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Crab King is the worst designer boss


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On 3/12/2025 at 4:43 PM, Cheggf said:

Even ignoring whether or not those fights are better designed, if they remove moose goose and dragonfly's fights from the game entirely and replaced them with completely different fights people would start to be very critical of those new fights. 

Sure. But if any boss could do with a rework it's almost certainly Dragonfly. Everyone cheeses her enraged form with pan flutes and I don't remember the last time I didn't see a wall. Now we could have an interesting discussion about how fire in DST isn't actually that dangerous to the player (compared to large burst damage from stronger bosses such as the Nightmare Werepig or Giant Cave Wurm), but that it feels super dangerous. I for one hate that Crab King's turrets pierce my boat, not necessarily because it's a fight-ending problem but because it feels so unnatural to ignore the leaks and just keep swinging. The same is true of Dragonfly lighting the player on fire. Reworked Crab King is a step in the right direction but it's still a miserable slog fest and his healing is just awful. It feels super shitty that the Crab King I just fought (got unlucky and got knocked off my boat mid fight) had literally twice as much HP as he should have. That I have to spend resources that the boss can ultimately ignore is appaling. And the thing is the healing doesn't really make the fight harder. The rythmn of moving the boat, smashing the towers, dodging the claws, and fluting the minions doesn't change no matter how much King heals. But it feels so much worse. And that's what we mean when we say a badly designed boss fight. Where the effective HP of the boss & the typical player's ability to engage are mismatched. I've beaten Bee Queen solo without cheese, Dragonfly without cheese, and Crab King without cheese. And you know what? None of them are very fun. Those fights are worth cheesing because they're otherwise so bloody miserable, which I think works as quite a functional bar for good vs bad design.

Crab King would actually be quite a fun fight if there was no healing. You could then take as long as you need to to deal with the adds, before dealing with the awkwardness of the sailing mechanics. It feels weird for example that a Ham Bat & Malbatross Bill are practical necessities for the fight as Crab King is too durable for other weapons (CK's healing outstrips the durability of your other weapons) and the faster rowing is needed to actually get to King while dodging the Claws. A change I would make would be to have King take damage whenever his Claws are destroyed, along with removing the healing. This would make sense flavourfully and would give the King fight inevitability rather than the fight acting as a check on how coordinated the player is with the boat mechanics. This would also open up opportunities to actually use the cannons in a real fight, as you'd be able to beat the boss without rushing your boat into melee and exposing yourself to every tower. There'd actually be a reason to explore different mixes of gems since one style of dealing with the fight wouldn't be so optimal.

1 hour ago, JaxckLl said:

Sure. But if any boss could do with a rework it's almost certainly Dragonfly. Everyone cheeses her enraged form with pan flutes and I don't remember the last time I didn't see a wall.

you... are meant to calm her angry form. It's not "cheese" lol...

The only reason larvae get countered by walls is because they think they can go around them through their pool, except the AI does not acknowledge the collision of pools. -That- is queso.

2 hours ago, JaxckLl said:

Everyone cheeses her enraged form with pan flutes

how else are you supposed to do it? throw 5 waterballoons on it? while it moves very quicky towards you doin a very strong super attack that can very easy destroy armor and kill you?

3 hours ago, JaxckLl said:

Sure. But if any boss could do with a rework it's almost certainly Dragonfly. Everyone cheeses her enraged form with pan flutes and I don't remember the last time I didn't see a wall. 

I might not agree with most of your post, but I do agree with this: Dragonfly's current design discourages the player from fighting it any other way than with walls. I personally think this'd be solved if they just made the ice staff an actually good alternative, though? Like, if they made it work identically to Walter's freeze rounds, where it has AoE and only takes two shots to kill a Lavae. You could follow her as she lays them and Ice Staff them to take them out so you don't get swarmed when she re-aggros. The only problem is that this would still be somewhat blue gem-intensive; the first wave (5 lavae) would use half an ice staff, and that'd only increase by 10% with each wave. Blue gems are rather common (especially during winter/if your world has a triple mactusk biome), though, so that's not as big of a problem as if, say, you needed to burn multiple voltgoat horns making Weather Pains. 

