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After you craft them initially, riff gear becomes basically free with how cheap they are to repair. Killing one blight trio is enough to last you for days and days for all shadow riff repairing needs compared to every other gear which you will need a constant upkeep of resources to maintain, unless you spend a lot of effort mass farming a resource like with pig farms or tree farms.

Either way I would really like this to be taken a look of as it is one of the main problems of riff and the main reason why I believe it downgrades the gameplay loop of getting gear. Riff gear should be more expensive and hard to get than something like a football helmet, not vice versa. Of course ways to farm tons of riff materials still exist. As compensation they should reduce the cool-down of getting riff materials to make it a more active process.

  • Like 1

No thanks, I love the convenience I gain after killing the main bosses and focusing on other things like building mob farm. 
You can go enjoy ur inconvenience alone plz

Edited by kevindaze
  • Like 13
1 hour ago, kevindaze said:

No thanks, I love the convenience I gain after killing the main bosses and focusing on other things like building mob farm. 
You can go enjoy ur inconvenience alone plz

I mean you build mob farms to get convienience this seems contradicting.

Its more fun when your convienence is made by yourself by something like farming pig skin for later use or something. 

I mean for the Celestial Champion questline the Rift gear justifies doing the questline way more than anything the questline can give. I can't think of anything that the CC questline gives that compares to the power and general fun of the rift gear, BS staff, and Polar Bearger Bin. Until they add better incentives for the CC questline I am perfectly fine with rift gear being a reward for completing it for the time being.

My only problem with post rift gear is gearing up an entire server. Gearing up 1-3 players is fine, 4 is okay-ish but it takes ages to get a 5+ player server a helm and a weapon, not to mention the umbrallas, smashers, the very useful gloomerangs and bshade staffs, saddles and bells, and some people even like an extra helm to auto-equip in boss fights. The introduction of the bright beaked birds helped with the bottleneck of pure brilliance. I haven't played much with the newest update on big servers, but it seemed like a step in the right direction on paper.

Another thing that is good on paper but ends up being annoying is killing mutated bosses. Each one reduces the amount of brightshade waves; back when the rifts arrived they were the main complain. However, this means that if you want to rush a polar bearger bin your first rifts will not have as many brightshades as you'd want. This wouldn't be a problem if we had a way to force out more brightshades out of a rift, or an alternative way to get husks not linked to the ghestalt-waves though.

Mimics used to help with this issue to a certain extent, but now they have been patched. Lunar side got beaked birds, but the shadow side still has the same problem. IMO, the cooldown for inkblights should either be based on the amount of players in the server OR each player should have a separate cooldown. We can farm pure horror easily in the ruins from mimics or night lights, and even from the rifts, but the dark tatters are still a pain to get in abundance.

4 minutes ago, Juanasdf said:

My only problem with post rift gear is gearing up an entire server. Gearing up 1-3 players is fine, 4 is okay-ish but it takes ages to get a 5+ player server a helm and a weapon, not to mention the umbrallas, smashers, the very useful gloomerangs and bshade staffs, saddles and bells, and some people even like an extra helm to auto-equip in boss fights. The introduction of the bright beaked birds helped with the bottleneck of pure brilliance. I haven't played much with the newest update on big servers, but it seemed like a step in the right direction on paper.

this thread wants to increase the costs, not lower them.

 

Edited by Well-met
Just now, Well-met said:

this thread wants to increase the costs, not lower them.

And I've never suggested lowering them. I simply pointed out the fact that gearing up servers is very slow for no apparent reason. I just want Klei to add more ways of getting husks and tatters. If you want to increase the cost I don't see an issue, as long as the sources for servers with multiple players are increased too.

I agree that singleplayer is kind of a "set and forget", I personally don't mind it though. The convenience of the equipment feels like the ultimate reward for opening the rifts. You get access to equipment that is cheaper, stronger and takes less inventory space.

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