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2 minutes ago, Kvetevk said:

That was always there, the comb effect, they only nerfed and then buffed the regen I think.

Always there and no one ever brought it up?

You could very well be lying, but of course people will believe you anyway.

Edited by Jussatoon
15 minutes ago, cropo said:

Woodlegs... old Wormwood(DS).

Not to divert your point (as I think you make pretty decent ones), but I think both of these characters are pretty decent, even for DS standards. I remember back then a pretty popular strat was to get a bunch of lucky hat monkeys and profit immeasurably off of the hats, ironically more for the guaranteed boards than most things in the loot table (still nice to luck out with full thule sets, though!). Wormwood at least had the funny HAM strat of mass chopping living logs and then immediately recouping the health he just lost with tossing like 1-2 gold nuggets in the well, and you could profit big time from even 1-2 ruins clears to be set on living logs for basically the entire rest of the playthrough. Definitely didn't chain this for an hour or so in a longterm world I had to back this up or anything...
 

23 minutes ago, cropo said:

WX-78's perk? You eat gears and get 400HP. You could remove every other perk from WX and this alone blew every character out of the park. 


Impressed you also didn't mention overcharge for their DS perks. In a game where your biggest hurdles are exploring the map and keeping light and some season immunity, the ability for WX to also get those paid off incredibly well for them. I would actually argue that this was more impactful than the massive stats or consuming gears of their old perks, especially when you are in the phase of hoarding resources from the maps to plan out a base.

6 minutes ago, Jussatoon said:

Always there and no one ever brought it up?

You could very well be lying, but of course people will believe you anyway.

Except they aren't lying? Go to previous forum posts when it was first introduced, it's always been that way. At least the shield portion of it.

  • Like 1
Just now, Evelo said:

Except they aren't lying? Go to previous forum posts when it was first introduced, it's always been that way. At least the shield portion of it.

You know very well it's buried at this point, not to mention it was never really well documented. 

Do you have proof in the form of a link instead?

4 hours ago, Jakepeng99 said:

 Health circuits give way more survivability well and i cant really say much else...  your argument is that everyone who doesnt agree with you are delusional? Thats s childish thing to say.

yeah im gonna judge people who think 3 less damage on log suits is impactful???? i will whole heartedly believe you're lying to yourself ovee that. i should be getting more damage reduction with how much i dedicate to health. id actually prefer super hardy being increased in cost beyond literal glands, i just want to actually desire the damage reduction. 17% for all health is pitiful when that's specifically what i spec into.

 

i am starting to agree that maybe the halved sanity drain from sanity is enough though, but i still found the dapperness really cool. it was a double edged sword with how it affected both positive and negative items! 

6 hours ago, Koomin said:

I guess I think you are just unfortunately incorrect.  Really not a fan of the recent trend of just begging for broken skills every beta and saying it is limiting if things are not incredibly strong.  If you want everything to keel over before you I'd recommend a mod, there are a bunch of them that do this.  I enjoy the don't starve experience that I originally bought the game for though.

can we stop this "broken op" sorta talk and how dst is uncompromising or whatever. if i dedicate 5 slots to get similar damage reduction to a character who gets it innately, i dont think it's overpowered at all. it's just an alternative gamestyle that's being highly limited by the small numbers. nobody is forcing you to do this. again it's crabs in a bucket

3 hours ago, Jussatoon said:

- 15/10/5% (diminishing returns) damage reduction for Super Hardy Circuits

i wouldnt mind this either! it's a similar result

3 minutes ago, Fishgirl said:

yeah im gonna judge people who think 3 less damage on log suits is impactful????

You deal around 400 dmg on bq while getting 1 hits. Bee queen got 22500 health which equals you getting 57 hits, leads to receiving 4275 worth of dmg.

Lets say you use 80% armor, which you’ll get 855 dmg.

With previous 65% nature armor, that’s only 299 dmg. Eazy win for Wx.

After nerfing, you get 17.5% nature armor, which results in 705 damage, forcing you to use thulecite armor or bring heal.

Got it? You think it’s not OP just because you haven’t explored enough. The poor balancing for you is actually reasonable 

  • Like 2
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3 minutes ago, WendyHater9000 said:

You deal around 400 dmg on bq while getting 1 hits. Bee queen got 22500 health which equals you getting 57 hits, leads to receiving 4275 worth of dmg.

Lets say you use 80% armor, which you’ll get 855 dmg.

