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With the recent-ish Glass cutter buffs I figured that I could talk again about the more forgotten weapons that this game has. Now, I am in no way implying that this item is particularly bad as it is the highest DPS weapon available pre-rifts to the player. However, when you look at its crafting cost to the amount of damage you get you start to see why this weapon is so unpopular.

The thulecite club costs 3 living logs, 4 thulecite and 4 nightmare fuel, can only be crafted in the ruins where the player will seek out crucial items that overlap in materials (Staves, amulets and crown) which already strikes a big problem as it ends up being your lowest priority item compared to the items mentioned earlier. The second big problem with this item, is that Dark swords also cost a living log, and do not require thulecite, and are prototypeable... For the cost of one thulecite club, the player can make three dark swords. This translates to the thulecite club giving you 11900 damage per weapon (excluding tentacles) vs the dark swords' 20400 damage. This is a 8500 damage difference, if the Thulecite club were to close the gap it would need to spawn 125 tentacles out of its 200 uses which is statistically impossible. If it were to spawn 40 tentacles (for the 20% chance I'm aware that's not how odds work) it would be at 14620 damage, a 5780 damage deficit from 3 dark swords.

The 10% speed boost is sweet but not major considering that AG is likely to give you a lazy explorer (25% speed boost) and that you aren't moving while attacking meaning that if you have any other speed boost item you can just swap to it for kiting or walking etc etc.

The solution to this is simple, I think that the thulecite club should recieve the pick/axe treatment and be buffed to a very high durability number. 400 durability would keep it in the theme of thulecite's durability, would make it more appealing as a weapon option, and would make it so that it doesn't get outdamaged by cheaper alternatives.

Edited by Catuna_
  • Like 32
4 hours ago, Catuna_ said:

После недавних улучшений стеклореза я решил, что могу снова поговорить о более забытом оружии в этой игре. Я ни в коем случае не хочу сказать, что этот предмет особенно плох, ведь это самое мощное оружие, доступное игроку до появления разломов. Однако, если сравнить стоимость его изготовления с наносимым уроном, становится понятно, почему это оружие так непопулярно.

Тулецитовый молот стоит 3 живых бревна, 4 тулецита и 4 топлива для кошмаров. Его можно изготовить только в руинах, где игрок будет искать важные предметы, для которых нужны те же материалы (посохи, амулеты и корона). Это уже само по себе большая проблема, так как этот предмет будет наименее приоритетным по сравнению с упомянутыми ранее. Вторая большая проблема, связанная с этим предметом, заключается в том, что тёмные мечи тоже стоят одно живое бревно, не требуют тулецита и могут быть изготовлены в виде прототипа... За стоимость одной тулецитовой дубинки игрок может сделать три тёмных меча. Это означает, что тулецитовая дубинка наносит 11 900 единиц урона за оружие (без учёта щупалец), а тёмные мечи — 20 400 единиц урона. Разница в уроне составляет 8500 единиц. Чтобы тулецитовая дубинка сократила разрыв, ей нужно было бы создать 125 щупалец за 200 использований, что статистически невозможно. Если бы у него было 40 щупалец (я знаю, что вероятность этого составляет 20 %, но шансы так не рассчитываются), то урон составил бы 14 620 единиц, что на 5780 единиц меньше, чем у трёх тёмных мечей.

Увеличение скорости на 10 % — это неплохо, но не так уж и много, учитывая, что AG, скорее всего, даст вам «Ленивого исследователя» (увеличение скорости на 25 %) и что вы не двигаетесь во время атаки, а значит, если у вас есть какой-то другой предмет, увеличивающий скорость, вы можете просто переключиться на него, чтобы кайтить или идти пешком и т. д.

Решение этой проблемы простое: я думаю, что дубинка из тулецита должна быть обработана киркой/топором и иметь очень высокий показатель прочности. Прочность в 400 единиц сохранит тему прочности тулецита, сделает дубинку более привлекательной в качестве оружия и предотвратит её повреждение более дешёвыми альтернативами.

The best option is to give him 1 living log. And optionally return 150 durability points to it.

  • Like 2

I use the thulecite club all the time. It doesn't have any sanity drain and has high durability. It's almost the #1 weapon I use, barely beaten out by dark swords since you can craft them anywhere. While I wouldn't be opposed to doubling its durability I don't think it needs it. 

