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Wilson's skill tree concept (V3).

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I'm back, folks! Obviously after tinkering for a while and having some conversation with @MarcoReverie and many other Wilson players, I decided to renew my skill tree concept; here's hoping they're to y'all's likings:

export202501040005037163.png.f4aae801d46737eb2c7689fe5ed259ff.png

(Yes, I know it looks bad, go ahead and laugh lel)

And here are the descriptions:

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export202501040235048670.png.883bcb6053783c655d5f01b3ac761c47.png

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export202501040235287630.png.9a222554b7c23f7d60887a509e5e4356.png

Feel free to comment/criticize/yap/bash/etc etc; god knows Wilson deserves better than what he currently has. Peace out.


Do you get funky world generation?

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Well, I've not played since 2021, and barely a week in 2024... Did anything related to biome generation change in any recent updates? I don't have any screenshots to show but I got some very horrible world generations with "overlapping" setpieces, pig king right on top of dragonfly, biome, biome branches being way too narrow and full of holes, winding roads generating on top of one an other, etc.

I do not change any world settings btw, I leave everything set to default, I'm afraid to mess with branching settings especially.

Comparison: Defensive vs. Healing Benefits

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 Warly, the expert chef from Don’t Starve Together, has a unique seasoning mechanic that can transform ordinary dishes into powerful allies. Among them, Garlic Powder and Seasoning Salt are frequently compared. Here's a detailed analysis that highlights the superiority of garlic over salt:

  1. Effect Duration vs. Repetitive Application
    Garlic Powder:
    The 33% damage absorption buff lasts for 4 minutes after consuming the garlic-seasoned dish. This means a single dish with garlic ensures prolonged protection, allowing the player to focus on combat or exploration without interruption.

Seasoning Salt:

The 25% healing boost only applies to the specific dish seasoned with salt. To maintain the benefit, salt must be applied to every dish consumed, requiring more resources and immediate planning.

Garlic Advantage: A single use provides sustained protection, while salt demands constant application for a momentary effect.

  1. Indirect Efficiency in Healing
    Garlic Powder:
    Damage reduction not only provides protection but also makes healing 49% more efficient. Since the player takes less damage (e.g., 100 damage → 67 with garlic), each point of health regenerated is "worth more." For example, healing 67 HP with garlic is equivalent to neutralizing 100 HP of raw damage, optimizing resources like Pierogies or Healing Salves.

Seasoning Salt:
The 25% healing boost only amplifies the value of the specific dish (e.g., a Pierogi heals 40 HP → 50 HP with salt). However, since incoming damage is not reduced, the extra healing needs to compensate for the total damage, making it less effective in high-risk situations.

Garlic Advantage: Protection reduces the need for healing, while salt only "catches up" with a limited bonus.

  1. Resource Efficiency and Versatility
    Garlic Powder:
    Prolonged protection allows for fewer healing dishes, saving valuable ingredients (e.g., Butterfly Wings, Honey). Additionally, the buff works even with non-perishable dishes like Trail Mix, offering strategic flexibility.

Seasoning Salt:
To benefit from the healing boost, salt must be spent on each dish consumed, which can quickly deplete Salt Crystals (a scarce resource) and limit other recipes that use salt (e.g., Asparagazpacho).

Garlic Advantage: Provides protection, saves resources, and synergizes with the game’s damage mechanics. Salt, on the other hand, creates dependence on a finite resource for a marginal benefit.

  1. Synergy with Other Characters

Garlic Powder: Benefits characters who rely on combat survival, such as Wigfrid (by reducing received damage) or Wolfgang (allowing him to maintain high strength for longer periods). This makes it a versatile seasoning that complements various combat-focused characters.

Seasoning Salt: Has limited synergy, as the additional healing is less relevant for characters like Wormwood (who doesn’t regenerate health through food) or WX-78 (who prioritizes defensive circuits). The benefit of salt is more niche and tailored to certain situations.

Garlic Advantage: Amplifies the effectiveness of diverse teams, while salt is more specialized.

