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apparently wetness in game is kind of really weirdly implemented, with most enemies only copying the world wetness, besides stuff like depth worms + tentacles which are always wet and dfly who is for some reason the only enemy with its own wetness meter

Which i think doesn't really make a ton of sense and means things like waterballoons from mosquitos don't make enemies wet

and given that this update has a pretty decent focus on electric damage, perhaps klei could like, think of updating it in a future patch (since this would likely take a lot of work) the whole wetness system

like just small changes like making enemies become wet from waterballooms, making some enemies in the ocean permanently wet, and stuff like that, making wetness a bigger part of the game and having it so electric weapons are fun outside of the rain in more scenarios, which is completely rng dependent right now

and at the same time they could update the wetness mechanic for players, with more ways to get wet in game besides just rain and adding a little bit more to survival gameplay through it

idk just small suggestions obviously itd take a while but maybe in the future, if they add some more ocean content it could come with some updates for wetness

  • Like 27

To be honest I would be shocked if they didn't update wetness mechanics with this whole electricity overhaul, especially in the advent of a Warly skill tree in the (hopefully) near future. Making enemies wet unlocks 90% of the utility and interactiveness of electric damage, at least it did before they added this new shocked state, but still. Water balloons should definitely make things wet, along with ocean waves and firepump, and perhaps even enemies that thaw from being frozen should be made wet.

  • Like 9
On 7/23/2025 at 12:16 AM, Alexx7 said:

making enemies become wet from waterballooms

17 hours ago, Dyzrespect said:

Water balloons should definitely make things wet,

Actually… I’m not sure I agree. Just throw  water balloon enemy, it bumping the electric damage multiplier from 1.5 to 2.5 feels bit extremely(This is especially true for the Volt Goat Chaud-Froid.) If implement that, I think might have to nerf electric damage. If water balloons are going to inflict a Wet status, maybe it should be have to throw several of them before the target actually becomes Wet.

Edited by SilverSpoon
1 hour ago, SilverSpoon said:

Actually… I’m not sure I agree. Just throw  water balloon enemy, it bumping the electric damage multiplier from 1.5 to 2.5 feels bit extremely(This is especially true for the Volt Goat Chaud-Froid.) If implement that, I think might have to nerf electric damage. If water balloons are going to inflict a Wet status, maybe it should be have to throw several of them before the target actually becomes Wet.

It is already possible to force wetness by spamming lightning strikes through various means, most directly through telelocator staff, or of course just wickerbottom's book. If electric vs wet damage bonus wasn't a binary effect, and perhaps scaled from 1.5->2.5 from 0->100 wetness, waterballoons would already require multiple throws to get a target fully wet, as they do to players and dfly right now. I have no idea what issues they might face adding wetness bars to all entities, I imagine it'd be more or less trivial since it works for dfly already.

Having electric damage be a treat only for rainy days seems a little strange, and another glaring advantage for having a wickerbottom around, which isn't that fun imo, but for most of the game's lifespan until now only niche things like chaud-froid and electric darts interacted with it so it didn't matter. Now they made every mob in the game p much have a shocked state so fleshing out the wetness system makes a lot of sense rn.

  • Big Ups 1
25 minutes ago, Dyzrespect said:

It is already possible to force wetness by spamming lightning strikes through various means, most directly through telelocator staff, or of course just wickerbottom's book. If electric vs wet damage bonus wasn't a binary effect, and perhaps scaled from 1.5->2.5 from 0->100 wetness, waterballoons would already require multiple throws to get a target fully wet, as they do to players and dfly right now. I have no idea what issues they might face adding wetness bars to all entities, I imagine it'd be more or less trivial since it works for dfly already.

OK. I confirmed that I need to throw the water balloon several times to wet the Dragonfly, so I think that is fine.

It's annoying to farm WaterBalloons every time, so it would be nice if there was something like a WaterGun that you could refill like a watering can. Also, I think it's rather good that WaterBalloon and WaterGun need some extent require effort to wet enemies but Wickerbottom's book easy.

Edited by SilverSpoon
3 hours ago, Dyzrespect said:

I imagine it'd be more or less trivial since it works for dfly already.

The moisture component isn't cheap and normally updates on every tick (a lot of player-only components tend to be like this, and while it can be changed easily to update periodically instead for non-players, and similar to items, not update when unloaded, just adding it to all entities would be pretty bad, and making a cheaper and simpler version would be way better).

Dragonfly has it because there's only ever 1 Dragonfly at a time normally, and Dragonfly also despawns after being unloaded for a few seconds (which sorta solves the issue of the component having no measure to stop updating, or update slowly, when unloaded).

It used to work that way but then it would cause so much lag to the player since every entity would keep track of wetness. 

Also the way wetness damage works would be nerfed because things that have a wetness component go by percent.  So unless things are 100 percent wet you won't do the full 2.5 damage 

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