  • Like 7

i agree on making thule club durabilty higher!
i never really make them because how much living logs they need (i go to ruins early autumn) speding 2 living log even with the amulet is costly!
but if the durability and the system of extra damage change a little better, i might use them :???: (since the enemy is keep moving, the tentacle become useless gimmick most of time)

i usually just use one if i got one drop from AG. never really want to craft it because its not really last long enough for everyday use nor effective enough to be high dealing damage item.
i want to use thule item moreee because of those awesome big sword skin XD

Edited by mima_
  • Like 3
9 hours ago, Catuna_ said:

With the recent-ish Glass cutter buffs I figured that I could talk again about the more forgotten weapons that this game has. Now, I am in no way implying that this item is particularly bad as it is the highest DPS weapon available pre-rifts to the player. However, when you look at its crafting cost to the amount of damage you get you start to see why this weapon is so unpopular.

The thulecite club costs 3 living logs, 4 thulecite and 4 nightmare fuel, can only be crafted in the ruins where the player will seek out crucial items that overlap in materials (Staves, amulets and crown) which already strikes a big problem as it ends up being your lowest priority item compared to the items mentioned earlier. The second big problem with this item, is that Dark swords also cost a living log, and do not require thulecite, and are prototypeable... For the cost of one thulecite club, the player can make three dark swords. This translates to the thulecite club giving you 11900 damage per weapon (excluding tentacles) vs the dark swords' 20400 damage. This is a 8500 damage difference, if the Thulecite club were to close the gap it would need to spawn 125 tentacles out of its 200 uses which is statistically impossible. If it were to spawn 40 tentacles (for the 20% chance I'm aware that's not how odds work) it would be at 14620 damage, a 5780 damage deficit from 3 dark swords.

The 10% speed boost is sweet but not major considering that AG is likely to give you a lazy explorer (25% speed boost) and that you aren't moving while attacking meaning that if you have any other speed boost item you can just swap to it for kiting or walking etc etc.

The solution to this is simple, I think that the thulecite club should recieve the pick/axe treatment and be buffed to a very high durability number. 400 durability would keep it in the theme of thulecite's durability, would make it more appealing as a weapon option, and would make it so that it doesn't get outdamaged by cheaper alternatives.

400 is to much.

 

300 max. 

6 hours ago, Cheggf said:

I use the thulecite club all the time. It doesn't have any sanity drain and has high durability. It's almost the #1 weapon I use, barely beaten out by dark swords since you can craft them anywhere. While I wouldn't be opposed to doubling its durability I don't think it needs it. 

It does have sanity drain though, the tentacles they spawn have a massive negative sanity aura that afflicts you as well as your allies

I would think maybe do it similarly to how walters luck based ammos work.

Where the 20 percent chance to spawn a tentacle increases every time you fail to spawn one untill the player spawns one resetting it back to 20 percent.

By what percentage though Im not sure?  if its 20 it would be 20 40 60 80 totalling a 97 percent chance of not spawning at  4 hits and then get the guarantee on the 5th. 

  • Like 2
19 hours ago, Cheggf said:

I use the thulecite club all the time. It doesn't have any sanity drain and has high durability. It's almost the #1 weapon I use, barely beaten out by dark swords since you can craft them anywhere. While I wouldn't be opposed to doubling its durability I don't think it needs it. 

I really like the thulecite club too! I always make it for Fuelweaver because of its damage output. But with the glass cutter buffs, I think that it's becoming an even less popular option since you can also make glass cutters anywhere. So I think that it's time that Klei gives it some love. I do disagree that it's "barely beaten out by dark swords" as I already have explained the massive damage/living log difference, and the tentacles do have -40sanity/min each, and if you get lucky and several spawn in a row your sanity can really tank... not me though I play Walter B).

18 hours ago, Jakepeng99 said:

400 is to much. 300 max. 

This still keeps the original issue of damage/living log! The thulecite club (AKA the ruins item) should have strictly greater value than the item in a tier below it. 

7 hours ago, DVGMedia said:

I would think maybe do it similarly to how walters luck based ammos work.

Walter's ammo counterpart rolls a 50% chance for every shot he fires, hence why it's his highest damage pellet. Unless you mean his gunpowder rounds specifically? Which, I would be down, except for the fact that there's a 5s lockout where Walter cannot crit with gunpowder which would STINK if it was implemented for the Thulecite club.

5 hours ago, Hungry French said:

Buff ruins bat ? May...be... Nerf Night Sword and Glass cutter ?