  1. Usefulness in Stalling Strategies

Garlic Powder: Can be applied to non-perishable dishes like Powdercake, allowing the buff to be stored indefinitely. This enables the preparation of damage-reducing dishes for future use, making it ideal for critical situations where protection is needed later.

Seasoning Salt: Doesn’t offer this kind of flexibility, as its effect depends on perishable dishes that need to be consumed quickly.

Garlic Advantage: Provides superior strategic planning, especially for long expeditions or predictable combat scenarios.

Summary of Garlic’s Superiority:

 

While salt requires repeated application for incremental healing effects, garlic offers:

  • Proactive defense that minimizes the need for healing.
  • Mathematical efficiency (49% "extra value" in effective health).
  • Long-term resource economy.
  • Garlic Powder offers a broader synergy with different characters and can be stored for future use, making it highly strategic in the long term.
  • Seasoning Salt, while useful in specific contexts, is more limited and less flexible, making garlic the more reliable and versatile option in a variety of situations.

This combination makes Garlic Powder not only superior in defense but also indirectly more effective in health management, solidifying its role as the ultimate seasoning for advanced strategies with Warly

When do you guys think the beta will be out in the normal version

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Ive been waiting for this update for like a month :wilson_cry:

Something that should be remembered.

game optimization

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В последнее время fps в игре падает. Можно ли что-нибудь сделать, чтобы устранить лаги?  

Wendy skill tree update and the tencent effect.

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This update appears to me to be the ground zero of when Tencent as new owners of Klei Entertainment began to effect the game. Klei has always been decent at engaging with player feedback but never to this point, where an update has been delayed multiple months and to where they almost seem afraid to send this update into the full game. 

Also the game has included systems which would be considered offensive to western religious values such as literally using dark magic to reanimate the skeleton of an ancient demon, casually reviving at a touch stone which is something in Christianity is very clear that only Jesus could do.

Obviously it's just a game and you aren't meant to take these systems too seriously, this game isn't some thinkpiece on the failings of western religious teachings. But Klei apparently has a new approach to content which edges the line on things that would be offensive to real world religious culture, which is if it's offensive to their new Chinese leadership it gets removed, goodbye wendys ability to move graves which was a simple utility perk that fit the character, providing flavor for the update and a QoL update in one swift stroke of a pen. 

I don't know how far this goes or what the endgame looks like, but this whole fiasco has been the first step in a direction I don't like seeing Klei move in.

Analysis on each skill tree and how they can be improved.

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Qualities of a good skill tree:

  • Non-combat characters should not have combat-heavy skill trees.

  • Affinity skills should be impactful.

  • Characters should be useful for both beginner and experienced players.

  • Skills should balance personal and team benefits.

Great ones:

Walter

Walter’s tree encourages his playstyle as an explorer who thrives in staying mobile. He avoids close quarters combat when he can and is perhaps the most adept survivor to explore the caves. There is a good balance of both personal and team skills, and both new and veteran players can appreciate his character.

Wendy

Wendy's skill tree enhances her playstyle as a grouped damage dealer who directly enhances other survivors through supernatural means. She can boost Abigail, boost other survivors, add utility to dead survivors, create revive stations, create gravestones, and even turn Abigail into lunar/shadow variants. Her skill tree combines both personal and team skills and supports beginner and expert players alike.

Woodie

Woodie’s tree centers around his ability to briefly gain large sums of power when needed through his transformations. This allows him to gain large boosts at the drop of a hat without needing any equipment but forces him to commit to whatever action he chooses 100%. His tree has a lot of variation in playstyle depending on which form players choose to focus on, he has both personal and team skills, and he's good for both beginners and experts.

Wormwood

Wormwood's skill tree emphasizes his role as a cultivator/farmer, allowing him to set up and manage massive farms of various types with ease. He also has a decent amount of non-farming utility, being able to set up traps, craft armor, cause himself to bloom, and even create plant/animal hybrids that follow him around.

It does feel a bit ironic that he can mass-produce the best healing/sanity foods but can’t heal from them and doesn't need the sanity. I wish he benefitted more from his own strengths, and the character is rather difficult to pick up because of this. Regardless, he has a lot of possibilities for skillful play, and he has both personal and team skills, making this a great skill tree.

