seems like many players just come here for challenge but not "to change the whole world in the game".

the new worm is just a disaster for those who have took 10k+ days for a whole cave base build.

You can come for both things.  I wouldnt enjoy megabasing if there were no challenge like in the rest of sandboxes

There is room for improvements to prevent a lot of destruction while keeping or even increasing the challenge 

On 9/14/2024 at 2:27 PM, arubaro said:

You can come for both things.  I wouldnt enjoy megabasing if there were no challenge like in the rest of sandboxes

There is room for improvements to prevent a lot of destruction while keeping or even increasing the challenge 

I dont think the mega worm is a "reasonable" challenge which you mentioned for those 10k+ days players.


1st, those players can't predict such a disaster boss in future patch before. they already pay many time in their 10k+ world. 

2nd, the mega worm is more terrible than deerclops, bearger and hound attacks. It has randomly generation and it only has 30 second warning for players in end game. the warning of mega worm is more shorter than deerclops and bearger, but also the mega worm is more threatening.

3rd, the mega worm gives almost no useful drop for endgame players, but to kill it you need to feed them many items when they randomly generate around you. you won't have friendly units or prepared items for killing it every time.

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