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Since the introduction of electricity mechanic rework, I'd like to request or suggest few improvements to freezing mechanics and tools.

  1. Frozen state might cause fragile status. If you hit a creature which is frozen, the hit deals double damage (also breaking the ice).image.png.eb9e255ffcdcbe3fe0d1a4bf876a39c5.png
    Pros: encourages to use ice staff, especially when teamed up, as well as chilled amulets. Makes it easier to deal with boss minions.
    Cons: game has couple of mobs which able to freeze you: ice hounds, Klaus (ice deer), Deerclops, so the change buffs these mobs, making it more punishing to become frozen.
  2. Ice-staff, while overall a great item, can be buffed by reducing the freezing protection of bosses. I believe regular creatures might receive 1-2 hit to become frozen, and boss creatures should receive 2-4 hits unless they have some lore-wise protection, like properly set up Crab King, Heat based creatures should be vulnerable to cold, as well as wet creatures. Deerclops. Frost Jaw, Moonrock Pengulls and Ice Hounds  should be immune to freezing.
     image.png.b702c79154ddcd432a98ff1007db43d6.png
    Note: Wet mechanic needs a rework too, cause all the bosses except Dragonfly rely on the wearther conditions to become wet. While players have tools to water a creature, it makes no sense if it actually works only with Dragonfly.
  3. Chill amulet is often overlooked: it uses valuable body slot, which makes it the least preferable item to avoid summer heat, and it's innate ability to freeze enemies is so weak that it nullifies the benefit of receiving hits.
     image.png.7901eff7fefc6db7d34e984b4becb11b.png
    Here are the ideas to buff the amulet:
    2.1. For no-freeze protection cretures (e.g. werepig), the item should add same layer of freezing as the ice-staff on hit. You pay with your health to make an enemy frozen, so 1-2 hits received should result with enemy frozen.
    2.2. Cold immunity. This is arguable, but we have no items which will protect us from cold completely, and chill amulet could potentially create safe-cold encironment, which makes player to not receive cold damage. However, it should make player more vulneruble to frozen state (e.g. one hit from deerclops makes player frozen instead of two). Note that since we don't buff durability, and don't add possiblity to refuel chill amulet, this cold immunity has a huge trade-off for the durability, since chill amulets doesn't really last long.
    2.3. Overheating and fire damage immunity. Opposite to cold immunity, so we should choose either one. While I would prefer cold immunity, since for fire-immunity we have scalemail armor,  but it's still a great trade-off for its low durability and could help when Dragonfly is not dealt with yet. 
  • Like 3

Only issue I find is Flingo being abused greatly for greatly higher DPS, but could probably easily categorize both cold effects either as magic to deal that damage or as frostbitten or something, like covered in ice but not cold inside.

@Frosty_Mentos, @Well-met I don't think flingo should be targeted here. 1st of all it's not used that often, 2nd even if people want to freeze Bee Queen - this trick worked before, so now will work faster - the point is, it's cheesed anyways.

But mostly I don't have intention to.break something what makes fun for players. If people build their flingo trap, it's because it's fun, so I would be against it's removal. But I want to use freezing more, and chill amulet especially)

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