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Ok I know this is really soon out of the gate to be making a post but I need to get this off my chest. I'm pretty much entirely disappointed in the news in Willow's rebalance, and I want to explain why. As someone with about 1700 hours playing both Don't Starve Willow and Don't Starve Together Willow I have the authority (at least on some level) to appraise the rework. What I was hoping for was a rebalance that gave Willow that unique fire-based niche she has in Don't Starve, the niche which impacts all skill levels of players and all levels of the game (Willow has an absolutely incredible endgame in Don't Starve with Inventory Burning Arenas and FireFarms). This niche is what made her fun, what made her interesting to play, and it's also the same concept of a niche that makes the other characters interesting to play, for example Wolfgang excelling in combat, or Wortox excelling in team heals and teleportation. Something unique that makes them enjoyable to play. While others may disagree with me, I think there's no question that Willow's Fire Immunity coupled with her infinite lighter and Inventory burning gave her that incredible niche in Don't Starve (also improved firefarms) This is Don't Starve Willow in a nutshell: I don't even necessarily need this in DST (although it imo would be perfect) all I'm arguing is that it's what made her fun, which in my opinion is what should really matter at the end of the day. But instead of this fun unique niche we got this: Since it may not be obvious, especially to newcomers to the games why this isn't good, I'll break down each point and explain the issues I find with them, then wrap it up in explaining why these even combined don't help the issue. For the first point, sure I'm glad insanity freezing is gone, it was admittedly kinda useless. It even got nerfed to the point it couldn't actually freeze the player outside of winter, making it a completely nonexistent downside to begin with, so its removal is a good thing. For the second point, this harkens what is arguably the most serious problem with this rework, the fact that this downside will only impact newer players (not to mention it sounds like something a mod character would have tacked on for no reason, even if it is logical for Willow). The third point is identical to the second in that it'll literally only impact beginner players in any appreciable way, and also once again feels like something that would be thrown onto a mod character for no reason. The fourth perk: Why? Why no fire immunity? Why is that just too much to ask for? It's something I don't think I've ever heard someone say they have an issue with. Willow having fire immunity in no way increases griefing, and besides they shouldn't be balancing a character around griefing to begin with! The fifth perk: This no damage already was a thing, and was about as helpful as it sounds. Faster extinguish is absolutely useless unless you decided to run summer with no flingos for no reason. So this perk is a total wash. The fuel perk is negated because Maxwell exists, I'm sorry but it's true. When adding character perks it's important to consider whether or not another character already solves the problem (which isn't even a real problem except maybe to beginners). So this perk only maybe helps newer players. Bernie being equipped for Sanity and Warmth is cool and all but beefalo hats exist and Willow is a sanity tank thanks to her fire regen. I could see this perk maybe occasionally helping for very specific situations, overall not really game changing. The new Bernie perks do actually sound potentially interesting beyond that, and it's really telling that in my opinion the Bernie perks have the most potential out of all of this. And she keeps her previous perks, which honestly I'm completely neutral on, I'd be ok if they removed the cooking of the lighter at the cost of infinite durability, but that's another topic for another day? So what's the takeaway from all of this? The takeaway is that none of these perks actually make her anymore fun to play and don't help anyone besides maybe new players, they're just kind of a cobbled mess that appears to be thrown together. Whether or not that's actually true I have no idea, but certainly if Klei can make Wortox they can do better than this for Willow, this is what I'd expect from a mod character's perk list. I would rather she have less perks and a real downside granted the perks actually matter for once, and impact all skill levels of players and all levels of gameplay. I want that niche that makes her great in Don't Starve. I just want Willow to actually be decent again, to actually not get insulted and instabanned from servers for picking her, I've dealt with that for the past 3 years and I finally had some hope she'd be good again in this rework. However if this is what we're getting the reality is she'll be almost identical to her status now. As always please keep things civil in the comments. I'm not trying to direct any ill-will in this post. Addendum: Also there's a mouse cursor in her promo art