Wurt

Wurt is the quintessential army-builder character. She can create and command armies of merms and turn the marsh into her kingdom. Her skill tree supports Wurt’s core purpose, and the skills are varied and interesting. She has good personal skills, and for her team, she can use the resources she gathers from her merm workers / trades with the king.

She is admittedly more difficult to pick up for a new player by the nature of her ramping effectiveness, but since she is a DLC character, this doesn’t really matter. There are a lot of opportunities for high-level play here to keep veterans deeply satisfied.

Good ones:

Winona

Winona’s skill tree strengthens her identity as a crafting/base-building character. She can craft items faster, build catapults, spotlights, robots that collect/store items automatically, and long-range teleportation stations.

However, her skill tree is unfortunately focused almost entirely on the catapults (which I believe are far less impactful than the spotlights), and the shadow alignment skills are strange for a base-building character. She additionally still has the problem of being a “swap” character since she lacks the personal skills required of a good skill tree.

The simple fix for the latter is to restrict it so only she can refuel her generators, and instead of the focus on catapults, we could have had much more interesting things.

Off the top of my head, we could have had:

  • Spotlights that target more than 1 character at a time.

  • Gemmed alternatives to the “hotlight” upgrade:

    • Red gem lights warm players.

    • Blue gem lights cool players.

    • Yellow gem lights give sunlight to plants/wormwood.

    • Green gem light extending the effects of nearby crafting stations.

    • Etc.

  • Special upgrades for boats.

  • Lunar affinity: A hovering version of Win-Bot that can traverse over walls / the ocean.

  • Shadow affinity: A shadowy craft similar to the Umbralla that keeps a base dry.

  • Shadow affinity: A shadowy generator that automatically fuels itself from the sanity of nearby players.

There are some great possibilities here, and it's a real shame that most of the skill tree is just the catapults.

Wigfrid

For a combat character, I really like the direction of Wigfrid's skill tree. Not only does she get better at direct combat, but she can build crafts to help her allies, tame/ride beefalo more efficiently, and choose from a variety of battle songs depending on what the fight needs.

Her tree feels incomplete, however, as her affinity skills are mere 10% damage reductions / 5% bonus damage. Considering the incredible affinity skills of the previously mentioned characters, this is pitiful.

Some initial ideas for remade affinity skills:

  • Shadow affinity: Wigfrid can use her sanity for interludes instead of inspiration.

  • Shadow affinity: Wigfrid can keep fighting when her health runs out as long as she has inspiration; new damage detracts from the inspiration meter.

  • Lunar affinity: Wigfrid emits an aura of light when at high inspiration that gives allies and followers her passive health/sanity regen on hit. On a full moon, she instantly gets full inspiration for the duration.

  • Lunar affinity: Wigfrid gains a battle song that inspires all nearby friendly/passive mobs to fight for her.

I’m sure somebody can think of much better ones, but the point is that the affinities need to be something potent, and then this skill tree would really be set.

Willow

Willow's purpose on the team is a little bit harder to decipher than other characters, seemingly being a supportive-tank character who can take control of chaotic situations and assist allies that are low on sanity.

Compared to other skill trees, though, this one feels lacking on the Bernie side of things, as most of his skills consist of invisible stat increases. Her skill tree also mostly focuses on combat, when I don't believe in spirit that she is a combat character.

Here are some interesting skill ideas I saw from u/TheRealExtrand:

  • Bernie automatically runs around and stomps out fires.

  • Willow can jump on Bernie’s shoulders and ride him like a mount. This can be upgraded to allow him to carry other survivors.

  • Lunar affinity: Willow can summon a ball of polar light.

All she needs is some more interesting Bernie skills and some more interesting utility skills to be considered a great skill tree.

Wortox

Wortox’s skill tree embodies his chaotic playstyle of teleporting around and stealing the souls of others. The scales are a creative feature, and there are a lot of ways to customize his gameplay style, but there is a bit much in terms of combat, though, especially with his affinity skills. Not only are his affinity skills both combat-related, but they are completely useless outside of post-endgame content. Adjustments to at least one of them would go a long way in perfecting this skill tree.

