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7 hours ago, Jakepeng99 said:

Darts are really weak would be could if they has doubled production .

I completely agree. Just like with the Drying Rack, simply reducing the crafting cost could save it from being a niche item.

I don't think doubling the output is enough—it should be quadrupled. The original crafting cost was set ten years ago, back when ranged weapons were considered "premium." But now, ranged weapons have become much more common.

4 hours ago, kevindaze said:

Just play Walter then

Walter's slingshot ammo crafting costs have been more than halved, otherwise its effectiveness still wouldn't keep up with other characters in the current version.

Edited by Sofy Happy
  • Like 2
5 hours ago, kevindaze said:

Just play Walter then

Boo.

Thats why darts should be buffed. Walter already has the niche of having significantly cheaper ammo, but the dps advantage blowdarts have is dwindling as more and more weapons deal more damage lategame.

  • Like 2
9 hours ago, Jakepeng99 said:

Darts are really weak would be could if they has doubled production .

1 hour ago, Sofy Happy said:

I don't think doubling the output is enough—it should be quadrupled. The original crafting cost was set ten years ago, back when ranged weapons were considered "premium." But now, ranged weapons have become much more common.

Triple their production and let them be stackable up to 40, but reduce their damage:

Dart: 40 damage (was 100)
Sleeping Dart: Has no damage lol
Fire Dart: 13 damage (Edited: these are actual garbage damn)
Electric Dart: 36 damage, 60 wet enemies (was 90 and 150)

If you are getting more of them they shouldn't hit as hard, so I reduced their damage by 60% or people will stop fighting melee and farm for ranged weapons, which I guess it's not the point of the game at all

Edited by Renato59
  • Like 2

 

7 minutes ago, Sofy Happy said:

  120?Are you joking?

My bad I read the numbers wrong I had to get into my game and check the damage is not really consistent but deals 13 aprox. Fire darts should not be nerfed in fact they should be ******* buffed I am really sorry, didn't mean to create a misunderstanding

Edited by Renato59
  • Like 2
13 minutes ago, Renato59 said:

Triple their production and let them be stackable up to 40, but reduce their damage:

Dart: 40 damage (was 100)
Sleeping Dart: Has no damage lol
Fire Dart: 48 damage (was 120)
Electric Dart: 36 damage, 60 wet enemies (was 90 and 150)

If you are getting more of them they shouldn't hit as hard, so I reduced their damage by 60% or people will stop fighting melee and farm for ranged weapons, which I guess it's not the point of the game at all

This is a horrible change that would kill the darts.

Now they are more expensive than Walters ammo, and do less dps than most weapons. This removes their niche.

Edited by Jakepeng99
Just now, Jakepeng99 said:

This is a horrible change that would kill the darts.

Now they are more expensive than Walters ammo, and do less dps than most weapons. 

You are not meant to have them for your principal weapon, if you want a powerfull ranged early weapon just craft a gun (there's an actual mod), this game is supposed to be an unfair survival game, not a Rainbow Six shooter type of thing, I still think 40 damage for a ranged weapon is dang awesome but mayble it may be an overkill, what if we only reduce the damage only by 30% instead (70 damage for a dart) would that sound more fair?

1 minute ago, Renato59 said:

 

My bad I read the numbers wrong I had to get into my game and check ther damage is not really consistent but deals 13 aprox. Fire darts should not be nerfed in fact they should be ******* buffed I am really sorry, didn't mean to create a misunderstanding

I believe if the output is only tripled, then there's no need to nerf any darts at all. In fact, Fire Darts and Sleep Darts should even be buffed:

Fire Darts should have increased burning duration

Sleep Darts should have significantly stronger hypnotic effects (currently only reduces 1 point of sleep resistance - was the weakest sleep-inducing items in the game and the only single-target sleep item)

  • Like 1
6 minutes ago, Renato59 said:

You are not meant to have them for your principal weapon, if you want a powerfull ranged early weapon just craft a gun (there's an actual mod), this game is supposed to be an unfair survival game, not a Rainbow Six shooter type of thing, I still think 40 damage for a ranged weapon is dang awesome but mayble it may be an overkill, what if we only reduce the damage only by 30% instead (70 damage for a dart) would that sound more fair?

That would be more fair but darts always had fhe niche of been the best weapon in the game but being expensive.

2 minutes ago, Sofy Happy said:

I believe if the output is only tripled, then there's no need to nerf any darts at all. In fact, Fire Darts and Sleep Darts should even be buffed:

Fire Darts should have increased burning duration

Sleep Darts should have significantly stronger hypnotic effects (currently only reduces 1 point of sleep resistance - was the weakest sleep-inducing items in the game and the only single-target sleep item)

I agree on this one, just tried out fire darts and sleeping darts and they deserve a buff.
 

I believe Fire Darts could have more damage instead of more duration so they don't run around longer therefore they don't burn much things like trees or your base.

Sleep Darts could reduce 2 or 3 points of sleep.

