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I think that everyone agrees that the glass cutter was very due for a buff, outside of a very select group of passionate users people generally avoid the glass cutter due to being out of the way and having very low durability for a weapon.

But while I am all for buffing this weapon, I feel like the approach here is not optimal. This weapon is being buffed in a way that makes it just much more appealing compared to the dark sword, potentially replacing it entirely in its niche. The weapon has become much much cheaper, only requiring one log and three moonglass. This combo'd with the fact that it's been moved down to the celestial orb tier means that a player with the orb can just run around carrying it anywhere on the surface as they please (or both shards if they make it prototypable which I'm for for the sake of multiplayer convenience). This comes with the benefit of dealing Wigfrid damage to everyday nightmares requiring one less hit while suffering no sanity drain at all. So what I'm saying is that these buffs make these two weapons overlap in their niche as something the player can craft on the go with high damage and limited uses, but the glass cutter is cheaper without sanity drain and comes with other benefits.

I'm not against the glass cutter being a good weapon, but I do think that it is being buffed in the wrong way. I do not think this weapon should be cheap or cheaper but rather it should stick to its design to be this more situational side-grade.

My suggestions are that the glass cutter should be reverted to its original recipe, made prototypable and that the buff against shadow creatures includes any shadow creature rather than "weaker ones" meaning that it'd include Fuelweaver. 

And since we're on the topic of revisiting items that are considered mediocre or aren't really crafted often, I think that it'd be worthwhile if Klei gave some love to the Thulecite club. While not bad by any means considering that it gives the non-rift non-character specific highest DPS option, it is awkwardly expensive requiring three living logs per club. Yes, it has the highest weapon uses at 200, but I'm still getting less damage per weapon overall than if I made three dark swords. Even with a construction amulet they still cost two which translates to 2 dark swords ignoring that this is rather expensive. My solution would be to double its durability and bringing it to 400 uses to make it more appealing while still keeping it expensive and maintaining the theme of thulecite gear being durable. 

I think that weapon variety is very important, and DST kind of lacks reasons to branch out to other weapons until you essentially use nothing but rift content. This is a little sad because I think that items end up being forgotten (pointing at the shield of terror) and I would be happy if Klei could similarly revisit those weapons to give them a little more to justify going after them vs just soloing the game with a hambat until the game doesn't let you anymore. 

Edited by Catuna_
  • Like 12
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let me start by saying it should be a LITTLE more expensive. the Glass Cutter's biggest problem before this change was that it felt fundamentally unrewarding for the effort required. You had to go to the Moon Island (or fight your way through Lunar Rifts), lug around materials that had no use outside a small niche, and in return you got a weapon that was worse than the Dark Sword for general use and only marginally better against specific mobs. For a weapon that requires visiting a completely different biome, that tradeoff just didn't make sense.

Now, yes. the new crafting cost (1 log + 3 moonglass) is cheap, and yes, it's become much more accessible by being tied to the Celestial Orb. But that accessibility is exactly what makes it viable now. The Dark Sword has been the go-to shadow weapon for years, and for good reason — high DPS and easy to mass-produce once you have a few Living Logs. But that doesn't mean we should gate every other strong weapon behind similarly grindy or sanity-costly mechanics.

The Glass Cutter doesn't strictly outclass the Dark Sword per say. It’s more of a tradeoff:

  •  No sanity drain

  • Much lower durability outside of very specific use cases. 

  •  unreliable for characters that benefit off of shadow items. or sanity manipulation anyway. 

  •  Tied to lunar island It fills a gap in weapon options while also being viable. 

That's a side-grade. not a hard upgrade. Players still have valid reasons to craft Dark Swords, especially for sanity farming, Nightmare Fuel usage, and boss fights where durability matters. The Glass Cutter simply gives players an alternative that makes it feel like it belongs in the broader game economy, not just as a toy if you have the items already. 

As for your suggestion to revert the recipe and instead make it stronger against all shadow creatures including Fuelweaver. that would be interesting in a boss context, but it wouldn’t solve the core issue of day-to-day viability, and still wouldn’t justify crafting them for everyday use. The current approach solves that problem directly and elegantly.

