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Post-Rifts Content Too Easy?


Difficulty increases  

45 members have voted

  1. 1. How should they increase the difficulty of DST?

    • Make new bosses harder, more mechanics, health, dmg, etc. whatever makes it harder.
      21
    • Make all enemies in the future have more planar defense.
      8
    • Reintroduce disease
      5
    • More lunar mutations, shadow mutations?
      35


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The current state is rather good, if you ask me. Additional threats appear with the rifts. Threats which the player can't completely ignore or trivialize, yet they don't feel like a chore. Getting strategic equipping different gear to tackle the rift threats without filling up your inventory to the brim becomes an interesting puzzle (most of the threats are rather easy to deal with simply because I carry around both a Gloomerang and a Brightshade Staff with me at all times but that comes at a cost of a clogged inventory). I might be explaining this rather poorly, but it kind of works well. The problem with simply turning up the stats of the threats is that dealing with them might end up feeling like a chore. On the other hand, the latest items like the Nightmare Saddle and Gloomerang make enemies like Deadly Brightshades rather trivial to deal with already (not to speak of the lunar giants). Actually... I don't know. If optional areas with high-threat-high-rewards were to appear it could also be fun but then people would whine about "gatekeeping rewards" (because it would require some effort to get there).

The balance make it interesting but not overwhelming is a bit tricky to strike. As for the survival aspect I wrote long ago that it makes little sense to crank up the survival part after opening the rifts since it feels like a reward in itself for learning the basics of the game (it would be a shame if players lost their worlds after getting that far because of a sudden spike of difficulty). In general I welcome challenges and difficulties in the game though.

I’m a boss enjoyer, by that I mean (play as Wurt, press once to attack and just watch how my Merms destroy atom by atom the boss until there’s nothing left even in the in-game code) (I also love the idea of nerfing characters but a lot of players don’t like the idea, so wherever) but this time I’ll try to give an idea instead.

What I think the Post-Rift needs are more hazards who shake the meta a little bit, for example:

  • In Winter we could have Lunar Blizzards:

As the blizzard gets stronger the temperature goes lower and lower making it harder to survive the cold with just a Thermal Stone, the crops don’t grow as fast, same as bananas, kelp, and figs, all the food who stay exposed for too long to the cold, get freeze making it less appetizing to survivors (They gain less stats from eating that) (For this Klei needs to add new items to manage the new problems as well like the old times), as the blizzards reach the peak the vision becomes limited (similar to moon-storms/sandstorms but not as punishing).

  • In Autumn we could have Windy storms

Similar to hurricane season from Shipwrecked, the Storms make difficult to move, the wind moves all items on the ground, unroot plants (Maybe), the fire-pits and similar don't work as good, and Yeah the disease is back, rotting plants of course with the new hazard new items are introduced to keep your plants healthy and it help to manage the strong winds.

  • In spring we have the Lunar Hail and Lunar Frog Rain, but we can also re-introduce the Heavy fog from Hamlet or similar, also summer make the global warming a real thing I want to see the world melt literally ha! but for real I'm kinda out of ideas on those seasons so yeah... almost forgot new mutations.
4 minutes ago, Brotid01 said:

add new items to manage the new problems

God, please no. The entire crafting menu is already clogged with countless and useless items that barely sees the day of usage. I'd prefer if they improve the old things to make the new challenges more bearable.

I would call mutated bearger ANYTHING but easy
mutated warg is also pretty scary and usually I had to resort to other mobs to kill it
and deerclops well... it's killable without the fire trick, but it takes advantage out of interaction that was never introduced before

and tbh recent ink blight (mouth) was a funny puzzle, without spoiling myself anything
imagine my reaction when I realized that "OOOOOOOH I was supposed to use a trap" after missing out on 10+ dreadstone outcrops XDDD

This game works the best when you are oblivious, but tbh the game itself lowkey leaves you TOO oblivious
if you ain't reading wiki, updates or youtube in my opinion

and when you solve the mystery... it turns out that DST is a very simple game


EDIT:
To answer your question: I think the current state of post-rift content is fine and I can't wait for more

I won't vote these, since there a lack of option - to nerf every characters for harder postrift sake.

This is the logic of some people who are enthusiastic to judge something as OP.

Also some of these guys prefer to say "We should diminish skill tree effectiveness for future balance, and it's a good start from some particular character who are testing in current beta"

Hail and acid rain are a joke of mechanics.