Bad ones:

Wilson

Wilson remains the ideal pick for new players learning the ropes. His skills help with light, warmth, and resource management, and he can even use his beard hair to create meat effigies for his team.

The problem is, his light source skills only affect torches, and his gem conversions are one-sided and way too costly. The simple solution is to allow his light skills to affect all handheld light sources and allow him to “tweak” other people’s light sources to give them the same boosts temporarily (not permanently so we don’t have to deal with character swapping issues).

For the gems, it would be better to make orange, yellow, and green gems equivalent in value/exchange rates. They don’t naturally have a precedence between them, so it doesn’t make sense to have one here.

Finally, his affinity skills are also quite boring, giving the usual 10% damage reduction/damage bonus (in addition to some post-endgame transmutations).

Keeping up with the humor of modern affinity skills, I propose:

  • Shadow affinity: Wilson gains a shadowy beard that allows him storage into a pocket dimension and can be shaved for both beard hair and nightmare fuel.

  • Lunar affinity: Wilson gains a lunar-essenced beard that can cool him down in the summer and provide lower spoilage to food placed inside it.

Wolfgang

Wolfgang’s skill tree found him redefined as more than just the combat guy, being able to carry heavy objects and wear heavy armor without penalty, as well as complete chores faster. The tree itself, however, is notoriously bad, designed to consume skill points with tiny stat boosts, not to mention the weird “throwing dumbbells” mechanic and even worse, the "elemental dumbbells" mechanic.

For some reason, he can also make it so his normal form is faster than his mighty form. The only semi-interesting skill, the coaching whistle, is also exclusive to his normal form and doesn't seem in line with his playstyle at all.

Wolfgang also contests with Wigfrid for the role as the combat character. Aspects like the inspiration meter and the mighty meter are a bit too similar to avoid drawing comparisons. (In fact, the presence of a separate “meter” mechanic is a bit overdone in all of the reworked characters.)

The only hope of salvation for this skill tree is a complete redesign from the ground up. No dumbbells, no throwing, no elemental attacks, and no normal-form exclusive perks.

Forum user Mortalban describes a far more enticing idea here, where Wolfgang has to carry around a giant barbell shaft that he can use to increase his damage/max health. His skills would revolve around giving him more options in combat, increasing his unarmed damage, training other survivors, and interacting with followers by flexing.

His shadow affinity could allow him to summon a shadowy barbell from anywhere, removing the need for carrying around a real one, and his lunar affinity could grant him superpowered special attacks that do interesting things at the cost of hunger.

Wolfgang's sailing perks also suggest a boat-themed skill path could be suitable, where perhaps he can scare away pirates, cheer up Pearl by flexing, and captain ships more effectively. Whatever the case may be, this skill tree needs the most work.


Klei Weekly Art Stream - Ancient Fuelweaver (February 12th, 2025)

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Klei_ArtStreamPromo_02-12-2025.png

Hey everyone, 

Come join us on this week's show (Wednesday, February 12th at 3:30 pm Pacific Time), where Jesse "The Drawbarian" will be drawing the Ancient Fuelweaver from Don't Starve Together!

Additionally, if you are drawing along with Jesse, post your drawings on this thread and yours may get featured on next week's fan art spotlight before the art stream starts!

Be sure to click the follow button on the Klei Twitch channel to get alerted whenever we go live: https://www.twitch.tv/kleientertainment

Finally, here's the finished drawing from last year's art stream:

FINISHED JESSE ART Jan 29 2025 (1).png

Please give us a setting where we can turn off boss sketches/blueprints.

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Fighting the same bosses after a while, especially with the cringe Daywalker dropping the goddamn 5 blueprints + 1 sketch EVERY fight, it's such a hassle to bring one by one to a cartographer's desk that was set-up 'nearby' to be erased. Not to mention, those things ALSO DIDN'T STACK, so all the more annoying.

Erasing the loot should be on another button, though; since some people like to get the 'rare' stuff quite often.

So please, Klei. This is like one of the most QoL improvements ever.

Poll regarding Warly

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I just want to see the general community of Warly, if there's anything I missed with the polls or any additions you'd like to make feel free to comment below. Please always remember to be respectful.

