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11 hours ago, Blue Tangerine said:

Imagine this: a new gamer spawns a few tree guards while cutting down trees, he picks up a Morning Star to fight, the weapon sets a tree guard on fire, and inadvertently generates chain lightning, more enemies are ignited, the fire eventually gets out of control and spreads to his nearby base...

That 01 time that it COULD happen cuz a noobie founded the star on the floor once noobs would not go for this item whatsoever would be enough for them to learn to not use it against them. And life goes on. I don't see the seriousness here.

Edited by Mr Giggio
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5 hours ago, SilverSpoon said:

Tree guard is unlikely, but Lure plant is reasonable. It is possible for a Lure Plant to catch fire due to electric chain when Hound Wave etc.  Another problem is that if a Lure Plant burns out, it will be reduced to ashes instead Fleshy Bulb.

then just dont do it near a lure plant boat?? is not hard to just run out of base to fight red hounds, which everyone should do 

49 minutes ago, Edible Coal said:

then just dont do it near a lure plant boat?? is not hard to just run out of base to fight red hounds, which everyone should do 

I agree with that, but I absolutely don’t like it when players who don’t understand the electrocution mechanic get hit with a “GOT-CHA! you just burned down your friend’s base. Enjoy the quarrel!”

I mentioned in another thread, I’d like some kind of advance warning that a specific electric attack can start a fire, such as lightning like effect.

Edited by SilverSpoon
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2 hours ago, SilverSpoon said:

I agree with that, but I absolutely don’t like it when players who don’t understand the electrocution mechanic get hit with a “GOT-CHA! you just burned down your friend’s base. Enjoy the quarrel!”

I mentioned in another thread, I’d like some kind of advance warning that a specific electric attack can start a fire, such as lightning like effect.

I don't know. How would you do it? How would you give a visual invisible explanation that is not on the nose, that lightning on plants sets them on fire, while not sacrificing the gameplay and design? 

Also, why this special treatment for something so out there and very situational to encounter when red hounds are not explained either. Deerclops is not explained, yes he has the warning, but blind new people don't know what to expect if not a danger is approaching, Lureplant are not explained and they're now from recent updates FAR more brutal and destructive than this mechanic, fire staff are not explained that you can set things on fire with left click, Antlion sinkholes are not explained either, and so on... 

 

Edited by Milordo
On 7/19/2025 at 4:25 PM, Reiko24 said:

Just don't use electric weapons against plant enemies. DST and DS always was play around and find out type of game. A newbie will attack something using a morning star and be like "oh no, it ignites plants, i can't use it near my flammable stuff!"

Great, so now Wigfrid, instead of using her convenient all purpose weapon that she obtained via a hard quest and which served greatly against every enemy, will now need to waste an extra slot to carry a non-electric weapon swapout just to fight brightshades, seaweeds or treeguards specifically. Very fun. 

Honestly, this is a kind of update to the gaming mechanic that literally nobody asked for. Do the shock states, fine, whatever. But igniting things with it is obnoxious and frustrating. You can't cover the entire world in flingomatics to account for this stupid mechanic. And now you will have to waste an additional extra slot to always carry an item to put out fires (luxury fan or watering can) just for when you simply fight with Wigfrid's main weapon, in all seasons too (not just in summer). So frustrating. 

Edited by Lovens
  • Like 2
1 hour ago, Lovens said:

Great, so now Wigfrid, instead of using her convenient all purpose weapon that she obtained via a hard quest and which served greatly against every enemy, will now need to waste an extra slot to carry a non-electric weapon swapout just to fight brightshades, seaweeds or treeguards specifically. Very fun. 

Honestly, this is a kind of update to the gaming mechanic that literally nobody asked for. Do the shock states, fine, whatever. But igniting things with it is obnoxious and frustrating. You can't cover the entire world in flingomatics to account for this stupid mechanic. And now you will have to waste an additional extra slot to always carry an item to put out fires (luxury fan or watering can) just for when you simply fight with Wigfrid's main weapon, in all seasons too (not just in summer). So frustrating. 

Sooo you just want her spear to be able to do everything? It got buffed by getting the electric shocks/aoe and it’s still bad cuz it has LITERALLY ONE downside? Did we really forget what downsides are and how they make games and stuff interesting?

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3小时前,Lovens说:

很好,所以现在Wigfrid不再使用她通过艰苦的任务获得的方便的通用武器,它可以极大地对抗每个敌人,现在需要浪费一个额外的插槽来携带非电动武器交换只是为了对抗明亮的阴影,海藻或树特别是守卫。很有趣。 

老实说,这是一种游戏机制的更新,实际上没有人要求。做休克状态,好吧,随便。但是用它点燃东西是令人讨厌和沮丧的。你不能用flingomatics覆盖整个世界来解释这个愚蠢的机械师。现在你将不得不浪费一个额外的插槽,总是携带一个物品来灭火(豪华风扇或喷壶),只是当你简单地使用Wigfrid的主要武器战斗时,在所有季节(不仅仅是在夏天)。太令人沮丧了。 

Actually you need 2 extra slots if you want to bring a brightshade killer,you also need a slot for brightshade/void kits

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2 hours ago, Reiko24 said:

Sooo you just want her spear to be able to do everything? It got buffed by getting the electric shocks/aoe and it’s still bad cuz it has LITERALLY ONE downside? Did we really forget what downsides are and how they make games and stuff interesting?