Making Dragonfly sleep to calm her down is also just intended behavior and not a "cheese", by the way. God, I hate how nebulous "cheese" is in its meaning. It basically means 'strategy I don't like' the way it's typically used. That is to say, you are expected to stop Dragonfly's enrage one way or another, whether that's Sleepytime Stories, a pan flute, or Wormwood's moonshroom clouds. Personally, I think Dragonfly's enrage would be more fun/worth not disabling via sleep if it didn't make her already big attack range substantially bigger, so that you could at least still reasonably kite her without a Beefalo/stacked speed modifiers on a road/perfectly-timed weremoose charges. 

30 minutes ago, Echsrick said:

how else are you supposed to do it? throw 5 waterballoons on it? while it moves very quicky towards you doin a very strong super attack that can very easy destroy armor and kill you?

This isn't a good defense of the design, you're pointing out why everyone uses pan flutes. It's by far your best option (assuming you're not a moonshroom Wormwood, since those do just as well and are way cheaper). If you're defending the use of pan flutes by players and not the design choice that all but requires them, though, it's a good point.

19 minutes ago, DegenerateFurry said:

This isn't a good defense of the design, you're pointing out why everyone uses pan flutes. It's by far your best option (assuming you're not a moonshroom Wormwood, since those do just as well and are way cheaper). If you're defending the use of pan flutes by players and not the design choice that all but requires them, though, it's a good point.

ok but like...what else would you want? because apparently removing the fire from dragonfly is now considered "cheese"

I understand "cheese" to be any strategy other than just fighting, in particular strategies that disable or ignore fundamental mechanics of a fight. Like I wouldn't consider Walter's slingshot cheese necessarily, but it becomes cheese when locking down the enemy boss so they can't respond. Using statues or walls to control where enemies park themselves and then staying in a position that prevents the enemy from engaging is cheese. Skipping phases of a boss is cheese, even if its the community-normal behaviour. A new player doesn't know for example that Pan Flutes can be used to prevent Dragonfly's enrage. At the same time cheese is fundamentally good for the game. It creates opportunities for players to be clever and engage with the survival side of the game (read, resource gathering) and allows for a wider variety of skill levels to successfully defeat the harder bosses. The use of the Pan Flute in the Dragonfly fight is not really a bad thing. However it's a clunky implementation (you either land the Flute timing and get a bunch of free damage on the boss, or the boss can kill you instantly or break your armour making continuing the fight non-viable. It's too binary, especially for single-player) and there are better ways to allow players that feeling of cleverness & to reward their preparation.

Any more discussion of Dragonfly here is really off topic and I'm not going to engage with that, this thread is about Crab King. I was more referencing that fight as an example of one where the cheesy strategy is so normal it's not even really recognizable as cheese anymore. That's what old Crab King was like. And unfortunately I feel that new Crab King is going to end up in the same place, especially since he still has the ridiculous healing that forces players to aggressively & often recklessly get in his face. It's certainly a good thing to drive players to engage directly with Crab King, the bigger problem is that there's so much going on in that fight that it's not really one you can just learn by doing it. To an extent it kind of has to be tought, at least if the player expects any degree of success because the healing puts a clock on every action the player takes. I can't sit there and repair my boat while I take a breather and figure out what to do next, because I have to be on the ice island and I have to be controling his minions somehow because I have to hit him else Crab will heal off all my progress. The new fight is dramatically better than the old fight, I really do feel like it's basically there.

