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New boss flees "toadstool"


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16 minutes ago, FuriousBr said:

 

The person spends a lot of time giving Hit the Boss, so when you see him run, this is normal?, serious Klei

 

Yes. You have five minutes to defeat this boss before it flees. It encourages a well coordinated team to seek out and kill it.

11 minutes ago, TheKingDedede said:

Sim. Você tem cinco minutos para derrotar este chefe antes que ele foge. Ela incentiva uma equipe bem coordenada para procurar e matá-lo.

He has much life? Who plays is just unfairHe has much life? Who plays is just unfair

Honestly this is an extremely frustrating mechanic and a crappy way of making this a "raid boss".  Most good raids can be taken on by one person if they're insanely skilled; but the timer makes that literally impossible.  If one person were to spend the entire five minutes wailing non-stop at this thing, it wouldn't die.  It's physically impossible to do solo, almost definitely impossible to do with a friend, and probably impossible with 3 people.  To put it bluntly, this mechanic REALLY needs to change.

12 minutes ago, Battal said:

Honestly this is an extremely frustrating mechanic and a crappy way of making this a "raid boss".  Most good raids can be taken on by one person if they're insanely skilled; but the timer makes that literally impossible.  If one person were to spend the entire five minutes wailing non-stop at this thing, it wouldn't die.  It's physically impossible to do solo, almost definitely impossible to do with a friend, and probably impossible with 3 people.  To put it bluntly, this mechanic REALLY needs to change.

Don't Starve Together

But the Boss is still more annoying as the Dragonfly with that Timer, lets say u preparing and fighting him with ur friends. U waste nearly all stuff u have and the timer runs out the result u wasted tons of stuff for nothing and farming that back isnt for everyone "fun" specialy when u dont have some Unique rewards thats worth to team up and fight that thing.

Greetings

37 minutes ago, PillsStealer said:

Don't Starve Together

How about you litearly can't do anything without others? Would that be enjoyable, that you can't split apart, because you need to hold hands to do something as simple as killing a spider?

57 minutes ago, PillsStealer said:

Don't Starve Together

 

28 minutes ago, AnonymousKoala said:

How about you litearly can't do anything without others? Would that be enjoyable, that you can't split apart, because you need to hold hands to do something as simple as killing a spider?

Perhaps there is no need to be as categorical or extreme.

You should be able to play the game alone and enjoy it. In the other part,it's really important that some contents are so challenging that you want to do them as a team, because it brings epic moments that will be remembered, and it's more rewarding too.

 

 

We are in the beta branch, so i guess that it's important to have feedback about the timer thing.

 

For me, i don't mind the fleeing part if i don't have to start from scratch. For example, the toadstool could flee, bury himself in ground again, and you could not start the fight for, say, one season full. When you come back to fight it again, he is at the same health you damaged it the last time.

This way, 6 people really well prepared and organized will kill it the first time.

A smaller group or people less prepared will need two or three try, meaning two or three season.

And a player alone or bad players will still be able to kill it but they will do it very slowly. Still, they will have the reward feeling at the end and enjoy the new content too.

14 minutes ago, Lumina said:

 

Perhaps there is no need to be as categorical or extreme.

You should be able to play the game alone and enjoy it. In the other part,it's really important that some contents are so challenging that you want to do them as a team, because it brings epic moments that will be remembered, and it's more rewarding too.

 

 

We are in the beta branch, so i guess that it's important to have feedback about the timer thing.

 

For me, i don't mind the fleeing part if i don't have to start from scratch. For example, the toadstool could fly, bury himself in ground again, and you could not start the fight for, say, one season full. When you come back to fight it again, he is at the same health you damaged it the last time.

This way, 6 people really well prepared and organized will kill it the first time.

A smaller group or people less prepared will need two or three try, meaning two or three season.

And a player alone or bad players will still be able to kill it but they will do it very slowly. Still, they will have the reward feeling at the end and enjoy the new content too.

Dragonfly is to a degree a good example. While the bigger the group the easier it will be to kill her, even a single player can take on her. It's harder and isn't the ideal way, but its a way nonetheless.

Higher HP for enemies is designed for when you all whack an enemy at once, but it doesnt make them impossible without. Hell, even the Ewecus isn't impossible without friends, even with its spit attack.

So basically I'd like to keep things this way. Toadstool seems interesting because he just came out and we don't know what to do to kill him singlehandedly yet. However, the timer and having to re-do the fight entirely if he flees need work/to be removed(generally, not just for a single player), and its clear that the intent is for a group to take on him, rather than a single person.