Yes, just how Wanda and Walter have their own all-round good weapons specific to their characters. It's not just a downside, it literally makes a unique character specific weapon unusable on brightshades which appear regularly post rifts and require constant fighting so they don't take over the world. Two major downsides for balancing elding spear already exist:

1) Wilfrid has to earn her unique weapon by going ~90% towards CC quest which is a LOT of work (clear ruins, get two rare magic staves, wait for a full moon and do the moonstone event, solve the archives puzzle, dig up the altars on the surface, do Pearl's tasks and obtain the pearl, fight Crab King, find and sail to the Lunar Island, insert three altars, sail back to land, craft astroggles, and do one moonstorm. And kill enough volt goats somewhere in the meantime to get lucky with two horns also). All the hassle you have to go through and time spent on these tasks to even craft it already balances out just fine. I did a lot of Wigfrid CC rushes and the earliest I could obtain the fully charged elding spear was around mid winter, and that's with a lot of practice. For a casual player this will be by mid spring at best. For comparison, Walter literally starts with his unique weapon and would only need to ever craft another one if he loses it to a lureplant or GDW. Same story for Wanda but she needs tier 2 magic for hers, and then she pretty much never needs to craft another one or use any other weapon ever again (again, only if she loses it to an enemy which deletes items).

2) You need to constantly charge elding spear by dashing through enemies. You have no choice but to put yourself into danger for this because you don't get i-frames when charging, so you have to time it well to avoid getting killed, especially during boss fights. Not to mention it can break if reaches 0%, unlike Wanda's watch that simply stays at 0%, and Walter's slingshot that doesn't have durability at all and simply needs more ammo.

A comparison to this nerf would be if Wanda's alarming clock or Walter's slingshot were made unusable on one single enemy type and forced them to opt for a different weapon or suffer igniting everything around on fire/taking fire damage when fighting these enemies. Or if Lucy was made unusable on certain tree types, requiring Woodie to bring a different axe if he's chopping a certain kind of tree. It's not fair for Wigfrid, especially because her main trait is being a combat character first things first. Even considering she can sing a song to negate fire damage the uncontrollable fire spread aspect will still be there. 

Edited by Lovens
  • Like 1
On 7/20/2025 at 7:11 PM, Milordo said:

I don't know. How would you do it? How would you give a visual invisible explanation that is not on the nose, that lightning on plants sets them on fire, while not sacrificing the gameplay and design? 

Effect like lightning strike isn't the best, but they should be a good guide. and also currently electricities are divided into "stunning" and "non-stunning", but if you play DST, you should be familiar with lightning striking plants and causing them to catch fire, or striking players and stunning.

On 7/20/2025 at 7:11 PM, Milordo said:

Also, why this special treatment for something so out there and very situational to encounter when red hounds are not explained either. Deerclops is not explained, yes he has the warning, but blind new people don't know what to expect if not a danger is approaching, Lureplant are not explained and they're now from recent updates FAR more brutal and destructive than this mechanic, fire staff are not explained that you can set things on fire with left click, Antlion sinkholes are not explained either, and so on... 

The issue with the electrical fires is that they were not implemented in the early DST like the examples you mentioned, and they were not attached to new content like Moonrift's BrightShade or Shadowrift's boulders, but were newly added to the traditional electrical attack.

In other words, the world is already full of players and guides that assume that there is no information that "electricity causes fires." Beginners will look at guides such as "How to use Wigfrid," but if the guide does not include information that "Elding Spear causes fires on plant mobs," they will not think that Elding Spear causes fires. Even more so it's problem because Chain Lightning is functionally effective against Hound wave.

Edited by SilverSpoon
  • Like 2

I know this discussion is long dead, but I wanted to point out that moongleams (a completely uncontrollable element in the game) can set other creatures on fire. It makes moonstorms kind of scary if there's an inherent fire risk associated with one appearing on your base, farm, etc.

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1 hour ago, Illumunaire said:

I know this discussion is long dead, but I wanted to point out that moongleams (a completely uncontrollable element in the game) can set other creatures on fire. It makes moonstorms kind of scary if there's an inherent fire risk associated with one appearing on your base, farm, etc.

There's been at least a couple of threads over the months talking about moongleams zapping plant mobs potentially resulting in massive fires. Nothing has been addressed; moongleams still ignite plant creatures.

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