Hail is basically surface earthquakes but you dont have screen shake, which makes them easier to evade. I dont get why the umbralla gives inmunity to it (i think was suggested by forumiters and klei made the error of listening)

Acid rain is to easy to counter and doesnt have a wetness mechanic to make it stack in the moments you arent protected like what happens with rain

Miasma being only arround a couple of optional areas... if could be interesting if affected huge areas in biomes but right now is not interesting 

Brightshades are very easy since they are usually alone or in couples... barely spawn in groups of 3. They dont even defend themselves from range atacks, they should expand their roots, with herd mentality, to any attacker no matter the distance

Ink trio and rictus are a weak optional encounter. We have many optional bosses but seems like klei also wants to add optional weak mobs to the list... they cant either fight back ranged atacks which is ridiculous considering that this arc is adding a lot of strong ranged weapons. Rictus are a lost opportunity of adding a cool rift sanity mechanic

The mimics are an interesting concept but the fake item is so easy to spot since is next to the real item instead of messing the position of the real item

The mimic pandora boxes could be cool if wasnt because they are as easy as fighting a spider and no body opens the pandora boxes because is a waste of time

The planar mechanic doesnt make much sense. They added enemies with armor piercing damage just to add armor that blocks that piercing damage... an example are the mutant frogs with has so little damage that you can block most of it

The rifts themselves are a very bland event.  You go there, deal with enemies you can avoid or that are weak and spawn slowly. Enlightement isnt a developed mechanic to create any interesting gameplay plus they made the error of, once again, listening to the forum, adding inmunity to a piece of armor...

The new mask could be interesting if dying by them would mean needing to fight an empowered version of our character. Dying was never a problem neither an expensive thing, now even less with many characters having their own revival mechanic. Punishing dying could be very interesting 

The moon bosses are fun, deerclops is very scripted but not that bad, but we need more since 2 of them are seasonal bosses and the other one affects a mechanic that any veteran uses that late in the game

 

The game not only needs moon and shadow danger but also harder seasons in the sense of the abandoned through the ages

1 hour ago, arubaro said:

Hail and acid rain are a joke of mechanics.

Hail is basically surface earthquakes but you dont have screen shake, which makes them easier to evade. I dont get why the umbralla gives inmunity to it (i think was suggested by forumiters and klei made the error of listening)

Acid rain is to easy to counter and doesnt have a wetness mechanic to make it stack in the moments you arent protected like what happens with rain

Miasma being only arround a couple of optional areas... if could be interesting if affected huge areas in biomes but right now is not interesting 

Brightshades are very easy since they are usually alone or in couples... barely spawn in groups of 3. They dont even defend themselves from range atacks, they should expand their roots, with herd mentality, to any attacker no matter the distance

Ink trio and rictus are a weak optional encounter. We have many optional bosses but seems like klei also wants to add optional weak mobs to the list... they cant either fight back ranged atacks which is ridiculous considering that this arc is adding a lot of strong ranged weapons. Rictus are a lost opportunity of adding a cool rift sanity mechanic

The mimics are an interesting concept but the fake item is so easy to spot since is next to the real item instead of messing the position of the real item

The mimic pandora boxes could be cool if wasnt because they are as easy as fighting a spider and no body opens the pandora boxes because is a waste of time

The planar mechanic doesnt make much sense. They added enemies with armor piercing damage just to add armor that blocks that piercing damage... an example are the mutant frogs with has so little damage that you can block most of it

The rifts themselves are a very bland event.  You go there, deal with enemies you can avoid or that are weak and spawn slowly. Enlightement isnt a developed mechanic to create any interesting gameplay plus they made the error of, once again, listening to the forum, adding inmunity to a piece of armor...

The new mask could be interesting if dying by them would mean needing to fight an empowered version of our character. Dying was never a problem neither an expensive thing, now even less with many characters having their own revival mechanic. Punishing dying could be very interesting 

The moon bosses are fun, deerclops is very scripted but not that bad, but we need more since 2 of them are seasonal bosses and the other one affects a mechanic that any veteran uses that late in the game

 

The game not only needs moon and shadow danger but also harder seasons in the sense of the abandoned through the ages

I wish the lunar hail and the acid rain were to appear less but have more deadly affect to the player because currently I see them a lot and they doesn’t give me any challenge and instead I feel they are more annoying then challenging if they will make them more rare and more dangerous it will feel batter for the player

I feel for many years klei hasn't added any new meaningful challenges... In single player the weather  and environment always keep you on your toes, DST just feels conquered in the first year

in Hamlet, SW there are strong winds, poison hay fever, fog, seasonal bosses, hunting you etc. DST is just toned-down versions.
Even the hound waves in SW vary according to season with wetness, poison etc.

