Jump to content

Which boss needs a Rework? 2025  

65 members have voted

  1. 1. Which boss needs a Rework?

  2. 2. Part 2

    • Nightmare Werepig
    • Scrappy Werepig
    • Frostjaw
    • Armored Bearger
    • Crystal Deerclops
    • Possessed Varg
    • Celestial Revenant
    • Enlightened W.A.R.B.O.T.
    • Celestial Scion


Recommended Posts

Moose - an interesting boss... She needs a jump like in UM. And I think her scream should have a random time so that it's always an unexpected threat. Her scream should also knock items out of the cursor.

Antlion - one of my favorite bosses... Maybe she lacks melee attacks.

BeeQueen - A curious boss...But... Her fight turns into put her to sleep - beat her - put her to sleep. She's like... She lacks an interesting area-of-effect attack. In UM, she uses bees as projectiles...

In short, all bosses need an expansion of abilities, increased aggressiveness and danger ...
About oot... This is a separate topic. I believe' That bosses shouldn't have powerful loot, because nothing limits you to the boss's speedrun.

Loot should be good enough to want to use, but not so good that it destroys the balance of the gameplay.

Edited by Hungry French

Spider Queen shouldn't be that common and frustrating to deal with. If they were more like a set piece and she got new attacks, using a wider variety of spiders... that would be cool. Could make an interesting caves boss now that I think about it.

  • Like 1
22 hours ago, Kacpert25 said:

My top 3 bosses that need a rework:

1. Toadstool - A terribly boring fight. A few more attacks and some sporecap variants that would give Toadstool different buffs would be nice.

Not bro. This is an interesting boss)

image.png.9eaa84b6f54e2317303314e3b26b6c07.png

I really don't think any of the seasonal bosses need changes to their attacks. Yeah, they're relatively easy, but they're kinda supposed to be. The raid bosses or the ones that you have to go out of your way to fight should be the real challenges. People on the forums forget that newer players will find bosses like Deerclops overwhelming.

However, I wouldn't mind if Bearger and Deerclop's loot had a few more uses since after killing them once or twice, you don't really need to kill them again. Insulation pack and Eyebrella can be repaired/aren't consumable, so you only really need one on single player worlds. Hondius Shootius does help incentivize killing Deerclops on successive winters but you're gated by Ancient Guardian kills to craft them, which requires Fuelweaver kills to regenerate. I will acknowledge that most people don't kill Bearger regardless since he's a glorified lumberjack. 

Edited by benfroyobro9381
  • Like 2

Dragonfly - boring damage sponge

Bee queen - annoying damage sponge with minions

Toad/Misery toad - really boring damage sponge

Warbot/Scion - huge damage sponges with planar dr and chance to cause instant gameover

Revenant - literal cc phase 1 copy with planar stats

Fw - doesnt really needs rework but I would increase shield/minion cd because sometimes you dont even get window to deal damage. Also targetting annoys me every fight because character is too stupid to attack minions/hands and goes for shielded fw.

Nightmare werepig - same, no need for complete rework, just slight regen reduction, fighting it as wendy or wes is just pain sometimes.

Edited by Tigris Nano
  • Like 1
7 hours ago, cropo said:

Crystalclops needs to be buffed a little bit.

crystalclops is literally the perfect boss design because a little courage and a simple torch is enough to trigger his stun, unlike the other bosses that need planar stuff.

i dont find bee queen super enjoyable, and it is THE ultimate face tanking boss for me lol. with too many people its just sit there and hold F, with too few people it's just incredibly annoying and difficult to counter without various forms of cheese. i haven't done extensive testing with TINGLE nodes but i know they make the fight much easier, but it's still not really a Fun boss fight.

speaking of tingle nodes... i like the idea of scrappy werepig, but it just ends up being super repetitive and middling. it's not super awful but it also isn't really. uh. good

Edited by crushcircuit

I play solo most of the time, and I find that Toadstool and BeeQueen are really frustrating. I usually put off killing them until I have nothing else to do or am bored because they feel more of a nuisance than a fun challenge. Bee queen especially has this issue for me.

