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Queen Bee, Dragonfly, Toadstool, and Fuelweaver deserve a rework for solo play. Because they were designed for multi-player raids, their solo fights are awful. Dragonfly, Queen Bee, and Toadstool deserve a drastic reduction in health; they're giant flesh sponges that absorb damage, resulting in a long and tedious fight with only 2-3 attack variations and high damage output that consumes moch armors. Having more health than a final boss is insane. Fuelweaver deserves a reduction in ability cooldowns; using the Bone Cage every 20 seconds is insane. I had more difficulty playing against a Queen Bee than against the Warbot

 

English is not my native language, sorry if there are any mistakes.

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The design kind of works but could have been a lot more organic. Clearly the aforementioned bosses were designed way before most of the characters and items were even in the game, not to speak of skills and other balance changes that came along over the years. These bosses could use a revisit, yes, but on the other hand they feel so classic and clunky it would be a bit sad to introduce any changes.

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I’ve fought Dragonfly, Bee Queen & Toad, I’ve only managed to “Kill” Dragonfly, I’ve never even seen FuelWeaver. However: I feel like revisiting old bosses like this at this stage of the game would be a waste of development time & resources that could be better spent making DSE the greatest next big thing.

I’m not saying Klei should straight up abandon DST, I’m simply saying that if it’s going to cost time, resources and money to rework bosses that most people have come to accept as they are, that wasting time, resources and money on improving those makes literally Zero sense if your about to release a whole brand new game.

Fuelweaver could easily be made more manageable for solo just by reducing the number of Woven Shadows to scale with the amount of players in the arena. Boom! Easy!

Bee Queen and Toadstool is pretty darn easy to solo, just slow because of the massive Health Pools.

Dragonfly I think deserves a full rework. That or make the Lavae attack walls.

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Fuelweaver is perfect the way he is currently imo. It's a tough fight with a lot of things going on that you have to manage very well or you'll quickly run out of resources to kill him. My single complaint with the fight is that the Fuelweaver isn't ever an actual threat that can kill you, but if you added anything extra to the fight it might become a little too much. I wouldn't complain about a possessed atrium fuelweaver boss though, as long as it isn't the shadow arc's final boss.

Dragonfly is honestly a pretty fun fight if you engage with her mechanics and don't just hide behind walls and panflute away her enraged form. It's much harder, yes, but also considerably more enjoyable.

Bee Queen is a bit of a middle ground for me, as the boss hasn't changed much in the past few years, however many characters have good ways of killing her, so the fight has kinda become a lot more tolerable. That being said, the characters who do still struggle with her have to resort to panflute spam, kinda tedious kiting, or some form of cheese.

Toadstool's fight is pretty uninteresting, however I feel like this is so you can actually hit the boss in order to try and chip down that massive health pool. Granted I wouldn't mind if he got entirely reworked to be a more engaging boss with considerably less hp, but the main thing I'd like to see buffed are his drops. All you get for killing a 50k hp boss is one of 3 identical funcaps (which have a downside of spoiling your food faster for some reason) and mushroom lights (which aren't bad, they're just a bit out classed by star/moon caller staves. 

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I like Dragonfly. It's pretty fun if you engage with her, and it's also pretty easy to cheese with walls... I think that's perfect design. Easy to cheese and fun to fight when fought properly is about as good as it can get.

Bee Queen... I honestly only tried her once, and I made the setup for the fight with debug console... It was fun, but I was with Wigfrid, who has an AoE. I'm not sure I'd like the fight if I was playing with a character without AoE, so uhn... Well, nowadays that a lot of characters have AoE, I think the fight might be fine? But back in the day it was probably more frustrating.

Fuelweaver I think is probably fine? Tbh, I dunno how to fight it. I tried it once, and I was totally lost, so I just used debug console to spawn 10 billion Houndius Shooters to kill it and unlock the affinities... But I get why people like the fight, so other than making the shield untargetable, I wouldn't want it reworked... But I do think it would be nice if there was a way to summon a weaker Fuelweaver that still unlocks Rifts, so that people could still fight the current fight, but could also fight a nerfed fight.

Toadstool I never fought, so no comment~

On 5/21/2026 at 2:57 PM, sample_ said:

Queen Bee, Dragonfly, Toadstool, and Fuelweaver deserve a rework for solo play. Because they were designed for multi-player raids, their solo fights are awful. Dragonfly, Queen Bee, and Toadstool deserve a drastic reduction in health; they're giant flesh sponges that absorb damage, resulting in a long and tedious fight with only 2-3 attack variations and high damage output that consumes moch armors. Having more health than a final boss is insane. Fuelweaver deserves a reduction in ability cooldowns; using the Bone Cage every 20 seconds is insane. I had more difficulty playing against a Queen Bee than against the Warbot

 

English is not my native language, sorry if there are any mistakes.