Side note, this is actually a problem with ALL the bigger Ocean fights. Keeping aggro and engaging the bigger oceanic enemies (Gnarwails, Rockjaws, Pirates, Frostjaw, even Malbatross to a lesser degree) is just painful. I've had so many Rockjaws just disappear with 200hp left and I can't bloody find them before they despawn. Half of late game pirate raids are on the screen for half a second before they disappear. I've literally never finished a Frostjaw fight because every single time he wanders off his island and bugs out. Crab King is static, but because he can heal everything off (read, he deletes player progress) is functionally the same as de-aggroing and resetting the fight. In fact it's worse than de-aggroing because the adds protect any loot that might be floating around.

3 hours ago, JaxckLl said:

Sure. But if any boss could do with a rework it's almost certainly Dragonfly.

Then I guess no boss could do with a rework. 

3 hours ago, JaxckLl said:

Everyone cheeses her enraged form with pan flutes

Genuinely what do you think cheese means? The pan flute is an item that is designed to put enemies to sleep, and it puts dragonfly to sleep. While she is asleep they intentionally programmed her to de-enrage. Do you think it's cheese when you kill the woven shadows in the AFW fight since you're interacting with mechanics instead of just mindlessly tanking and trying to win by holding F? Do you think it's cheese when you destroy the towers in the Crab King fight instead of just mindlessly tanking them and trying to win by holding F? Do you think it's cheese when you make the ancient guardian ram into pillars instead of just mindlessly tanking and trying to win by holding F? Do you think it's cheese when people keep the gemdeers alive instead of killing them? 

Why are you calling explicitly designed and blatantly intentional fight mechanics cheese? What do you think the player is supposed to do about her enraged form that has a passive damage aura? You are clearly meant to disable it. 

3 hours ago, JaxckLl said:

and I don't remember the last time I didn't see a wall.

Because the average player isn't very good at the game and doesn't care to learn it. They use walls because they've been taught to, they've never thought about other strategies because they don't even know they exist.

I don't remember the last time I saw anyone fight any boss other than Dragonfly, and I don't remember anyone fought Dragonfly with fewer than 4 players. Does this mean that every fight is poorly designed and needs to be reworked, since noobs aren't doing them?

3 hours ago, JaxckLl said:

Reworked Crab King is a step in the right direction but it's still a miserable slog fest and his healing is just awful. It feels super shitty that the Crab King I just fought (got unlucky and got knocked off my boat mid fight) had literally twice as much HP as he should have.

What are you doing where you're just ignoring him for 150 seconds? That's almost 3 minutes of not attacking him or doing anything to stop his healing. And even if he heals half his health because you're idling on your boat, so what? That's only 18k health. Celestial Champion has 37k health. Bee Queen has 23k health. Toadstool has 53k health, or 100k if Misery. Crab King's health is very low to compensate for the healing he has, despite his healing being very low. Compare him to another boss that actually has healing be a mechanic unlike CK. Ancient Fuelweaver has 16k health base, almost as much as Crab King who you leave idle for 3 minutes so he heals half his health. In addition to that instead of having a very slow 40HP/s heal that's easily cancelled by just attacking him like you already want to do, he spawns dozens of woven shadows and every single individual one will restore 400 health. A single shadow of the dozens that he spawns will restore 10 seconds of Crab King healing.

If you are unable to handle Crab King's healing, you aren't ready to fight Crab King. He's the penultimate boss of the game, so he should be challenging (more so than he is currently). If he's too easy people could accidentally get into content they aren't ready for. If you want to force yourself into content you aren't ready for just add more damage or cheese him or something, it's a sandbox game. 

3 hours ago, JaxckLl said:

Crab King would actually be quite a fun fight if there was no healing.

That's already basically what the fight is like right now. 

4 hours ago, DegenerateFurry said:

Dragonfly's current design discourages the player from fighting it any other way than with walls

Except the fight without walls is faster, safer since a lot of players suffer from lavaes scaping throw the walls and they dont know how to deal with them, you dont get to see her enrage form neither to time the sleep before she does the aoe fore atack since you sleep her before killing the last lavae and you get arround a stack of rocks from the lavaes by only wasting less than 2 ice staves...