Make all enemy mobs increase in power like the hamlet doomsday clock if the rifts aren’t sealed off fast enough, the longer you play the game and ignore them, the more powerful they will become, until eventually… anything can kill you in one hit.

that hard enough for you?

1 hour ago, arubaro said:

I dont get why the umbralla gives inmunity to it (i think was suggested by forumiters and klei made the error of listening)

It was always a case and umbralla description mentions that it protects from harsh weathers and rift items are meant to be good against opposite side.

1 hour ago, arubaro said:

Miasma being only arround a couple of optional areas... if could be interesting if affected huge areas in biomes but right now is not interesting 

More miasma maybe would make void cowl other ability better because right now miasma damage immunity sucks!

1 hour ago, arubaro said:

Brightshades are very easy since they are usually alone or in couples... barely spawn in groups of 3. They dont even defend themselves from range atacks, they should expand their roots, with herd mentality, to any attacker no matter the distance

Ink trio and rictus are a weak optional encounter. We have many optional bosses but seems like klei also wants to add optional weak mobs to the list... they cant either fight back ranged atacks which is ridiculous considering that this arc is adding a lot of strong ranged weapons. Rictus are a lost opportunity of adding a cool rift sanity mechanic

More behaviors for them would be cool but i think ranged weapons are meant to be their weakness so you are encouraged to use them more. Also a lot of things are optional, so this really isn't a problem.

2 hours ago, arubaro said:

The mimics are an interesting concept but the fake item is so easy to spot since is next to the real item instead of messing the position of the real item

They are probably meant to be a cute little annoyances nothing more.

2 hours ago, arubaro said:

The mimic pandora boxes could be cool if wasnt because they are as easy as fighting a spider and no body opens the pandora boxes because is a waste of time

Post rifts chests should have more valuable loot: more useful items, post rift resources. Chest guy could get another attack.

2 hours ago, arubaro said:

The planar mechanic doesnt make much sense. They added enemies with armor piercing damage just to add armor that blocks that piercing damage... an example are the mutant frogs with has so little damage that you can block most of it

It makes sense it's meant to make player not use 95% armor or gunpowder to destroy post rift bosses. It makes sense that you get better armor which has planar protection this is progression. Would you want enemies to kill you with one hit?

2 hours ago, arubaro said:

The rifts themselves are a very bland event.  You go there, deal with enemies you can avoid or that are weak and spawn slowly. Enlightement isnt a developed mechanic to create any interesting gameplay plus they made the error of, once again, listening to the forum, adding inmunity to a piece of armor...

Shadow rifts are very bland only one enemy, no resources there's no point going there because chest guy also gives you pure horror, atleast lunar rifts is source of pure brilliance. What's wrong with listening to community? People didn't like taking root and terror below because rift items sucked and there wasn't even a reason to activate them in the first place. Rifts had the same problem ocean still has that there were better options. Repair kits fixed this problem, now you can repair every piece of equipment using only one slot. This is why dark swords are the best weapon before activating rifts you can craft it every time it breaks using only two slots.

3 hours ago, arubaro said:

The new mask could be interesting if dying by them would mean needing to fight an empowered version of our character. Dying was never a problem neither an expensive thing, now even less with many characters having their own revival mechanic. Punishing dying could be very interesting 

Klei should let them pick your items because right now some Wilson punching you isn't a challenge.

1 hour ago, dst_lover said:

It’s just a matter of time until klei will nerfs every character that deserves a nerf:twisted:

You know klei could just nerf Maxwell instead of making every character op.

1 minute ago, dst_lover said:

And Wolfgang and wurt also , + i didn’t say they have to make every character op I went the opposite of that

I meant instead of making skill trees klei could nerf maxwell and add some little tweaks to characters, but klei added skill trees and will keep adding skill trees and every character now is far stronger than before. And it seems klei will even buff maxwell even more in his skill tree.

5 minutes ago, Gytre said:

I meant instead of making skill trees klei could nerf maxwell and add some little tweaks to characters, but klei added skill trees and will keep adding skill trees and every character now is far stronger than before. And it seems klei will even buff maxwell even more in his skill tree.

I think the best option right now is to start waiting to see how much some characters will be stronger with their skill tree to judge them all after that 

I have played a ton of post rift content.

It's meant to be the hard mode, but in reality... It's too easy.

I am against the idea of giving planar buffs to characters, planar mechanics are meant to reduce your damage.

Don't say "eh but new players will find post rift worlds too hard" because it doesn't work.

A new player isn't meant to reach end game like this.

It has to be harder, a lot harder.

We got op skill trees which make characters gods in a pre rift world  and gods in a post rift world.

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