I am only fine with a rework if it comes in the form of a config in the settings. 

No reason to change these bosses intended for multiple people in a coop oriented game for the sole purpose of making it easier for those who play the coop oriented game alone.

But if it was a config you'd toggle if you wanted to make them easier when playing alone, 100%! This game needs more configs like that anyways.

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Posted (edited)

I agree a hundred percent, they definitely do need reworks. Honestly, we need boss HP scaling for all bosses in the game, where they have more or less depending on how many players are present when they go aggro. Don't like that? We can have a "classic boss HP" setting that makes it the current values so you can still blenderify every boss by having four players or have it be way too resource-intensive for a solo player.

Some raid bosses should also have mechanical changes as part of the boss scaling, which can have a separate button to turn it off in world config to get the current experience. This'd be stuff like longer cooldowns on special actions and summons (Toadstool's trees, Bee Queen's grumbles, Fuelweaver's wovens/cage/unseen hands, etc) if less players are present, or shorter ones with more players (up to a point). 

You might be thinking, "well, couldn't someone just cheese the fight by having one guy start it and then three others join in once the boss is scaled for a solo player?", and my response to that is that four players coordinated enough to do that will shred every boss in this game with minimal difficulty anyway. 

It is also important that these changes are on by default because that affects Klei servers, which are the first servers a high percentage of newbies play on, which makes them the default experience. Since these changes would be meant to help new players primarily, it's only logical that they become default.

Oh, also, Toadstool's loot pool needs a rework more than the boss itself does. Especially now that jubilanterns are a thing, mushlights suck and the funcaps aren't any better. 

Edited by DegenerateFurry
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the game has changed so much since their inception to the point where they are becoming far easier for casuals so long as they have the insight points or prep for it. i dont think they are so hard anymore

only one i actively and strongly dislike is crab king which may not be listed here but its such an obnoxious fight and i think more people need to be aware of it

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4 hours ago, DegenerateFurry said:

I agree a hundred percent, they definitely do need reworks. Honestly, we need boss HP scaling for all bosses in the game, where they have more or less depending on how many players are present when they go aggro. Don't like that? We can have a "classic boss HP" setting that makes it the current values so you can still blenderify every boss by having four players or have it be way too resource-intensive for a solo player.

Some raid bosses should also have mechanical changes as part of the boss scaling, which can have a separate button to turn it off in world config to get the current experience. This'd be stuff like longer cooldowns on special actions and summons (Toadstool's trees, Bee Queen's grumbles, Fuelweaver's wovens/cage/unseen hands, etc) if less players are present, or shorter ones with more players (up to a point). 

You might be thinking, "well, couldn't someone just cheese the fight by having one guy start it and then three others join in once the boss is scaled for a solo player?", and my response to that is that four players coordinated enough to do that will shred every boss in this game with minimal difficulty anyway. 

It is also important that these changes are on by default because that affects Klei servers, which are the first servers a high percentage of newbies play on, which makes them the default experience. Since these changes would be meant to help new players primarily, it's only logical that they become default.

Oh, also, Toadstool's loot pool needs a rework more than the boss itself does. Especially now that jubilanterns are a thing, mushlights suck and the funcaps aren't any better. 

Pleaseeeee, adjustable boss HP.

Idk how they haven't done this yet. Bosses are either incredibly annoying or incredibly easy depending on how many people you have.

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Defeating a boss in 15 seconds and then spending hours and hours collecting resources. That's the logic of those who want to nerf boss HP.

I even thought that the devs didn't know how to develop bosses anymore in the face of this new generation of players. But Warbot and Scion proved otherwise. What a relief.

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2 hours ago, Nikki Darks said:

Pleaseeeee, adjustable boss HP.

Idk how they haven't done this yet. Bosses are either incredibly annoying or incredibly easy depending on how many people you have.

Got a feeling this might be in DSE. With how hp scaling is implemented in games like Terraria, I'm not sure why they haven't bothered with adding this mechanic, especially when a good chunk of players play alone.

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Posted (edited)

QB is easy, 4 marble suit+4 bee hats + 5perogies can defeat it easily in two days if you know how to separate bumble bees

Dfly is easy too, 3 thulecite armor+ 7 football helmets+7 perogies can defeat her under two days by face tanking

Toadstool need around 6 glass axes +2 ice staves+ 1 pan flute, don’t need heal. You can defeat it under 3 days.

