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When the Ice Crystaleyezer was added I was so hyped because I thought this was finally going to be the permanent late game solution to helping out with Wildfires for large Mega Bases late game. (Obv not cave bases since they are already Immune). It's locked behind a late game boss, resource intensive and expensive, and provides a strong effect that people would actually use sticking it all over their base much like how they stick lightning rods into every build to not worry about lightning burning it all down. Basically a late game larger radius version of the Ice Flingomatic.

However that is not how it works. It has a tile radius of 8.75 tiles which is quite decent but the only thing this does is add freezing stacks onto the player/enemies to make them easier to freeze and change the surrounding temperature to -10 degrees causing freezing even during summer. On top of this it also creates Ice glaciers around it that make it even harder to incorporate easily into builds which just feels not needed since Ice has many other ways to obtained and can be obtained in large quantities during winter. While yes it's final effect is making it so no wildfires occur in this area, you can't take advantage of any of it simply because being in the radius will cause you to constantly be freezing and losing HP no matter the world temp or season. This makes this whole ability pointless. If you put it all over the parts of your base that are outside of the Oasis, anywhere you go to during this time will literally be freezing you to death, which is much more of a nuisance than dealing with Wildfires to begin with. It's just counter productive in the main effect that actually benefits the player the most since most of the time people aren't going to be using this for Ice collection, or freezing mobs easier. 

Instead if you want to have a larger base once you have fully built in the oasis, you are forced to never be their during the summer, freeze while you are there, or stay entirely in the caves all winter, and once you've cleared the ruins enough times, even staying in the caves seems pointless if you are just looking to build. Or you can put large chunky and clunky small range Ice flingos everywhere that will constantly need refueling and wont really look good in bases at all.

So here is what I would LOVE to see to save this item and make it an actually valuable late game boss drop that is worth farming a bunch of and finally creating a use for all those extra Deerclops eyeballs.

Remove the freezing entirely. Sure it should lower the temperature to help with things like summer, but it should not be even close to the negative numbers that will have you freezing no matter the season. Have it lower the temperature to a flat 20 degrees as opposed to -10, this way in it's radius you can stay immune to overheating during summer, but obviously if you have this turned on in the winter it will still freeze you. Or it could work like WX-78's Night vision Circuit where it turns off during the day time dynamically and this item auto turns itself off outside of summer or when the temperature is lower than 20 degrees itself.

Second is remove it's freezing ability, as well as the ice on the ground around the Ice Crystaleyezer when it's turned on. The ice feature is just not needed since Ice is a plentiful resource and not needed in abundance like that in the late game. The ice on the ground also just makes you slow and lose HP for no reason simply just trying to turn it off/on which makes the item feel even worse than it already is. The glaciers it creates also makes it a lot harder to squeeze into builds for it's new main purpose of preventing wild fires in it's radius, it's the perfect size if it's just by itself but too big with the ice glaciers. Think of it being more like a lightning rod where it's squeezed into a build to provide a helpful utility effect.

Finally, increase the radius of the Ice Crystaleyezer from 8.75 tiles to a flat 10. This would make it's more on par in range as lightning rods but also make it so you don't need to be placing them on every single screen to cover a very large section of base or a specific build. 

None of this would at all be OP in any way because again, it's an incredibly late game item that requires constant boss farming and boss drops if you want to create more than one of them, and it's effect provides a solution to an early-mid game struggle that would simply help with building nicer and bigger bases which is just a nice fun QOL feature at the end of the day.

I really want the best for this item and I would love for it to be just as good and worth while as it's other items being the Polar Bearger bin, and the Hounds Tooth shooter. These tweaks/reworks to this item would be a huge QOL change that would help all players as well as see in increase of actually usage for this item across the board!

I'm all for threats having solutions because when they don't or have limited solutions early game, I think there at least should be more or greater ones late game, with it costing more depending on the strength of the effect.

Side note: For things like Meteor showers that can only be countered if you want to eventually build in that area by turning them off in the settings, I think Pillar Scaffolds should work upstairs to specifically place in that area to block the meteorites. If it seems like they'd be too weak it could be made so only Dreadstone pillars work to stop them. Just another solution to a mechanic that doesn't currently have any.
 

Edited by Cvmoote

If you wear the Hibearnation Vest pretty much every negative effect gets negated. I think the intention behind the Ice Crystaleyezer was to let players potentially wear winter gear all year around instead of having to juggle other seasonal gear, but in practice the execution is rather convoluted. If all you do is hang around a base and have resources for maintenance you can stay there all year around wearing said item.

  • Like 1
29 minutes ago, Captain_Rage said:

If you wear the Hibearnation Vest pretty much every negative effect gets negated. I think the intention behind the Ice Crystaleyezer was to let players potentially wear winter gear all year around instead of having to juggle other seasonal gear, but in practice the execution is rather convoluted. If all you do is hang around a base and have resources for maintenance you can stay there all year around wearing said item.

Well that would make sense in another series of items, but considering this item is in the same series as the Polar Bearger Bin and the Hound Tooth Shooter that are both incredibly strong late game items that work entirely on their own as those strong items without needing anything else to make it work, it just feels so out of place and lacking potential of what it truly could be

58 minutes ago, Edible Coal said:

but.... i need it to fight war bot 

Valid, but when I tried it the freezing over time damage was just as bad if not worse, so Idk if it's even best used for that. And even then that one single use is crazy for how the other two items have way much more use with way stronger effects

9 hours ago, Cvmoote said:

Second is remove it's freezing ability, as well as the ice on the ground around the Ice Crystaleyezer when it's turned on. The ice feature is just not needed since Ice is a plentiful resource and not needed in abundance like that in the late game. The ice on the ground also just makes you slow and lose HP for no reason simply just trying to turn it off/on which makes the item feel even worse than it already is. The glaciers it creates also makes it a lot harder to squeeze into builds for it's new main purpose of preventing wild fires in it's radius, it's the perfect size if it's just by itself but too big with the ice glaciers. Think of it being more like a lightning rod where it's squeezed into a build to provide a helpful utility effect.

No no I know a lot of people who would be pissed if this were removed.

  • Like 1
11 hours ago, Cvmoote said:

Second is remove it's freezing ability, as well as the ice on the ground around the Ice Crystaleyezer when it's turned on. The ice feature is just not needed since Ice is a plentiful resource and not needed in abundance like that in the late game.

As someone who has a 23K day world, the ability for the crystaleyezer to produce ice is my favorite part of the crystaleyezer, especially for cave bases (as it's the only way to get ice underground that isn't character locked). It's also just nice to have a place to consider farm/harvest ice, instead of needing to rely on winter and/or pengull-frostjaw spawns to farm it.

For my case, Ice works as the best filler item for the Crockpot in the lategame. The fact it is consistently at mint freshness helps a lot with dishes, and very few dishes reject ice as a filler. It also helps that thanks to the crystaleyezer, it's feasible to store thousands of ice in an elasticspaced chest compared to needing to use a large amount of bundles/gift wraps to store filler ingredients otherwise. 

Now I wouldn't be opposed to a toggle to enable/disable the ability to produce ice, but I feel outright entirely removing the ability would be really silly.

  • Like 2
  • Sanity 1
8 hours ago, Pruinae said:

I'd rather keep the Ice Crystalizer as it is, people have made builds with its current functions in mind. However, I wouldn't mind your suggestion being implemented as some kind of upgrade to the lightning rod.

Ooooo I like this, it's the best of both worlds it would fit in so easily on the lightning rod. Maybe some late game upgrade for the lightning rod like how we have the late game upgrade for basic chests to have infinite stack size

 

  • Like 1

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