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Nerf fuelweaver?  

90 members have voted

  1. 1. Should he be nerfed and made easier?

    • Yes, nerf him alot.
    • Yes, nerf him.
    • I dont care.
    • No, don't nerf him.
    • Buff him


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2 hours ago, Frosty_Mentos said:

He's too easy for multiple people, he's too hard for solo, theres no middle ground but should be harder for multiple people ngl

I've said it before and I'll say it again, scaling mechanics would fix him. Just check the number of players in the Atrium when he spawns and adjust Wovens and the time between shield/summon phases accordingly, simple as. Have it be less absurdly difficult for solo players and much harder for groups of 3+. 

  • Like 1
  • Big Ups 1

We play games to have fun & be entertained as a way of escaping reality. But when we are not having fun anymore & the game has instead become frustrating & unfun you either A: Quit & find something that’s actually fun. B: (Politely) Ask for changes to the game from the Devs and hope they see your point of View on why it should be made more Accessible.

Case In point: Ninja Gaiden Ragebound just came out on Xbox Gamepass & at first I played it on the normal default settings, but after awhile it just became too annoying to be any fun so luckily i found the games Options menu and was able to turn on “Assist Features” this allowed me to alter various aspects of gameplay (aka how much damage enemies and traps deal, how often I’d encounter checkpoints etc) to truly make the game more enjoyable at my own preferred pace.

Don’t Starve Together is a Bizarre game to say the very least: you can switch characters and use the gadgets or perks of other characters (when allowed) so for example: You can craft a bunch of Winona Catapults then switch to Warly and craft his food buff dishes then switch to Wolfgang for 2x damage for just existing PLUS also the Warly food buffs to absolutely crush anything that dares oppose you.

But wouldn’t it be more fun if players could actually scale the difficulty of various aspects of the game so instead, they could play as the character they actually want to play as? (Yes including Wes) 

I have no suggestions on how to improve AFW in particular, but I do deeply wish the entire game had content balancing & scaling like Borderlands or Dead Island has.

  • Like 1
11 minutes ago, Mike23Ua said:

We play games to have fun & be entertained as a way of escaping reality. But when we are not having fun anymore & the game has instead become frustrating & unfun you either A: Quit & find something that’s actually fun. B: (Politely) Ask for changes to the game from the Devs and hope they see your point of View on why it should be made more Accessible.

Case In point: Ninja Gaiden Ragebound just came out on Xbox Gamepass & at first I played it on the normal default settings, but after awhile it just became too annoying to be any fun so luckily i found the games Options menu and was able to turn on “Assist Features” this allowed me to alter various aspects of gameplay (aka how much damage enemies and traps deal, how often I’d encounter checkpoints etc) to truly make the game more enjoyable at my own preferred pace.

Don’t Starve Together is a Bizarre game to say the very least: you can switch characters and use the gadgets or perks of other characters (when allowed) so for example: You can craft a bunch of Winona Catapults then switch to Warly and craft his food buff dishes then switch to Wolfgang for 2x damage for just existing PLUS also the Warly food buffs to absolutely crush anything that dares oppose you.

But wouldn’t it be more fun if players could actually scale the difficulty of various aspects of the game so instead, they could play as the character they actually want to play as? (Yes including Wes) 

I have no suggestions on how to improve AFW in particular, but I do deeply wish the entire game had content balancing & scaling like Borderlands or Dead Island has.

Yeah, on the subject of difficulty settings and scaling, Deep Rock Galactic does it pretty well. It's 1-4 player co-op and the enemy count and health of the enemies will go up depending on how many players are connected to the server, but there's also "hazard" levels (difficulty levels) on the mission select screen that can be used to lower or raise those numbers plus enemy speed and damage separately from the player count-based scaling. 

If we talk about a single player game.
1. The health of the second phase should be reduced.
2. Healing should be reduced from 400 to at least 300-200
3. The damage should be 4 times more.

On 25.01.2026 at 01:16, DegenerateFurry said:

Да, что касается настроек сложности и масштабирования, то в Deep Rock Galactic с этим всё в порядке. Это кооперативная игра для 1–4 игроков, и количество врагов и их здоровье будут увеличиваться в зависимости от того, сколько игроков подключено к серверу, но на экране выбора миссии также есть уровни «опасности» (уровни сложности), которые можно использовать для уменьшения или увеличения этих показателей, а также для изменения скорости и урона врагов отдельно от масштабирования на основе количества игроков.

