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I mean people called for combat integrity improvements in the last beta in response to cheese.
In the short term they hurt, but in the long term they are fine so long as they are paired with proper player scaling. Since, sure loosing an exploit now hurts you now if you intended to use it! Yet the exploits getting balanced also gives us a clean slate for the character to be improved later. (Talking to the woodie stuff.)

Is the abagail nerf a nerf? Yes but it seldom crosses meaningful damage thresholds, but it is a nerf coupled with a bugfix to make it hit more reliably!
So like, its sort of pointless and I could see it being reverted just because it looks bad and it only really effects a handful of edge cases (Including one thats semi common...)

30 minutes ago, Well-met said:

pearl's bees

I think that over time, just like Catcoon dens will now regenerate when they used to not be able to do so, all resources in DST should be able to regenerate, and when it comes to bees in particular, I think that the hostile (angry bees) hives should spawn up. 

sort of like how an unattended to spider nest will eventually reach tier 4 and become a spider Queen, but if she’s left alone long enough she goes back into the ground and reverts to tier 1 nest.

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26 minutes ago, Mike23Ua said:

I think that over time, just like Catcoon dens will now regenerate when they used to not be able to do so, all resources in DST should be able to regenerate, and when it comes to bees in particular, I think that the hostile (angry bees) hives should spawn up. 

sort of like how an unattended to spider nest will eventually reach tier 4 and become a spider Queen, but if she’s left alone long enough she goes back into the ground and reverts to tier 1 nest.

I don't get this for beehives though.
You kill a beehive and you get a honeycomb.  The thing that lets you place bees wherever you want. 

is it just a problem because people perfer the easier methods of luring out bees from the standard and killer bee nests?

I just see it as if you are farming bees for your resources.  You should have a bee box flingo area just by default.

1 hour ago, Well-met said:

pearl's bees

yep, later on your can make your own beeboxes

if they're hiding you can torch em and a flingo nearby, usually the bees get frozen in the process so it makes it even easier for wortox to knab em

you also don't have to hit killer bee hives so having a killer bee biome is already pretty sustainable

if we need a soul farm, setting up spider nest farms is also a good compromise rn

 

Im okey with the fix to abi's planar damage, at the end you choose that form at the cost of sacrificing aoe damage, but isnt fun to have a command with such long CD

1 hour ago, Well-met said:

pearl's bees

The biomes are already very empty, making hives regrowth doesnt break any balance since you can get bees from where you said and by decon BQ's crowns

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8 minutes ago, DVGMedia said:

I don't get this for beehives though.
You kill a beehive and you get a honeycomb.  The thing that lets you place bees wherever you want. 

is it just a problem because people perfer the easier methods of luring out bees from the standard and killer bee nests?

I just see it as if you are farming bees for your resources.  You should have a bee box flingo area just by default.

For me it’s always been more of a “wow this biome is really empty and void of ANY content whatsoever” once the one defining resource of the biome goes completely extinct. 

Example: What is a Killer Bee Biome if there are no Killer Bees?

And if those things regenerated over time (maybe in different areas) then the biomes could never be fully emptied. (Like how Catcoon dens now respawn when they’re able to do so)

Bees and Swamp Tentacles having this type of regen adds both a constant newbie player hazard, and a reliable constant resource source for things like stinger ammo rounds and tentacle spikes.

(like for example you could actually reliably get and use tentacle spikes as a weapon, if tentacles respawned over time like the Catcoon dens now do)

As the game stands right now: you have to switch to a specific character or use some bizarre late game obscure mechanic to do things that in all honesty: Should be easy and newbie player friendly.

Edited by Mike23Ua
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On 3/19/2025 at 3:31 PM, DVGMedia said:

Not all bug fixes are good. They just are not what klei intends for the game.

If Klei fixes a bug, then they didn't intend for it to be a bug. Do you read what you say, seriously?

Edited by Evelo
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1 minute ago, Evelo said:

If Klei fixes a bug, they they didn't intend for it to be a bug. Do you read what you say, seriously?

The thing is was it really a bug? Bugs do exist but it all depends on what klei determines what should stay and what should go.
And I personally hate hiding the change calling it a "bugfix"

The whole intention of planar is that its unffected by modifiers. So the concept of abbys planar from the elixer not being affected by dash does make sense.  However it was changed as The concept of a "bug"

So alot of times things get changed under the guise of a "bugfix"
When it really would not cause much of a problem.  It just ends up being what klei doesn't intend for the game.