On 04.11.2025 at 19:50, Tigris Nano said:

Кошмарный оборотень-свинья — то же самое, не нужно полностью переделывать, достаточно немного снизить регенерацию. Сражаться с ним за Венди или Уэса иногда просто невыносимо.

Regeneration also gives quite a bit of hp for the boss... Maybe a maximum of 300-500 hp...
is that so annoying?

On 05.11.2025 at 11:04, Cheggf said:

почему мы постоянно что-то переделываем без всякой причины

Because there are bad and annoying things in the game. Someone doesn't like something. The reason is that the players are not pleased and therefore want to rework.
We would like to see the seasonal bosses reinstalled as soon as possible... A giant with 1 attack is neither fun nor interesting ( Deerclops ).

4 minutes ago, Hungry French said:

A giant with 1 attack is neither fun nor interesting ( Deerclops ).

I'd say the seasonal giants should be very simple and straightforward because they're the first bosses (together with Treeguard) that new players will face.

As such, they should be very new player friendly. The other bosses can be meaner, but the Seasonal Giants should be fairly straightforward... Especially Deerclops since it's most likely the 1st (or 2nd if the player finds a Treeguard) boss the new players will face.

  • Like 2
18 minutes ago, AliceShiki said:

I'd say the seasonal giants should be very simple and straightforward because they're the first bosses (together with Treeguard) that new players will face.

As such, they should be very new player friendly. The other bosses can be meaner, but the Seasonal Giants should be fairly straightforward... Especially Deerclops since it's most likely the 1st (or 2nd if the player finds a Treeguard) boss the new players will face.

It's not about simplicity. Klei can reduce her HP and damage, but make the movie set more interesting... It's really not right that the first boss can do almost nothing... Have you seen the first bosses in other games? 
And new players may not like it either. They meet the boss for the first time expecting something cool. And this is just a big mob with a lot of hp... And 1 attack... And the difficulty of the same Spider Queen is several times higher than that of Deerclops and Tree Guard... And her reward is really epic... 
By the way. Most often, the first boss of the newcomers is Dragon Fly. But it is literally impossible for a beginner to destroy it, at least alone. The weapon will break...

 

And the difficulty doesn't matter for beginners. Any boss fight can be avoided, which means all bosses can be made good. If they really want, beginners can disable the boss in the settings. And fighting such bosses with a single attack may seem exhausting to beginners. Because the battle is not much different from other mobs...

+ The game has a mode that makes it easier to play. This also reduces the damage of creatures to the player by 35%...

They're all mostly OK but no bosses need a rework. If I had to rework something, it would probably rework Frostjaw and Nightmare Werepig to be more like other bosses. Fighting them doesn't feel right for me for whatever reason. Nmwp is hard to fight in groups and is unpredictable at some points. Frostjaw feels too easy to dodge, and the ice slip mechanic almost doesn't apply at all. The only reason AG was reworked is because it was almost unfightable in the intended way without a lot of speed boosts.

Edited by oregu
  • Like 1
8 hours ago, Hungry French said:

And new players may not like it either. They meet the boss for the first time expecting something cool. And this is just a big mob with a lot of hp... And 1 attack... And the difficulty of the same Spider Queen is several times higher than that of Deerclops and Tree Guard... And her reward is really epic... 

I think most new players will find Treeguards and Deerclops way before they meet their first Spider Queen... Not to mention new players would probably avoid Tier 2 (and especially Tier 3) spider dens like plague too.

8 hours ago, Hungry French said:

By the way. Most often, the first boss of the newcomers is Dragon Fly. But it is literally impossible for a beginner to destroy it, at least alone. The weapon will break...

