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13 hours ago, Bumber64 said:

They're meant for stealing things without killing. Upping the damage is counterproductive if you need to heal the target afterwards.

Theres only so few creatures that actually steal/pickup, and are unrespawnable, or are hard to replace, and the others respawn within a day.

Let alone the fewer creatures that actually steal your items and can survive being hit by it more than twice.

Also, goes against your point, i know, but its easiest to just kill the target to retrieve all your items anyways as regardless it wont survive until it drops it all in most cases without being killed 1st.

 

I do like your point tho, and i feel it'd be better suited in that case to have a secondary stealing function. That way you can actually use these things as weapons, and steal without damaging at all.

The glass cutter I mainly see using it for fighting Shadow Pieces and Fuelweaver if your playing a non character weapon character and pre-rifts. Before the special "shadows die" armor set, it is the most damage with the most durability (sans hambat) with no drawback besides needing to see a lunar alter. That being said, it is still either underwhelming at the start or worthless once you can mass craft them at a lunar orb post celestial champion.

My suggestion is for a) add the lunar modifiers to it to make it even more valuable prerift against all shadow bosses. It also helps ease players into the affinity sides without going from non issue to ultra importance. B) hits against non ethereal enemies has a chance/will occur after x number hits to do a splash of flat aoe damage, allowing it to be more of a crowd cleaner as opposed to a strict damage dealer. C) hitting non ethereal targets builds up bleed ala elder ring and the like. This wouldn't be the same eith the bar and everything but more like red droplets on them. Bleed can stack to 5, lasts for 3 seconds per stack and deals 20 damage per stack while also negating healing. While this is the most controversial due to being the most "rpg" of them, I also feel it is the most useful, especially for solo players. From experience, one of biggest pet peeves is not only passive healing but also limited time to damage the boss. Using this, the glass cutter evolves into a brand new tool for bosses with longer downtime between specific attacks like avoiding the Klaus deer, waiting for daywalker to finally do something, and the 2nd celestial champion beyblade of doom. I had even more Crack head ideas like being able to shock the cutter with a generator/lighting rod/morning star for temporary lightning damage. The point is that the glass cutter can be a very interesting item with a lot of potential when most people just see ot as the dark swords lesser cousin.

1 hour ago, Well-met said:

I understand the perk of cutless but I really do not see what to use it for.

seems like its more accidently a pvp item

I did have the idea of making ot double/increasing non singular drops and guaranteeing chance drops it it kills thr target. It wouldn't increase bee queen crown but it would increase royal jelly for example. This would add the dynamic of using game knowledge and risk to try and obtain more rewards from a boss.

  • Like 1
6 hours ago, nicolas103 said:

Theres only so few creatures that actually steal/pickup, and are unrespawnable, or are hard to replace, and the others respawn within a day.

Let alone the fewer creatures that actually steal your items and can survive being hit by it more than twice.

I would think of the monkeys themselves, since they drop cursed trinkets. (They store the items where all the other monkeys are.)

You might not want to kill a catcoon, but they store items in their den eventually.

IDK if the frog lureplant glitch still exists and applies to cutless.

Edited by Bumber64
17 hours ago, Bumber64 said:

I would think of the monkeys themselves, since they drop cursed trinkets. (They store the items where all the other monkeys are.)

You might not want to kill a catcoon, but they store items in their den eventually.

IDK if the frog lureplant glitch still exists and applies to cutless.

You can also use it to steal items from players so it could be useful in pvp servers.

Make ruin rushing a bigger chore early game to get to it, make blockages and barricades in corridors made of rocks or other materials like the archives had going for them, reward effort with resources.

Improve ruins generation to have more space generated around them like the old ruins had, randomly generate some specific enemies after resets as well as statues for less predictability within those areas where it's a free landscape by varying from bishops to knights instead of having same clockworks, but keep the main ruin generations we have now remain the same to be places that could be still predictable for those that just want regular clears.

Do something about insight, which many characters got those perks that are way more powerful than just regular ones, as well as give a way to change perks at base without needing to use the portal. The condition would be for that structure that there's no bosses in in large vicinity, there's no dangers imposed like enemies that were to attack you and you're not in combat to reduce cheesing by quick swapping spells (Unless this is redundant and unnecessary).

Increase more cooking recipes for food and crops from farms that got no special recipes, buff certain foods that are exceptionally complex to make, increase amount of preserved foods you could store for prolonged periods of time (like jerky) and have the storage for it.

Add wheat and bread as long shelf life food. I think it's just cool to have a bakery and feed everyone with it. Add pickling techniques.

Add ancient crafting magic forge for improving gear, either adding a special ability for certain resources or swapping their use for another (like firestaffs could become damage weapon that's ranged for medium amount of damage) or adding planar capabilities to others.

Add ewecus herd somewhere with a pack's leader that you'd need to face to get to steel wood, extend durability of certain armors with steel wool as one time thing.

Bring slurtle dens into having spider-like reproductive cycle, snurtles could be like scouts for new home locations.

Give weather unpredictability, snow in winter feels like it does nothing besides just obscures turfing. There could being either winders obscuring vision or winters with snow disabling buildings, or winters where cold is increased significantly that makes most food preserved longer but also need warming up.

I think story progression needs general reworked and or slowed down by changing early/midgame much. I don't know what's there to really change up much cause the world in general is as perfect for multiplayer as is. I do think overharvesting nature should have some tuning like for mushrooms, maybe reducing growth on some things during certain seasons or tuning resource availability in general would be great way to go, but I don't know if it's also a good idea cause those ideas would alienate some to perhaps many players from current survival and boss fighting model.

  • Like 1

Proper weather events yearly, floods, storms, other such things. Would start with either spring or summer first year to add that difficulty. 

If it were to make thermomeasurer and rainometer reworked to be warning of those things it would be cool too, cause all we see is 'yes temperature is high' and 'yes rain starts soon' and thats kinda it

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