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Krampus sack!!!!!  

83 members have voted

  1. 1. Do you like krampus sack being so rng dependent?

    • Yeah!!!
      47
    • Nah!!!
      36
  2. 2. Do you think there should be more stuff locked behind rng?

    • Yeah!!!!
      24
    • Nah!!!
      38
    • Only if you can manually summon/farm for it!
      21


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What’s the deal with the krampus sack? There’s not really that many other items in dst that have such low drop rates, and especially none as nice to have as the krampus sack. I think it being so tied to rng is really really annoying, and I wish there was a more consistent way of getting it. However I also think krampus farms are super cool, and I don’t want to get rid of those. 
What do you guys think? Is rng like this frustrating, or do you enjoy setting up farms to grind for low drop items in other games and would like to do this more in dst?

Can't say I like RNG-heavy elements like this one. It just leads me to either use Console or a mod in case I want the item.

In case of Krampus Sack, I rarely even use a backpack, so I don't bother with using Console/mod for it, but I absolutely would if I ever wanted the item, because I have better things to do with my time than to deal with 1% drop chance from Krampus or 10% from Klaus.

Same reason why I use a mod to get 100% drop chance for Volt Goat horns, really. I want to get the items I want from killing the right mobs that drop it. Not to deal with RNG fiesta.

I imagine that there are people who like the RNG though, but they're certainly not me.

... For the record, I can like RNG in drops, but not in a game like DST... Like, RNG on drops against mobs with limited quantities (well, Krampus is infinite though, but I'm thinking of Voat Goats or Beefalos that you can extinct if you're not careful) in the world is bad enough as is, but in a multiplayer game too? I'm not dealing with that.


I have 19 Krampus Sacks in over 5,000 days of gameplay. I always defeat Klaus in absolutely every winter. I also left the winter event enabled in the early years of the game to increase the chance of the first sack appearing. And some of those sacks were dropped by one of the two Krampuses that appear during the fight against Klaus. There was even a world  where I spent more than 700 days facing Klaus at every opportunity and still no Krampus Sack. I know there is a Krampus farm, but I simply prefer to stick with the Piggyback until I get lucky with Klaus.

image.png.c3b81d86d5fdc3c8f95255d5d3d7c65e.png

Edited by Cruvimaster
  • Like 3

I love the RNG mechanic. It's the only item in the game that makes me audibly excited when I see it. Because you either get it early from good RNG and you're hyped you got it so easily or you put in effort and time creating the most satisfying Krampus farm that when you DO get the sack, it feels like all of your hard work has finally paid off.

Or you pick Wickerbottom. :)

Although, I don't think this type of mechanic would work on any other item and that's because Krampus Sack is a backpack, nothing else.

It's not armour you need, it's not a weapon you need, not a tool you need... All it is is convenience, more inventory slots. And that's why it works.

  • Like 9

The problem is the mindset that everything can be rushed for.
You are not supposed to have a krampus sack in the early game. Period. 
And if you do get one, its a cool rng moment that makes you feel like that run is special.
Also. Sometimes you just stick to piggyback or insulated pack for hundreds of days.

  • Like 16
  • Thanks 2

I like the RNG system, but there should be changes regarding Klaus. The drop chance should be increased, or the sack should be guaranteed after a certain number of fights or days have passed.

Currently, waiting for a boss is the worst choice, as it's ridiculously easy to obtain a large amount of Krampus Sack simply by farming.
In a world with 6 people, it doesn't even make sense to fight Klaus for that.

  • Like 1
10 hours ago, goblinball said:

What’s the deal with the krampus sack? There’s not really that many other items in dst that have such low drop rates, and especially none as nice to have as the krampus sack. I think it being so tied to rng is really really annoying, and I wish there was a more consistent way of getting it. However I also think krampus farms are super cool, and I don’t want to get rid of those. 
What do you guys think? Is rng like this frustrating, or do you enjoy setting up farms to grind for low drop items in other games and would like to do this more in dst?

Wickerbottom only.

i genuinely dont mind there being rare drops like this. i've never tried to go for the krampus drop, if i want a krampus sack i'll just fight klaus. i like fighting klaus so it works out just fine

3 hours ago, ShadowDuelist said:

The problem is the mindset that everything can be rushed for.
You are not supposed to have a krampus sack in the early game. Period. 
And if you do get one, its a cool rng moment that makes you feel like that run is special.
Also. Sometimes you just stick to piggyback or insulated pack for hundreds of days.

^ absolutely agreed, i think actively trying to rush things is what makes stuff like this more frustrating

  • Like 4

Its one of those items that is nice to get but generally speaking you can live without. Regular backpacks can get the job done perfectly fine, and the piggyback is a good alternative if you have a beefalo and are okay with a small speed penalty. I'd never go out of my way to get the item in anything but a world I plan on playing on for a long time, so it makes it more exciting when I do get a krampus sack on a world I planned to be a short term experience.

Unrelated to the topic of krampus sacks, but I personally think it'd be really cool if the insulated pack had 10 slots instead of 8. Even after the cost reduction a few years back, it still feels pretty underwhelming as a boss item, and I think giving it 2 extra slots would actually make it a somewhat exciting drop to get from klaus.

  • Like 4
1 hour ago, Guille6785 said:

man if you remove the RNG you sorta remove the whole thing that makes getting the item feel memorable lol

Not really? If you give us an expensive, late-game way to get it guaranteed, getting it early still feels special when it rarely happens.

