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Found 9 results

  1. I was looking forward to Winona being potentially a nice character, as before she was quite lackluster. Unfortunately from the get go, it was clear she still has glaring faults that sink her to a lower tier: The hunger loss per craft is too crippling at 5 per craft. With the amount of crafting you do in the early game for every little thing, new tools, light sources, refining materials to go into larger crafts, you lose more hunger than a Wolfgang by comparison. If this were 2.5 hunger lost per craft, It would still be a decent penalty, but as it stands Winona's the biggest food vacuum right now. With the her slower crafting kicking in at 50 hunger, it only takes 18 crafts to drain 100 hunger. Paired with the standard hunger loss over time, it really is a little bit of an issue. There's also the possibility of increasing her hunger gauge from 150-200 as an alternative, but with that you run the risk of her having higher hunger overall when not crafting anything in the mid to late game. It's better to nerf the hunger loss per craft in my opinion. Her Generator not being able to be turned off, this is something many find to be a large issue as well. It will drain within a day quite easily when hooked up to a meager 2 catapults while not really being used. I've seen that there is slight worry that it would be "too good" if you were able to turn it on/off or have an Emergency Mode, but I must disagree, for reasons I'll cover below with the Catapult itself. On top of that, it costs Nitre or Gems, making it quite difficult to refuel in the early game (Nitre isn't as plentiful as Rocks [materials] are, it could possibly use a buff to 3 Nitre dropped from each normal rock mining point, since Winona will be using so much of it now). There is also the option of making a Charcoal powered generator. Above all though, an off switch would likely be the best option. Edit: There's been pretty concrete proof that the catapults are pretty good vs Bosses, so if they were more accurate, that may make them pretty OP. The only buff they might actually need is not to attack allied fences/walls. The Catapult itself is sadly also lackluster, mostly due to its lack of accuracy. I know that it's meant to be a "power in numbers" type of unit, but the tracking on it isn't stellar for faster targets. It will airball on hounds / spiders that are chasing a player quite often, and might even be the primary target for the mob if there are no fences around it (Frog Rain possibly will be the largest destruction of Catapults). Rocks go into a fair amount of things early game for everyone on the server, so at 15 rocks per unit for something that isn't terribly accurate, I can't really justify making any over Tooth Traps- especially with how much fuel it drains. The damage it does is the same as a Battle Spear, which is honest damage that I'm fine with, but it's still pretty inaccurate- since it doesn't end up getting a lot of direct hits, it might need a Splash Radius buff. There is a lot of promise in Winona now, but in worrying about her becoming Overpowered, she's sadly still Underpowered. Clearly we don't want massive buffs that will break the game, but just a couple nudges here and there that will make her more balanced overall while still having her downsides. Cheers for reading, as well as making such a fun game and keeping it updated, Klei. I hope that my input helps to make Winona a more well rounded character!
  2. Re-Buff the Quacken!

    Version 1.7.5: Clash of the Sea Titans!

    411 downloads

    DISCLAIMER: Does not include ghostly eyes. If you have Steam, visit the Steam workshop version of this mod, if you please: http://steamcommunity.com/sharedfiles/filedetails/?id=698370106 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hello, sailors! Are you complaining about how easy it is for you to defeat the bosses of Shipwrecked? Are you seeking a greater challenge? Look no further! This mod turns the big baddies of the sea into foes tougher than nails! Have a read about the new powers and abilities the bosses gain in this mod! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Tiger Shark Buffs: Ocean Expertise - Tiger Shark will now keep moving when attacking in water, similar to the Dragonfly. Though, she starts her attacks out of range. Suprise Jump - Tiger Shark's jump start in the ocean now goes with little warning, but it's not aimed at the player. Her landing and recovery time on the ocean is much faster as well. Wide Maw - Tiger Shark's range on land has increased. Bloodthirsty - Tiger Shark now attacks a bit more frequently. Acrobatic - Tiger Shark now jumps more often on land, and will jump up to two times in a row! Fear the Cat - The Tiger Shark has an insanity aura now. Scary, isn't it? Razor Fangs - The Tiger Shark now does 200 damage to non-player creatures. Born to Hunt - - Sharkittens will now target and attack any creature of its size. This includes players. --------------------------------------------------------------------------------------------------------------------------------------------------- Sealnado Buffs: Raging Storm - The Sealnado now tears through ANY smashable structure it comes in contact with! CHAAAARGE - Sealnado's charge attack now HURTS, and it'll attempt to charge at you randomly! There'll be a warning animation for when it prepares to charge. Clingy - Going Somewhere? The Sealnado will attempt to catch up by charging at you! Tsunami - The Sealnado's ocean tornado attack has been intensified. Cowabunga! Tearing Twister - Now other living things are affected by the Sealnado's tornado attack. If they're near it, they'll be grounded to dust! Greedy Winds - The Sealnado's atacks now snatch your weapon off your hand. Give that back! Focused - The Sealnado can no longer be stun-locked by groups of creatures. Shielding Winds - THE SEALNADO IS NOW INVINCIBLE WHEN IT'S DOING ITS TORNADO ATTACK. Shocking - The Sealnado's standard attacks electrocute the player