Wilson, the genius of prototypes.

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I think Wilson should have a new ability in his base kit, beyond the awesome beard (always be praise).

Wilson, being the character of saving and transforming resources (judging by his skill tree) I believe should be able to produce progressively better prototypes.

When Wilson builds any item for the first time, it has its normal durability. But, each time Wilson builds that same item, the durability of the produced prototype increases by +10%, up to a maximum of +100% after 10 times Wilson has built the same item. In long-lasting worlds, a Wilson player would be rewarded with gear that lasts twice as long, which is very beneficial for both resource savings and inventory optimization.
Additionally, Wilson should also have the ability to merge two objects of the same type to cause their remaining durability to merge; perhaps with a bonus increase of +10% durability for repair.
Wilson would become the perfect "scavenger" of low percentage equipment, which would have a second life instead of being wasted by feeding it to a lureplant.
I hope Klei considers giving Wilson more resource management skills.
Thanks for reading!

image.png.5299cfa419ca2acee96607671e76f652.png

Screenshot Showcase!

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A long-running iteration of this thread fell into the archive a bit back so I am bringing it back.

(Here's the old thread for reference and nostalgia.)

 

Post any of your funniest, scariest, surprising, heartwarming or rage-inducing images here!

 

here, lemme start the thread off with current progress in my Warly world:

image.jpeg.89ad9fe7ae4455b5f99c1ca69fbd4075.jpeg

 

aaaand the results of my current attempts to beat Bee Queen:

image.png.7b47f3cbff6ede3b5b9cfc7fd0358524.png

 

image.jpeg.972b3b550e3a3bbf2bf958bc82845b1c.jpeg

lmao all that prep only to get caught in the bees (the queen flew away before i could reengage after touch stone revival)

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lmao sike get rollbacked on

 

Does Anyone Else Want Them To Add This ?????

A comparison between Woby's “retrieve” and Wormwood's carrot mouse: Perhaps the “dig” effect should be compensated to the carrot mouse.

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  Woby's "retrieve" significantly outperforms Wormwood's carrat in every aspect. It now seems that the carrat is constrained by its older version (Wormwood was even redone before W.O.B.O.T was introduced), and its utility is increasingly falling behind similar skills of other characters.

 

Comparison between Woby's "Retrieve" and Wormwood's Carrat

Skill Unlocking Method:

  • Carrat:     1.Requires Wormwood to unlock six points on the left branch before it can be learned.
2.It is a faction skill that requires defeating the Celestial Champion.
  • Retrieve:Can be learned directly without any prerequisites.

Usage Cost:

  • Carrat:Consumes 5 points of Wormwood's HP and one carrot.
  • Retrieve:No cost at all.

Usage Duration:

  • Carrat:Can be used for 3 days.
  • Retrieve:Unlimited duration.

Item Pickup Category:

  • Carrat:Only picks up food items.
  • Retrieve:Can pick up any non-equipped items, including food.

Storage:

  • Carrat:Items are stored in Wormwood's inventory.
  • Retrieve:Items are stored in Woby's own inventory.

Pickup Speed:

  • Carrat:Movement speed is 7, but since Carrat has only one inventory slot, it needs to constantly return to Wormwood.
  • Retrieve:Woby's movement speed is 6, with 9 inventory slots, allowing it to continuously pick up different items.

Controllability:

  • Carrat:Uncontrollable; it will pick up all food items in the vicinity and give them to Wormwood. To stop it, you have to kill it.
  • Retrieve:Can be controlled to start and stop at will, as long as Woby is not in combat or in the Big Woby state.

Stability:

  • Carrat:Has only 25 HP, does not avoid danger, and is almost certain to die in major battles.
  • Retrieve:Woby cannot take any damage.

Maximum Quantity:

  • CarratUp to 4 can be summoned. This might be the only advantage Carrat has over Woby in large-scale farm harvesting, but the advent of two types of harvesting robots has diminished this value.
  • Retrieve:Only 1 can be used.