Oh, and is waaaaaaaaaaay less boring than standing still while watching how the AI in this game is dumb

16 hours ago, JaxckLl said:

I understand "cheese" to be any strategy other than just fighting, in particular strategies that disable or ignore fundamental mechanics of a fight. Like I wouldn't consider Walter's slingshot cheese necessarily, but it becomes cheese when locking down the enemy boss so they can't respond. Using statues or walls to control where enemies park themselves and then staying in a position that prevents the enemy from engaging is cheese. Skipping phases of a boss is cheese, even if its the community-normal behaviour. A new player doesn't know for example that Pan Flutes can be used to prevent Dragonfly's enrage. 

Have you ever fought against Queen Womant? A boss from DS Hamlet. 
One of the attacks in the fight is that she starts screaming and the player will be locked into an animation that stuns them pretty similar to the Ancient Fuelweaver stun. 
And here is random fun fact: Wearing rabbit earmuffs makes you immune to the scream. 

In good old DS/DST fashion there's no hints, no explanations nothing that would tell you it works that way. The only clue the game gives you is the fact that you can buy rabbit earmuffs from the Hamlet hat shop in the first place because Hamlet has no winter and so insulation gear is completly useless. ... until you find another use for it.

Using an item the way it is intended to be used to answer a bosses mechanic is not cheese even if a noob wouldn't figure that specific use out on their own.

The panflute is a legit item. It's in the game to be used. If Klei doesn't like HOW players use the panflute in bossfights they simply crank up the sleep resistance as happened with the old crabking in his first iteration.

Raidbosses are difficult. They are not supposed to be beaten by solo players with nothing but some weapon/armor and healing food.

On a sidenote: 
I have personally fought the dfly with ice staves before. Panflutes are usually among the first things to disappear in public servers.

On 3/9/2025 at 3:59 PM, kehun said:

I don't agree, new crabking is absolutely very fun and i would say easy now. Finally we don't live at times where the hardest thing about completing Celestial Champion quests and challenges is crabking fight...

What gems are u and ppl using rn?

4 minutes ago, Castiliano said:

What gems are u and ppl using rn?

Depends on the situation and character. And what gems I have.

Mostly I try to avoid yellow, and more than one orange (2 makes him heal way too much solo). I can go more than 1 red if doing grass rafts. Greens are basically "as much as I can". Theres a cutoff for purples that I wrote down, but its pretty high. Generally 1 blue is my preference.

I have done a bunch of experiments, and I have a bunch of different preferred combos. Can post more later if you are interested.

1 minute ago, Dingle said:

Depends on the situation and character. And what gems I have.

Mostly I try to avoid yellow, and more than one orange (2 makes him heal way too much solo). I can go more than 1 red if doing grass rafts. Greens are basically "as much as I can". Theres a cutoff for purples that I wrote down, but its pretty high. Generally 1 blue is my preference.

I have done a bunch of experiments, and I have a bunch of different preferred combos. Can post more later if you are interested.

I am, ty.

2 hours ago, Castiliano said:

What gems are u and ppl using rn?

A good rule of thumb is to use as many green gems as possible, then one of each other color, though I'd rather use more red gems than any blue gems (it's less of a problem with grass rafts)

20 hours ago, Prinha said:

Have you ever fought against Queen Womant? A boss from DS Hamlet. 
One of the attacks in the fight is that she starts screaming and the player will be locked into an animation that stuns them pretty similar to the Ancient Fuelweaver stun. 
And here is random fun fact: Wearing rabbit earmuffs makes you immune to the scream. 

In good old DS/DST fashion there's no hints, no explanations nothing that would tell you it works that way. The only clue the game gives you is the fact that you can buy rabbit earmuffs from the Hamlet hat shop in the first place because Hamlet has no winter and so insulation gear is completly useless. ... until you find another use for it.

Using an item the way it is intended to be used to answer a bosses mechanic is not cheese even if a noob wouldn't figure that specific use out on their own.