With previous 65% nature armor, that’s only 299 dmg. Eazy win for Wx.

After nerfing, you get 17.5% nature armor, which results in 705 damage, forcing you to use thulecite armor or bring heal.

Got it? You think it’s not OP just because you haven’t explored enough. The poor balancing for you is actually reasonable 

okay so you didnt read anything i was saying, that immediately invalidates any value i wouldve gotten from this. i do not want 65% damage reduction, that was genuinely busted

10 minutes ago, WendyHater9000 said:

With previous 65% nature armor, that’s only 299 dmg. Eazy win for Wx.

None of us have been advocating for the return of 65% armor. We want the values from after the first nerf (so 50-150 hp, 5-10% DR)

  • Like 1
  • Big Ups 1
30 minutes ago, WendyHater9000 said:

You deal around 400 dmg on bq while getting 1 hits. Bee queen got 22500 health which equals you getting 57 hits, leads to receiving 4275 worth of dmg.

Lets say you use 80% armor, which you’ll get 855 dmg.

With previous 65% nature armor, that’s only 299 dmg. Eazy win for Wx.o

u  balancing for you is actually reasonable 

we are not asking for the return of the 65% dr, we are sking for the 35%(super 10% 150 hp and base 5% 50 hp) one, the fact you do not notice that shows that you are not reading anything

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  • Big Ups 1

Wx78 had max 400 health in DS.

In DST he can have max 440 health + 15% armor (with nerf)

With buffs he could have max 600 health + 35% armor

That is clearly busted, instead of consuming gears that would grant Wx78 better stats overall, he can just farm spiders for both Hardy and Super-Hardy circuits (spider queens are easy to get).

So I would only buff stats or armor, but not both.

12 minutes ago, Kvetevk said:

Wx78 had max 400 health in DS.

In DST he can have max 440 health + 15% armor (with nerf)

With buffs he could have max 600 health + 35% armor

That is clearly busted, instead of consuming gears that would grant Wx78 better stats overall, he can just farm spiders for both Hardy and Super-Hardy circuits (spider queens are easy to get).

So I would only buff stats or armor, but not both.

if we make the recipe more costly we can justify the bonus, because i surprised that klei don't did it, two spider glands for 150, 1 nightmare fuel for more one hundred sanity and it goes on for the rest is stupidly cheap, almost for free i would say

24 minutes ago, Kvetevk said:

Wx78 had max 400 health in DS.

In DST he can have max 440 health + 15% armor (with nerf)

With buffs he could have max 600 health + 35% armor

That is clearly busted, instead of consuming gears that would grant Wx78 better stats overall, he can just farm spiders for both Hardy and Super-Hardy circuits (spider queens are easy to get).

So I would only buff stats or armor, but not both.

okay then make it more expensive. but also i do kinda agree that maybe 600 is overkill if they make the side buff good. me personally i dont care for the max stat part but im not gonna argue against it

2 hours ago, Fishgirl said:

yeah im gonna judge people who think 3 less damage on log suits is impactful???? i will whole heartedly believe you're lying to yourself ovee that. i should be getting more damage reduction with how much i dedicate to health. id actually prefer super hardy being increased in cost beyond literal glands, i just want to actually desire the damage reduction. 17% for all health is pitiful when that's specifically what i spec into.

 

I dunno if you made up the number, but 3 less damage on a log suit is pretty impactful since it adds up pretty fast and you already dont take much damage.

Basically every 6 hits you take, you take zero damage.

8 minutes ago, Jakepeng99 said:

I dunno if you made up the number, but 3 less damage on a log suit is pretty impactful since it adds up pretty fast and you already dont take much damage.

Basically every 6 hits you take, you take zero damage.

it less than the actual number, but 35% dr after a 100 damage againt a log armor player is around 7 less damage, if it was a marble armor them it would be less 3,5 damage pos armor

Edited by doritosdamafia
  • Like 1
13 minutes ago, Jakepeng99 said:

I dunno if you made up the number, but 3 less damage on a log suit is pretty impactful since it adds up pretty fast and you already dont take much damage.

