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Found 5 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. I don't know if this was Klei's intention to make it damn hard to get to certain parts of the jungle at all.. but hear me out, I had 3 swarm/mobs of those hatching ladybugs follow me across 5 biomes (5!!!) and still wouldn't leave me alone. I ended up in the pig town hoping the guards would help distract some, but that only helped a little bit. This is a first for don't starve, since most mobs would follow you across one biome at most. 2? Ok, np i get it. But 5?? Would Klei consider nerfing those lady bugs? Also I had thought they only hatched during Lush season, but they did during Humid as well. Damn.
  3. It seems like the new "Killer Bee" biome (Plains, Large amounts of beehives/flowers, and many killer bees everywhere" needs to be toned down a bit. You can barely get through without getting mauled by a huge amount of them. While the biome doesn't really have too many resources in it (except for bee stuff), When it is in the middle of a map splitting two important biomes apart it can be really annoying to travel around. I just think they might need to tone down the amount of bee spawns or something.http://steamcommunity.com/sharedfiles/filedetails/?id=128153153
  4. Beefalos seem to slowly disperse after you've found them and i think this makes it too easy to kill them.Maybe we can have a kind of proximity thing where a beefalo will always be in some proximate distance from another but then how does the herd move? Maybe we should have a Alpha beefalo that moves the herd so the herd is never in the same place all the time and it would be harder to kill them.I think this can be very realistic as IRL grazing animals also move in a herd and follow an alpha.
  5. Today i saw about 4 bunnies around a tall bird and the tall bird just destroyed the bunnies in a matter of seconds.Bunnies? come on.How can a cute bunny like me ever think of stealing the tall bird's egg >:3