The panflute is a legit item. It's in the game to be used. If Klei doesn't like HOW players use the panflute in bossfights they simply crank up the sleep resistance as happened with the old crabking in his first iteration.

Raidbosses are difficult. They are not supposed to be beaten by solo players with nothing but some weapon/armor and healing food.

On a sidenote: 
I have personally fought the dfly with ice staves before. Panflutes are usually among the first things to disappear in public servers.

I totally get what you're saying and I think you've raised a valid point. Klei almost certainly has some decent data on this, but just based on looking at Steam stats compared to how many servers are available, I estimate that at least half if not more of the player base at any given time is playing solo. I personally play mostly solo because I like to megabase with a lot of mods. So I don't think it's reasonable to expect the solution to boss fights to be "just play multiplayer". Or to put it another way, I don't think it's reasonable to expect huge amounts of content be unavailable for half the player base. The name of the game might literally be "Don't Starve Together", but there hasn't been a content update to singleplayer Don't Starve in years. And even then it was only porting over content that had been in DST for quite a while at the time. Having multiplayer-focused raid bosses would actually be a good idea, but I would also argue that's not what we have right now. The bosses in DST do not scale with the number of players. Bee Queen for example only ever attacks one target in melee and only ever summons the same number of grumbles. It's why she can be beaten so straightforwardly with just two players or some minions. It's not even that her health doesn't scale, it's that her attacks don't scale. This is largely true of basically every boss. It's why adding even a second player in most fights tends to make them dramatically easier. The Crab King fight actually does this fairly well as the arena he creates is so crowded with hostiles it's almost pre-scaled for multiple players.

And this is why Dragonfly comes up as a fight that needs a touch up. If you read my post you'll note that I acknowledge that the Pan Flute cancelling is intended behaviour and fundamentally fine. My issue is that it, like with Larvae & wall interaction, isn't a particularly well designed example of cheese (or if you prefer, "opportunity for the player to be clever by cancelling unwanted mechanics in a fight"). The outcome is too binary between moderate success and significant failure. The Womant fight has exactly the same problem. Womant doesn't have other especially challenging mechanics like Dragonfly does, so it's less obvious of an issue. The boss fights since Celestial Champion have done a dramatically better job of allowing for cheese, while not punishing players for not cheesing.

I've fought Dragonfly with Ice Staves as well, and it's just less fun than with the Pan Flute. It's higher risk & more stressful. I've also killed her with the Moose and let me tell you that's even less fun again. The boss fights that are really most fun are the ones where it doesn't feel like cheese is necessary. Klaus for example is a pretty good fight primarily because it isn't cheesy. Just straight combat. Toadstool as well, despite having too much HP, is in that same space. The Werepigs, Celestial Champion, the Twins, they're all good fights because cheese isn't really necessary. It all comes back to the healing with Crab King. If that didn't exist he'd be in this same category. Cheese or silly nonsense wouldn't be necessary.

44 minutes ago, JaxckLl said:

I totally get what you're saying and I think you've raised a valid point. Klei almost certainly has some decent data on this, but just based on looking at Steam stats compared to how many servers are available, I estimate that at least half if not more of the player base at any given time is playing solo. I personally play mostly solo because I like to megabase with a lot of mods. So I don't think it's reasonable to expect the solution to boss fights to be "just play multiplayer". Or to put it another way, I don't think it's reasonable to expect huge amounts of content be unavailable for half the player base. The name of the game might literally be "Don't Starve Together", but there hasn't been a content update to singleplayer Don't Starve in years. And even then it was only porting over content that had been in DST for quite a while at the time. Having multiplayer-focused raid bosses would actually be a good idea, but I would also argue that's not what we have right now. The bosses in DST do not scale with the number of players. Bee Queen for example only ever attacks one target in melee and only ever summons the same number of grumbles. It's why she can be beaten so straightforwardly with just two players or some minions. It's not even that her health doesn't scale, it's that her attacks don't scale. This is largely true of basically every boss. It's why adding even a second player in most fights tends to make them dramatically easier. The Crab King fight actually does this fairly well as the arena he creates is so crowded with hostiles it's almost pre-scaled for multiple players.