Trainer_Zero posted a topic in [Don't Starve] General Discussionwe can kill rabbits with impunity once again. It seems like the game is just moving in circles, with the player being punished for surviving. Krampus was made to limit rabbit trapping. Krampus was then nerfed to a non-issue. Now there's a way to farm rabbits with no bad karma at all with the tooth traps. What was the point of Krampus to begin with? Pigs were being abused for meat. Pig spawns were then lowered and house recipe requirements were raised. Now the pigs just plain die off, leaving only a 25% drop chance for one of the 4 items needed to renew them. Extinction will occur, and is inevitable, when pig abuse had already dropped due to the spawn changes. To make this a viable change, I suggest making it only apply to player made houses, and perhaps nerfing pig spawn a bit further. Farming, the only "proper and nice" way of surviving has now been nerfed to pointlessness. It's pretty much impossible for new players to start up with the lowered seed rate. Not to mention that the lengthened growth times and reduced nutritive payoff make it not really worth it, considering rabbits can again be farmed with impunity, which is why farming was buffed and Krampus was introduced in the first place... We're chasing our tails trying to find a proper solution here. I'm no gaming or coding savant, but here's a couple suggestions. Feel free to add your own. 1.) Pigs should only go extinct from player built houses. -To compensate for this, lower pig respawn times from 3 days to 5. That way even with an absurd pig village the player won't be able to sustain himself on their meat alone. -An increase in pig strength and village size, to present a higher threat to those farming bacon could also be welcome changes. 2.) Farms should have a bump up in speed, closer to what they were pre-Queen. -However, perhaps introduce a spoilage or infestation mechanic. If you're not there in reasonable time to harvest within a given window, your crop simply dies and you lose it. There could be a percentage chance for dropping seeds, but of course there's the threat of birds picking them up. -A slight drop in manure farm fertilization efficiency could also work. Say that each poop is worth 6 crops, meaning you'll need 5 poop for one plot. -Perhaps Beefalo, Pigs, Birds, and Bunnies develop a taste for the easy life off your farms and could eat the crops as well. In other words, you'll have to work a lot harder if you want to see reward from your turtling, but it's not impossible, nor is it all-reliable. The current nerfing just means people will be making a lot more farms and can live off them once started up. Sure, winter might change that, but winter is only one season. 3.) Lower Krampus's summoning requirements. (I haven't tested this patch out for him yet though). On the last patch I killed 3 full backpacks of bunnies in a row on the same day without even one coming for me. I also killed an entire pig village without his company. If you're going to include a deterrent in the game, it should be possible to summon the deterrent before I get a handy supply of food to last out his forgiveness period. This would keep the pig hunters in check, make people think twice before abusing tall-bird respawning, and give the people who jumped ship from the farming nerf back to rabbits something to think about. Which leads me to my next point. 4.) The tooth trap shouldn't be guilt free. I haven't tested it yet, but from how it was made to sound it seems like you don't get "naughty points" from using the tooth trap. Why wouldn't we? We're actively hunting and killing defenseless, clueless bunnies with tools of our own design. Yes, making them die instantly is a good thing, but we should still be considered naughty if the deterring effect of solely farming them is to work. 5.) Increase in spider hat durability? For people who stockpiled eggs beforehand, the hat isn't that big of a deal, but for people who earned their eggs fighting the monstrosities that are the new spiders and the queen, shouldn't they have more to show for it, at least a bit? -Which also leads into a question and another point. I haven't seen it myself yet, but are spiders spreading on their own? If not, why are level 3 nests only dropping one egg? If we can use them to make hats to control the spiders and they aren't repopulating they could potentially go extinct. Again, I haven't checked for their re-population, so this could be a moot point. 6.) Fireflies shouldn't just die out in lanterns and hats unless they can respawn. Think about it: You've captured the firefly alive. Why does he die if he's given shelter in my lantern but will live forever if I simply let him go to light my sidewalk base path? Unless they actually do respawn, then it's a moot point. 7.) Goes without saying, but Beefalo have no repercussions for murder atm. They yield 6 meat, so 2 beefalo are enough for 3 meat effigies, making you nigh immortal. They's also an absolute ton of them. My current map has 3 or 4 herds of about 10-12 each. I could kill half of them and still have enough to farm poop with. -Needless to say they should respawn, or breed. -Their drops should be nerfed from 6 to 4 meat. -They could become territorial, the individual beefalo you get close enough to startle attacking you once or twice. -They should most definitely hit harder. -Perhaps fewer should spawn initially. 8.) Now that the seed drops have been nerfed, perhaps the feather hat can attract more birds to increase the drop rate of seeds. This gives an incentive to braving the swamps as well. 9.) A way to harvest honey without angering bees? The beekeeper hat, at least last patch, didn't protect you from the bees, so there's no point to it. 10.) Increase Optimus Pine spawning. I enjoy his threat and I also like experimenting with him, but it seems I always have to cut down an entire forest before one spawns. This last one is more of a want than a need: -Taming hounds? they're so adorable when they're sleeping. Maybe they could need a regular supply of food like the smallbirds, but could actually be useful in combat. To combat the "Flock of doom" mentality with the hounds, perhaps when you don't feed them properly they attack the nearest source of meat: you or your other dogs. Again, these are all just suggestions. I in no way no what would work best for this game and am probably unaware of some of the repercussions my suggestions could present. Sorry for the long-winded post. Feel free to add your own.