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When will Toadstool's boss fight be redesigned like Crab King's?


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Hopefully never. Beating Toadstool isn't necessary for anything, so there is no need to remove a fight some players like.

If Klei has a different boss fight idea, they should just make a new boss IMO. No need to make changes to optional bosses.

Crab King rework was important because it was a part of the Celestial Champion questline, but that's basically the only reason why. Otherwise it should have been left as is.

with 1k2 hours on my belt and multiple runs with all bosses defeated, i still couldn't wrap my head around his mechanic no matter how many guides, tips, and tricks i watch/read. i could understand what the people are saying, sure. but it never happens in-game for some reasons, or not consistent enough for me to think that "this is a real boss mechanic".

i've never understood how to fight toad properly and ended up wasting a lot more resources than i should have. i always feel pretty bad about it, and then i blame myself, thinking the problem is me.

so yeah, i would like for a rework.

Im really against the idea of reworking him. Especially not at all like they did CK. I really don't enjoy the new Crab King really at all by comparison, and I hope and pray Klei doesn't ruin another fun boss.

 

Toadstool really is fun, imo, but it is a bit of pushover nowadays, only really having his Bigger HP Pool.

 

The only "Rework" i think id be happy with is a Pure Horror Toadstool Variant. Which could keep things fresh, fun, and not take away from anyone else's experiences with an already existing boss.

Toadstool should definitely get some changes. I understand the concept of this boss being a tank and resource intensive, but the entire fight is just too boring for its length. There should be more going on, like a few more new attacks that Toadstool would start using over time and more variety in buffs from mushroom trees.

His mechanics are mostly fine, they just need to lower his HP and make his loot less useless. Light sources aren't as big of a deal anymore, especially after the Year of the Snake lamps, which are just better mushlights you don't have to kill a 52.5k+ HP boss for.

What I think they should do with Toadstool is use him as an experiment with health scaling proportional to the number of players present when the fight is started. Is it only one or two players who're there when the sporecap is chopped? He has 25k HP. Three or more? 52.5k. Six or more players? Make it double to 105k HP. That'd fix the issue where he's too tanky for one player, but too squishy for six.

Toadstool is a perfectly functional boss though and I would argue a re-design on him would be detrimental. 

He's easy, but he also is one of the bosses that a player would reasonably face that has an actual moveset that isn't just "hit and kite".  The player is required to contend with this fight for an extended period of time thanks to his massive HP bar which organically forces them to learn to play differently from the seasonal giants they would have been fighting up to that point. 

The player is indirectly forced to respect his attacks and move away when surrounded by bombs, and to learn to find the sweet-spot for the bombs that leave a gap in it, and then to stop combat and deal with the non-combat part of the boss fight after, and is also taught and discouraged from persistently standing in the same spot the entire fight due to the poison cloud. This boss teaches the player good habits.

The boss is really good at teaching the player and reworking it to make it more cinematic or "less tedious" by nerfing his HP doesn't feel like the right move. His moveset is completely fair, he doesn't send a wave of minions to obfuscate traditional fighting conventions that just bumrush you as stat-sticks and doesn't have an instant-reset unless the player abandons the fight.

I also don't agree with people saying his loot is bad, the mushroom hats are understandably niche but they aren't useless. Mushlights on the other hand are awesome and amazing lightsources when you farm a great amount of them. The mushroom hats synergize well with this since you can simply wear one and catch the spores to refill the lamp. I often make bases with at least 7 of these lights and never have to worry about fueling a fire or annoying shadow-hands.

The only thing I would like changed is just letting him drop the mushlight blueprint all the time, or at least to increase the chances of it.

I'm ok with (Misery) Toadstool's mechanics. It's just that the fight is so long when playing alone which makes it really boring for me. Since Toad doesn't directly attack he's not really dangerous or anything. The only problem could be running out of ressources to deal with his trees. 

Because of that I really dislike the fight. So I do it, get the knapsack BP and and never fight Toadstool ever again.

I still support what others have said. There's no reason to rework him but a shadow variant could possibly be added. 

I understand his loot is underwhelming for people who don't care about decorations. Personally I always felt that the Mushlight/Glowcaps (+ duping through napsacks) was a very fitting reward for the ressources this boss eats up. But since the introducton of festive lanterns + festive lights I no longer feel that way. So maybe there could be something cool added to his loot table or even just the shadow variant loot table.

with all the new tools that we are getting, I find toadstool way more bearable. Pillars, moon axe, shadow rift stuff, that hurricane Item that I never make, character specific items. The only problem (not so much of a problem) is that you only fight that toad once for the blueprint and never again.

4 hours ago, DegenerateFurry said:

Light sources aren't as big of a deal anymore, especially after the Year of the Snake lamps, which are just better mushlights you don't have to kill a 52.5k+ HP boss for.

I hate that I can't place those lamps centered, they always are a little bit off-place.

I don't even think Toadstool's health is an issue due to every character getting strong combat options, post rift gear, and new items to quickly destroy sporecaps. Just let him be a big toad with a big healthbar. Every character can achieve Wolfgang dps anyway, if they have some spiced up jelly.

The only danger in this fight is running out of resources/time if you aren't doing some cheese method. The mushtrees make this fight obnoxious. If Toadstool gained new attacks as a trade off for decreasing the mushtree spam, I think it would be much better.

45 minutes ago, aidankocherhans said:

I just attempted toadstool for the first time, and the trees seems kinda impossible to deal with with just glass axes. Are weather pains the only decent way to deal with them solo?

Keep in mind that with the fixed timings designed for 2+ that any inefficiency in your actions will lead to more resource cost. I'd estimate bringing a minimum of 9 glass axes for an average x1 damage character.

Burning the trees is also an option to catch up.

16 minutes ago, Popian said:

Keep in mind that with the fixed timings designed for 2+ that any inefficiency in your actions will lead to more resource cost. I'd estimate bringing a minimum of 9 glass axes for an average x1 damage character.

Burning the trees is also an option to catch up.

How many weather pains are needed? Do the trees need to finish burning to stop buffing toadstool?

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