Yes, I have read your post. You consider disabling any boss mechanic in any way cheesing. That prompted me to give an example that clearly demonstrates that the only use for an item in one iteration of this franchise was to disable a boss mechanic. Very obviously the fight is intended to be played that way. Playing it differently means challenging oneself on purpose. You are free to fight enraged dragonfly as wilson without any form of fireprotection and a hambat. Just because this harder version of the fight is possible doesn't mean it's supposed to be that way.

The larvae AI not correctly pathing around pools or burnt signs between walls and stuff. THAT is actual cheese. And it's applicable to a huge number of fights. Wether it's getting Klaus' deer stuck, Toadstool behind his own pool, ancient guardian behind tombstones or Celestial Champion between two hot springs. It's the deliberate taking advantage of a weakness in the AI's pathing and hence deserves to be called cheese. Cheesing is not making the fight easier by using items in ways they are supposed to be used.

 

The idea that a fight is supposed to get harder by upscaling the bosses attack with the number of players is a very strange one. Granted I play mostly RPGs and mostly single player games since a very long time but I have never encountered a bossfight that scales up with the number of players in a multiplayer game - on purpose. And it doesn't really make sense. If the fight is doable solo but gets harder with multiple people that just encourages fighting over the boss. Where people want to do it alone and compete with each other for the ressources/setup to fight it first. If anything the loot should be upscaled to multiple people to relief some of the pressure of getting x item for 30 different players as it can be the case for longrunning endless servers.

And you can even see this in practise. Klaus (usually) gets much harder the more people/critters/followers are in the fight because the deer target everyone but players are normally not coordinated enough to stack exactly on top of each other leading to a space problem because there's ice/fire pools everywhere. 

It's completly fine that the bosses get dramatically easier when there's multiple players for the most part. DS bosses weren't giant road blocks that require serious amounts of preparation. They fell over rather quickly once you learned their main gimmick. DST raidbosses take forever by comparison if doing them alone. That's the price of playing a multiplayer game solo. Personally I think Klei is doing pretty well. The raidbosses don't just roll over when there's like 3 players involved. You still have to respect their mechanics. But all of them are doable alone so that none of the content is gated for solo players. And I would stop playing the game if they released bosses that no longer can be killed alone.

There is also some personal component in this discussion. (Misery) Toadstool is a giant snail paced moving blob that does nothing for the most part and just eats up ridiculous amounts of ressources. He's easily the most boring fight for me ever since Ancient Guardian got reworked. And I'm sick of fighting Klaus. However I do respect that you feel differently about that.

@Prinha: I agree with basically everything you just said. I think really we just have a different definition of "cheese". I'm glad you brought up that point about Klaus, but I would argue that's what makes it a better raid boss. It's a different fight with a different number of players. Arguably it's harder with more, but remember that more players can do more damage so it's also in my expeirence faster (which is arguably easier). I'm also in the same boat of generally avoiding Toadstool & Klaus. While they're relatively good fights, any fight that can kill the player so easily is more stressful than megabasing.

9 hours ago, Castiliano said:

What gems are u and ppl using rn?

More of my crab king gem notes. All with the pearl.

If I'm Winona doing a catapult boat or a strong aoe character, I can go up to 4 purple gems. I've even done 6 or 7 purple as Winona, 8 really sucks though.

1 yellow max, 2 doubles tower health.

I've done 2 or 3 blue ok before. It really doesn't mess things up too much, in practice. You end up doing one more rotation, off top of head.

1 orange max if solo.

Multiple red is fine if going for grass rafts.

General ideal setup is like someone said above: 1 of each gem except 3 greens, then the pearl. If you can kill the crabs easy, then my favorite is 4 purple, 1 red, 1 blue, 1 orange, 1 green, skipping yellow entirely. Grass rafts open up doing more reds.