Well, if they end up exploring Dfly desert instead of spending most of their time around the savannah and the forests... Yeah, that can actually happen, though the Dragonfly's size would probably be enough to scare any new player.

8 hours ago, Hungry French said:

It's not about simplicity. Klei can reduce her HP and damage, but make the movie set more interesting... It's really not right that the first boss can do almost nothing... Have you seen the first bosses in other games? 

I get the argument, but I personally disagree. Making the boss extremely simple is a way of forcing you to learn how to kite (or to bring enough armor/food with you) because the boss' damage output is too high to be tanked by a Wilson with a single Spear and Log Suit. It basically forces you to learn the fundamentals of the game's combat by being an extremely simplistic fight that has enough HP/Damage to be a threat to someone that doesn't know what they are doing.

I do understand the comparison with other games, but in other games you can't exactly avoid combat the whole time like you do in DST... Like, a player can easily survive up until their first winter without ever fighting anything. The only real roadblock to that would be figuring out how to handle hounds, which can be handled by bringing them to Beefalos if the player can figure out that they can do that.

Basically, in other games, you naturally learn the combat by playing it... DST doesn't force you to do that by virtue of being a sandbox game, so a boss that forces you to learn how to play and doesn't do anything remarkable is a good introductory boss IMO.

I do understand your point though, and I think you are bringing up some valid stuff there... I just personally disagree with it.

8 hours ago, Hungry French said:

And the difficulty doesn't matter for beginners. Any boss fight can be avoided, which means all bosses can be made good. If they really want, beginners can disable the boss in the settings. And fighting such bosses with a single attack may seem exhausting to beginners. Because the battle is not much different from other mobs...

Well, unless they know that they should be making a sign away from their base to lure Deerclops in, Deerclops will most likely spawn near their base when they are close to starving in their first winter, and then they'll suddenly panic trying to handle a sudden giant appearing and blowing up their base... I think that serves a pretty good purpose in forcing you to learn how to fight.

Similarly, Treeguards do pursue you for a pretty long while if you don't know that you can plant stuff near it to calm it down, so they also do a good job at teaching you the combat.

I don't disagree that the battle is similar to other mobs, but I do think there are some key differences, like... Not only the HP and damage output that naturally make the boss scarier, but also the tighter kite timing... Spiders can be Stunlocked and killed really quickly, Hounds can be killed really quickly, Beefalos can be hit 6x before avoiding them... Deerclops and Treeguards allow like... 3 hits IIRC? And they don't die quickly or are stunlocked, so they force you to play more attention to timing and stuff.

Not to mention Deerclops freezing you, which adds another layer of difficulty if the player isn't prepared with a campfire near the place where they'll fight Deerclops and stuff.

I dunno, I feel like those two are good tutorial bosses. They don't need to be complicated. They can be a threat to new players even while being super duper simple, and I think they do a good job at doing that.

  • Like 1
18 hours ago, Hungry French said:

Regeneration also gives quite a bit of hp for the boss... Maybe a maximum of 300-500 hp...
is that so annoying?

Well it could just outheal any damage you deal to it whenever you get distracted by something. Even 1 random terrorbeak which takes 3 eternities to kill as 0,75 dmg mult chars can give it enough time to heal some good chunk of hp. So fight can last very long as those chars. Especially if compared to stuff like wolfgang or elder wanda.

Edited by Tigris Nano
14 minutes ago, Tigris Nano said:

Ну, он может просто восстанавливать весь урон, который вы ему наносите, когда вы отвлекаетесь на что-то. Даже один случайный терраклик, на убийство которого у вас уйдёт 3 вечности, так как у него 0,75 множителя урона, может дать ему достаточно времени, чтобы восстановить значительную часть здоровья. Так что бой может длиться очень долго, как и в случае с другими персонажами. Особенно если сравнивать с такими персонажами, как Вольфганг или Старшая Ванда.

