Don't Starve Together

Don't Starve Together

Sharkbait's Boss Tweaks
Showing 1-5 of 5 entries
Update: 11 Jul @ 10:38pm

- Twins now don't have randomly varying cooldowns.
I have no idea why they even had this in the first place, it's basically not even noticeable with the atrociously low vanilla cds, but it should make the tweaked cds actually feel like they're supposed to.
- Slightly tweaked charge cds for Eye form. (Ret 8 -> "10", Spaz 4 -> "6), actual cds should remain the same in practice, because the cd starts when the attack begins, for some reason.

Update: 6 Jul @ 9:41pm

- Added Twins of Terror tweaks
- Added Wrathful Rabbit King tweaks
- Added Varg tweaks (Mainly to make Possessed Varg better)
- Fixed config typos

Twins -

Retinazer -
- Minumum eyes per spawn 4 -> 3
Four minions per spawn is frankly ridiculous, so I've slightly reduced the number to keep the spawns more manageable for duo fighting.
- Spawn CD 5.4 -> 8
Eye spawn cooldown is a little longer in order to make it more realistic to fight both Twins at once.
- Charge: CD - 3.5 -> 8 MouthCD 7.5 -> 15 Speed 20 -> 15 MouthSpeed 22 -> 17 Time 1.0 -> 0.5 MouthTime 0.7 -> 1.20
Charge stats tweaked to make them less common and weaker for Retinazer, whilst also adjusting them in order to create less pressure when fighting both bosses at once.

Spazmatism -
- Spawn CD 18 -> 30
Drastically increased spawn cooldown to make minion spawns mainly Retinazer's thing, whilst also opening up more time for charging.
- Charge: CD - 1.75 -> 4 MouthCD 3.75 -> 7 Time 0.4 -> 1.0
Charge cooldown increased base to account for fighting both bosses and as compensation for the duration of the charge being increased for phase 1. Phase 2 charge cooldown increased to 7 because holy shit why is it so low???

Varg -
- Base Hounds 2 -> 1
Simple change. Fewer hounds means you won't get overwhelmed super fast.
- Max Hounds 10 -> 6
If things get out of control, the limit to how out of control it'll get is limited a bit.
- "Followers" 6 -> 4
I have to be honest, I actually don't know what this stat does. I think either this one or the "Base Hounds" stat just handle the hounds that are spawned around the Varg by default.

Wrathful Rabbit King -
- Minions 3 -> 2
A simple change that makes this boss less ridiculous for a supposed "miniboss" and allows you to clear out the minions more easily, since kiting 3 minions instead of 2 minions is substantially harder.

Update: 6 Jul @ 3:26pm

- Added WARBOT tweaks
- Added Celestial Scion tweaks
- Added ability to nerf Inimical Gestalts

Enlightened WARBOT -

- Health 22,500 -> 20,000
I feel like the health was increased just a tiny bit too much from the initial beta version, which was 18,000. I thought the boss was fine at 18,000, but I think the smaller reduction instead of a complete revert will keep the boss at a more ideal length.
- Attack period per threat level 3.5, 3, 2.5, 2 -> 4, 3.5, 3, 2.5
Just some more slight reversion from beta changes.
- Leap CD 7, 11 -> 8, 12
The leap feels like it should be a bit more of a special attack, but it actually happens a ton. A slight increase in cooldown should make it just that bit more special.
- Player Damage Percentage 25% -> 50% (Normally 50% for every other boss, just bringing it in line)
- Orbital Beam initial hit damage 50 -> 25
This will make the beam less of a punishment to get slightly grazed by (Though you still become groggy), but it'll still hurt a lot if you continue to stay inside of it.
- Terramite laser wire damage 30 -> 20
I find that I get stunlocked by the razor wire a LOT and the boss will usually get another attack on me while I'm stuck, usually the orbital beam or the leap. This change should make it so that, while the stuns still happen, you're less likely to just die from it.
- Terramite health regen 5 -> 4
Terramites will stay knocked out a little longer. Just a very slight tweak that should make it feel a little better to knock them out instead of dodging them, if you prefer.

Celestial Scion -

- Health 16,000 -> 13,000
It's no secret that the Celestial Scion is exceptionally dangerous. Every second spent in this fight is a second things can quickly go wrong. On top of that, the boss feels like it drags on a bit, since it already comes after WARBOT, which is a fairly long fight in and of itself. This change actually makes it mainly so that you'll more quickly get to the dangerous part of the boss, since you reach the max health threshold for phase 2 sooner.
- Attack Period 3, 2.75 -> 3.5, 3
Another partial revert from a beta change. I think the main reason they make the attack period so much lower is because the boss barely does anything else.
- Physical Damage 225 -> 200
Now deals the same damage as WARBOT. This damage reduction, while slight, will make your health a little easier to manage and the time to kill a little higher. You can die very quickly and suddenly in this fight, making it very unforgiving.
- Supernova: CD 40 -> 30 DPS 40 -> 50
The "Supernova" attack, despite how cool it looks, is not very common in the fight, and since the lowering of the DPS from the beta, it isn't super dangerous either. I made it a little more dangerous and a lot more common, so it's a bit more impactful on the fight itself. This also gives you some time to breathe from the other attacks and gather your beatings. This also means the creep attack isn't happening nearly as much by just a little bit.
- Creep DPS 25 -> 15
This is quite a simple change given the scope of this mod. I would have loved to make the creep not make you groggy or add a time limit to it, but those were both far more interwoven into the code than I had expected, along with the slam frequency. The reduction in DPS means that, while you still become groggy (and drastically slower as a result), you will lose less health for simply getting knocked into the creep or having to stand in it to dodge/bait an attack. This makes the supernova less painful to handle if your WARBOT legs happen to be surrounded by creep.