Nerfs aren't fun, every item should just be good to encourage variety.

  • Like 1

Yeah it's pretty bad. So expensive and can't prototype. At least give it dark sword damage, buff the frequency or power of shadow tentacles. Then it'd be worth it. I think they overvalue the shadow tentacles too much. They don't make up for the lower base damage and the higher expense and the inconvenience. The weapon should be solidly better than the dark sword. And definitely at least as durable as the equivalent of spending those living logs on a dark sword. Speed boost is irrelevant because it's just better to alternate with a cane.

  • Like 1

I like them and wouldn’t say no to a cost reduction because I literally don’t think I’ve ever made one. If you get one from AG in fall it’s very nice, and I wouldnt mind seeing it be part of the premium loot to bring back, it’s just so comically expensive early on. (I’m not sure a cost reduction would help there either - it’s competing vs the staves)

2 hours ago, Catuna_ said:

This still keeps the original issue of damage/living log! The thulecite club (AKA the ruins item) should have strictly greater value than the item in a tier below it. 

I mean is it an issue though? Feels like you are mostly looking at numbers than how it fits with the gameplay.

Living logs after awhile become easy to get and pile up if you farm trees somewhat regularly, and the lunar grotto is a thing. In multiplayer you have then pouring out your ears.

Thulicite now is farmable using the new boulder trees, so they are affordable now and it’s no longer a waste to make them instead of other things.

 

Personally I use both the dark sword and the club, having both options in my inventory. It’s nice the club exists as a “less efficient” weapon that exists as an option to make fights faster with the benifit of speed boost and less overall sainity drain. It’s also the best weapon for tanking bosses.

I keep some in my base, and whenever I go to the ruins to harvest boulder trees or whatever, I make sure to replace my club since convieniently it uses the same materials as a dark sword.

 

It’s already good right now, why double an already effective weapon’s efficiency? Ending fights faster ends up saving a lot of resources which you dont factor in. You spend bonus resources for a stronger weapon, Thats how it works.

Why would every ruins item have to be balanced around ruins rushing?

  • Like 1
  • Big Ups 1
21 minutes ago, Jakepeng99 said:

I mean is it an issue though? Feels like you are mostly looking at numbers than how it fits with the gameplay.

Yeah... It's kind of an issue when weapons are bad and not utilized frequently by the community. I love this weapon, and I do craft it and I have used it on several characters. I always have a harder time trying to justify spending so many resources on it outside of killing Fuelweaver. 

24 minutes ago, Jakepeng99 said:

Living logs after awhile become easy to get and pile up if you farm trees somewhat regularly, and the lunar grotto is a thing. In multiplayer you have then pouring out your ears.

That doesn't change anything I've said about thulecite clubs' inefficiency. Just like you don't make inefficient dishes despite food being very easy to acquire in this game. Ruins items should have a good appeal and the thulecite club kinda fails to for reasons I've explained in the original post.

26 minutes ago, Jakepeng99 said:

Thulicite now is farmable using the new boulder trees, so they are affordable now and it’s no longer a waste to make them instead of other things.

I'd rather just make a crown or more amulets most of the time... Thulecite renewability has never been the problem with the thulecite club.

27 minutes ago, Jakepeng99 said:

Personally I use both the dark sword and the club, having both options in my inventory. It’s nice the club exists as a “less efficient” weapon that exists as an option to make fights faster with the benifit of speed boost and less overall sainity drain. It’s also the best weapon for tanking bosses.

The speed boost barely matters, as I've already said. Magiluminescence or beefalo or walking stick or lazy explorer are much better speed boost options that you can get first autumn. Early winter at worst. At that point, you're already switching to your cane when kiting or traversing (which comes very early, first winter) and piling up tentacles will tank your sanity quite a lot but you can't move away from it or else the enemy will move with you and they won't get hit by tentacles. I already know that it has higher DPS but that doesn't really change anything when I could make a hambat with inf durability or 3 dark swords that deal a lot more damage. Also, the game isn't just bosses... All other thulecite gear is perfectly suitable for day to day things. The thulecite club is an outlier.

29 minutes ago, Jakepeng99 said:

It’s already good right now, why double an already effective weapon’s efficiency? Ending fights faster ends up saving a lot of resources which you dont factor in. You spend bonus resources for a stronger weapon, Thats how it works.

