Steamerclaw

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About Steamerclaw

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  1. I was always wondering why the pistol tab exits. We can see which pistol it is, the number of charge chamber (and how it's fill at the start of a fight) and the overcharge limit. If the number of chambers can be change with Frizz, it's not the case for the overcharge limite who say : no limit. Is Klei preparing a new random event with Frizz (or someone else) where you can buy/exchange pistols with different effects ? Or even a new seller at the black market who sells 1 or 2 different guns each day (even if a new pair of guns will not be that cheap). For this case, I've got some ideas for new guns (the effects of the basic guns is apply to all, unless I say something about) : - Quick charge : Get 2 charges instead of one (affect the starts of your turn, mark, card effect) ; 4 chambers and starts with 0 charge ; overcharge limit : 10 or 15 - Large caliber : Same effect than basics pistols ; 8 chambers and starts with 1 charge ; overcharge limit : no limit - Hot streak : When you spend a charge or overcharge , apply the same amount in burn, apply one scorched if you spent your last charge, empty cells will not give defense ; 4 chambers and starts with 1 charge ; overcharge limit : no limit - Gun-fflicted : When you spend a charge, add +1 to a pre-existing debuff ; 3 chambers and starts with 1 charge ; overcharge limit : no limit - High tension : Empty cells give maximum damages and overcharge gives defense ; 4 chambers and starts with 3 charges ; overcharge limit : 4 - Draining chambers : Lose 1 charge every turn instead of gain 1 ; 6 chambers and start with 2 charges ; overcharge limit : no limit - Never empty pistols : The chambers automatically recharge themselves at the end of your turn , empty cells will not give defense ; 4 chambers and starts with 4 charges ; overcharge limit : no limit - OverOver : Overcharge only decrease by 33% instead of 50% at the end of your turn ; 4 chambers and start with one charge ; overcharge limit : 4 - ReverSal (troll pistols) : Replace charges by Combo and converts the chambers into "combo chambers" . The keyword "charge" is convert to "combo" (gain charge turns into gain combo and spend charge to spend combo) , you loose half of your combo when you take damages (but don't loose overcharge). When the "combo chambers" are full , you still get Overcharge (work like basics pistols). Empty "combo chambers" still give defense. Mark won't give combo or overcharge. At 5 overcharges : play a card for free and spends all your overcharge and combo. Burn applies bleed instead. Scorched remains the same (can only be used by cards with debuff effect like Brain tick or Ego Rip) ; 4 chambers and starts with 1 combo ; overcharge limit : 5 Well , all of this are only idea from the back of my mind and will PROBABLY don't be balanced (even if it's the case for me when I wrote this) and hope your enjoying imagine all the guns , the potentials combos & decks , and a potential face for them . Have a good day and take care in the griftlands .
  2. Walter isn't really good in a bar fight .
  3. Really cool , i have encounter only the second boss for now , and it seem you can't be friend with him/her (when you let him/her go and when you share a drink with him/her) . It is intentionnal or not ?
  4. Hazard could be a Bilebrokers character in Griftlands . That can be a good easter egg in the game .
  5. Well , I'm agree to do some change on the wobster in dst , but not on the recipes themselves . If we change the way / difficulty in order to get them , then it will be more worth to "accept" the recipes are easy to do and get 60hp . - If we look back to SW , you have to catch the wobster with a water trap to make de lobster bisque . Or you can just pick up to 3 limpets and add an ice to get the classic bisque (60hp , 18.75 hunger and 5 sanity) , it's more easier . Dens are scattered all over the shallow ocean , but in small quantity . Furthermore , wobsters don't go out until it's dusk or night . - If we look to DST , wobster have to be fished like the other ocean fish , but don't resist . Dens are on the banks of the main island , sometime with 3 or 4 dens at the same place . The wobster go out after some time and still out until someone catch them . So the main problems are the locations of the dens and the way to catch them which are really problematic for a correct balancing (even a small fish is harder to get , and the wobsters are one of the heavier "fish" ) I think we can do the following changes : - A relocation of the mounds. A little more far away than the banks, but not as far as the rough ocean. More in the middle of the coastal ocean or in the frontier between coastal ocean and swell ocean (i use the wikia name if you don't understand what I'm saying) . In this way , wobster are not directly at hand , but don't have to sail really far to find them (and that match the location in SW) . - Less dens OR dusk/night fishing . To still have a little less wobsters , dens must spawn alone or at max 2 , with good distance between each of them ; or give them the same "clock" than SW (only out in dusk and nightime) so they don't stack around . - "Intense fight" . As I said before , wobster is one of the heavier "fish" (if not the heavier) . Make the reeling fight harder than the black catfish . And if this fight make him that hard, give us the water trap to trade with our lovely Pearl (Hermit Crab) , unlock in the same time than the high lures or with the big lure chest . I think I've said all of my ideas that could improve them .
  6. I don't hear car . For me it's just the Abigail's voice .