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2 hours ago, Mike23Ua said:

wow this biome is really empty and void of ANY content whatsoever

I could say the same for beefalos and pighouses. pubs can easily wipe these in a few days

that said, there was a suggestions around here in giving hunts that end in savannah turf on spring a chance to spawn an inheat beef. I kinda like that idea

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2 hours ago, Master_NiX said:

Honestly, I'd love to be able to make killer bee hive. Some people may find it pointless, but I like to watch the world burn (and sting).

infuse wild beehive with nightmare fuel, idk it'll make them cranky and mad lmao

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15 hours ago, DVGMedia said:

Is it just a problem because people perfer the easier methods of luring out bees from the standard and killer bee nests?

Wortox main, so there's a couple advantages to hostile hives over crafted nests and spiders. The bees respawn faster than spiders, its available all year round, and you just have to walk past it to pull agro. By far the most efficient soul farm. Even before the update, they were the tops

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Okay, I would like to bring up another issue about Wortox that has been complained about MANY times in public servers: Soul Pierce having the highest aggro (or so it seems) is kind of problematic in actual gameplay.

For example, you pass by a swamp where the merms and spiders are fighting, one of them died and spawned a soul, the soul touched one of them while being attracted to you, and now all of them are hostile towards you. Or when you are watching frog rain against moosegoose and a soul touched a frog, and now you have 100 frogs after you. I can't make sure if it is intentional, or if anyone else here had the same experience, but it would be nice if it has at least lower aggro.

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25 minutes ago, Mr. Furman said:

Okay, I would like to bring up another issue about Wortox that has been complained about MANY times in public servers: Soul Pierce having the highest aggro (or so it seems) is kind of problematic in actual gameplay.

For example, you pass by a swamp where the merms and spiders are fighting, one of them died and spawned a soul, the soul touched one of them while being attracted to you, and now all of them are hostile towards you. Or when you are watching frog rain against moosegoose and a soul touched a frog, and now you have 100 frogs after you. I can't make sure if it is intentional, or if anyone else here had the same experience, but it would be nice if it has at least lower aggro.

It does really suck sometimes. I dropped a lantern to kill some bats, and got surprised by a penguin horde. Beefalo is really annoying for anyone around you. Bee Queen, afw, and spider queen will abandon a woodie beat down to chase me.

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1 hour ago, Mr. Furman said:

Okay, I would like to bring up another issue about Wortox that has been complained about MANY times in public servers: Soul Pierce having the highest aggro (or so it seems) is kind of problematic in actual gameplay.

For example, you pass by a swamp where the merms and spiders are fighting, one of them died and spawned a soul, the soul touched one of them while being attracted to you, and now all of them are hostile towards you. Or when you are watching frog rain against moosegoose and a soul touched a frog, and now you have 100 frogs after you. I can't make sure if it is intentional, or if anyone else here had the same experience, but it would be nice if it has at least lower aggro.

this so much this! i mention that before because its just so stupid and makes not even sense

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21 hours ago, DVGMedia said:

The thing is was it really a bug? Bugs do exist but it all depends on what klei determines what should stay and what should go.
And I personally hate hiding the change calling it a "bugfix"

It isn't hiding it. If klei sees an issue, they consider a bug, they fix it. Oh this law has a loophole to allow people to circumvent taxes. But the law changes to fix the loophole so people pay taxes. That isn't hiding the issue, it is fixing something that wasn't intended.

21 hours ago, DVGMedia said:

The whole intention of planar is that its unffected by modifiers. So the concept of abbys planar from the elixer not being affected by dash does make sense.  However it was changed as The concept of a "bug"

Except it isn't any different. The dash deals reduced damage after each subsequent creature hit. Planar damage is, let me check DAMAGE. So it gets reduced because that is the effect of her dash attack.

21 hours ago, DVGMedia said:

So alot of times things get changed under the guise of a "bugfix"
When it really would not cause much of a problem.  It just ends up being what klei doesn't intend for the game.

If it isn't intended, IT IS A BUG! It isn't the "guise", you're just being a stubborn butt munch about it.

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1 hour ago, Evelo said:

Except it isn't any different. The dash deals reduced damage after each subsequent creature hit. Planar damage is, let me check DAMAGE. So it gets reduced because that is the effect of her dash attack.

I mean, planar damage isn't effected by most other damage penalties or armor reductions (other than hiding slurtles/rock lobsters for some reason), so the planar damage not being affected by the diminishing returns of the dash made sense.

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