Because it's not an item people generally make, it's quite an unpopular weapon. It's locked behind the ruins, which should net the player the strongest pre-rift gear. It's expensive and a bad exchange of cost-to-reward no matter what point of the game you are at. This combined with the fact that it overlaps with every other ruins craft's materials makes it the lowest priority thing to craft all the time you go to the ruins (only place you can craft it at vs glass cutter hambat and dark sword being conveniently craftable anywhere.) 

29 minutes ago, Jakepeng99 said:

Why would every ruins item have to be balanced around ruins rushing?

You're the first person to bring up ruins rushing in this thread.

  • Like 3
2 minutes ago, Catuna_ said:

The speed boost barely matters, as I've already said. Magiluminescence or beefalo or walking stick or lazy explorer are much better speed boost options that you can get first autumn. Early winter at worst. At that point, you're already switching to your cane when kiting or traversing (which comes very early, first winter)

I dunno if it's a good idea to assume everyone is actually good at inventory management and regularly switching weapons during fights to kite with extra speed... Never mind also being good at getting this kind of item super early in the run.

  • Like 1
  • Big Ups 1
4 hours ago, Catuna_ said:

Walter's ammo counterpart rolls a 50% chance for every shot he fires, hence why it's his highest damage pellet. Unless you mean his gunpowder rounds specifically? Which, I would be down, except for the fact that there's a 5s lockout where Walter cannot crit with gunpowder which would STINK if it was implemented for the Thulecite club.

 Yes the thulecute  rounds only have 50% but with the bright shade rounds and the gunpowder rounds they have a stacking percentage and I feel they did remove the lock out for gunpowder crit cause just luck based. Being 5 percent on those. 

I use the thulecite club a lot for roleplay as I love thulecite stuff and honestly I question whether it has higher DPS than a dark sword or glass cutter. Boss fights at least *feel* much faster when I use dark swords or glass cutters. I don't even know if the tentacles end up even making up for the damage difference, much less providing an added benefit. The weapon is straight up equivalent to or worse than a dark sword, which makes no sense based on the progression in game of spending more complex resources on better weapons/armor. The crown and suit are a no brainer, everyone knows this, but the club is just...fine, it's never good, it's never a no brainer, it's just fine. No one is rushing to the ruins to craft the club, not even me, I never craft this without a green amulet, the value is abysmal without it. I'd actually argue the glass cutter, now prototype-able, is the clear step up from the dark sword, because it has no sanity drain and you can get stacks of shards from the grotto and lunar island right off the bat.

Edited by KvltBear
46 minutes ago, KvltBear said:

I use the thulecite club a lot for roleplay as I love thulecite stuff and honestly I question whether it has higher DPS than a dark sword or glass cutter. Boss fights at least *feel* much faster when I use dark swords or glass cutters. I don't even know if the tentacles end up even making up for the damage difference, much less providing an added benefit. The weapon is straight up equivalent to or worse than a dark sword, which makes no sense based on the progression in game of spending more complex resources on better weapons/armor. The crown and suit are a no brainer, everyone knows this, but the club is just...fine, it's never good, it's never a no brainer, it's just fine. No one is rushing to the ruins to craft the club, not even me, I never craft this without a green amulet, the value is abysmal without it. I'd actually argue the glass cutter, now prototype-able, is the clear step up from the dark sword, because it has no sanity drain and you can get stacks of shards from the grotto and lunar island right off the bat.

I rush to the ruins to craft the club. 

  • Like 1
2 hours ago, Hungry French said:

There are more bad items in the game than good ones. And if we only weaken the strongest ones, we'll get to the variety faster.

I mean, that would only make sense if most of the bad items weren't utter garbage.

Like the Fencing Sword or Breezy Vest.

Personally speaking, I have nothing against nerfs, but if the goal is to encourage variety, then what we need is for the garbage-tier items to become mid-tier first, then they can at least be viable placeholder options until you get the good stuff.

And honestly... I don't think lack of variety is a real issue pre-rifts for weapons specifically? You have enough usable weapons to choose from depending on your playstyle and on how good you are at the game, so arguing for the nerf of the best weapons feels a bit weird to me. Like... Ham Bat, Spear, Tentacle Spike, Glass Cutter, Thulecite Club, Dark Sword and Morning Star all serve a purpose IMO, I feel like that's plenty of usable weapons, so I'd say the problem mostly lies with the bad ones in the case of weapons specifically, not so much the good ones.

... I could get behind the argument of nerfing certain gear options though, it could be interesting.

  • Like 1

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