1 minute ago, Renato59 said:

You are not meant to have them for your principal weapon, if you want a powerfull ranged early weapon just craft a gun (there's an actual mod), this game is supposed to be an unfair survival game, not a Rainbow Six shooter type of thing, I still think 40 damage for a ranged weapon is dang awesome but mayble it may be an overkill, what if we only reduce the damage only by 30% instead (70 damage for a dart) would that sound more fair?

The crafting cost of two reeds isn't exactly cheap in the early game, and the white/yellow feathers needed for actually damaging blow darts aren't easy to obtain either. So you really don't need to worry about this affecting early-game balance.

In the late game, there are already far more powerful ranged weapons that offer much better value than blow darts. And let's not forget we now have Walter's skill tree in the game.

These adjustments to blow darts are simply meant to do what the Drying Rack changes did - help them leave the 'niche item' list and find their place in the mid-game.

  • Like 2
Just now, Sofy Happy said:

The crafting cost of two reeds isn't exactly cheap in the early game, and the white/yellow feathers needed for actually damaging blow darts aren't easy to obtain either. So you really don't need to worry about this affecting early-game balance.

In the late game, there are already far more powerful ranged weapons that offer much better value than blow darts. And let's not forget we now have Walter's skill tree in the game.

These adjustments to blow darts are simply meant to do what the Drying Rack changes did - help them leave the 'niche item' list and find their place in the mid-game.

That's a fair point, for mid game they could be niche, I often think their use could be really nice if we had a real ocean boss (not Malbatross thar dude is real bull) but I still kind of believe a powerful ranged weapon should not be stronger than the strongest melee weapon, you are sacrificing range for damage, then when you get range you shouldn't get as much damage, I guess it is the way I see it.

While I understand the concerns people have about balance... I haven't crafted a single blow dart since, like, 2015. I'd rather they get buffed to be too good, than their current state of being an item so niche I haven't had a single situation where it felt worth making them in a full decade of active play. And I say this as someone who goes out of their way to use items like rain hats, chilled amulets, figs, barnacles, tillweed salves, insulated pack, fashion melons, etc, which are all incredibly niche and out of the way.

  • Like 3
  • Thanks 1
1 minute ago, lowercase skye said:

While I understand the concerns people have about balance... I haven't crafted a single blow dart since, like, 2015. I'd rather they get buffed to be too good, than their current state of being an item so niche I haven't had a single situation where it felt worth making them in a full decade of active play. And I say this as someone who goes out of their way to use items like rain hats, chilled amulets, figs, barnacles, tillweed salves, insulated pack, fashion melons, etc, which are all incredibly niche and out of the way.

You know what, that honestly convinced me, I have never ever crafted a Dart, we could just get the buff and let it flow to test how it goes!
 

(Rest in Peace to all the niche items that exist just for the meme!)

14 minutes ago, Renato59 said:

Sleep Darts could reduce 2 or 3 points of sleep.

  If possible, I hope it can be changed to reduce 999 points of sleep resistance, but without increasing the sleep duration of already hypnotized creatures. This way, it can forcibly put creatures to sleep, but since it can't extend sleep time, creatures with sleep resistance will have progressively shorter hypnotic durations. This effect would be balanced for the only single-target hypnotic item in the game.

15 minutes ago, Renato59 said:

I believe Fire Darts could have more damage instead of more duration so they don't run around longer therefore they don't burn much things like trees or your base.

We already have two damage-focused blow darts—adding unique powerful effects would be more interesting. Choosing Fire Darts should create chaotic burning scenarios, where monsters are set ablaze and disrupted.

9 minutes ago, Sofy Happy said:

  If possible, I hope it can be changed to reduce 999 points of sleep resistance, but without increasing the sleep duration of already hypnotized creatures. This way, it can forcibly put creatures to sleep, but since it can't extend sleep time, creatures with sleep resistance will have progressively shorter hypnotic durations. This effect would be balanced for the only single-target hypnotic item in the game.

We already have two damage-focused blow darts—adding unique powerful effects would be more interesting. Choosing Fire Darts should create chaotic burning scenarios, where monsters are set ablaze and disrupted.

I believe they are not like that because they are the "cheapest" Dart, only needing 2 Reeds, 1 Jet Feather which is fairly common, and a Stinger which is fairly easy to obtain too, all the other sleeping items are "rare", needing an specific item to be crafted, like a Mandrake, a Shroom Skin, or the Life Giving Amulete when you revive.

Somewhat out of topic but I'd love to see an Explosive Dart using Gunpowder, but we have no more colours of feathers to add that tho

Edited by Renato59
7 hours ago, Renato59 said:

Triple their production and let them be stackable up to 40, but reduce their damage:

Dart: 40 damage (was 100)
Sleeping Dart: Has no damage lol
Fire Dart: 13 damage (Edited: these are actual garbage damn)
Electric Dart: 36 damage, 60 wet enemies (was 90 and 150)

If you are getting more of them they shouldn't hit as hard, so I reduced their damage by 60% or people will stop fighting melee and farm for ranged weapons, which I guess it's not the point of the game at all

Gotta disagree here. One of the rare niche uses for darts is that it overcomes Wolfgang’s typical dps max that he achieved with dark swords. Having more darts isn’t desirable if it’s going drop dps by 60%.

  • Like 1

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