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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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I personally don’t have too many issues with rift content at the moment. It’s not meant to overwhelm you and make you play a completely different game, but what it does do is warp your gameplay and cause you to make changes you normally wouldn’t do as a result.

A good example are the shadow rifts. Regardless of how “easy” people think they are, narrow corridors and shadow rifts become much more dangerous to just travel on, especially if rictus is the inkblight or the nightmare ohase is up. Compared to literally No threat at all if you just hold W and keep moving, it’s enough of a change to make a difference.

The acid rain also is also pretty unique. It’s not difficult to counter, but it’s not just yourself who is impacted by it. Acid rain also causes a significant amount of noteworthy mobs to gain various stat changes, most being higher than normal, on top of the risk/reward of the lakes becoming nitre ponds where doing it during an acid rain can summon bats to constantly harass you/catch you off guard. Really, the only thing that trivializes it is the umbralla also working on mobs, which is why I wish mobs who were acid infused would retain the stat changes for a minute or two when entering the radius.

(Lunar hail is a lot more bland of course, but considering they mentioned they are working on it and want it to feel “right” I’ll wait for it to be more distinct/what effects that might have).

I feel it’s also important for there to be rewards in exchange for handling rifts. If it was literally just all threats with no rewards, why would you ever want to tackle the rifts? Most of the people who do rifts in the first place do it because of the gear you get.

Really, my only gripes are how rifts can warp lategame contexts of some things. Cave basing, for instance, really sucks with the ickers and masques. Ickers constantly harass bridge builds unless you cover up the area with collision based structures and walls, which doesn’t look nice, and while masques don’t break walls anymore, they will not hesitate to attack any mob nearby, like ones in walls! Lunar rifts had a similar issue with brightshades infesting plants and the solution is to either use a few brightshades as bait to mass farm plants, or to turn them completely decorative with the spritz (the latter being what people were mainly concerned about, so I don’t find it a bad solution).

14 minutes ago, Sacco said:

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.

Alternatively… that is ALOT of content that players miss out on and DST is NOT Terraria, nor should it be designed like it was Terraria.. Klei is treating all of this stuff as “End Game” or “Hard Mode”

When the reality is that all those extra mechanics and mobs can be enjoyable by even “newbies” if the game just had settings for actual difficulty modes that matter.

Obviously Klei at least took this into Consideration when they allowed rifts to be toggled on from gameplay settings, without having to do all the RPG style fetch & collect quests, and fight several bosses to reach that point.

4 hours ago, Sacco said:

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.

So true bro!!1 Where my 2,000,000 HP Toad at

20 hours ago, asdsaax said:

I would call mutated bearger ANYTHING but easy

What a nice expression of skill right? I sure do love Klei adding broken trees for characters. Buff bosses and nerf these trees to the floor, or make bosses that have mechanics to counter.
I'm not trying to come off as aggressive btw, I totally agree with you Armored Bearger is a difficult boss (without these skill trees). However, these characters are getting too outa hand for post-rifts to stay the same difficulty or have some tweaks (:

21 hours ago, asdsaax said:

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

Armored Bearger was actually scary until the Gloomerang was introduced. Now I can consistently ride my Beefalo with no preparation and take a whack at it until it perishes from a safe distance. xd The intimidation factor is suddenly gone.

Talking about different difficulty modes and “Rift Content” I wish people would actually go play Lego Fortnite. Play on Sandbox, Normal and Hardcore Mode so you can understand very clearly just how drastically each “Difficulty” should be represented in DST.

I absolutely HATE Klei’s “End Game” Rifts content, I mean I don’t mean to sound mean or anything like that but it’s.. boring? It doesn’t change nearly ENOUGH about the actual gameplay??

Please go play the new Hard Mode on Lego Fortnite after having played the Normal version, you will understand very very clearly what I’m trying to express..

You see: on “Hardcore” there’s this major boss your intended to find & fight at some point, but throughout your entire game session that boss will randomly “buff” the common every day mobs your fighting.

I bring this up because of THIS animated short:

We clearly see Charlie Mutate Chester into something more else.

Same as how the Overworld boss for Lego Fortnite randomly buffs the mobs you’d be fighting.

So TL:DR DST Rifts shouldn’t be in one specific location on the game map, when a rift opens up it should also randomly buff or mutate the mobs around you.

It would be hilarious if a group of Pigmen you hired for wood chopping help randomly mutated into Werepigs outside of their scripted full moon time for doing so.

Over this holiday season I humbly ask that the Klei dev team take that time off away from working on the game to play Lego Fortnite, because the concept of Theres a main boss out there somewhere doing everything in its power to make sure you die before you can reach it is something that should had been in DST a long time ago. <3

On 12/8/2024 at 11:17 AM, Well-met said:

parasited players is such a cool idea but it's so poorly done and limited.

And I agree ornery chests need another ability instead of spider AI

This was such a missed opportunity instead of them using our gear they could have used our unique abilities against us.

For example if Wendy died she'd have to fight herself and deceived abigial.

Wurt would have to fight herself and deceived merms.

Winona would have to fight against a Winona with decayed catapults.

Wilson...would just be Wilson...

Wolfgang's would throw dumbells at you.

Wortox's could teleport a short distance away each time you hit it like a shadow creature.

And other ideas it'd have been a cool face yourself type scenario. Though it would also be a lot of work so maybe it'd have been too much.

26 minutes ago, Mike23Ua said:

Please go play the new Hard Mode on Lego Fortnite after having played the Normal version, you will understand very very clearly what I’m trying to express..

The thing is, DST is not Lego Fortnite. When I play DST, I play it because it’s DST, and not because I want DST to be something else. While I understand that I know people want DST to be “harder”, different games exist for different niches for a reason. I don’t think DST should follow in their footsteps and should work in a different direction. If you want a different niche, you can always play the game you want said niche of.

27 minutes ago, Mike23Ua said:

We clearly see Charlie Mutate Chester into something more else.

That’s shadow Chester, a variation of Chester. You can get it ingame if you put 1 nightmare fuel in every slot of normal Chester and waiting for a full moon (yes, this is the definition of cryptic, but this was added moreso as an Easter egg back when they were doing the Chester kickstarter. Same thing with snow Chester and how you get it by swapping the nightmare fuel out with blue gems).

1 hour ago, Mysterious box said:

This was such a missed opportunity instead of them using our gear they could have used our unique abilities against us.

For example if Wendy died she'd have to fight herself and deceived abigial.

Wurt would have to fight herself and deceived merms.

Winona would have to fight against a Winona with decayed catapults.

Wilson...would just be Wilson...

Wolfgang's would throw dumbells at you.

Wortox's could teleport a short distance away each time you hit it like a shadow creature.

And other ideas it'd have been a cool face yourself type scenario. Though it would also be a lot of work so maybe it'd have been too much.

Yes. But even keeping the gear would have been very good.

Either way I can't imagine people are going to die to masques very often, do they?

37 minutes ago, Well-met said:

Yes. But even keeping the gear would have been very good.

Either way I can't imagine people are going to die to masques very often, do they?

They can make them spawn in more places so they could interfere in other combats. 

They could become a really fun punish for dying when the player can craft +400 LGA

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