now. Zap! --------------------------------------------------------------------------------------------------------------------------------------------------- Quacken Buffs: Sing to Thee - Playing the dripple pipes on deep waters now has the possibility of summoning the Quacken (uncommon chance and will not work during the rain, however)! At Night, It Awakes - During the full moon, there's a very rare chance that the Quacken will ambush you whenever you sail/row on deep waters! SPLASH - The Quacken will spawn 10 waves when it submerges and re-emerges. This includes its submerge of defeat. More Sturdy than Thulecite - The Quacken's once decent 1,000 health is now 3,500, and now the Quacken will submerge for a total of 9 times! A fight that can last a day! Bombs Away - The Quacken now shoots 5 ink bombs that deal 100 damage and slow you down even more! The Quacken will also fire more accurately, with 1 ink bomb per salvos always being aimed directly at its target. Keep Em' Coming - The Quacken's screeches will now summon and revive all of its tentacles. When will it ever end? Third Eye - The Quacken's third eye allows it and its tentacles to target shadow Maxwells. No one's gonna sneak on the Quacken this time! Scary Face - The Quacken now drains sanity similar to Spider Queen. Unwelcome - As long as you are not on water, the Quacken will attempt to keep up with you to make sure you're out of the ocean! First Victim - As soon as the Quacken is summoned, you'll be its first target! Quacken Tentacle Buffs: Stone Tentacles - 90 health? Make that 300 health! Time to kite! Whiplash - The tentacles now deal 75 damage to players and deal 150 damage to other creatures. Look out! Hyperactive - The tentacles now attack more rapidly. Keep their rhythm in mind! Knock it Off - Getting hit by the tentacles will knock your weapon out of your hand. Pray the weapon doesn't fall next to another tentacle! Tentacle Forest - The tentacles are now more clumped together. Some will be near the Quacken's head! Plokamiphobia - The tentacles now drain sanity similar to hounds. Quacken Tentacle Nerf: Quacken's tentacles now spawn less waves. Quacken Loot Buffs: Made Fresh for You - All items with durability are more likely to be minted (completely unused). Ain't Nobody Got Time - The Chest of the Depths will now grant a lazy explorer staff instead of a walking cane. Clubbin' - You have the chance of getting a thulecite club from the Chest of the Depths! Now you can get a full set of thulecite armoury! We've Got to Have... - The Chest of the Depths can now give up to a total of 40 dubloons! Spice it Up - The Chest of the Depths can also grant up to a full stack of obsidian (40). Be Jeweled - Added red, blue, and purple gems as a possible reward from the Chest of the Depths. Magical "Seaweed" - The Chest of the Depths now has a chance of granting you a mandrake! Who put that there? From the Depths of Hell - The Chest of the Depths can now grant up to 40 nightmare fuel for all your evil-doing needs. Pretty Lights - Up to 20 bio-luminescence can be found within the Chest of the Depths. King Neptune - You can get a trident out of the Chest of the Depths! Rule the ocean with this fork of royalty! Heating Heart - You might find a dragoon heart within the Chest of the Depths. Delicious! Many True Earrings - You can get a one true earring from the Chest of the Depths. Past Victims - The booty bag dropped by the Quacken will contain items that belonged to its past victims, from hats, to boat pieces, to tools and weapons. Ancient Junk - Trinkets can now be found within the booty bag and/or the Chest of the Depths. --------------------------------------------------------------------------------------------------------------------------------------------------- Miscellaneous: Keep it Down - The Quacken's screech and Tiger Shark's roars shake the screen now. Disorienting, isn't it? A Great Chill in the Moonlight - The Quacken will now only spawn during the full moon (the dripple pipes ignores this), but its likelihood of appearing is also increased. A hurricane is also started when the Quacken awakens. Incoming - The ink bombs now have a warning shadow. The better to dodge them with! Roaring Waves - Tiger Shark's roar in the sea now spawns 9 waves. Quiver in Pain - The Quacken's tentacles now make noise when they're leaving/defeated. Gone Means Gone - Removed the Quacken and its tentacles' physics when they're underwater. While the Quacken and its tentacles are submerging/submerged, they cannot be attacked. saves your cutlass durability, huh? Sound the Alarm - Characters will now comment on the Quacken's approach. --------------------------------------------------------------------------------------------------------------------------------------------------- COMING SOON (or whenever I'm not busy/lazy): Configurable Options - Someday, I'll make this mod have configurable options. A few simple clicks would be all that's needed to change what kind of bosses you want! No longer will people need to manually switch between the tough Quacken, giant Quacken, and the default Quacken! Sing to Thee - There may be more than one way to summon the Quacken... A Set Piece - There may be a set piece somewhere in the deep ocean chock-full of wrecked ships. If you try interacting with one of the wrecked ships in any way, then there's a high chance that the Quacken will ambush you. BETTER LOOT - For example, a boat called the Quacken Cruiser, with the speed boost of coffee, infinite light like a buoy, and durability of 1,000-2,000. Or maybe a Shipwrecked houndius shootius, called the Sharker Bombardier, made from an Eye of the Tiger Shark, a Magic Seal, and globs of ink that the Quacken drops upon defeat. It'll be ocean-compatible, so you can have a bunch of turrets to keep those sea hounds at bay. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So, what are you waiting for, daring sailors? Do you have what it takes to defeat the "mightiest creature in the sea"? If so, then download this mod now and get your *Ship Wrecked* today!