I know some people don't like that the drops of the toadstool are just used for a light source but I actually think it's pretty nice since they are a pretty efficient way of illuminating a base. What really bothers me though is that (from what I've heard) the toadstool only drops one skin after being killed. Getting just one lamp out of killing it seems pretty underwhelming and I think it would be fairer if it dropped a few of them (also I have no idea how it respawns if it has a long respawn timer like df then only dropping one skin would be really bad).

I have not test it yet, but a 5min timer is sure to short to beat it with 2 people, exept with the 750+ gunpowder...

 

at least it should not recover hp.

 

i know it is dont starve together, but i only play with my gf, and i would be very upset not to have a way to kill it legit and with fun (750 gunpowder is not fun)

 

it it is a beta, i am sure they'll do something.

 

wait and see

@AnonymousKoala
Exactly i really dont see a reason, to have Multiplayer based Bosses in the game that are still possibel to do Solo when u have the skill, preparation and strategy for it. For peopel generally playing solo because they feel comfortable, cant playing with other duo to bad connection or will to find some "right guys". Basicly for this peopel this new Boss would be just not there without the effort and time to get a proper fight prepare and strategy they get this update no new Boss just 1 more enemy to avoid when playing result = no benefits from any new items coming with the Boss along. ( as exampel)
My opinion is it needs some rework in terms  of the timer or possibility to make this Boss solo for the price of time, effort and strategy. And the range here can go pretty wide as mention above.

Time  = Fighting him and possibility to fight him back when he flees with the same Hp he had when he flees.
Effort = Gathering enough resources to make a actually skilled run and hit fight where u need evade specific attacks to not get roasted.
Strategy = Having some sort of Items to proper fight this boss specialy like traps for him for distract him or stop him to get some free attacks or a little advance for a short time stuff like this.

Counterpart the rewards should actually a bit better like @Michi01 said light sources are nothing wrong with dat but then it should actually worth and not just 1 light source for this effort of boss killing, i mean u have a Base and not a camp to light up.
The rewards should generally affect the effort for the fight u should get something Unique or special to beat him like special items with mechanics only this have. This way u think twice fighting him and needing the rewards and when so u think twice to use them in a worth way and not just wasting.

Greetings
 

I'm honestly surprised that enemies in DST, or at least just the Bosses, don't use a health/damage scaling system based on player counts in the server. Games like Borderlands and Diablo, which have jump in/out co-op, use a system like that.

Basically, with one player only, they have standard amounts of damage/health. Two players makes everything's health and damage multiply by a set amount, Three players increases this amount further, etc. Some other cool mechanics are that tougher enemies become more frequent, rarer items drop more frequently, and some other things.

DST just feels like it would benefit greatly from a similar system rather than "Here's an insanely strong boss, and I hope you have 5 reliable friends that play this game enough to understand how to fight well and are capable of high-level gameplay".

No way you're killing Toadstool with 5 randoms. Most random people wouldn't even survive in the caves before getting to the Toadstool.

43 minutes ago, BOSSzombie said:

I'm honestly surprised that enemies in DST, or at least just the Bosses, don't use a health/damage scaling system based on player counts in the server. Games like Borderlands and Diablo, which have jump in/out co-op, use a system like that.

Basically, with one player only, they have standard amounts of damage/health. Two players makes everything's health and damage multiply by a set amount, Three players increases this amount further, etc. Some other cool mechanics are that tougher enemies become more frequent, rarer items drop more frequently, and some other hings.

DST just feels like it would benefit greatly from a similar system rather than "Here's an insanely strong boss, and I hope you have 5 reliable friends that play this game enough to understand how to fight well and are capable of high-level gameplay".

No way you're killing Toadstool with 5 randoms. Most random people wouldn't even survive in the caves before getting to the Toadstool.

I agree :/

4 hours ago, RyanandLink said:

Me and my friend Sketch tried this with just the two of us. And we did it! With just about 3 dnak swords, multiple thulecite crowns, many honey poultrices and 50 houndius shootiuses in the background we killed it!

don't forget about the life giving amulets...

Well yeah, it's a raid boss. It has special mechanics that need research/trial and error to figure out- same with the dragonfly, most random games don't even get to the point where they're prepared for a fight like that. Or, as a friend would put it:

Spoiler

lol drg.png

also it's funny how much the fight reminded me of an MMO i play, i could just hear the "lol drg dodge the aoe ffs" echo in the back of my mind

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