FW is hard, but that's what endgame bosses supposed to look like.

Dst is those few game that new players constantly ask devs to lower the difficulty because of personal skill issue.

Maybe try to practice instead of asking devs to nerf them?

Imo their hp currently is ok, but health need to get buffed while there's other player joining the fight. 

Edited by WendyHater9000
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1 hour ago, WendyHater9000 said:

QB is easy, 4 marble suit+4 bee hats + 5perogies can defeat it easily in two days if you know how to separate bumble bees

Dfly is easy too, 3 thulecite armor+ 7 football helmets+7 perogies can defeat her under two days by face tanking

Toadstool need around 6 glass axes +2 ice staves+ 1 pan flute, don’t need heal. You can defeat it under 3 days.

FW is hard, but that's what endgame bosses supposed to look like.

Dst is those few game that new players constantly ask devs to lower the difficulty because of personal skill issue.

Maybe try to practice instead of asking devs to nerf them?

Imo their hp currently is ok, but health need to get buffed while there's other player joining the fight. 

From what I've heard, people don't find the difficulty to be the issue, but the excessive amount of time it takes to beat a boss if you're playing alone.

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Posted (edited)
1 hour ago, Nikki Darks said:

From what I've heard, people don't find the difficulty to be the issue, but the excessive amount of time it takes to beat a boss if you're playing alone.

Ugh, permanently heat source or 2196 health point of heal are totally worth spending 16 min, imo.
Pretty sure they are just lazy. 

And tbh, if they think it’s boring to have long fight, then just play high dmg characters like Wolfgang/Wanda/Wigfrid.

Players should try to adapt to environments instead of the opposite way.

Edited by WendyHater9000
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1 hour ago, WendyHater9000 said:

Ugh, permanently heat source or 2196 health point of heal are totally worth spending 16 min, imo.
Pretty sure they are just lazy. 

And tbh, if they think it’s boring to have long fight, then just play high dmg characters like Wolfgang/Wanda/Wigfrid.

Players should try to adapt to environments instead of the opposite way.

Yeah, I do agree. The portal is there, if you want to make fights go faster swap to Wolfgang or smth.

5 hours ago, GamePlayer42 said:

only one i actively and strongly dislike is crab king which may not be listed here but its such an obnoxious fight and i think more people need to be aware of it

And he got reworked! Crab King is the result of what happens when Klei reworks old bosses, he's why I don't want them to touch old ones at all. I've always been against them reworking old bosses since the new bosses are designed in a completely different way to the old bosses and I knew if they reworked any old bosses they'd become annoying, then they reworked Crab King and he became annoying. There was definitely room for improvement on the old fight, but they just started from scratch and made a fight that's even more flawed.

Ancient Fuelweaver & Bee Queen are great. Toadstool is good, but could be improved with some minor tweaks. Dragonfly isn't the best, but I feel like they'd be more likely to make the fight worse if they changed it than make the fight better. 

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Posted (edited)

Is Fuelweaver actually a raid boss? I thought it was DragonFly, Bee Queen, Toadstool, and Krampus.

They're not very fun fights, I do think they should be re-worked. The Crab King rework was well done imo and their newer bosses have been more interesting so I'm all for it. Not sure I want health reductions because I do kind of enjoy the work I do to prepare for the fights. Except maybe misery toadstool, it's absurd for solo.

Dragonfly is close to being fine, I just wish the mechanism for kiting wasn't so glitchy, but it can be done. The larva phase is interesting enough and can be dealt with solo.Just an OK fight to me.

Bee Queen isn't very fun, especially her first two phases. As someone on here said recently, it feels like a fight made for using minions but...they give her a mechanic that breaks them so...what is the theme of the fight then? It's not like getting tons of minions is easy or cheap or not time consuming. Building lots of tingle nodes is...meh, but it gets the job done now I guess. Otherwise spamming pan flutes and getting stuck in honey and not being able to kite her attacks, all for a tiny moment of DPS is really unsatisfying. Do not like.