Weapon variety is definitely important, and I totally agree that items like the Thulecite Club or Shield of Terror deserve a rework. But variety comes from multiple viable options, not just from balancing everything to remain equally obscure or niche.

 

  • Like 13
2 hours ago, The_UrbanGoose8 said:

Weapon variety is definitely important, and I totally agree that items like the Thulecite Club or Shield of Terror deserve a rework. But variety comes from multiple viable options, not just from balancing everything to remain equally obscure or niche.

 

and Morning Star(maybe the rabbit king cudgel) too, although since electrical stuns now it just needs a recipe/repairability change imo, or just buff the drop rates of goat horns

  • Like 4
55 minutes ago, Well-met said:

have we reached the point where people are new to the point they aren't aware klei already turbo buffed the thulecite club a while back?

How exactly? I remember a durability increase from 150 to 200, but not exactly a "turbo buff".

3 hours ago, Well-met said:

have we reached the point where people are new to the point they aren't aware klei already turbo buffed the thulecite club a while back?

  1. Calling 150 uses -> 200 uses a "gigabuff" is a very big overstatement...
  2. The fact that the item was buffed before doesn't matter! I'm talking about the state of the item now and I don't care about what it was then. 
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21 hours ago, Catuna_ said:

I think that everyone agrees that the glass cutter was very due for a buff, outside of a very select group of passionate users people generally avoid the glass cutter due to being out of the way and having very low durability for a weapon.

But while I am all for buffing this weapon, I feel like the approach here is not optimal. This weapon is being buffed in a way that makes it just much more appealing compared to the dark sword, potentially replacing it entirely in its niche. The weapon has become much much cheaper, only requiring one log and three moonglass. This combo'd with the fact that it's been moved down to the celestial orb tier means that a player with the orb can just run around carrying it anywhere on the surface as they please (or both shards if they make it prototypable which I'm for for the sake of multiplayer convenience). This comes with the benefit of dealing Wigfrid damage to everyday nightmares requiring one less hit while suffering no sanity drain at all. So what I'm saying is that these buffs make these two weapons overlap in their niche as something the player can craft on the go with high damage and limited uses, but the glass cutter is cheaper without sanity drain and comes with other benefits.

I'm not against the glass cutter being a good weapon, but I do think that it is being buffed in the wrong way. I do not think this weapon should be cheap or cheaper but rather it should stick to its design to be this more situational side-grade.

My suggestions are that the glass cutter should be reverted to its original recipe, made prototypable and that the buff against shadow creatures includes any shadow creature rather than "weaker ones" meaning that it'd include Fuelweaver. 

And since we're on the topic of revisiting items that are considered mediocre or aren't really crafted often, I think that it'd be worthwhile if Klei gave some love to the Thulecite club. While not bad by any means considering that it gives the non-rift non-character specific highest DPS option, it is awkwardly expensive requiring three living logs per club. Yes, it has the highest weapon uses at 200, but I'm still getting less damage per weapon overall than if I made three dark swords. Even with a construction amulet they still cost two which translates to 2 dark swords ignoring that this is rather expensive. My solution would be to double its durability and bringing it to 400 uses to make it more appealing while still keeping it expensive and maintaining the theme of thulecite gear being durable. 

I think that weapon variety is very important, and DST kind of lacks reasons to branch out to other weapons until you essentially use nothing but rift content. This is a little sad because I think that items end up being forgotten (pointing at the shield of terror) and I would be happy if Klei could similarly revisit those weapons to give them a little more to justify going after them vs just soloing the game with a hambat until the game doesn't let you anymore. 

Yes I agree. I can’t say I have tested this buff in a survival setting, but those asking for it to be prototyped probably haven’t either.

23 hours ago, Catuna_ said:

I think that everyone agrees that the glass cutter was very due for a buff, outside of a very select group of passionate users people generally avoid the glass cutter due to being out of the way and having very low durability for a weapon.

Not really? I thought it was fine before and by no means was it bad. But I do agree with your post here.

The Glass cutter has, dark sword damage with less durability and no drain. Biggest downside was acquisition, you had to go all the way to lunar island before, which made sense given it's an alternate option to the DS which is more accessible. I don't mind this item getting buffs, but I think the current buffs are excessive

Edited by WhackE
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