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6 hours ago, DegenerateFurry said:

Toadstool's kinda mid at best design-wise, very repetitive due to his small move pool and he takes way too long solo. The loot is outdated, too, if they do nothing else, they need to buff the loot. Like, the lamps we get from winning the endurance match that is Toadstool are literally worse versions of the same thing from Year of the Depths Worm that you get for next to free. 

They gave him a ton of health because he was made back when they mistakenly assumed people had friends and so designed bosses to be fought by large groups, but they seem to have realized with their more recent boss designs that at least half the playerbase plays alone, given that all the more recent content is more reasonable to do solo and doesn't have mechanics where you need one or two dudes doing other stuff to keep the boss vulnerable while someone else does damage. 

This game just needs raid boss health to scale based on how many players are in the arena when the boss becomes hostile/are logged into the server. It's a common feature in other games, I dunno why everyone's so opposed to it in this game where it could be toggled in world settings. Like, just make Toadstool have a ton of health if there's a bunch of players, and a more reasonable (Bee Queen level) amount if it's only one dude. Yes, playing Wolfgang with solo boss HP scaling will mean the boss dies faster, that's what Wolfgang's for and is not a criticism of this suggestion, he does that right now too. 

Complaining about soloing a boss in a multiplayer game not being optimal is like complaining about a vegan place not having meat options.

DST is a multiplayer first experience, the bosses have no business being optimal for a solo experience. 

However, I do like the idea of the scaling HP option, that's very good. 

  • Like 1

A balance update that makes the game more even in terms of power distribution alongside a bigger emphasis on certain things being more useful during certain times. 

More realistically, an item/skill tree power that allows us to move and make previously unmovable objects. Make it some wacky fusion between the end of the questlines of both alignment routes and then boom, it's not really broken because it takes like 13 hours to get there. I shown my commitment, now let me move the pond that has been annoying me since day 23

  • Like 3

I want for nothing but my precious Wanda's skill tree!
...as long as it is not like Wolfgang's.


Please don't be like Wolfgang's...

10 hours ago, DegenerateFurry said:

This game just needs raid boss health to scale based on how many players are in the arena

Once I would've agreed, but now I appreciate the absurd difficulty posed to a solo player because there's so many workarounds. Call it Stockholm syndrome if you want, but the satisfaction of sending 1.2 million treeguards to obliterate Misery Toadstool is unparalleled. The only way I'd support scaling is with RAISED health, so they don't get steamrolled by 6+ players.

  • Like 2
7 hours ago, Nikki Darks said:

Complaining about soloing a boss in a multiplayer game not being optimal is like complaining about a vegan place not having meat options.
 

You say that, but if the restaurant was in a Vegantown, Vegania, where over half the population are vegans, you'd think they'd have some vegan options, wouldn't they?

Same concept here. Klei knows, as we do, that over half the playerbase plays solo. It's therefore a good idea to make the game not terrible to play solo. For the most part, they take that into account nowadays, but A New Reign was pretty early in DST's lifetime and they hadn't learned that yet. That's why the bosses that suck the most solo are all A New Reign bosses.

Edited by DegenerateFurry
  • Big Ups 1
9 hours ago, Frashaw27 said:

A balance update that makes the game more even in terms of power distribution alongside a bigger emphasis on certain things being more useful during certain times. 

More realistically, an item/skill tree power that allows us to move and make previously unmovable objects. Make it some wacky fusion between the end of the questlines of both alignment routes and then boom, it's not really broken because it takes like 13 hours to get there. I shown my commitment, now let me move the pond that has been annoying me since day 23

I am not even trying to make a "skill trees 3.0" joke, but I'd love a downsides update for every character.

No nerfing their upsides at all, just adding a clear downside that is impactful and interesting to every character.

I love Willow, I love Wickerbottom, but what I do not love is when I play these characters and I can just play the game the same way as a Wilson because there is nothing deterring me from just doing it that way. And no "you choose which buttons to press" is not a real argument and never will be.

 

  • Like 1
20 hours ago, Nikki Darks said:

I am not even trying to make a "skill trees 3.0" joke, but I'd love a downsides update for every character.

No nerfing their upsides at all, just adding a clear downside that is impactful and interesting to every character.

I love Willow, I love Wickerbottom, but what I do not love is when I play these characters and I can just play the game the same way as a Wilson because there is nothing deterring me from just doing it that way. And no "you choose which buttons to press" is not a real argument and never will be.

 

i actually disagree, most characters being similar to willson means every character are also similar to everyone, all of them have generally transferable skills that applies to everyone

this makes learning new character feels less of a chore ( everyone can make use of seasonal clothing's ,food and core structures ). plus every character has tool kit pushes you to use their ability more which makes them less willson in general anyways ( plus i think willson is already not consider as a base line character at this point anyways)

  • Like 1
1 hour ago, Edible Coal said:

i actually disagree, most characters being similar to willson means every character are also similar to everyone, all of them have generally transferable skills that applies to everyone

this makes learning new character feels less of a chore ( everyone can make use of seasonal clothing's ,food and core structures ). plus every character has tool kit pushes you to use their ability more which makes them less willson in general anyways ( plus i think willson is already not consider as a base line character at this point anyways)

This has to be ragebait, right...? 

Never in my life have I heard "characters being similar" is good compared to "characters should be a unique gaming experience". The things I'll see DST players willingly type out for everyone to see still manage to astonish me.

5 minutes ago, Nikki Darks said:

This has to be ragebait, right...? 

Never in my life have I heard "characters being similar" is good compared to "characters should be a unique gaming experience". The things I'll see DST players willingly type out for everyone to see still manage to astonish me.

no, thats my personal opinion anyways

13 hours ago, Mr Giggio said:

I just want them to finish the skill trees man. :|

You'll have your 100th Rift update and you'll be happy. I'll turn 26 before they actually finish the skill trees... Which doesn't sound shocking until you realize I was 23 when the first one came out. :)

Edited by Nikki Darks
  • Haha 2
19 hours ago, Nikki Darks said:

You'll have your 100th Rift update and you'll be happy. I'll turn 26 before they actually finish the skill trees... Which doesn't sound shocking until you realize I was 23 when the first one came out. :)

Part of me wants to believe that they r doing this just because it will make more sense for the restant skill trees once they r attached somehow to those neat mechanics that are being introduced (like wickerbottom and pearl teas for example) but duuuude it will be another 5 year thing (reworks PTSD)

Edited by Mr Giggio
  • Like 1

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