  3. Currently, I feel there is not enough incentive for use of the scalemail. Its durability is 1800 units of damage, consequently allowing for extended periods of use. However, it is ultimately outperformed by the log suit, providing 80% resistance to physical damage as opposed to 70%. Additionally, when at low durability the log suit can be disposed of by burning it, serving as excellent fuel. This means that, instead of having two slots taken by a piece of armor about to break and its replacement, you can consistently maintain high durability alongside periodic fuel for fires. Scalemail, unfortunately, is comparatively more expensive to craft (and has an inconsistent availability) but absorbs less damage. Another perk of scalemail is its fire resistance. This is rarely useful, as prolonged exposure to fire seldom happens. On the other hand, its ability to ignite attackers often requires remaining aware of resources/structures in the immediate area, which the fire could spread to as well. Overall, it's almost as if the scalemail was designed for future confrontations against the dragonfly, in a continuous cycle of killing and crafting. This is reminiscent of the lantern/miner's hat, bound to use in the caves because of light bulbs and their fast spoilage times. Without a variety of applications it ends up becoming a boring mechanic, seen as more a routine rather than an actual game that's dependent on player input. Perhaps there is a way to incentivize use of the scalemail more than now (e.g. synergy with fire-based weaponry).
  4. Don't really expect any as screwy as the file system is for Chrome, but thought I'd ask.
  5. The Deerclops utterly ravaged half of his base before he killed it, and using fire darts meant everything got burnt down. I don't think it needs a nerf. He didn't take much damage to his health, but how many other monsters actually destroy your base? None. This is a monster that can permanently mess you up even if you survive the fight, and even if you're well-established.
  6. While Wilson is the first character, and the only one to HAVE been able to make a meat effigy, this has now changed. Meat Effigies have been nerfed, and now all characters are able to aquire beard hair from insanity rabbits. The beard hair was wilson's only buff. Now he is obsolete, and has no advantage over the other characters. Wilson needs a buff.
  7. I love running around with a torch at night -- seriously. Any character can kill and get a morsel from a sleeping rabbit at night with a torch. But I just like getting the extra explore time in (before I have my ass handed to me.)
  8. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Items flying over water Steps to reproduce kill something near water Describe your issue After killing a gobbler my meat flew throu the water becoming unreachable... i also made a screen shot, but i dont think u want to seee it
  9. Krampus is too much of a pushover after the hotfix,and it takes way too long for him to appear and "punish" you,and once he does appear he is easily dealt with.Krampus being faster than you and being able to outrun you when you provoke him was great,hell Krampus in it's own right was great,it would rock your socks if you weren't prepared for him.Yet now you can only summon him if you try really hard,mass slaying tons of birds/bunnies,and you don't even have to do that if you do not intend to summon him(I have been "farming" Krampus ever since he came out ._.).I have a few suggestions that could be implemented to give Krampus the buffs he needs/desserves: 1)Make him run the same speed he had before the hotfix,yet only if he attacks you.When he is running around with your items I can understand it is rather annoying for him to constantly outrun you untill you trap him at the corner of the map 2)Make him appear more often.I actually liked the rate of which he spawned during the initial naughty & nice update,yet I'm probably the only one who did ._. It wasn't all that bad,and the "he takes stuff from my chests OH MY GOOOD" can simply be prevented by not being naughty in your base/near your personal belongings.Easy as dragonpie. 3)Make pigmen not attack him anymore.Isn't Krampus there aswell to punish the player when the player kills to many pigmen?They sure are thankfull for that 4)More of them spawn at once,depending on how many days have passed.Their numbers seem to have been decreased,heck after the hotfix I never had more than 2 of them at once..After day 100.Makes me sad as a Krampus farmer. 5)When you attack one Krampus and you aggro it the other Krampii should be aggro'd aswell.This has been suggested before by other people,and I agree about this.Yet I would say that only if there aren't items to pick up anymore,they will also become agressive towards you and attack you.Since they are some greedy sods. 6)Increase the drop rate of the Krampus sack.With all the time it takes and the little chance to actually obtain his sack,it's like impossible to get if you aren't lucky.Maybe increase the droprate when you have killed more Krampii. 7)When Krampus hits you,you drop an item.So,you provoked Krampus far away from your base,nothing on the ground to loot for him,making it seem your items are safe..But then he steals them right from your inventory.Basically similar to the swamp frogs when hey hit you with their tongue,you drop an item from your inventory,but unlike the frog Krampus will actually take the loot. That's my 2 cents about Krampus and why he needs a buff,thoughts/suggestions are welcome..In the meantime Krampii will keep on dreaming about getting a buff.