Such things are the first thing developers should think about. 
So that it doesn't turn out like this:
"Oh, this boss died in 30 seconds against 6 players."
"Oh, this boss dies 30 minutes into a solo."
Result 2 :
The first is that the players won't notice the boss.
Secondly, he will live so long that they will get bored...

  • Like 1

I'd like to understand the resistance of people who use walls against Dragonfly or flutes against the Bee Queen, but refuse to use Brightshade Staff against AFW.

Can't they defeat AFW in the traditional ways? Then defeat the Celestial Champion first or SIMPLY activate the rifts on the first day of the game.

59 minutes ago, Cruvimaster said:

I'd like to understand the resistance of people who use walls against Dragonfly or flutes against the Bee Queen, but refuse to use Brightshade Staff against AFW.

Can't they defeat AFW in the traditional ways? Then defeat the Celestial Champion first or SIMPLY activate the rifts on the first day of the game.

What a dilemma. The view above is conflicting; any looters will reject the notion immediately and use any means necessary, including new items that were added after AFW. That's why we have WARBOT vs. A Colossal Amount of Houndius to showcase their resolve. On the other hand, players who seek the thrill of the hunt will go with minimal preparation. It could be inefficient, frustrating, and even personal compared to a typical normal run. Nevertheless, those experiences would be deeply engraved; some people seek this type of feeling. I suppose players can be picky about certain things as long as they are having fun, even if it looks conflicting for others. Trying to impose the aforementioned view is another thing.

 

IT'S TIME TO LOCK IN AGAINST THE SHIELDED AFW AND HIS WOVENS! :wilson_cool:

33 minutes ago, layangan putus said:

Trying to impose the aforementioned view is another thing.

I agree with that. Trying to impose the view that AFW needs to be nerfed by bad players is what I see most here, even though this boss has already been nerfed by new items made specifically to make it easier to defeat.

So leave AFW for a small group of more skilled players who defeat it on day 25, for another group who need Weather Pain after day 35, and for the remaining group leave it with the Brightshade Staff (which can be activated on day 1 of the game).

There you go, the devs have already done that.

4 hours ago, Cruvimaster said:

I'd like to understand the resistance of people who use walls against Dragonfly or flutes against the Bee Queen, but refuse to use Brightshade Staff against AFW.

Can't they defeat AFW in the traditional ways? Then defeat the Celestial Champion first or SIMPLY activate the rifts on the first day of the game.

Well, you have access to walls and flute on day 1. BS staff is locked behind Pearl's tedious quests and opening rifts.

So the difference is that you have to complete the entire other half of the pre-rifts game first (and now suffer buzzards), rather than grabbing an item on your way to the boss. Players don't typically need shadow rift gear to kill CC, so it's rather obvious that CC and AFW aren't co-equal bosses.

It's fair to expect shadow maul for WARBOT, or BS staff for the upcoming Charlie boss. And given AFW has been around longer than rifts, it clearly isn't expected.

Edited by Bumber64
  • Like 1
11 hours ago, layangan putus said:

What a dilemma. The view above is conflicting; any looters will reject the notion immediately and use any means necessary, including new items that were added after AFW. That's why we have WARBOT vs. A Colossal Amount of Houndius to showcase their resolve. On the other hand, players who seek the thrill of the hunt will go with minimal preparation. It could be inefficient, frustrating, and even personal compared to a typical normal run. Nevertheless, those experiences would be deeply engraved; some people seek this type of feeling. I suppose players can be picky about certain things as long as they are having fun, even if it looks conflicting for others. Trying to impose the aforementioned view is another thing.

 

IT'S TIME TO LOCK IN AGAINST THE SHIELDED AFW AND HIS WOVENS! :wilson_cool:

Hi Jerry from Plants vs Zombies heroes.

10 hours ago, Cruvimaster said:

I agree with that. Trying to impose the view that AFW needs to be nerfed by bad players is what I see most here, even though this boss has already been nerfed by new items made specifically to make it easier to defeat.

So leave AFW for a small group of more skilled players who defeat it on day 25, for another group who need Weather Pain after day 35, and for the remaining group leave it with the Brightshade Staff (which can be activated on day 1 of the game).

There you go, the devs have already done that.

The glass cutter was also buffed to be cheaper, prototypable, and do more damage to regular shadows.

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