Update: 5 Apr @ 9:21pm

- Now with configs!!

Update: 15 Feb @ 9:12pm

- Hi!

Daywalker/Nightmare Werepig -

- Healing while stalking +10/0.4s -> +5/0.4s
This is a very small change, but it was made with the aim of allowing your damage to stick onto the boss more easily in Phase 2, where it is very difficult to land a lot of hits on the boss. It also allows you to be more patient and careful with Daywalker, since you aren't punished as hard for taking a second while the boss is stalking.

Scrappy Werepig -

- Attack Range 3 -> 4
Scrappy Werepig has a very frustrating issue, which is that he is designed for you to bait out his attacks, but his attack range is dreadfully short, so you have to let him get very close in order for him to attack you, and it's often hard to even respond to his attack once he starts it.

- Tackle Speed 13.5 -> 11.5
Similarly to the last change, this is so that it's easier to react to his attacks and dodge them. The charge is easier to bait, but it's still difficult to dodge without speed bonuses. These two changes should bring him more in line for players not using speed bonuses.

- Multiwield Cooldown 16 -> 12
This is the only change intended to be a buff, though it could be a bit of both, as he will spend more time digging in his pile for scrap. This just makes it so he will more often have two weapons, making his attacks more variable and making him a tiny bit more interesting to fight.

Dragonfly -

- Health 27,500 -> 20,000
This is a simple enough change. Dragonfly is a boss fight where you spend a good bit of downtime not hitting the boss due to the lavae spawning phase. This in addition to her very high health pool made the fight drag on(fly) for ages on characters who did not have additional combat abilities. While 20k is still a lot of health, this should hopefully make her less of a chore to clobber.

- Lavae Health 500 -> 200
Lavae are pretty dangerous AND pretty tanky, so reducing their health will make it more realistic to kill them instead of trapping them behind walls.

- Lavae Lifespan 30 -> 15
This change is meant to open up the possibility of evading the lavae instead of just killing them, as they'll start to die off sooner rather than later.

Celestial Champion -

- Phase 2 Starting Health 13,000 -> 10,000
A simple change, but this change is made to keep the time spent fighting each form a little more consistent. This is a really dangerous phase with plenty of attacks, but with two other phases, there's not much reason for it to be too tanky. There are many periods where you cannot attack the boss, so this should cut down on some of the time spent fighting this boss while keeping the resource requirements the same.

- Phase 3 Starting Health 14,000 -> 7,000
A much more drastic change, this one was made with similar philosophy to the other changes. Phase 3 is often evading you and laying traps to play keepaway, and at the end of a trilogy of fights, this can feel pretty tiresome if it goes on for super long. I found that the phase still remained engaging and difficult with this health reduction, but it ended a bit sooner. This is one change I am willing to adjust, as it might be best to simply have all three phases have 10k health.

- Enlightening Snare Lifetime 20 -> 15
A smaller change, but it makes life a tiny bit easier for people who choose not to break the snares themselves.

Toadstool -

- Health 52,500 -> 25,000
This change was made with the idea in mind that Toadstool is a fight where you are often dodging, evading spores, and chopping sporecaps, so despite him being easy to hit a lot, his fight would still take a very long time, since his health pool is huge and he has a side objective. The fight is still fairly lengthy with half health, but it is far less egregious.

- Sporecloud Lifetime 60 -> 25
With how often sporeclouds get tossed out, they last a really long time. This means the battlefield is often covered in noxious spores and difficult to navigate. Even one bad spore drop makes life a nightmare for you. This change keeps spores dangerous, but makes it so that they clear away sooner. They still last a good amount of time, but not nearly as long.

- Sporecap Spawn cooldown 45 -> 65
It's no secret that Toadstool loves his sporecaps, but he spawns a little too many for most people's liking. The cooldown has been increased so you get a little more time between subsequent sporecap spawns to enjoy the rest of the fight.

- Sporecap Chops 10 -> 7
To help bring the sporecap phase in line with the rest of the fight, the number of chops needed to fell one of these fungal fixtures has been reduced. Misery Toadstool has had his chop requirement reduced to 10. (was 14)

Ancient Fuelweaver -

- Channeler and Minion Spawn cooldowns 20 -> 45
Fuelweaver's spawned shadows are a real nightmare when they come crawling into your world, and for most players, their heavy frequency causes a ton of stress, making the fight very high execution and unforgiving. This change gives you more breathing room between his dangerous special moves.

- Minion Heal 400 -> 300
A small change to make the one or two Woven Shadows that slip into that shadowy maw a little less punishing. It's still a very heavy blow to your progress, though.

- Snare Attack cooldown 10 -> 20
It sure feels like you can hardly move in this fight, so the cooldown of the cage attack has been increased to allow you a bit more movement when fighting him. This is mainly because the cage is not intended to be avoidable, and the only way to get out of it early is with teleports.

- Snare Duration 6 -> 4
Similarly to the last change, this makes the snare a little less dreadful if you can't escape it.