Basically every 6 hits you take, you take zero damage.

it was quite literally mentioned earlier in this post, so once more im questioning if people are reading or not. regardless though, yeah after armor you get.. not much benefit... itd be fine if you didnt dedicate your entire alpha bar for it, and thereby sanity, insanity aura reduction, beanbooster shield and hunger. the way ive been looking at hardy is under 3 different tiers in relativity to other characters

1 Super hardy: wurt's DR

2 super hardy: Wigfrid's DR (give or take)

3 super hardy: Garlic spice (give or take)

right now though, it barely even exceeds my first tier, and doesnt get close to the second

Edited by Fishgirl
  • Like 2
On 4/15/2026 at 7:02 AM, Fishgirl said:

but are you having fun? do you see yourself desiring the damage reduction or dapperness in the current state it's in? its never about being good or anything, but to make circuits a bigger decision 

Personally yes but I think the question is does making the numbers bigger make it more fun?

 

Though if I were given a choice I'd lean hard into what was mentioned earlier remove the damage reduction from the hp circuits and instead make it reduce the amount of damage your armor's hp takes. That's such a cool and insanely useful concept.

Edited by Mysterious box
  • Like 1
3 minutes ago, Mysterious box said:

Personally yes but I think the question is does making the numbers bigger make it more fun?

I think buffing hardy circuit specifically (other 2 stat ones are in good spot imo) may actually encourage some people (like me!) to use it.

Currently I just don't see value in it compared to other 2 stat circuits and beanbooster. Stacking in doesn't look appealing and by itself it just doesn't do much at all

22 hours ago, EsmeWatchesBird said:

It’d be balanced enough with the costs of weapons, armor and healing… idk why they need constant upkeep in hunger and sanity too

I think hunger is reasonable as it's the rule for all followers and we even have circuits that can help with that sanity however I think should be removed it does feel weird that a body operated by a gestalt can go insane.

4 minutes ago, FourthLess said:

I think buffing hardy circuit specifically (other 2 stat ones are in good spot imo) may actually encourage some people (like me!) to use it.

Currently I just don't see value in it compared to other 2 stat circuits and beanbooster. Stacking in doesn't look appealing and by itself it just doesn't do much at all

That fair I personally still use them because I like a bigger safety net but personally the change I really want to see now is changing the damage reduction to armor's damage reduction as I feel like that'd be so unique and far more useful than normal damage reduction.

Edited by Mysterious box
  • Like 1
3 minutes ago, Mysterious box said:

I think hunger is reasonable as it's the rule for all followers and we even have circuits that can help with that sanity however I think should be removed it does feel weird that a body operated by a gestalt can go insane.

i have seeing people justify that by explaining that the sanity become the gestalt hp and the normal hp is the chassis life, and fot that reason we need to take care of it's "sanity"

Edited by doritosdamafia
  • Sanity 1
3 minutes ago, Mysterious box said:

I think hunger is reasonable as it's the rule for all followers and we even have circuits that can help with that sanity however I think should be removed it does feel weird that a body operated by a gestalt can go insane.

Gastrogain have 20% reduction even without the skills.

Also the gestalts only possess your spare bodies, bodies that can go insane, starve and die, Also it is not hard to take care of their sanity, it takes days to go insane + if you plug in them processing, beanbooster or chorusbox, then they can last indefinitely.

2 minutes ago, Kvetevk said:

Gastrogain have 20% reduction even without the skills.

I'm aware.

 

2 minutes ago, Kvetevk said:

Also the gestalts only possess your spare bodies, bodies that can go insane, starve and die, Also it is not hard to take care of their sanity, it takes days to go insane + if you plug in them processing, beanbooster or chorusbox, then they can last indefinitely.

This one is still sketchy to me who is the consciousness in this scenario

Hunger can be represented as fuel, hp durability of the body, but sanity is the odd man out.

29 minutes ago, Mysterious box said:

This one is still sketchy to me who is the consciousness in this scenario

Hunger can be represented as fuel, hp durability of the body, but sanity is the odd man out.

Idk, ask the gestalts or any Klei developers, not everything have to make sense in the world with magic.

20 minutes ago, Kvetevk said:

Idk, ask the gestalts or any Klei developers, not everything have to make sense in the world with magic.

Not everything needs to make sense though clearly the stats belong to the gestalts much like when they take over any other plant or creature.

  • Sanity 1
3 hours ago, Kvetevk said:

Wx78 had max 400 health in DS.

In DST he can have max 440 health + 15% armor (with nerf)

With buffs he could have max 600 health + 35% armor

That is clearly busted, instead of consuming gears that would grant Wx78 better stats overall, he can just farm spiders for both Hardy and Super-Hardy circuits (spider queens are easy to get).

So I would only buff stats or armor, but not both.

Still less tanky than Wigfrid 

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