Practical Survival Experience:

  • Carrat:Carrat is only useful at the beginning of the game for collecting seeds and after large crops are smashed in the farm. At other times, Carrat is not only extremely prone to death but also tends to pick up unwanted items (such as rotten items, Grommle Slime, and Pig Skin) and give them to Wormwood. Additionally, the unlocking conditions for Carrat are quite cumbersome, making the cost-to-benefit ratio relatively low.
  • Retrieve:In addition to doing everything Carrat can do, Retrieve can also pick up loot from ranged attacks, Despair Bullets, and grass and branches cut down by the Scythe.

Compensation Proposal:

    Since a faction skill of one character is completely overshadowed by a regular skill of another character, shouldn't we compensate the former? Many ideas have been discarded in the current test server updates. We could add Woby's previous "dig" ability to Carrat to make better use of it.
  • Each Carrat could "dig" once every 10 minutes, for a total of two times over three days.
  • The items that can be "dug" should be revised to focus mainly on various crop seeds, with additional items like bananas, empty bottles, rotten items, mushrooms, and other items closely related to Wormwood. After opening rifts, it could dig up basic materials from the rift.
  • This way, summoning multiple Carrats and keeping Carrats around would make more sense.
PS: In the "Year of the Carrat" content, there are many animations that could be applied here, such as using this animation as the action after a successful "dig".
image.png.d50fe3916e3818fed2054ec725b1a1c8.png

Further Optimization:Carrat could place picked-up items into containers near Wormwood that already contain similar items.


Killing masked bunnymen shouldn't count as part of the rabbit naughtiness meter.

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As of now, if you had killed masked bunnymen for quite some time, it counts toward your rabbit naughtiness meter. And thus, spawning the Malevolent Rabbit King and his goons along the way; making the whole thing unintuitive.

This has led to the problems on how to dispose them, while also preventing the rabbit meter to rise. I'm thinking masked bunnymen should be separated from regular bunnymen (in terms of codings, etc) so that players don't have to scramble for their lives when facing such unexpected encounter.

About the new Valentine's Day login reward.

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Yes I know this is fast as hell but this is important stuff I swear.

So one of them is the

Spoiler

Thorny Twizzle.

The real question is why wasn't the skin is for sword-based items? Like, it legitimately looks as such and will be awesome as a Dark Sword or Fencing Sword skin.

Instead it's for the

Spoiler

clean sweeper.

Like, ????

Again, no offense to you Klei but I'd appreciate it if you can change what the skin is for. Thanks in advance!

Spoiler

image-27.png.b1469def64d3dadf7de889ff771d9bfa.png

 

[Game Update] - 654051

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Happy Early Valentine’s Day!
It’s almost that time of year for loving and snuggling, and we wish you and your loved ones a great time for it this Friday and the following weekend! In preparation for the upcoming event we have a login item for both it and another for some mentally inclined Magic.

Changes

  • Added two login item bonuses.

View full update

Fantastic Hounds and Where to Find Them!

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I think they could be included in the game some new types of hounds, obviously based on gems.

Purple Dogs, start spawning in the world on day 80.
Purple Dogs have the normal stats of a hound but have a madness aura that is twice as large and twice as powerful.
Every bite they inflict on the player reduces their sanity by the amount of health lost.
When a purple hound dies, a hostile shadow spawns near the character that attacks them and is not affected by their sanity value.
They have a small chance to drop a purple gem upon death.

Yellow Dogs, start spawning in the world on day 120.
Yellow Dogs have the normal stats of a hound but move 25% faster and their attacks are considered electric. This means they hurt more than a normal hound, and hurt a wet character even more.
When performing the barking animation, yellow hounds will cause lightning to fall on the character.
They have a small chance to drop a yellow gem upon death.

Orange hounds begin to spawn in the world starting on day 120.
Orange hounds have the normal stats of a hound, but move 25% faster. When hit, they will teleport to a random location on the screen, and will also teleport randomly during the barking animation.
They have a small chance to drop an orange gem upon death.