There's plenty of mods for Terraria that follow that concept. For instance, in one of the more popular ones, you can either grind for the Rod of Discord for hours, get it quickly by pure luck, or craft it with the four banners you get from killing 200 of the enemy that drops it at an 0.2% chance (so, it makes the drop essentially guaranteed if you go that route). In DST, just giving us the option to craft it post-game (like by using an Elastispacer on a piggyback) would be the equivalent since that'd necessitate either sacrificing your first Enlightened Crown or killing CC a second time.

More options = better, simple as. 

4 hours ago, HowlVoid said:

Piggyback is underrated

Yeah, I use it if I have any way of negating its speed penalty (beefalo/Woby included), but the Krampus sack is a straight upgrade and it'd be nice to have a more surefire way of getting it later in the game. 

7 hours ago, Baark0 said:

Unrelated to the topic of krampus sacks, but I personally think it'd be really cool if the insulated pack had 10 slots instead of 8. Even after the cost reduction a few years back, it still feels pretty underwhelming as a boss item, and I think giving it 2 extra slots would actually make it a somewhat exciting drop to get from klaus.

It's a standard backpack that doubles time to spoil. All upside, and you aren't crafting the vest as a backpack / thermal stone user. (Pack doesn't insulate the stone, unfortunately.)

Your alternatives are being slowed by piggyback or praying for krampus sack. Even after you've beaten bee queen, interacting with bundling wraps means spilling the contents onto the ground and re-wrapping with rope. The polar bin finally makes it obsolete for most purposes, but doesn't work on creatures or certain foods.

I don't think I've ever encountered a krampus outside of the klaus fight. Naughtiness is so forgiving that you have to actually put effort into it. I once used commands to give myself a sack after killing klaus, then decided I preferred the pack's perk over more slots and got rid of it. Easier to accept that I don't need to be carrying flint, stones, and logs with me everywhere.

Edited by Bumber64
  • Big Ups 1
1 hour ago, Bumber64 said:

It's a standard backpack that doubles time to spoil. All upside, and you aren't crafting the vest as a backpack / thermal stone user. (Pack doesn't insulate the stone, unfortunately.)

Ice Chester not only slows spoilage time but also cools your thermal stones, and without a Maxwell around, Ice Chester is much better than Shadow Chester. Since I mostly play solo and don't play Maxwell, I pretty much always transform Chester into his ice variant, aside from some early game scenarios where I value the extra space for some reason. With this in mind, I personally usually don't see much value in a backpack that does what Ice Chester does, especially because taming a Beefalo is such an efficient thing to do while playing the game, made even more efficient by the fact that the Piggyback's speed reduction is ignored while riding one. So while the Insulated Pack isn't bad, in my experience, it's almost always outclassed, or is obtained too late into the game to actually be of any real benefit to me.

1 hour ago, Baark0 said:

Ice Chester not only slows spoilage time but also cools your thermal stones

Yes, but even in solo he can't enter caves (light bulbs). He's at risk of being killed by spider swarm, bearger, etc., so you do occasionally have to ditch him. (Webber's own spiders will attack him as soon as you drop the eyebone, making the process especially delicate if you're leading an army of spitters somewhere.)

Also, you can't eat items directly from Chester (which would be gross). If your inventory's full, you need to swap an item, eat, then swap back. Swapping one thermal stone for another is trivial, but food is less so for no improvement in spoilage.

The way it ends up is that I keep health and sanity food in the pack, as well as raw ingredients that I'm currently collecting. If I'm not likely to collect more for a while, the ingredients get shuffled into snow Chester. IIRC, it's optimal to give Hutch one light bulb at a time? May also be using a lantern or mining hat anyway.

I never got around to taming a Beefalo. They seem more practical now that you don't have to dismount to feed them, though I assume you still have to do so to perform certain actions.

Edited by Bumber64
5 hours ago, Nikki Darks said:

My issue with Piggyback is that being slow in DST is the most miserable experience. Same reason why I hate marble suit.

 

A fair point, but I still use Piggyback as Wolfgang (who doesn't suffer the speed penalty when mighty), Woodie (with the cane perk to offset the speed penalty and goose for longer trips), Wormwood (bloom), WX-78 (speed circuits), Wendy/Maxwell/etc (beefalo), and Walter (Woby). Any character with a lazy explorer or cane still gets a 15% speed boost with the piggyback equipped, too. 

  • Like 1

I don't see a problem with the existence of RNG, but only with the fact that a 10% chance for Klaus could mean 700 days without access to the Krampus Sack. To me, it's insane to think that in a world with 6 players it could take more than 3000 days for everyone to get that bag. And that's the loot that gives meaning to the existence of this boss. Something very difficult with a boss is unbalanced when it's easy through farming. If Klaus's chance were 25% or a guarantee of this item after 4 fights, that would be fine for me.

  • Like 1
16 hours ago, HowlVoid said:

Piggyback is underrated

I totally agree

  • +4 extra slots at the cost of a 10% speed penalty.
  • Quote

     Any character with a lazy explorer or cane still gets a 15% speed boost with the piggyback equipped, too.

  • Only 2 slots less than a Krampus Sack.
  • Accessible from the beginning.
    Spoiler

    Piggybackisunderrated.png.08921501c8802e0553517e2b6fbb2195.png

     

  • Like 1
  • Big Ups 1

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