Toadstool is the only fight I regularly don't do straight up because of A. The Health and B. The need to fight misery toadstool to get the Glowcap. The phases are OK but solo the health is just not do-able with the sleep and freeze resist burning through panflutes and ice staffs and his ever increasing attack speed. You must pull him away from the center, sleep or freeze, cut trees, dps phase. It gets tedious and I can't reliably do it unless I have a high dps character. There is little to no point fighting regular toadstool because of the drops. Of all of the raid bosses, this one needs changes the most imo. Oh and please get rid of the incredibly unforgiving "toadstool has lost aggro and is going back into his hole now" mechanic. I can barely get healing or my extra armor/weapons/axes/ice staffs/panflutes etc. needed for the fight without him bailing. It's absurd.

Krampus is fine imo, interesting and satisfying mechanics and timing that took me a while to get good at.

These are the fights where I think it would be most appropriate for a distinction between solo vs multiplayer scenarios if they were going to go that route.

Edited by KvltBear
4 hours ago, WendyHater9000 said:

Ugh, permanently heat source or 2196 health point of heal are totally worth spending 16 min, imo.
Pretty sure they are just lazy. 

And tbh, if they think it’s boring to have long fight, then just play high dmg characters like Wolfgang/Wanda/Wigfrid.

Players should try to adapt to environments instead of the opposite way.

Depending on what a players world settings are, taking 16 minutes or longer to defeat one boss can prove to be the most annoying thing you’ve ever done in any video game.

Let me put it this way: if you set season lengths to shortest, and Deerclops to show up most often, you will deal with a Deerclops every 14 or so (give or take) game days.. to the point you get sick of hearing its incoming warning and ignore its existence altogether. (And it gets far worse if you enable Wild Rifts from Day 1 because NOW you also have Lunar Mutated Deerclops & Beargers spawning frequently)

Me? I personally play with Randomized Season lengths, I never know when it’ll be winter or spring or even summer. But the games “Bosses” are quickly killed when there’s 2-6 players hitting it at once, where as for a solo player playing alone… it’s a Grindy test of endurance to fight something that was designed with the intent that a group of people would be hitting it.

While it’s probably far far too late for DST, I hope that DSE handles boss scaling & world content scaling differently.

On 5/21/2026 at 3:57 PM, sample_ said:

Queen Bee, Dragonfly, Toadstool, and Fuelweaver deserve a rework for solo play. Because they were designed for multi-player raids, their solo fights are awful. Dragonfly, Queen Bee, and Toadstool deserve a drastic reduction in health; they're giant flesh sponges that absorb damage, resulting in a long and tedious fight with only 2-3 attack variations and high damage output that consumes moch armors. Having more health than a final boss is insane. Fuelweaver deserves a reduction in ability cooldowns; using the Bone Cage every 20 seconds is insane. I had more difficulty playing against a Queen Bee than against the Warbot

 

English is not my native language, sorry if there are any mistakes.

Dfly needs it the most , dfly is too boring its basically get rocks and pan and thats it , i wish they rework it and force players to actually deal with lavaee and the enraged dfly by making her immune to pan and lavaes jump over walls or break them too break statues and everything.

 

because as for now fire in dst dosnt even mean anything, willow being immune to fire isnt even an advantage since theres no fire infused enemies or bosses. and the dfly armor isnt even worth making 

 

so i wish they rework the armor while focusing more on fire and ice attacks, maybe we would need warming clothes against some enemies and bosses that deal ice attacks , the same with fire

5 hours ago, KvltBear said:

 

Krampus is fine imo, interesting and satisfying mechanics and timing that took me a while to get good at.

 

Klaus's fight is absolutely fine, yeah. What I'd like is a change to his loot pool. Right now, your odds of actually getting anything useful from it aren't that great.

How I'd fix it: 

1. Make it so that Klaus's loot bundles are less random. If you get a scale, you're guaranteed a furnace blueprint. If you get a shroomskin, you're guaranteed a mushlight or glowcap blueprint. Bee Queen crown? Bundling wrap blueprint. Desert stones? Lazy Deserter. You get the idea.

2. Move mandrakes down to the secondary loot tier. 

3. Make it 4-6 items from the secondary loot tier instead of two, and keep them of the same type. So, you could get 4-6 steel wool/down feathers/tallbird eggs/mandrakes/royal jelly/desert stones, but never a mix of those anymore. 

4. Bearger pelt and Malbatross bill are moved up to the same tier as Deerclops's eye, shroomskin, Dragonfly scale, and Bee Queen crown. Spider Queen hat is removed from the loot pool because that's a terrible item nobody uses and you'll have a surplus after your first winter if you hunt queens regularly.

5. Funcaps and the Lavae Egg are removed from the loot pool, incentivizing you to actually fight Dragonfly and Toadstool even if you do get some of their loot via Klaus. 

 

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