Green hounds begin to spawn in the world starting on day 120.
Green hounds have the normal stats of a hound.
Whenever they are hit by a weapon, it instantly deteriorates by -10%; if the character hits them with their bare hands, they will suffer a knockback that causes them to lose -10% health.
When a Green Hound hits a character, their armor deteriorates by an additional -10% on top of the damage dealt by the Hound. If the player is not wearing armor, they take the normal Hound damage plus an additional -10% health loss.
When a Green Hound dies, it creates a small "explosion" of entropy, disassembling everything in the immediate vicinity, returning only half or less of the materials.
They have a small chance of dropping a Green Gem upon death.

Iridescent Hounds, begin to spawn in the world starting on day 200.
Iridescent Hounds have twice the health of normal Hounds, move 25% faster, bite 10% more often, and deal double the damage. Each hit from them instantly lowers the character's temperature by -10°, which can cause them to freeze very quickly. Upon death, they leave a cold patch identical to Klaus's reindeer's ice attack.
They have a very small chance to drop an iridescent gem upon death.

Dreadstone Hounds, begin spawning in the world on day 200.
Dreadstone Hounds have 90% natural armor, move 10% slower, and deal half of their damage as planar damage.
They have a small chance to drop a dreadstone upon death.

Obviously the Varg would not be able to spawn these Hound variants, to avoid making Varg farms too efficient.

Thanks for reading!

I got us our butterfly net upgrade, now time to gently bully for another two upgrades...

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Staffs. Specifically the three starting basic staffs we get from Shadow Manipulator. They feel very not powerful and or have not enough durability wise. For any use of them we have to carry many to deal with bosses, clogging inventory and making a whole bunch more in case of running out.

We should get some kind of ancient crafting for this either from forbidden knowledge in the Archive to create them into greater ancient staffs to condense our character's basic magic to more advanced type of magic.

Fire staff upgrade should do percentage burn and ice staff should freeze better and send a wave of cold to freeze targets in place, retaining their original aggressive side and utility side of damages. Bosses have their resistance ability stacking anyway so damage and utility would be better put on cooldown before reusing as an advanced strategy to vary your tactics and tool usage.

---

Other change I had spoke about is blowdarts and they need some sort of work on, because they exist and they feel like they just don't or ever were cared about to improve upon.

People took the white blowdart as 'too op' idea as a ranged weapon not to consider to maybe it could do better in the game by being more efficient in it's crafts, as well as any other dart.

Solution: Just increase the crafts up to 5 per craft. It's that simple really. Mobs in the game have so much health and grinding for resources to make these is a pain on it's own. We have a ranged character and much later lategame ranged weapons already taking up their spot, but they can retain relevancy for early or late depending on the resource availability.

White blow dart is a seasonal thing to be farmed so not many would benefit from this unless they're Wicker (who generally just benefits from every resource the most by books anyway) but gives a chance to feel powerful by having a strong ranged weapon to blast enemies with.

Sleep darts usually are not ever thought of as well as fire ones. Sleep darts would be most useful for PVP scenarios so 5 darts is enough for a strong slow to not let anyone to run away from a fight as well as finishing their target if they can handle them is good for that situation.

Other than that if one would not have panflutes perhaps sleep darts could act as a stacking slow on bosses and mobs before they sleep? Kinda like Walter slows but it's a craftable that anyone can make with a bit of work put into it.

Fire darts kinda need rethinking overall. They exist alright. Maybe like a lesser % damage +10 damage or something than above suggested idea for a greater fire staff.

Electric darts are fine, could be easier to craft by just giving 5 each instead so that's that. Also Balloons to make targets wet would be a great mechanic for that addition. Make electric items great again or whatever.

Come to think of it, Electric darts are only fine cause we can release canaries and they give multiple feathers. If we could pluck captured birds maybe it would make more sense that darts would get more general usefulness. Either that or increased crafting amount, either would work probably. Or both, depending on how much we will craft and how we get those resources.

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The conclusion is to make items have better diversity in use and staying more relevant. New additions and items in lategame don't match for the items we have mid to late game. Some craftables are not beneficial considering their complex tasks to make them a.k.a. making darts. Staffs are cool but they really could their own side of progression. Darts are a resource side of progression while magic is exploration side. Kinda like Gunpowder VS ruins gear. Both do their job well in different ways of gathering and or finding those things.

Thanks for reading through my Klei Talk.

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