So, just figured out something: if you're playing Wormwood, moonshrooms wreck his minions. The sleep clouds will make them fall and stay asleep even if you max purple gems, which means you're in for a relatively easy Crab King fight. Just make sure not to use a bramble husk because the AoE from that perk will wake them up, and you don't want that. I'd suggest a thulecite suit and crown combo instead.

Also, I will say, one thing I really hate about this fight is ice slipping. It screws you over randomly and that's never fun.

7 hours ago, DegenerateFurry said:

Also, I will say, one thing I really hate about this fight is ice slipping. It screws you over randomly and that's never fun.

It doesn't feel random... is based on speed and distance in my experience. You can stop walking for a milisec and keep walking to prevent the effect to trigger or, if you triggered it, stop walking and you wont fall

I hope they add more of this effects to make seasons more interesting 

9 hours ago, WilsonHiggs said:

It doesn't feel random... is based on speed and distance in my experience. You can stop walking for a milisec and keep walking to prevent the effect to trigger or, if you triggered it, stop walking and you wont fall

I hope they add more of this effects to make seasons more interesting 

It's definitely not based on distance. Speed, maybe, but going slow is counterproductive during a boss fight. Consider the context here: you need to move quickly to dodge against Frostjaw and to get back to your boat with Crab King, and the game arbitrarily decides, with no way for you to actually prevent it, that if you're not giving yourself carpal tunnel syndrome by rapid-tapping the movement keys (sounds like a bug if that even works), your character will stumble and basically be stunned for a prolonged period, and you might get hit or drown because of it. Like, the fight can end literally at random because your character kept slipping on the way back to the boat. That's BS.

36 minutes ago, DegenerateFurry said:

It's definitely not based on distance. Speed, maybe, but going slow is counterproductive during a boss fight. Consider the context here: you need to move quickly to dodge against Frostjaw and to get back to your boat with Crab King, and the game arbitrarily decides, with no way for you to actually prevent it, that if you're not giving yourself carpal tunnel syndrome by rapid-tapping the movement keys (sounds like a bug if that even works), your character will stumble and basically be stunned for a prolonged period, and you might get hit or drown because of it. Like, the fight can end literally at random because your character kept slipping on the way back to the boat. That's BS.

What i mean by based on distance is because the more you walk the more likely you will slipper.  Is confirmed by devs to be based on speed.

By stopping a milisec i didnt meant what you describe but simply not walking non stop, do a little stop and keep walking.

Everything you are describing is what makes this mechanic interesting during a boss fight. Adds a cool mechanic to a simple feature as walking

If you suffer carpal tunnel syndrome i recommend you to play videogames less time instead of asking for things to be simple and uninteresting 

Again, isnt random, is a skill based status effect while walking on ice surfaces. Simply: git gud

8 minutes ago, WilsonHiggs said:

What i mean by based on distance is because the more you walk the more likely you will slipper.  Is confirmed by devs to be based on speed.

By stopping a milisec i didnt meant what you describe but simply not walking non stop, do a little stop and keep walking.

Everything you are describing is what makes this mechanic interesting during a boss fight. Adds a cool mechanic to a simple feature as walking

If you suffer carpal tunnel syndrome i recommend you to play videogames less time instead of asking for things to be simple and uninteresting 

Again, isnt random, is a skill based status effect while walking on ice surfaces. Simply: git gud

I swear, you'd argue in favor of characters randomly exploding if I said it seemed bad.

4 minutes ago, DegenerateFurry said:

I swear, you'd argue in favor of characters randomly exploding if I said it seemed bad.

You aren't that important. I simply like the mechanic and im defending it from someone saying that is a bad mechanic, that is random and that getting stun in a boss fight, for some reason, shouldnt happened even if the player's fault... is okey if you dont like certain content but dont expect blame the game instead of yourself and wait support from some of us

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