Well... At least he has limitations. He regenerates, yes, but only a little. Klaus also has regeneration outside of combat. And I don't even want to talk about guys like AFW and Crab King...
well, or Moose, Dragonfly and other bosses restore all their health instantly. So the regeneration of Daywalker and Klaus is one of the most honest in the game. Some bosses lack it, because creatures don't have to regenerate instantly, but they also don't have to be without regeneration...

I've been thinking... Why don't all the mobs in the game have even a weak regeneration? Only mobs that are useful to the player have regeneration. But do you have to take revenge against low hp mobs?
Regeneration could be small and outside of combat, of course.

1 hour ago, Hungry French said:

Well... At least he has limitations. He regenerates, yes, but only a little.

25 hp/s while stalking. Killing terrorbeak with fresh hambat and 0.75 mult takes 5 seconds if you just stand still and hit it (which is impossible because beak teleports and deals dmg, staggering your char). Thats 125 regened hp which is around 3 hits. In reality number sure will be much bigger because you will need to kite shadow and spend time coming to werepig. Plus add the fact that multiple shadows could spawn and take even more time. And they will spawn pretty often.

2 hours ago, Hungry French said:

Klaus also has regeneration outside of combat. And I don't even want to talk about guys like AFW and Crab King...
well, or Moose, Dragonfly and other bosses restore all their health instantly.

Havent seen any mentions of klaus regen outside of combat. He can only restore full hp by despawning or respawn with its amulet which is essentially shift to phase 2.

Afw regen can be really annoying without weather pains or bshade staff and with terrible targetting but it can be somewhat justified by fact that fw is currently final shadow boss which unlocks tons of new content, has decent drops and regenerates ruins. 

Dont really want to discuss ck because I hate any naval combat + ice floor kinda destroys my framerate when it shatters + sometimes my char just jumps on ice chunks which are about to break. The only thing Im sure about is that 20-40 killer bees are enough to cancel any regen or even ck himself lol.

Dragonfly only resets hp when player leaves arena which is pretty avoidable.

Unlike moose/goose which can just despawn because yes. Cant say its really annoying because drops are just worthless so I dont even bother fighting it.

2 hours ago, Hungry French said:

I've been thinking... Why don't all the mobs in the game have even a weak regeneration? Only mobs that are useful to the player have regeneration. But do you have to take revenge against low hp mobs?
Regeneration could be small and outside of combat, of course.

Prob for same reason players cant regen on their own without using special items. Tho I wouldnt mind regen for spawners like beehives. It would make sense because bees could repair their home. Same about spiders and their dens. Maybe queen could get regen while nurse spiders are up because currently nurse has to approach some enemy to heal which is weird.

2 hours ago, Tigris Nano said:

Havent seen any mentions of klaus regen outside of combat. He can only restore full hp by despawning or respawn with its amulet which is essentially shift to phase 2.

I frequently see Klaus do his half-health stagger (when he summons Krampus) a second time because the time it took to dispatch the Krampii let Klaus go back above 5k health.

Edited by Semind
1 hour ago, Semind said:

I frequently see Klaus do his half-health stagger (when he summons Krampus) a second time because the time it took to dispatch the Krampii let Klaus go back above 5k health.

Could you record a video showing that please (better with epic healthbar)? I havent seen this happen a single time (even tho I got like 2k hours on steam)

19 hours ago, Tigris Nano said:

Could you record a video showing that please (better with epic healthbar)? I havent seen this happen a single time (even tho I got like 2k hours on steam)

Here. The only server mod I had on was Epic healthbars. I also have the game's tickrate set to 60, but I doubt that makes Klaus spontaneously gain the ability to regain health.

https://youtu.be/sPSDJssK1vs

23 hours ago, Tigris Nano said:

Не могли бы вы записать видео, на котором это будет видно (лучше с эпичным индикатором здоровья)? Я ни разу не сталкивался с подобным (хотя я провёл в Steam около 2000 часов)

image.png.d562efa737558c72fb86ed7c8e15009f.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...